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Education Department
Course Name: EDMM 310: Foundations of Educational Technology and Theories of Learning
Assignment: Final Project Instructor Guide on numerical literacy of addition for grade 2
Prepared by:
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Table of Contents
Adopted Theory 3
Pedagogical model: Situated learning 3
Why situated learning 4
Situated learning strategies …………………………………………………………………………………...4-5
Overview 6
Purpose 6
Audience setting 6
Instructional problem………………………………………………………………………………………….. .6
Materials needed 7
Sequence of instruction 7
Class schedule 8
Facilitator instructions………………………………………………………………………………………8-20
Session 1 9-13
Session 2 …………………………………………………………………………………..........................13-17
Session 3……………………………………………………………………………………………………18-19
Session 4…………………………………………………………………………………………………….19-20
Session 5………………………………………………………………………………………………………...20
Appendixes ………………………………………………………………………………………………………
Appendix A……………………………………………………………………………………………………..24
Appendix B…………………………………………………………………………………………………….25
Appendix C…………………………………………………………………………………………………….26
Appendix D…………………………………………………………………………………………………27-28
Appendix E …………………………………………………………………………………………………….29
References………………………………………………………………………………………………………30
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I. Adopted Theory:
- Constructivism
We intend to adopt the constructivist approach/theory. In this theory, the learner constructs his/her
knowledge through various meaningful experiences and actions (Dabbagh & Bannan, 2005, chapter 5).
Moreover, the learner is an active participant in the learning experience, developing knowledge through
All in all, the constructivism theory has various models within it. We choose to implement the situated
Situated learning model aims at situating the knowledge being taught in contextualized situations, that
reflect the meaning and usefulness of this knowledge in real life (Dabbagh & Bannan, 2005, chapter 5).
In situated learning environments, instructions are presented in authentic scenarios, cases, problems.
Adopting and implementing authentic situations provide students with meaningful and purposeful
activities that reflect real-life skills and domains (Dabbagh & Bannan, 2005, chapter 5).
Additionally, the situated learning model provides the students with real-world experiences. The
students learn from the interaction, noise, and confusion that they will face in the authentic activities to
construct their knowledge. Hence, they will be exploring and experiencing the complexity and
ambiguity of real-world learning experiences ( Dabbagh & Bannan, 2005, chapter 5). Also, the teacher
has a major role in this model in scaffolding the learning environment. Dabbagh & Bannan (2005) stated
that the teacher scaffolding role is reflected by “providing collaborative activities, learning resources,
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In sum, Dabbagh & Bannan (2005) stated four major beliefs that are the basis of situated learning:
In today’s 21st century, students must transfer school learning to their real lives (ISTE for
students, 2016). They should learn how to contextualize and apply their acquired skills at school
in real life. Hence, the situated learning model is the one that fits our aim. It promotes authentic
learning activities where learning is situated in a way to help students acquire insight on how this
knowledge is applied in real life situations (Dabbagh & Bannan, 2005). Students are going to
engage in hands-on adding activities and simulations of buying experiences to learn how to use
Situated learning has a lot of strategies that contextualize learning. For our class we will be using the
following strategies:
Students will work in pairs/groups to practice adding two digit and three-digit numbers during 2 sessions
(for more information, check the sequence of instruction section). CL is one of the situated strategies as
it allows the students to learn from interacting with each other (Dabbagh & Bannan, 2005).
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It has a lot of benefits academically speaking such as promoting critical thinking, involving students
actively in the learning process, providing the students with a positive atmosphere for modeling,
practicing cooperation, developing a social support system for learners through their peers (Laal &
Ghodsi, 2012).
2. Simulations
It is used to provide the students with “physical spaces, offices and everyday tasks, immersing students
in a realistic scenario or dilemma with time constraints and impending executive evaluation and
consequences” (Dabbagh & Bannan, 2005, p. 181). Simulations reflect the core principle of situated
learning of making learning meaningful and realistic. We will use the Supermarket VR Red application
3. Role-playing.
It is a technique where students are provided with an instant opportunity to apply the learned content as
they will take the roles of decision-makers in a game (normal simulation of the supermarket with a list to
buy stuff, more information in the instructor sequence session 3). This technique helps students learn
through social interaction while accomplishing the tasks of their assigned roles on
4. Authentic activities
To ensure that students are going to be involved in authentic tasks outside the four walls of a classroom,
we will create a bake sale during the recess, where grade 2 students will sell cupcakes to their friends and
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II. Overview:
A. Purpose:
The purpose of this math class is to teach numerical literacy of two digits and three-digit numbers
B. Audience/ Setting:
C. Instructional Problem
Based on the feedback gathered from math teachers at different schools, students are facing a lot
of problems in linking the computational skills that they learn at school to their real lives. This is
an expressed need which we plan on addressing. Students in grade 2 lack numerical literacy.
