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Software Lesson Plans
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Learners assess the many benefits and drawbacks of reproducing works of art, such as sculpture and paintings, on CD-ROMs and on the Internet, as well as explore art history via these computer technologies.
Learners listen to The Copycat Fish and My Teacher For President and use the information for graphing. In this graphing lesson, learners create a bar graph and label it. Learners then learn to make a graph using Excel software.
3rd graders read a money book and review money skills. In this money skills lesson, 3rd graders use coin models to create the given amounts of money. 3rd graders then use the coins to find change using given money amounts. 3rd graders then use software on the computer to stamp different ways money can be made and go on a virtual field trip to the United States Mint. 3rd graders also visit the U.S. Treasury for Kids website. 3rd graders keep a record of what they learn in math journals.
6th graders explore career opportunities by utilizing software. In this marketing lesson, 6th graders participate in a role-playing situation in which they are salesmen for a computer company. 6th graders identify the audience they are trying to reach and create a presentation about computer software.
Learners increase their computer graphics skills and trace and paint botanicals from digitals photographs they take of prairie plants using computer-aided artistic techniques.
In this lesson students read about Bill Gates. In this reading comprehension lesson students read the book Bill Gates: Helping People Use Computers by Charnan Simon. In this lesson students read silently to themselves and discuss what they read with their classmates.
In this lesson students demonstrate the steps to follow in using the software to create a presentation. They use context of cultural history of the four periods of Native American lifestyles in Illinois and create a presentation.
In this lesson students use word processing software to create an alphabet book. They list pictures with the same beginning sound as the letters of the alphabet, insert clip art, label each picture, and print and bind their book.
Students write paragraph about a bug using the computer, an Internet encyclopedia, and word processing program.
Learners explore multimedia components. In this science inquiry lesson, learners read "Invitation to the Game" by Monica Hughes and they use the Alice Computer Programming System to better understand population dynamics.


