Table of Contents - Vol. 21 No. 6 - March 2005
Pearls of URLs
Smart Art - Tyndall Park students showcase Ted Harrisonby Sheila Malcolmson - Tyndall Park School
As part of our Social Studies unit studying the Arctic Region,
our grade 5 class read all the Ted Harrison books
we could find and researched about the artist on the
Internet. We studied his art technique and used
tempera paint pallets to reproduce one of his paintings. These paintings
were photographed with a digital camera and Wendy Groot,
the technology support teacher, used the "Anfy" book flip slideshow applet
to display these creations in an appealing manner. On-line readers are
encouraged to view the
Tyndall Park student showcase of Ted Harrison's style at:
After reading “A Northern Alphabet” by Ted Harrison, our grade 5 class decided to make “A Tyndall Park Alphabet” in Ted Harrison’s distinctive style. Students were each given one letter of the alphabet to create a sentence using as many words as they could relating to our school. We used HyperStudio to draw the illustrations and type our text. We then printed out our Tyndall Park Alphabet book on photo paper. It looks fantastic! Two of the HyperStudio Alphabet cards are displayed below so that readers can appreciate the talents of these Grade 5 students. Thanks are extended to Wendy Groot for showcasing the student's talents on our Tyndall Park school web site and preparing this HyperStudio stack so that it can be shared with others.
[Table of Contents]
by Brian Metcalfe - Technology Education
Keith Strachan, the technology support teacher at Cecil Rhodes School, has recently been introducing the multi-media Flash programming application to his older junior high students. However, as any teacher knows, before one can teach new applications, one must become familiar with the capabilities of the new software. Keith is no different. He has been learning to master the intricacies of the Flash program by creating practical, classroom activities that the younger students and teachers in his school can use. Not only has he created an innovative activity called "Money Matters", he has generously allowed me to share it as a "freebie" with readers. When the opening "Money Matters" screen is displayed in one's browser, the student has an opportunity to click on either the "Play with Money" or "Play with Change" activity.
"Play with Money"
Once the coins are added to the inner frame, students can drag individual coins to make certain, for example, that a loonie is not covering up a smaller dime or penny. The student is then challenged to determine how much money is displayed. Children can drag and group similar coins together and when they have counted up the total, they can enter the amount in the white box to the right of the dollar ($) sign. To check if the total is correct, one must click on the "rubrics cube" symbol to generate a happy or sad face with a variety of appropriate feedback messages. Before moving to another problem, one can clear or clean the inner frame area, by clicking on the "wash tub" icon on the lower tool bar. However the "Play with Money" is more than an exploratory activity. Under the "Make a problem" title one finds a red "A" and a green "B" button which generate two different types of coin-related money problems. When one clicks on the "A" button, a random number of coins are generated and dropped into the inner frame and the student is challenged to enter the correct total at the bottom. Clicking the "B" button generates a random dollar amount and the student is then challenged to see is s/he can click on the correct number of coins to transfer an appropriate number to the inner frame which add up to, for example, the "$3.63" which is displayed below. Keith has added some additional features that students will find very useful. For example, if a child enters too many coins, one can simply drag the extra coin(s) to the blue "waste paper basket" icon in the lower right corner of the inner frame. In addition, a child can make change, by dragging a coin over the "smiley face with the $ mouth" on the left side of the bottom toolbar. For example, a loonie dragged over this icon will magically transform to four quarters while a quarter will be converted to two dimes and a nickel. In addition, there is a coin counter in the top right corner which can be a useful tool as teachers can ask students to show as many different ways that a constant amount can be displayed. In the example below, 12 coins make up $3.63 but can this same money value be illustrated with both fewer or more coins?
"Play with Change" Not only are students presented with the typical type problem illustrated below in which they have sufficient money to make a purchase but Keith has also introduced situations in which the student does not have sufficient cash to make the purchase but must determine what combination of coins are needed to make up the deficiency as in:
I encourage you to download Keith's "Money Matters" activity from the "Freebie Favourites" at the end of this newsletter. Try it with your students and get their reaction. Although it is a "freebie", I think that as a recipient of this innovative education activity, you are obligated to send a brief note of appreciation to Keith Strachan who has spent a great deal of his own time and energy in developing this activity for students. Keith, on behalf of all our readers and the students who will benefit from you contribution, I say "THANKS for caring and sharing!" Food for Thought: "The Power to Teach"by Dr. Frank Trujillo
[The Power to Teach is reprinted in Bits and Bytes with the written permission of the author. For information regarding Dr. Trujillo's esteem-building writings and publications, log on to www.ProTeachPublications.com] "QUIZLINE" - A "four in a row" review challenge in Excelby Brian Metcalfe - Technology Education
What is it? QUIZLINE is an Excel "freebie" tool which educators can use as a unique method to review concepts. Although it was designed to be used on a single computer, hooked to a projection device for displaying to the entire class, pairs of students could use this activity sharing a common computer. The "Quiz Board", shown below, is a six-by-six matrix of tiles which the opposing "Blue" and "Red" teams get to claim, in turn, if they answer a review question correctly. Teams alternate choosing a strategically located tile by number (1-36) and if they answer the random question and it matches the answer provided, the teacher or "referee" gets to claim the tile by clicking the appropriate "Blue" or "Red" button. This action converts the chosen numbered tile to the team's colour and adds 10 points to the team score. To win the challenge, the team must get four adjacent squares of their colour in a row (be they horizontal, vertical or diagonal). If, after all the tiles are captured, neither team is able to claim "four in a row", then the team with the most points wins.
