This document provides ideas for generalizing skills taught in programs to a child's everyday life. It discusses the importance of tailoring generalization methods to the child's lifestyle, age, and interests. A variety of program ideas are presented for generalizing skills such as gross motor imitation, fine motor imitation, and matching in fun, engaging ways like games, pretend play, and community activities. The document emphasizes involving parents and being creative with generalization strategies for each individual child.
The document contains plans for 8 classroom projects involving group work and presentations. The projects focus on topics like introductions, careers, stores, radio shows, families, athletes, vacations, and neighborhood design. For each project, students are directed to plan by discussing topics and questions, prepare by researching answers and creating materials, and present their work to the class.
The document discusses two types of assessment forms for preschoolers: a checklist form and a frequency scale form. The checklist form requires teachers to check boxes to indicate if a child can or cannot do a skill, while the frequency scale allows ratings of 1-5 for skills like "sometimes" being able to do a task. The frequency scale provides more flexibility and information for parents compared to the simple yes/no of the checklist. An example assessment form using the frequency scale is also included.
This document describes a learning task where students match laminated picture cards of real and imaginary objects under the corresponding headings, with the goal of helping students distinguish between real and imaginary things by recognizing patterns in images from stories, television and movies. The task accommodates different abilities and can be made easier by using subsets of the cards or more advanced by mixing all cards.
The document is a student portfolio for student-led conferences. It includes summaries and examples of the student's work in various subjects like language arts, art, social studies, and science. The portfolio allows the student to share selected work with their parents and describe what they learned and accomplished in each subject area. It contains pictures of student work, descriptions of assignments, and reflections on how the work demonstrates different learning skills and objectives.
Kim Nilsen created a student-led conference portfolio to present to parents. The portfolio included work from language arts, science, and art. In language arts, Kim included a reading log that showed reading progress. In science, a coral reef poster warned about protecting reefs. An art collage was also included. Kim was proud of the effort and learning shown in these pieces.
Adhd presentation with the lesson plan final versionrosame2624
油
The document provides information about an ADHD case study of a student named Arturo. It describes Arturo's family and social background, challenges with attention, behavior, and academics. The document then outlines an implementation plan and strategies for teaching Arturo, including using visual aids, movement, games, and short activities to maintain attention. It concludes with recommendations for Arturo's parents such as learning about ADHD, setting clear rules, and encouraging physical activity.
The document provides information about an ADHD case study of a student named Arturo. It outlines his family background and challenges with attention, impulsivity, and hyperactivity. The implementation plan details objectives to provide strategies for the English classroom and recommendations for parents. Suggested strategies include using visual aids, movement, games, and short activities to maintain attention. The document also provides general guidelines and recommendations for parents on learning about ADHD and setting clear rules.
This document provides an overview of a training session on using iPad apps to foster creativity and support various subjects and curriculum. It includes objectives to examine creativity apps, identify ways to use them in the classroom, and target different levels of Bloom's taxonomy. The agenda covers exploring various apps for creating, conducting a jigsaw activity to read about app integration, and participating in creation stations to learn different apps hands-on. Tips are provided on effective instructional strategies when using apps.
The document discusses planning for a school festival. It identifies areas that will need resources like a bouncy castle, archery, face painting, and film screening. Safety considerations are discussed for locating activities. Classrooms will be used for indoor activities. The budget is around 1,000 pounds, which will be used effectively through reducing costs like making homemade popcorn and food. Equipment will be borrowed from school departments where possible. Volunteers will set up equipment the day before. The planning group has strengths in organization, communication, and problem solving that will be utilized through dividing roles among performing arts, visual arts, and other areas. Outside help will also be sought for some activities.
The document describes various tools available in a lesson activity toolkit. It lists the name of each tool, provides a brief definition, and gives some ideas for how teachers can use the tool. There are over 30 different tools listed, ranging from word games like anagrams and hot spots to tools for interactive lessons like checkers, question flippers, and random generators.
The document provides instructions for volunteers at the Gere Branch Library on the types of materials they will and will not be handling when shelving items, including juvenile paperbacks, board books, picture books, first readers, and DVDs, emphasizing the importance of only shelving items in their proper locations and asking questions if unsure.
This document outlines the steps for a final exercise animation project for a semester one animation class. Students will research and develop their own animated fable, creating characters, storyboarding the narrative, and developing an animatic (rough draft animation). The goal is for students to apply the skills they learned over the semester to create a full animated fable from initial concept to final animation using either Flash or Toonboom software. The document provides 9 steps to guide students through the project, from choosing a fable to storyboard development to creating the animatic.
The document provides details for planning a photo shoot with a musician model. Key details include:
- Contacting the model and scheduling a photo shoot for the weekend of February 25th.
