Click mouse to progress slide 1. About this PowerPoint This is a non-timed PowerPoint version of The AweSum Challenge: BRONZE Level This PowerPoint is for Players - who want to take a closer look at the game without being timed out! For a detailed introduction, the Bronze Level PowerPoint is recommended. For Teachers - who want a teaching resource for money problems and problem-solving, including: • Tips and teaching points • Suggestions for mental maths strategies • Suggestions for problem-solving strategies • Common errors and what they indicate 2. PowerPoint Controls TO START THE SHOW, press F5. TO END THE SHOW, press Escape. You can GO TO THE NEXT SLIDE using any of these: • The mouse • Right arrow key • Down arrow key • Enter key You can GO TO THE PREVIOUS SLIDE using any of these: • Left arrow key • Up arrow key • Back Space (Bk Sp) key TO RETURN TO THE START of the show, click on Home. GO AT YOUR OWN SPEED … The key controls above enable you to have complete control of the speed with which you work your way through the PowerPoint show. … AND CHOOSE YOUR OWN STARTING POINT The contents page on the next slide allows you to go to the exact slide from which you wish to start. 3. AweSum Challenge: Contents Content Slide INTRODUCTION About this PowerPoint 1 PowerPoint Controls 2 Contents 3 The Big Picture! 4 THE GAME The welcome pages 5 Choose your level 7 Stage 1: Let‟s get in! 8 Stage 2: Get the gear! 14 Stage 3: Go to the slopes! 19 Stage 4: Get fed! 27 Bonus Round: Change It 32 Your score and certificate 35 What happens next? The WBBS AweSum Challenge National Competition 38 TEACHER NOTES WHAT? What is it? Teaching resource, learning activity – or just a good game? 39 WHO? Who is it for? 40 WHEN? Add-on or integrated part of teaching plans? 41 HOW? Suggestions for classroom use 42 THE SCHOOLS-BASED TRIALS Outcomes and observations 44 Click mouse to progress slide 4. AweSum Challenge: The Big Picture! It‟s your – the Player‟s – birthday! You have £20 and10 minutes to treat yourselves and your mates to a great day – snowboarding at the Junior Snowdome. You have to foot the bill for four stages 1. Get in ! 2. Get the gear ! 3. Go snowboarding ! 4. Get fed ! You need to solve a mathematical challenge at each of the four stages – without running out of time or money. The more you save, the higher your score! The more maths problems you solve, the higher your score! The faster your mental maths – the more time for the Bonus Round – the higher your score! So, your winning strategies are: 1. SAVE NOT SPEND ! 2. POLISH UP YOUR MENTAL MONEY MATHS ! 3. SHARE GOOD PROBLEM-SOLVING SKILLS ! Click mouse to progress slide Welcome! Click mouse to progress slide Welcome 2! Click mouse to progress slide 7. What level do you want to play? Stage 1: Let‟s Get In! Click mouse to progress slide 8. Intro Stage 1: Let‟s Get In! Watch Your SCORE: these points problems 9. Checkcan earn 25,000 outfor every correct You answer to the money Watch your TIME: You start with 10 minutes. You are playing BRONZE level Don‟t run out – or „Game Over‟ Watch your MONEY: You start with £20. Sound ON Don‟t run out – or „Game or OFF? Over‟ Stage 1: Let‟s Get In! Click mouse to progress slide 10. Solve your first problem! Stage 1: Let‟s Get In! Click mouse to progress slide 11. 1st answer 25000 There is no Back Button in this game! This means … you need to get the habit of jotting down key numbers like this total in case you need it for the next question … JOT THIS DOWN Well done! We have placed 25,000 points into your savings account. … Unless of course you have a fantastic memory! Stage 1: Let‟s Get In! Click mouse to progress slide 12. 2nd Problem five thousand! Twenty 25000 08 : 10 Stage 1: Let‟s Get In! Click mouse to progress slide 13. 2nd Answer 50000 JOT THIS DOWN Well done! We have placed 25,000 points into your savings account. 07 : 42 Stage 2: Get the gear! Click mouse to progress slide 14. Intro How‟s your score? 50000 How‟s your money? 