Hence, we plan on making an intervention in the math classes to teach numerical literacy.
3. Engage in a learning environment where they can transfer and apply the newly acquired addition
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IV. Materials needed:
- Dice
- Whiteboard
- Projector
- Speakers
- Laptop
- Playground
- Internet connection
V. Sequence of instructions:
This math class will run over five sessions in the school. For these five sessions, students must
have acquired the following prior knowledge: place value, the addition of single digit numbers.
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A. Class schedule
B. Facilitator instructions:
Session 1:
Introduce students to adding two-digit numbers (aka double-digit numbers) through a PowerPoint
and then guide them to practice applying it using blocks and how to relate it to real life using dice.
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Slide 1:
Slide 2:
Instructor: Today’s session will be spent on learning, discussing and practicing adding two-digit numbers.
Slide 3:
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Instructor: Tells the learner that that they will review quickly with you what is the place value in
this video and you would discuss how place value helps us add.
Slide 4:
Instructor: We will watch a video that explains to us how to add two digits numbers using
regrouping technique with ones and tens and then you discuss the video with the students. You ask
them to give you examples of two-digit numbers to add them on the board and then you ask them
to come up and add it on the board using the regrouping strategy.
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Slide 6:
Instructor: You explain to the students that they are going to get blocks in front of them in
addition to a two-digit number on a double-sided card. You explain to the learners that they should
look at the number in the green box and form the two-digit number using the blocks. Meanwhile,
you will be passing by to help those who need help.
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Slide 7:
Instructor: You should model in-front of the students how to do it following the instructions listed
in slide 7. Then you give them time to apply it and moves around to provide scaffolding when
needed.
Slide 8:
Instructor: You should model the instructions in slide 8. You should give the learners time to
apply it. Then, you discuss with the students where do they see dice in real life and how to use
what they learned today in their real lives.
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Slide 9:
Instructor: You wrap up the session by giving out these 2 pages in the form of a handout
appendix A to the students. The first side is a poem about adding two-digit numbers. The second
page is homework for the next day to practice more adding two- digit numbers
Session 2:
Introduce students to adding three-digit numbers (aka triple digit numbers) through a PowerPoint
and then they are going to practice applying it using blocks and how to relate it to real life using
dice.
Slide 1:
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Slide 2:
Instructor: Today’s session will be spent on learning, discussing and practicing adding three-
digit numbers.
Slide3:
Instructor: You will watch a short video with your students to review quickly how to add two-
digit numbers and how to use it in real life.
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Slide 4:
Instructor: You will watch a second video entitled: “Addition with regrouping song: 3-digit
addition” with the students, that explains how to add three digits using regrouping technique. Then,
you discuss the video with the students.
You ask them to give you examples of three-digit numbers to add them on the board, and then you
ask them to come up and add it on the board using the regrouping strategy. Also, you discuss with
them where do we see three - digit numbers in real life and how do we use them.
Slide 5:
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Slide 6 :
Instructor: You explain to the learners that they are going to get three- digit number cards or
blocks and they should match the number to their colleague that have the same number of blocks
on their cards.
Slide 7 :
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Instructor: You model in-front of the students how to add to the 3 digit number on the card and 3
digit number in block form and then you give them time to apply it and moves around to provide
scaffolding when needed.
Slide 8:
Instructor: You model in-front of the students the instructions on slide 8 and then you give them
time to apply it and moves around to provide scaffolding when needed.
Slide 9:
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Instructor: You give out this worksheet as homework for the next day(Appendix B).
During this session, you ask the students to get 4 items from home and turn the class into a supermarket with
monopoly money to buy stuff by turn. She divides the class into 4 groups of 5 students. In each group, we have
1 student who is going to be the cashier and the rest are buyers.
She models with the first group what should be done. (You have to pick up a basket, fill it with stuff you want
to buy from the supermarket and then you have to go to the cashier to pay money. How can we know how much
Then, the teacher noticed a child having trouble in paying the money to the cashier. She went up to help him.
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Majd: pencil case: 10 $ , school bag: 15 $ , a sharpener 2 $.
Teacher: Great! Now, let's use the: 1big family strategy: we need to add the price of the materials to have 1 big
Majd: Yes! I remember now! I have to add 10+15 +2 which is = 27$ Is it correct?
Majd: Thank you, Miss, for reminding me of one big family strategy! Can I try to buy other things now?
Teacher: Sure thing! and make sure to share with us how much money you will need to pay for the new
materials.
Jawad then picks up a tissue paper box and a pencil case. He screams Miss, I think I should pay 25 $ because
the tissue paper box is for 10 $ and the pencil case is for 15 $. Am I correct?
Teacher: Correct.