- Scouting the location, the model's bedroom, on February 21st and taking test photos.
- Creating layout plans and choosing fonts between February 22nd-24th.
- Conducting the photo shoot with the model on February 25th.
- Writing an evaluation of the shoot and editing photos between February 26th-28th.
The document outlines instructions for a classroom activity to categorize students by different populations including age, eye color, hair color, form, primary school, and number of siblings. Students will move to different areas of the room based on the category called and the results will then be graphed on a line graph to show the different populations in the class.
This document provides ideas for engaging iPad activities for teens. It suggests using various apps to create multimedia presentations, debates, discussions, goal boards, character chats, and podcasts. Mobile learning allows students to access materials offline and online easily with vast storage on their devices. Setting up an online class community through Edmodo allows sharing and collaboration. Journaling, reading for pleasure, and creating book trailers, movie scenes, and playlists can help engage teens in learning.
The document provides easy ways to review vocabulary through word walls and games. Word walls can display vocabulary from different units. Games for review include true or false with flashcards, an information gap activity where students complete worksheets by talking to partners, noughts and crosses played in teams to review vocabulary, bingo, hangman, guessing pictures from drawings, miming actions for others to guess, Simon Says with vocabulary prompts, and a memory game where students flip cards to find word-picture matches.
The document provides instructions for an art lesson where students will create rubber band stamps to portray different emotions. After reading The Ugly Duckling and discussing emotions, students will complete a worksheet to identify emotions. They will then use cardboard, rubber bands, paint and other materials to design their own stamp representing an emotion. Examples of artists who portray emotion through art are shown. Students will present their stamps and explain the emotion they aimed to convey. Their participation, use of materials, and behavior will be evaluated.
J dennis digital video cameras in todays pre k 12 classroomsJennifer DLC
油
The document discusses how digital video cameras can be used in PreK-12 classrooms to engage students in learning across various subjects such as science, social studies, math, and English. It provides examples of classroom projects that teachers can assign using digital cameras, such as creating photo books, recording experiments, and documenting student growth. The document also covers the equipment, software, and permission forms needed to incorporate digital video cameras into the classroom.
Super Microbe World: Using Games to Teach Science and HygieneDavid Farrell
油
This document discusses using games to teach hygiene and science concepts related to microbes. It describes research conducted with children to identify popular game genres and a resulting detective and platformer game designed around modeling learning outcomes related to microbes. The games showed some success in improving knowledge but further refinement is needed to better link game mechanics to learning objectives. The author advocates an approach of designing game mechanics to directly represent and teach target concepts.
Educational Games Design (STEG10 Keynote)David Farrell
油
The document discusses educational game design and summarizes key points from a presentation. It describes how educational games can model learning outcomes through game mechanics to provide deep learning. Two games from the e-Bug project are highlighted: a platform game for younger children about good and bad microbes, and a detective game for older children involving a sick character. The platform game was more successful due to extensive playtesting, while the detective game had usability issues from insufficient testing and a confusing phone interface metaphor.
This summary analyzes the opening sequence of the 1962 film "To Kill a Mockingbird".
1) The sequence begins by zooming in closely on a child's toys, creating mystery and intrigue for the audience. Various film techniques like extreme close-ups and canted angles are used to disorient the viewer.
2) Shots of a clock and the child's activities indicate the setting is a bedroom, with artificial lighting. A bird drawing represents the film's title.
3) Analyzing the sequence through various film and narrative theories provides insights into the purpose of the sequence and questions it raises for the audience. Barthes' theory suggests symbolic meanings around toys and the mockingbird drawing. Pro
This summary analyzes the opening sequence of the 1962 film "To Kill a Mockingbird".
1) The sequence begins by zooming in closely on a child's toys, creating mystery and intrigue for the audience. Various film techniques like extreme close-ups and canted angles are used to disorient the viewer.
2) Shots of a clock and the child's activities indicate the setting is a bedroom, with artificial lighting. A bird drawing represents the film's title.
3) The sequence has a slow pace and uses continuity editing with matching shots. It follows the child's actions chronologically but leaves questions about their identity and role in the larger story.
4) Analyzing the
This document discusses using iPads in elementary classrooms to promote 21st century teaching and learning. It outlines goals of increasing student engagement, literacy skills, and facilitating learning through creativity, critical thinking, collaboration and communication. It then provides examples of literacy and math apps, as well as apps for social studies, art, reading, writing, and content management. It discusses using iPads to create tutorials, movies, comics and more. Finally, it discusses resources for finding iPad apps and evaluating them for classroom use.