07 : 30 Stage 2: Get the gear! Click mouse to progress slide 15. 3rd Problem 50000 07 : 25 Stage 2: Get the gear! Click mouse to progress slide 16. 3rd Answer 75000 JOT THIS DOWN Well done! We have placed 25,000 points into your savings account. 06 : 10 Stage 2: Get the gear! Click mouse to progress slide 17. 4th Problem Seventy five thousand 75000 Check your TIME ? 05 : 10 Stage 2: Get the gear! Click mouse to progress slide 18. 4th Answer 100000 Well done! We have placed 25,000 points into your savings account. 04 : 12 Stage 3: Go to the slopes! Click mouse to progress slide Intro 19.One hundred thousand – ace score! 100000 03 : 50 Stage 3: Go to the slopes! Click mouse to progress slide 20. 5th Problem 100000 03 : 50 Stage 3: Go to the slopes! Click mouse to progress slide 21. 5th Answer What‟s your score? Plenty of Well money left! done! We have placed 25,000 points into your savings account. Got enough time? £17.88 03 : 13 Stage 3: Go to the slopes! Click mouse to progress slide 22. Instructions or play? £17.88 03 : 13 Stage 3: Go to the slopes! Click mouse to progress slide 23. Instructions … £17.88 03 : 13 Stage 3: Go to the slopes! Click mouse to progress slide 24. You choose to play … 15 £17.88 03 : 13 Stage 3: Go to the slopes! Click mouse to progress slide 25. Play! So far … 22 gates 22 3 22 000 points 22000 But not much time left! £17.88 Stage 3: Go to the slopes! Click mouse to progress slide 26. The finish line Want to check your score? 150000 25 5 25000 £17.88 Stage 4: Get fed! Click mouse to progress slide 27. Intro 150000 01 : 59 Stage 4: Get fed! Click mouse to progress slide 28. 6th Problem 150000 01 : 59 Stage 4: Get fed! Click mouse to progress slide 29. 6th Answer Check out your score … 175000 175000 JOT THIS DOWN Well done! We have placed 25,000 points into your savings account. How much time? 01 : 10 Stage 4: Get fed! Click mouse to progress slide 30. 7th Problem 175000 00 : 45 Stage 4: Get fed! Click mouse to progress slide 31. 7th Answer 200000 Well done! We have placed 25,000 points into your savings account. 00 : 30 Bonus Round Click mouse to progress slide Two hundred it! 32. Bonus: Change thousand! 200000 Want to check how much MONEY you have 00 : 30 left? Bonus Round Click mouse to progress slide 33. Example … 200000 00 : 25 Bonus Round Click mouse to progress slide 34. .. And answer 5 seconds left! QUICK – forget about having any more goes and click on Finish‟ BEFORE you run out of time or – “Game Over” Well done! We have placed 5,000 points into your savings account. 00:05 Result! Click mouse to progress slide Your correct answers have scored … 35. Your certificate points Two hundred and five thousand Bronze AweSum Saver Certificate Well done Jo You are a Bronze AweSum Saver! Over 250 000: A Top Bronze AweSum Saver Over 500 000 points: A Top Silver AweSum Saver Over 1 000 000: A Top Gold A weSum Saver Please note that these figures only provide the player‟s score for the AweSum Challenge game. This certificate cannot be exchanged by the bearer for cash or equivalent. 00 : 05 Click mouse to progress slide 1 You have saved £17.48 out of your £20. 3 So … = 17,480 points ! Bronze AweSum Saver Certificate Your Total Well done – You are Well done Jo You are a Bronze AweSum Saver! is an excellent saver! 222,480 points ! Over 250 000: A Top Bronze AweSum Saver Over 500 000 points: A Top Silver AweSum Saver Over 1 000 000: A Top Gold A weSum Saver 2 And … Please note that these figures only provide the player‟s score for the AweSum Challenge game. This certificate cannot be exchanged by the bearer for cash or equivalent. You have earned 205,000 points 00 : 05 And you are an amazing money manager! Click mouse to progress slide Your Total is Bronze AweSum Saver Certificate 222,480 points ! Well done Jo You are a Bronze AweSum Saver! Over 250 000: A Top Bronze AweSum Saver Over 500 000 points: A Top Silver AweSum Saver Over 1 000 000: A Top Gold A weSum Saver ( Over 250,000: A Top Bronze AweSum Saver ) Please note that these