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(A Concept Attainment Game)
OBJECTIVE: Students learn to
use scientific method through a child-centered, constructivist process.
MATERIALS:
For Teacher: about 15-20 exemplars
that do and do not fit your predetermined category.
For young students: a red
and green unifix cube for each child------- For older students: paper and
pencil
PLANNING:
1. Find a topic where two
similar things are in different categories. For instance, paintings can
be impressionist or realist, states can be southern or northern, dwellings
can be permanent or temporary.
2. Select a concept
one that you want your students to understand better. For instance, if
they are having trouble understand the difference between a fact and an
opinion, you could select "opinion"
3. Generate a list of examples
of positive and negative exemplars. These can be pictures, words, or objects.
4. Put the exemplars in an
order which will lead students to false hypotheses before the uncover your
concept. This is not to trick them, but to help them use scientific method.
If they guess the correct concept first, they
wonít learn as much.
STEPS OF THE MODEL
| SET Say,
"Today you are going to guess what I am thinking. I have a concept in mind,
and you will have to try to guess what it is. Here is one example that
fits my concept and one that doesnít.
EXAMPLE (pictures or words): waitress________bus driver LESSON
Farmer_______________ |
EVALUATION:
PROCESS ONLY You will
monitor attention and thinking processes during the game. For older students,
collect their list of hypotheses and give it an "A" or "full credit" for
involvement.
NOTE: Older students can create their own versions of the game, using the same words but a different theory. Then they can play the game with each other or in front of the class.