The document provides leadership exercises and creativity problems intended to build problem solving skills. It includes math, logic, and sequencing puzzles as well as interactive team building activities involving acting out scenarios and working together in groups to solve challenges. The various exercises are meant to encourage participants to think creatively, communicate effectively, and build skills in areas like problem definition, risk-taking, and strategic planning.
This document outlines activities for a preschool lesson plan based on the book Chicka Chicka Boom Boom. The purpose is to teach letter and number recognition through audio, literature and hands-on experiences. Activities include reading the story aloud, playing literacy games on websites, creating letters with play dough, matching letters, ordering letters and numbers, predicting science experiments, making a coconut tree snack and adding numbers to the story. The plan incorporates technology, music, art, science and math to reinforce literacy skills.
This document provides instructions for using educational bingo in the classroom. It can be adapted for any subject or age level by creating bingo cards with topic-related words, phrases, or problems. Teachers can have students make the cards themselves to practice writing. Playing bingo engages students in listening, speaking, reading and writing as they cover words called out. It is suggested to use bingo as a warm-up activity and to give prizes to motivate students. Teachers can also play bingo internationally through eTwinning projects.
This document discusses using games to help teach English writing skills to ESL students. Some suggested games include:
1. Memory games like matching words to pictures or questions to answers.
2. Using platforms like Flickr or Quizlet to create digital flashcards for homework.
3. Games involving unscrambling words or sentences like tic-tac-toe or missing letters.
4. Relay races where students take turns writing words, sentences, or answering questions at the board.
The document discusses planning for a school festival. It identifies areas that will need resources like a bouncy castle, archery, face painting, and film screening. Safety considerations are discussed for locating activities. Classrooms will be used for indoor activities. The budget is around 1,000 pounds, which will be used effectively through reducing costs like making homemade popcorn and food. Equipment will be borrowed from school departments where possible. Volunteers will set up equipment the day before. The planning group has strengths in organization, communication, and problem solving that will be utilized through dividing roles among performing arts, visual arts, and other areas. Outside help will also be sought for some activities.
The document describes various tools available in a lesson activity toolkit. It lists the name of each tool, provides a brief definition, and gives some ideas for how teachers can use the tool. There are over 30 different tools listed, ranging from word games like anagrams and hot spots to tools for interactive lessons like checkers, question flippers, and random generators.
The document provides instructions for volunteers at the Gere Branch Library on the types of materials they will and will not be handling when shelving items, including juvenile paperbacks, board books, picture books, first readers, and DVDs, emphasizing the importance of only shelving items in their proper locations and asking questions if unsure.
This document outlines the steps for a final exercise animation project for a semester one animation class. Students will research and develop their own animated fable, creating characters, storyboarding the narrative, and developing an animatic (rough draft animation). The goal is for students to apply the skills they learned over the semester to create a full animated fable from initial concept to final animation using either Flash or Toonboom software. The document provides 9 steps to guide students through the project, from choosing a fable to storyboard development to creating the animatic.
The document provides details for planning a photo shoot with a musician model. Key details include:
- Contacting the model and scheduling a photo shoot for the weekend of February 25th.
- Scouting the location, the model's bedroom, on February 21st and taking test photos.
- Creating layout plans and choosing fonts between February 22nd-24th.
- Conducting the photo shoot with the model on February 25th.
- Writing an evaluation of the shoot and editing photos between February 26th-28th.
The document outlines instructions for a classroom activity to categorize students by different populations including age, eye color, hair color, form, primary school, and number of siblings. Students will move to different areas of the room based on the category called and the results will then be graphed on a line graph to show the different populations in the class.
This document provides ideas for engaging iPad activities for teens. It suggests using various apps to create multimedia presentations, debates, discussions, goal boards, character chats, and podcasts. Mobile learning allows students to access materials offline and online easily with vast storage on their devices. Setting up an online class community through Edmodo allows sharing and collaboration. Journaling, reading for pleasure, and creating book trailers, movie scenes, and playlists can help engage teens in learning.
The document provides easy ways to review vocabulary through word walls and games. Word walls can display vocabulary from different units. Games for review include true or false with flashcards, an information gap activity where students complete worksheets by talking to partners, noughts and crosses played in teams to review vocabulary, bingo, hangman, guessing pictures from drawings, miming actions for others to guess, Simon Says with vocabulary prompts, and a memory game where students flip cards to find word-picture matches.
The document provides instructions for an art lesson where students will create rubber band stamps to portray different emotions. After reading The Ugly Duckling and discussing emotions, students will complete a worksheet to identify emotions. They will then use cardboard, rubber bands, paint and other materials to design their own stamp representing an emotion. Examples of artists who portray emotion through art are shown. Students will present their stamps and explain the emotion they aimed to convey. Their participation, use of materials, and behavior will be evaluated.