figures only provide the player‟s score for the AweSum Challenge game. This certificate cannot be exchanged by the bearer for cash or equivalent. Congratulations, Jo – You are almost a TOP Bronze AweSum Saver. – So 00 : 05 close! Try again! Result! Click mouse to progress slide 38. What happens next? 1. Get your certificate 2. Beat your own score! When you have finished, ask if you can print out your certificate. Do you think you can do even better ? It proves your score – so keep it safe! What do you think you could get if you Teachers may decide to keep it for you. played again? They may hand them out later on If you got stuck, or in Assembly. ask your teacher or partner for help. THEN HAVE ANOTHER GO! 4. Register for competition and check out the 3. UK Top AweSum Savers Leaderboard Become at: An AweSum Saver! www.awesumchallenge.co.uk ! If you keep trying, you could become The 20 most highly-scoring UK schools will be invited to take part in the a Top Bronze AweSum Saver ! 2008 AweSum Challenge Competition (Bronze: 250 000 points or more). Your school might win £5,000! See online Teacher Notes for the complete Click mouse to progress slide version 39. AweSum Challenge Teacher Notes: WHAT? What is it? Teaching resource, learning activity – or just a good game? ANSWER… all three! THE AWESUM CHALLENGE… is a mathematical challenge to KS2 pupils to excel in MONEY CALCULATIONS and PROBLEM-SOLVING. These are two key areas of Primary Strategy mathematics. OBJECTIVE 1… is to raise mathematical achievement directly at KS2 and indirectly at KS3 and KS4. Money calculations and problem-solving are two of the eleven areas consistently identified* as the most difficult for Year 6 pupils to bridge the gap from N.C. Level 3 to Level 4 . Problem-solving is also regarded by many teachers as one of the hardest areas to teach effectively. OBJECTIVE 2… is to provide an engaging and effective KS2 Finance Education teaching resource that supports the savings habit! The target pupil group is broad: all KS2 pupils working at least at NC Level 3c. Schools-based trials indicate Y3/4 minimum, depending on standard. The design strategy is to create a positive attitudinal change toward saving, budgeting and the concept of value for money. THE OVER-ARCHING AIM… is to raise the life chances of primary-aged pupils as part of WBBS Anti-Poverty Strategy. These two objectives – raising achievement and supporting the saving habit – were identified as the two most effective routes by which the West Bromwich Building Society could raise the future life chances of primary-aged children. Therefore, AweSum Challenge comprises a major strand of the WBBS Anti-Poverty Strategy 2008. (The society receives no profit, either from the online game or the limited CD edition.) THE AWESUM CHALLENGE… is centred around an online game containing a series of money problems – and some serious snowboarding! The game is designed as a teaching resource providing opportunities to apply a comprehensive range of mental calculation strategies (with jottings) at N.C. Levels 3 to 4, within a problem-solving context. It can also be used as a learning resource by more independent learners. As part of the AweSum Challenge UK Competition 2008, the top UK scores will appear in a Leaderboard at: www.awesumchallenge.co.uk. Participation in the competition is free. However, non-participation does not affect the free online access to the resource to all teachers and pupils. *Athena Action in Education (a Birmingham schools cluster) has analysed over 17,000 separate pieces of pupil SATs data from their six schools for each of the past five years. The resultant list of key areas of weakness is almost identical every year with the same eleven topics, including Money and Problem-solving. See online Teacher Notes for the complete Click mouse to progress slide version 40. AweSum Challenge Teacher Notes: WHO? Who is it for? Answer: Pupils operating at least at L3(c) ( Y3/Y4 – Y6 ) The AweSum Challenge online game