After the whole class is done experimenting the supermarket scenario. The teacher provides the students with a
word problem two digits and three digit number worksheet to solve on their own and to check how two digit
number and three-digit number addition are used in real life(Appendix C).
In this session, students will use virtual reality headsets to experience a virtual buying experience in a virtual
supermarket. In Supermarket VR the students will be provided with a shopping list, money and limited time.
They are required to finish shopping the stuff within the given time and money (Virori, 2017). They should also
avoid bumping into other people who are buying as well (Virori, 2017). There are various levels of difficulty in
two different supermarkets. One smaller and easier to travel and another much larger and more real. In this
game, you get to experience the real shopping experience of “buying products as if you felt inside a real
supermarket, being able to take them with your hands and leave them in the cart.” (Virori, 2017).
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First, they will watch a demo video: Supermarket VR: The game:https://www.youtube.com/watch?
v=d7glCR4mQQI.
Then, they will try it by turn. Then, you will discuss their experiences accordingly to check how they used
Session 5: Assessment:
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To assess our learning objectives of addition and numerical literacy of addition, we will be using formal
and informal assessment. First, we will conduct a short quiz on the 5th session (Appendix D). Then, to
ensure that students are going to be involved in authentic tasks outside the four walls of a classroom, we will
create a bake sale during the recess, where grade two students will sell cupcakes to their friends and they
have to deal with the money correctly. A rubric to assess them will be provided as well and it will serve as
an informal assessment where students will demonstrate their numerical literacy skills (Appendix E).
5 Instructional Strategies:
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Practice and Feedback
- This ZPD (Zone of proximal
development) is clearly reflected in
all of the 4sessions using the
scaffolding strategy where the
teacher initially models a skill,
provides support, learners develop the
skill accordingly, she provides them
with a checkpoint to check what they
can do alone (Schunk, 2012)
6 Transfer strategies:
Situated learning is all about situating learning in contexts that reflect the usage of knowledge in real life
(Dabbagh & Bannan, 2005). It allows for the transfer of the learned knowledge in a real meaningful
learning context. The bake sale allows the students to transfer their learned knowledge about two digit and
triple digit number addition to real life context where numbers are used in buying and selling. When
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students are involved in such authentic learning activities, it helps them promote transfer to real life problem
solving on when and how to use addition in real life.
7 Technology Framework:
The lesson taught using technology: numerical literacy of addition Explanation of how can our intended
in grade 2. technology be integrated based on
that model
Virtual reality supermarket learning experience using VR headset or
Google cardboard to relate the addition to real-life tasks
SAMR Framework:
SAMR:
It is a simple and effective way to assess how we are going to
incorporate technology in our instruction. - Modification:
- Redefinition: technology allows for the creation of new tasks We are redefining the students
previously inconceivable (H, 2017). learning experience while
integrating virtual reality in
classrooms to Engage in a
learning environment where
they can transfer and apply the
newly acquired addition skills
in a real-world situation.
Elementary Department
Duration:30mins
Read each word problem carefully and find the solution for it.
1.
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2.
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Appendix E: Bake Sale Rubric
Criteria Exceeds expectations (5) Meets expectations(3) Below expectations (2) points
Use money The students add the The students add money The student does not
correctly. money correctly and give correctly but don’t know how to add money
back money correctly to know how to give back nor give back money
the buyers. money on bigger bills correctly to buyers
Communicate with The students know how to The students know how The student doesn’t
buyers properly. sell the customers what to communicate slightly know how to
they need, with buyers /customers. communicate with
buyers/customers.
Design their shops. The students prepare a The students prepare a The students prepare a
creative design for their regular table for their table with products on it.
shops with price marked shop with price marked
product products.
Total:
/15
Pass: 7/15
Fail: 6 and below
References
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Dabbagh, N. & Bannan-Ritland, B. (under contract - in progress). Chapter 5: Pedagogical models for online
learning. Online learning: Concepts, strategies, and application. Upper Saddle River, NJ: Merrill
L., H. (2017, October 30). SAMR Model: A Practical Guide for EdTech Integration. Retrieved from
https://www.schoology.com/blog/samr-model-practical-guide-edtech-integration
Laal, M., & Ghodsi, S. M. (2012). Benefits of collaborative learning. Procedia-social and behavioral
sciences, 31, 486-490.
Millwood, B. (2016, July 7). Benefits of Role Play in Early Years | Millwood Education - Blog [Web log post].
years
Schunk, D. H. (2012). Learning theories: An educational perspective. Boston, MA: Allyn & Bacon.
Virori. (2017, August 2). New Virtual Reality Application: Supermarket VR [Web log post]. Retrieved from
https://horizonstreetview.wordpress.com/2017/08/02/new-virtual-reality-application-supermarket-vr/
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