J dennis digital video cameras in todays pre k 12 classroomsJennifer DLC
油
The document discusses how digital video cameras can be used in PreK-12 classrooms to engage students in learning across various subjects such as science, social studies, math, and English. It provides examples of classroom projects that teachers can assign using digital cameras, such as creating photo books, recording experiments, and documenting student growth. The document also covers the equipment, software, and permission forms needed to incorporate digital video cameras into the classroom.
Super Microbe World: Using Games to Teach Science and HygieneDavid Farrell
油
This document discusses using games to teach hygiene and science concepts related to microbes. It describes research conducted with children to identify popular game genres and a resulting detective and platformer game designed around modeling learning outcomes related to microbes. The games showed some success in improving knowledge but further refinement is needed to better link game mechanics to learning objectives. The author advocates an approach of designing game mechanics to directly represent and teach target concepts.
Educational Games Design (STEG10 Keynote)David Farrell
油
The document discusses educational game design and summarizes key points from a presentation. It describes how educational games can model learning outcomes through game mechanics to provide deep learning. Two games from the e-Bug project are highlighted: a platform game for younger children about good and bad microbes, and a detective game for older children involving a sick character. The platform game was more successful due to extensive playtesting, while the detective game had usability issues from insufficient testing and a confusing phone interface metaphor.
This summary analyzes the opening sequence of the 1962 film "To Kill a Mockingbird".
1) The sequence begins by zooming in closely on a child's toys, creating mystery and intrigue for the audience. Various film techniques like extreme close-ups and canted angles are used to disorient the viewer.
2) Shots of a clock and the child's activities indicate the setting is a bedroom, with artificial lighting. A bird drawing represents the film's title.
3) Analyzing the sequence through various film and narrative theories provides insights into the purpose of the sequence and questions it raises for the audience. Barthes' theory suggests symbolic meanings around toys and the mockingbird drawing. Pro
This summary analyzes the opening sequence of the 1962 film "To Kill a Mockingbird".
1) The sequence begins by zooming in closely on a child's toys, creating mystery and intrigue for the audience. Various film techniques like extreme close-ups and canted angles are used to disorient the viewer.
2) Shots of a clock and the child's activities indicate the setting is a bedroom, with artificial lighting. A bird drawing represents the film's title.
3) The sequence has a slow pace and uses continuity editing with matching shots. It follows the child's actions chronologically but leaves questions about their identity and role in the larger story.
4) Analyzing the
This document discusses using iPads in elementary classrooms to promote 21st century teaching and learning. It outlines goals of increasing student engagement, literacy skills, and facilitating learning through creativity, critical thinking, collaboration and communication. It then provides examples of literacy and math apps, as well as apps for social studies, art, reading, writing, and content management. It discusses using iPads to create tutorials, movies, comics and more. Finally, it discusses resources for finding iPad apps and evaluating them for classroom use.
The document provides leadership exercises and creativity problems intended to build problem solving skills. It includes math, logic, and sequencing puzzles as well as interactive team building activities involving acting out scenarios and working together in groups to solve challenges. The various exercises are meant to encourage participants to think creatively, communicate effectively, and build skills in areas like problem definition, risk-taking, and strategic planning.
This document outlines activities for a preschool lesson plan based on the book Chicka Chicka Boom Boom. The purpose is to teach letter and number recognition through audio, literature and hands-on experiences. Activities include reading the story aloud, playing literacy games on websites, creating letters with play dough, matching letters, ordering letters and numbers, predicting science experiments, making a coconut tree snack and adding numbers to the story. The plan incorporates technology, music, art, science and math to reinforce literacy skills.
This document provides instructions for using educational bingo in the classroom. It can be adapted for any subject or age level by creating bingo cards with topic-related words, phrases, or problems. Teachers can have students make the cards themselves to practice writing. Playing bingo engages students in listening, speaking, reading and writing as they cover words called out. It is suggested to use bingo as a warm-up activity and to give prizes to motivate students. Teachers can also play bingo internationally through eTwinning projects.
This document discusses using games to help teach English writing skills to ESL students. Some suggested games include:
1. Memory games like matching words to pictures or questions to answers.
2. Using platforms like Flickr or Quizlet to create digital flashcards for homework.
3. Games involving unscrambling words or sentences like tic-tac-toe or missing letters.
4. Relay races where students take turns writing words, sentences, or answering questions at the board.
This document provides instructions and screenshots for using various educational apps on a Palm handheld device. It discusses how to use the Quizzler app to create and take quizzes, the Sketchy app to create frame-by-frame animations, and ideas for digital worksheets, journaling, concept mapping, and other classroom activities using Palm apps. Screenshots demonstrate the user interfaces of the apps.
