Professional Documents
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Management Check:
Students will interviewing different students today. There's a way that they could be take it very seriously. This is why an interview would be good to model for the class. Students will skim over the contract and collaboration rubric and so not comprehend the weight of what it means to partner.
Habits of Mind:
Managing Impulsivity Persisting
Teacher Action
Teacher models an interview for the students to see. Demonstrating good techniques and bad techniques.
Student Action
Students watch as the interview unfolds
5/50 10/50
Teacher asks for responses to Students share out their ideas. the interview. This will create a collective brainstorm for the students and get them thinking well about the situation.
Teacher Action
Students need to interview at least 3 different people. When they are nished and they have selected their partner they may approach the teacher (even explain their choice) and then return to their desk and read the collaboration rubric and sign the contract. If there is anytime left over they may begin brainstorming together. Establish the design specication for the game with the students: 1. Informed by MI Theory 2. Centered on State Standards/School Content 3. Effective, concise, clear set of directions 4. Designed to satisfy the personal needs to the end user N/A
Student Action
Students interview and rotate when complete. They retrieve the 2 worksheets when they have selected.
40/50
Students write down the design specications and ask questions about each.
50/50
Homework
Students are to create a "test" that factors in these four design criteria their nal product (the game) must pass in order to satisfy the design specications. (ex: Does the game have 2 heavily tested standards? Are there at least 3 multiple intelligences in the game? Can a person who has never played learn the direction in less than 10 minutes?)