Why develop such an activity? Three situations have motivated me to create this QUIZLINE challenge. First, I have recently been working with some talented educators at Sister MacNamara School who are looking for educational activities that they can introduce to their classes using a projection device. Secondly, a number of our schools are purchasing SmartBoards which are touch-sensitive display panels that connect through a projection device to show the computer application. QUIZLINE will take advantage of the SmartBoard capabilities allowing the teacher to review concepts covered in class directly from the SmartBoard display. Thirdly, and probably most importantly, I wanted to find or create an activity that educators, new to technology, could use with their class without having to know a great deal about software or technology. Although QUIZLINE has a number of features that are activated with macros (subroutines of programming code or instructions), the user simply clicks on labeled buttons to navigate through the activity, oblivious to the programming commands that are happening "behind the scenes". Where do I get it and how do I set it up? One can download this program from the "Freebie Favourites" page at the end of this newsletter. However, when one attempts to open the QUIZLINE.xls Excel file on one's computer, the person will be warned hat the file includes embedded macros which "could contain viruses". It is recommended that one follow the three step process to open Technology Education created or approved macros which was outlined in an article last month entitled "If macros are indeed the key ... check that they are virus-free!" It is VERY IMPORTANT that the user DOES NOT RENAME QUIZLINE.xls. The built-in macros all point to particular reference points within "QUIZLINE.xls" so this filename cannot be altered if one wishes to use this review activity as it was intended. However, if a teacher wishes to build up a variety of QUIZLINEs, to review different concepts, it is recommended that one store each QUIZLINE in a folder which identifies the contents of the review material as illustrated below:
A metaphor may help clarify the situation. Consider the QUIZLINE activity to be a ready-made skeleton on which each teacher can display a different skin, be it review questions and answers in Chemistry, a Grade 6 unit on "flight" or a Canadian explorers review. How does one prepare the review questions and answers? Although the last question may have appeared to be somewhat technical, new users of technology need not be intimidated by this QUIZLINE activity. When one opens this QUIZLINE Excel file for the first time, an "Instructions" worksheet is displayed which will guide the new user through the preparation stage. In reality, a teacher need only enter the review questions and answers since the skeleton structure is already created. For example, when one clicks on the "Step 1" button in the "Instructions" worksheet, one will automatically be transferred to the "Q & A" (questions and answer) worksheet shown below. Here, the teacher must type a review question over top of the generic "QUESTION #??" place holder in column B with its corresponding answer entered over top of the corresponding "ANSWER #??" in Column C.
To prepare QUIZLINE for classroom competition, a minimum of 36 and maximum of 50 questions, with corresponding answers, must be entered in the "Q & A" worksheet. QUIZLINE will automatically select 36 random questions from the list provided and place them in a random pattern behind the tiles in the 6 x 6 "Quiz Board" display. However if a teacher does not enter any more than 36 questions, it is important that the "QUESTION #??" and "ANSWER #??" placeholders be cleared. One can highlight each "QUESTION #??" and "ANSWER #??" cell and press the <Delete> key or highlight the questions and answer placeholders from question #37-#50 and click the Edit>Clear>Contents menu items. When all the questions and corresponding answers have been entered and reviewed in this "Q & A" worksheet, one simply clicks the yellow "Back to Instructions" arrow to complete the assignment process and start the competition. During the entry of questions and answers, it is important for the user to periodically save the QUIZLINE.xls file.
How does it work? When one returns to the "Instructions" worksheet, one finds "Step" buttons which are initially red coloured. As each "Step" button is pressed an action in initiated and the button changes to a "green" colour to indicate that the activated steps is now a "GO". In summary, the Step buttons accomplish the following:
All that is left is for the teacher to divide the class into a "Red" and "Blue" team, flip a coin to decide which team goes first, and ask each team to select a tile by number (1 - 36). If the team answers the question correctly, one must click the team's colour button to capture that respective tile and add 10 points to the team total. |
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