This document provides ideas and resources for creative activities and games for teaching young English language learners. It includes suggestions for classroom supplies, crafts, puzzles, total physical response activities, songs and games. Some example games are vocabulary bingo and charades. The document emphasizes that games are effective for keeping students engaged, promoting interaction, and making the material more memorable compared to solely using textbooks. It provides tips for implementing games successfully in the classroom, such as relating the game to the lesson topic and monitoring student participation.
This document provides an overview and tips for Class #4 of a drawing class. It includes a review of the previous class, more portrait tips, and a brief figure drawing exercise. Students are instructed to draw lightly at first and play with compositional elements before adding details. Facial landmarks and features like eyes, nose, mouth are discussed. Examples of the "average" face and facial measurements are shown. The document encourages students to find ways to practice drawing daily through small sketches, illustrated journals, or apps to continue improving their skills.
How many times have you attended a training or sat in a classroom and struggled to maintain interest and focus? You then wonder if anyone will notice that you are not taking notes, but rather answering emails on your laptop or phone? Perhaps youre on social media? The same may be true during parts of our RYE student orientations. An observation, when I first joined Rotary, that too often the inbound and outbound orientations were too long, too much talking done by Rotarians and perhaps too much repetition of information. What we know in the field of education is that when learners are active and engaged, their learning and recall of the information is much improved. Activities or games can be impactful, learning is improved and everyone enjoys the experience. Come and discuss a wide range of engaging action orientated activities for your program. Facilitator: Cindy Harrison
Team Heroes Inc. is a nonprofit sports program for children with autism that aims to provide modified sports activities to develop gross motor skills, teamwork, sharing, and social skills. Coaches are expected to create a positive and judgment-free environment through their encouragement, preparedness, and appropriate language regarding behaviors. A typical day of camp involves warm-up exercises, skill-building drills, games, and positive reinforcement to help children with autism participate successfully. Safety is the top priority, with whistles used only to alert others if a child wanders off.
This document is a course content verification form for BCBA level certification. It lists 6 courses totaling 225 hours across 7 content areas: (1) 15 hours in ethics, (2) 45 hours in principles of behavior analysis, (3) 35 hours in behavioral assessment, (4) 20 hours in experimental evaluation, (5) 20 hours in measurement and data, (6) 45 hours in behavior change procedures, and (7) 45 discretionary hours. Each course is 3 semester/quarter hours and covers multiple content areas to meet the required hours in each area.
This document is a course content verification form for BCBA level courses totaling 135 hours. It verifies that three courses - Basic Concepts and Principles of Behavior Analysis (45 hours), Behavioral Assessment and Program Evaluation (45 hours), and Behavior Change Procedures and Ethical Considerations (45 hours) - adequately cover the required content areas for BCBA certification. The content areas covered include ethical considerations, principles and concepts of behavior analysis, behavioral assessment and intervention strategies, experimental evaluation and data analysis, and behavior change procedures.
This document is a course content verification form for BCBA level courses totaling 135 hours. It verifies that Jose A. Martinez-Diaz has completed 45 hours in three courses covering the required content areas of behavior analysis including: 10 hours in ethics, 40 hours in principles/concepts of behavior, 25 hours in behavioral assessment, 20 hours in experimental evaluation of interventions, and 40 hours in behavior change procedures.
To renew certification as a BCBA, certificants must complete 36 hours of continuing education every 3 years, including 3 hours in ethics. This includes coursework, events sponsored by approved providers, non-approved events related to behavior analysis, instruction of other professionals, or continuing education directly from the BACB. Certificants must fill out a renewal form and pay the renewal fee each year to maintain an active certification status.
Social stories are short stories created by Carol Gray in 1991 to help people with autism and social disabilities understand social situations and contexts. They describe social cues and skills to improve social understanding. Social stories are especially beneficial for children with autism by addressing their theory of mind impairment and difficulties with perspective taking. They can be used to incorporate pretend play skills by outlining steps of pretend activities through text and pictures.
2. Fun After Trials
It is important to generalize skills taught
during programs in order to ensure the
child is utilizing the skills in an age
appropriate, effective, and appropriate
manner in their everyday life.
This allows for the child to more fully
understand and internalize what is being
taught to them
3. Geared Toward Child
The method used to generalize the skills
should be geared toward the childs
lifestyle (family life, school life, culture, etc)
and age
For example: When generalizing shake hands we may not
generalize this skill with adults for some cultures because shaking
an adults hand isnt appropriate
Another example: Playing pretend with a dollhouse may not be
appropriate for an older child. Think about dignity and respect.
4. What programs and by Whom?
All Programs should be generalized. Be
creative!
Everyone should be part of the
generalizing process.
