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Software Lesson Plans
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Sixth graders are assigned a safe e-mail address and instructed how to use the e-mail account. A digital camera or scanner be used to create digital photographs of Students, and word-processing software be used to create the messages sent.
Students create website of a studenT picture book to share with younger students using computer software.
Young scholars conduct lab activities, computer visualizations, and other various forms of research in preparation for a role-play activity in which they assume the identities of advisors to various heads of state on the subject of global warming.
Students listen to The Three Little Pigs and The Three Little Pigs by A. Wolf. In this Three Little Pigs lesson, students use a computer graphic organizer to create a Venn diagram to show similarities and differences in the versions.
Kindergartners order pumpkin sizes by using pieces of string. They will measure pumpkins with string to find the correct size. They also use cubes to as a measurement standard and record on a computer page. Then they compare their results and create a graph using Excel.
Third graders create an invention. In this technology lesson, 3rd graders invent a product that will change people's lives and design an advertisement for their invention using the computer.
Looking for a technology-based research lesson for your science curriculum? Then this lesson is for you! Students work together in order to classify animals into specific groups. Individually, each student performs a Webquest on their animal. Each students creates a poster of their animal shown in their habitat by utilizing the Kidspiration software. Resource links and worksheets are embedded in this impressive lesson.
Students research the solar system and design a storyboard for a video game about the solar system. Then they create an actual video game using Stagecast Creator software.
Using technology skills and software from Microsoft, middle schoolers can make a variety of videos and presentations from this thorough list of topics. Mathematics, geography, language arts, history, and science lessons prompt young filmmakers to employ their talents in various projects.
Students research and report on aspects of kites including: history, types, building and flying kites. They use Inspiration Software as a graphic organizer. They use gathered research to complete informational booklets.
