Kniha Engage the Brain: Games, Grade Two Marcia L. Tate

Engage the Brain: Games, Grade Two

Jazyk: Angličtina
Vazba: Brožovaná
Dostupnost: Skladem u dodavatele
Odesíláme za 14-20 dnů
404
This practical resource gives teachers the tools they need to plan lessons correlated to the way the...

Informace o knize

Jazyk
Angličtina
Vazba
Kniha - Brožovaná
Vydáno
2008
Stránek
96
EAN
9781412959315
ISBN
1412959314
Enbook ID
04786851
Hmotnost
294
Rozměry
217 x 275 x 7

Kompletní popis

This practical resource gives teachers the tools they need to plan lessons correlated to the way the brain learns best. Based on tested, research-based strategies presented in "Worksheets Don't Grow Dendrites: 20 Instructional Strategies That Engage the Brain", this book offers a variety of language arts activities that incorporate games to help students make sense of and reinforce learning. These activities give students the opportunity to not only play but also construct and design a variety of games, greatly increasing brain connections to the content. These strategies allow students to master curriculum objectives while actively rehearse information in an engaging, non-threatening atmosphere, which makes a real difference in students' energy, motivation, and achievement."Engage the Brain: Games, Grade Two" contains games based on national academic standards for language arts, math, science, social studies, physical education, art, and music. Some games are based on old favorites (such as Pin the Tail on the Donkey, Tag, Charades, Bingo, Tic-Tac-Toe) and some are brand new, including: Antonym or Synonym?; Cause and Effect Charades; Go Fish for the Plot; Race to 100!; Shape Shifters; Pattern Partners; Spin to Win!; Liquid Tag; Classify Those Animals; Rock Your Memory; Pyramid of Fun; Tic-Tac-Toe Bingo; The Name Game; Animal Acrobats; Wings of Symmetry; and, Picture This.Each game includes one or more learning objectives, a comprehensive materials list, step-by-step information for the teacher on how to prepare for and play the game, any necessary reproducibles (such as game cards, game boards, scorecards), and follow-up activities for extended learning. The games are presented in the brain-friendly lesson formation, including a focus activity, modeling, guided practice, independent practice, and closing.

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