Parents especially should be involved as
they are to become their child's best
teacher!
5. Program Ideas
The following slides contain program
suggestions for generalization
In addition, since each child is different, each
suggestion may need to be modified to meet
each child's specific learning needs and learning
style.
Receptive vs. Expressive programs are not
specified specifically on the charts that follow
because many strategies can be used for both,
with slight modifications made to each
game/activity
6. GMI
Beginner Learner Advanced Learner
Simon Says Wii Sports
Obstacle Course Hopscotch
Incorporate into Simon Says-Child is
OCC/OSC program Simon
Indian Chief
Play soccer,
basketball, T-ball/
baseball, etc
7. Object Imitation
Beginner Learner Advanced Learner
Simon Says Incorporate into play
Incorporate into Play program
Program March in band with
instruments
8. FMI
Beginner Learner Advanced Learner
Simon Says Where is Thumpkin
Color with finger Finger puppets
crayons Dont break the ice
Basic finger songs game
String beads on Mr. Mouth game
string/pipe cleaner to
make necklace,
wreath, snake,
decoration, etc
9. OMI
Beginner Learner Advanced Learner
Simon Says Simon Says 2 step
Blow Bubbles Blowing Ping Pong
Blow horns (horn Hockey
hierarchy)
Drink straw (straw
hierarchy)
10. OCC/OSD
Beginner Learner Advanced Learner
Simon Says Candy Land
Modified version of Shoots and Ladders
Mother May I Wii Sports
Red light green light
123
Mother May I
Twister
11. VIM
Beginner Learner Advanced Learner
Record mt. words on If child can read- read
TV and pause b/w word off power point
words and have child on computer and next
repeat slide will be a
reinforcing picture
Repeat words in mt.
in silly voices, loud,
soft, monster voices-
make into game
12. Graphomotor
Beginner Learner Advanced Learner
Kumon beginner Kumon advanced
tracing, drawing, maze drawing, mazes books
books, etc Make pictures that
Make a picture out of a sequence how to draw
shape practicing (i.e. something. Child traces
make a happy face and at end independently
circle eyes, circle nose, draws the picture
circle head) Play modified Pictionary
Make a picture and have
child finish with shape
learning (i.e. Make a train
and have child trace
wheels on train).
13. Cutting
Beginner Learner Advanced Learner
Kumon books are great for Kumon Books
cutting They sequence steps Character Cutting-more
for learning different cuts in a advanced cutting
fun colorful way.
Character Cutting-Make a ditto
with favorite character on one
side and something that
corresponds to character on
other side (i.e. Buzz light year
and his sonic blaster gun).
Child cuts across a line drawn
from Buzz to his gun.
14. Matching
Beginner Learner Advanced Learner
Memory Modified Memory
(pieces facing up) Bingo
Match favorite TV Diego 123 game
characters, people, Old Maid (card game
things, etc with 4 cards)
15. Match Upper and Lower Case
Letters
Beginner Learner Advanced Learner
Letter Bingo-Each Letter Bingo-more
person has board with letters on board
4 different Upper case depending on student
letters. Pick a lower ability
case letter from pile
and match to board.
First one to fill board
wins.
16. Categories/Sorting
Beginner Learner Advanced Learner
Interactive Book-make book with pictures What belongs? picture of scene. Give
missing. Child has pictures in front of them. child 10-15 pictures of pictures (some that
As read book place pictures where belong belong in scene and some that dont). Child
in story (i.e. milk in fridge) (Verbal Criteria: puts in scene what belongs.( i.e. baseball
Express what else can put in that category) stadium- pictures of mitt, baseball player,
Category Bingo- Each player has a matt for couch, and curtains) (Verbal Criteria:
a category (i.e. kitchen, bedroom) Take Discuss what category the items that dont
turns picking cards and placing them on belong go to)
your matt. When fill up matt you have Category board game- go around board and
Bingo. (Verbal Criteria: Express what collect a piece of flare from each category.
picture needs, express category the card he Once have a piece from each category you
chooses belongs to) win. (Can make to adhere to child's interest
categories can be baseball, Dora, fishing,
and party time). (Verbal Criteria: Discuss
categories flare goes to prior to start of
game when sorting it and setting up game)
Sorting Characters-take the child's favorite
characters and make different colors and
sizes and then stretch out and make some
fat. Generalize sorting by shape, size and
color with fun pictures
17. Number Id
Beginner Learner Advanced Learner
Daily Calendar Daily Calendar
Go Fish
18. Id Verbs
Beginner Learner Advanced Learner
Pictures of character Have a photo shoot
performing these and have child act out
verbs verbs and take their
Watch a show (i.e. picture and then
Dora) and edit out develop and discuss
clips of action verbs Video shoot video
for child to ID tape child doing
action and bring in
attributed such as
speed, duration, etc
19. Id Rooms/Places
Beginner Learner Advanced Learner
際際滷 show on computer Make a game with
and label pictures of rooms/places
on spaces. When lands
on space child labels
room/place and/or action
perform in room and/or
what see in room (label
depends on child's
current skill level).
