- Class: Primary 1
- Term: 3rd Term
- Week: 10
- Age: 6 years
- Period:
- Duration: 40 minutes
- Date:
- Subject: Basic Science Technology
- Curriculum Theme: Basic Science
- Topic: Uses Of Software
- Content: Playing games, Social activities: Uses of software
Specific Objectives:
- Cognitive domain: Pupils should be able to list two uses of software.
- Affective domain: Pupils should show interest in learning about how software enhances playing games and social activities.
- Psychomotor domain: Pupils should be able to navigate simple software for games or social activities with guidance.
- Social Domain: Pupils should be able to share their experiences or favorite software used for games and social activities.
Reference Materials:
9 – Years Basic Education Curriculum, Abuja Educational Resource Centre Scheme of work, NAPPS National Unified Scheme of Work, Online Information, Textbooks
Instructional Materials:
Computer or tablet with educational software installed, Projector or Smartboard, Pictures of children using software for different activities
Rationale for the Lesson:
Understanding the uses of software in daily activities such as playing games and engaging in social activities helps pupils to appreciate technology’s role in learning and leisure. It lays a foundation for digital literacy which is essential in the modern world.
Prerequisite/Previous Knowledge:
Pupils have basic familiarity with computers or tablets and have likely interacted with simple game software or apps.
INSTRUCTIONAL PROCEDURES:
Content Development: Uses Of Software
Content | Time | Teaching Method | Teaching Strategy | Teacher’s Activity | Pupils Activity | Learning Point |
---|---|---|---|---|---|---|
Step 1: Introduction | 5 min | Discussion | Question and Answer | Introduce the topic and ask pupils about their favorite software for games. | Share their experiences. | Understanding the relevance of software in daily activities. |
Step 2: Explanation | 10 min | Lecture | Demonstration | Explain and demonstrate the uses of software for playing games and social activities. | Listen and observe. | Learning about various software applications. |
Step 3: Identification | 10 min | Interactive | Guided Discovery | Guide pupils to identify software on devices. | Identify and name software. | Recognizing software visually. |
Step 4: Hands-on | 10 min | Practice | Learning by Doing | Allow pupils to use a simple game or social software under supervision. | Navigate and use software with help. | Developing basic navigation skills. |
Note taking | 2 min | Writing | Summarization | Dictate notes to pupils. | Write down notes in their books. | Reinforcing the lesson’s content. |
Evaluation | 2 min | Oral Questioning | Recall | Ask questions related to the lesson’s objectives. | Answer questions. | Assessing understanding of the lesson. |
Conclusion | 1 min | Summary | Reinforcement | Summarize the key points of the lesson. | Listen and internalize the summary. | Cementing the day’s learning. |
Classroom Note:
Meaning Of Software
Software is like the instructions that tell our computers, tablets, or smartphones what to do. It’s like a recipe that helps our devices cook up games, stories, and drawings for us to enjoy. Just like we need a recipe to bake a cake, our devices need software to work and play games or do homework.
Uses of Software
- Playing Games: Software allows us to play interactive games for fun and learning.
- Learning: Educational software helps us learn new things in a fun way.
- Communication: We can use software to talk to our friends and family.
- Creating Art: Some software helps us draw and create artwork.
- Solving Problems: Software can help us solve math problems and puzzles.
- Reading Stories: We can read or listen to stories through certain software.
- Organizing Information: Software can help us organize our school work and schedules.
Questions to Evaluate Pupils’ Comprehension:
- Can you name two uses of software we talked about today?
- What is one software you use at home or school for learning or playing?
Note to Teachers:
Adapt the hands-on activity based on the availability of devices and software. Ensure to supervise closely during the hands-on session to facilitate a safe and educational experience. Encourage pupils to express their thoughts and ensure a positive learning environment where every pupil feels comfortable participating.