20. Id Community Helpers/Places
Beginner Learner Advanced Learner
Memory Match of Memory Match of Helper to
Places/Helpers where he works/his tool
Wipe off dittos make with
connecting lines b/w who-
where, who-what tool
Thematic Unit on most
popular/common community
helpers (incorporate math,
science, Social studies, ELA,
speech, pretend play, arts and
crafts, music, etc into unit)
21. Id Emotions
Beginner Learner Advanced Learner
Photo album of people Game: put a bunch of
and characters child likes pictures on floor (the
child labels emotions in bigger the better) Ask the
pictures child to Step on the ____
Bingo (look at persons person/face (Can have
face and match what they the child take turns and
are feeling to picture on ask you to step on faces
your board Get all too)
emotions on your board
and you win).
22. Acting out Emotions
Beginner Learner Advanced Learner
Simon Says Feeling Charades:
Video tape family What am I feeling?
members or favorite (person acts out
character making emotion and other
expressions. Show players guesses).
the expression and Board game. Pick
then say to child Lets card. Act out emotion
pretend we are mad on card. Then move
like Swiper. number spaces says
to move on card.
23. Shape Id
Beginner Learner Advanced Learner
Make a picture (i.e. house (same as beginner only
and tree) by matching no outline)
shapes to an outline.
(Verbal criteria: some
shapes are missing child
needs to Id missing
shapes and ask for them.
Receptive: Ask child to
point to some of the
shapes used to make the
house upon completion)
24. Color Id
Beginner Learner Advanced Learner
(same concept as shape Complete a coloring
Id only this time Rec: SD activity with directions
Pick up Red Triangle (i.e. color the ducks
Child picks up and glues yellow, water blue, etc)
on paper to start making Candy land
the house. Exp: Few
shapes are missing so
child asks for the color
shape they need in order
to match to the design on
paper.
25. People Id
Beginner Learner Advanced Learner
Make photo album with Look through a photo
single pictures of family album and ask child to
members talk to you about the
pictures
Look at a home movie of
a family gathering and
ask child to tell you about
the video (holidays with
many family members
present are usually more
interesting)
26. Animal Id
Beginner Learner Advanced Learner
Make ABC book of all Diego 123 game (can
animals and read it make this game with
together mastered animals)
Memory Go on yahoo images
(block adult stuff) and
look up the animals
and have the child
label them when they
pop up.
27. Gender
Beginner Learner Advanced Learner
Sort family member pictures Sort TV character pictures
Interactive Social story-make a
book about gender and give
the child a bunch a male and
female pictures. As you read
have the child insert the
pictures. (Wording of the story
can be easy or hard depending
on learner. For example: The
boy went shopping. Vs He
went shopping.
28. Letter Id
Beginner Learner Advanced Learner
Letter Jump: Put Letter Search: Ask
larger letters on floor. the child to search the
Ask child to jump on house for the letter of
the letter __ or Hold the week/day. (i.e.
up letter and ask find the letter A on a
What letter after bottle of apple juice)
child responds, ask
them Jump on it
29. Body Part Id
Beginner Learner Advanced Learner
Make a large person Glue/Velcro a face
cutout and give the child together
things to put on the Glue/Velcro a body
person i.e. put the hat on together
his head (once child can
do it the correct way, try
and do it a silly way. For
example: Put the
sunglasses on his foot)
30. Receptive/Expressive Id (Ideas)
Beginner Learner Advanced Learner
**Computer PowerPoint with 3-5 Scavenger Hunt
pictures on page.
SD Touch ____/What is it?
Response: Child touches
Appropriate picture/States
name of picture
Instructor clicks mouse and
Power Point goes to next
page where there is a
reinforcing picture or website
to a video for the child
31. Id objective when described
Beginner Learner Advanced Learner
Im thinking game Im thinking game
(with a board as a Touch and Feel box
prompt) (describe what feel
and guess what it is)
32. Unfamiliar Object Id
Beginner Learner Advanced Learner
Go on scavenger hunt Same- more
around the house and elaborate hunt (go
look for unfamiliar into community)
things. Child asks
What is it?
Scavenger hunt-
Teacher asks What
is it? and child labels
or says I dont know
33. Delivering Messages
Beginner Learner Advanced Learner
Play mailman Telephone game
Deliver letter to (activity where pass a
mailbox message in circle to
Deliver letter to family see if the correct
message makes it to
member.
the last person)
34. Senses
Beginner Learner Advanced Learner
Memory TV bingo
Make coloring ditto with Sound CDs
one of the senses and Blind fold taste test
things you can and cant
do with that sense. Child Feel box
colors in the sense and
only the things you can
do with that sense (i.e.
color in eyes, watch TV,
read, and watch a
baseball game, dont
color in listen to music
and smell flowers)
35. Thematic Units
Done for larger units or topics with
abundance of information
Include Math, science, social studies,
ELA, music, play, arts and crafts,
generalization and maintenance skills,
writing, pretend, life skills, community
outings, etc.
36. Whats Missing
Beginner Learner Advanced Learner
Make up pictures where (same as beginner
something is missing. learner activity, except
Laminate. Child should have child draw in what's
be provided with a few missing)
pieces so that he/she
can choose what piece
fits into the picture ( fun
reinforcing pictures
should be utilized to
increase motivation)
38. Which doesnt belong
Beginner Learner Advanced Learner
Make videos, dittos, (same as beginner
power points, etc of learner just more difficult)
pictures/items with
different attributes/from
different categories, etc
and have the child
respond by identifying the
one that doesnt belong
with the others in the
group
39. Sequencing
Beginner Learner Advanced Learner
Read a book and ask what Make skits of funny things
they think will happen next as happening in slow motion.
read story Half way through the skit
pause the video and ask the
child what they think will
happen next (i.e. You walk into
kitchen. Almost step on
banana. STOP TAPE. Ask
child What will happen next.
Child responds. START
TAPE. You fall. (Child
probably laughs) )
40. Opposites
Beginner Learner Advanced Learner
Use a big box and Opposites scavenger
make a game out of hunt- have the child
teaching in and out search the house for
(try and use other silly 2 opposites (i.e. open
materials to make a bottle, closed bottle,
game out of other big car, small car, etc)
opposites)
41. What do when
Beginner Learner Advanced Learner
Bingo game: Same as Beginner
Instructor asks a learner only use silly
question-child places questions (i.e. What
a bingo marker on top do when a mailbox is
of the picture that chasing you? ) - do as
cooresponds to the a board game (move
answer (i.e. What do spaces when answer
when it rains.- child questions)
marks umbrella)
42. Attributes
Beginner Learner Advanced Learner
Feel Box Child Feel Box- Place few
describes how the things in box and
item feels and then describe what item
guess what it is want child to find.
Child needs to feel
each item to find the
correct one the
instructor is
describing
43. 1:1 correspondence
Beginner Learner Advanced Learner
Trouble Tic Tac Toe
Connect the dots
44. Play Sounds
Beginner Learner Advanced Learner
Simple Play Advanced Play
45. Prepositions
Beginner Learner Advanced Learner
Pretend play activity with Same
box and/or tent and/or Give child pictures and
crawl tube, etc. (i.e. Start tell them where the
off the pretend play pictures should be placed
activity with phrases like on the paper to make the
Hurry a storm is coming. scene (i.e. put Santa in
Crawl through the tube. the sleigh, put Dancer
Now get in the house. between Rudolph and the
The wind is going blow sleigh)
over the tent. Hurry hide
under the box.)
46. Receptive Conversation
Beginner Learner Advanced Learner
Play dolls and have Puppets
them talk Wear mask and talk
in different voice
47. Social Questions
Beginner Learner Advanced Learner
Make book about Make book about
themselves (fill in) themselves. Pictures
pictures/word strips made by child with
provided in choice of assistance
3-5 to help child make
the book and fill in
sentences.
48. Functional Body Parts
Beginner Learner Advanced Learner
Make person from cut Use doll-ask child Show
outs. As child asks for me what the doll does
piece of body, instructor with her legs. Child
asks why need that body makes doll walk, run,
part. Child should jump, etc. Try and help
etc
respond by stating a the child think of
rationale that coorelates everything the doll can do
to that body parts function with that body part and
Simon Says act it out themselves.
49. Function Rooms/Places
Beginner Learner Advanced Learner
Match memory- Make game and when
match picture of land on room/place
room/place to action tell what function is
perform in room
50. Environmental Sounds
Beginner Learner Advanced Learner
Play CD and Name Sounds Bingo (play
sounds sound, press stop,
mark on bingo board
sound heard,
continue with game)
51. Function Objects
Beginner Learner Advanced Learner
Memory (match object Interactive Social Story-
with function) read story and have child
fill in function of objects
throughout story (i.e. I left
my house and saw a car.
I use my car to ____).
Child can fill in blank in
book by placing a teacher
made laminate
picture/word with Velcro.