is a teaching resource designed to cover a comprehensive range of mental calculation strategies at N.C. Levels 3 to 4, within the problem-solving context of a birthday trip to a Snowdome. The mental strategies are not unique to money calculations and are applicable to addition, subtraction, multiplication (and some division at Gold Level) of 1-digit, 2-digit and 3-digit numbers. The levels for mental calculations are drawn from the Primary Strategy Year Teaching Programmes so that the mathematical content for Bronze Level broadly follows the Y3 teaching programme, Silver follows the Y4 programme and Gold the Y5 programme. However, the problem-solving nature of the activity challenges pupils to make decisions (such as which mathematical operation to use and how to tackle operations involving more than one step). This renders the maths more engaging – but also more challenging! Therefore, if erring on the side of caution, the target year group should be considered one year higher than indicated by the mathematical content. For example, Y3 maths calculations in a problem-solving context should be tackled by pupils working on the Y4 teaching programme and so on. That is: Game Level Year Teaching Programme appropriate Year Teaching Programme appropriate to mathematical content to problem-solving content (recommended) Bronze Level: Year 3 Year 4 Silver Level: Year 4 Year 5 Gold Level: Year 5 Year 6 See online Teacher Notes for the complete Click mouse to progress slide version 41. AweSum Challenge Teacher Notes: WHEN? Add-on or integrated part of my teaching plans? Answer: Your choice, but designed to be easily integrated into existing teaching plans Because the AweSum Challenge has been created as a highly focused teaching and learning resource, you can plan its use wherever the following are included in your medium-term teaching plans: • Mental strategies • Money problems • Problem-solving These generally indicate a teaching time of either 1 week or 2 weeks per teaching slot. In order to minimise teacher preparation time with this resource, the online Teaching Notes include a detailed analysis of links to the Primary Strategy year teaching programmes. Furthermore, teaching guidance is included for each slide in the non-timed PowerPoint versions of the resource, including suggestions for mental strategies, problem-solving strategies, common errors and their significance. Therefore, the only significant preparation needed for using AweSum Challenge as a teaching resource in the classroom – so you know what to expect – is to play the game! Note: If you are considering taking part in the 2008 AweSum Challenge National Competition, you may wish to plan your teaching time to coincide with the launch in January 2008. However, the competition is open up to the end of April. For more details, visit: www.awesumchallenge.co.uk. See online Teacher Notes for the complete Click mouse to progress slide version 42. AweSum Challenge Teacher Notes: HOW? Suggestions for classroom use (SLIDE 1 OF 2) Answer: Your main teaching challenge will be to work out a balance between teaching input and on- game time as appropriate to your maths group. Some suggestions for classroom use are offered below: 1) INTRODUCE THE GAME USING NON-TIMED POWERPOINT VERSION (1st lesson) Use first few slides only, to: - Introduce the game - Highlight key points about game structure - Explain the need for mental strategies and problem-solving strategies. Alternately, start by allowing pupils to play the game. Use Plenary to check everyone has understood the rules of the game! 2) PLAY THE ONLINE GAME AT BRONZE LEVEL ( 1 – 2 lessons) Eg: Whole class (whiteboard) > in pairs > individual. TEACH PROBLEM-SOLVING APPROACH: „Talk through as you walk through‟ ( Early Starters and Plenaries ) Now that pupils have played the game – and experienced some of the problems! – you can show them how to cope with the problem-solving side of the game. The non-timed, PowerPoint versions avoid the 10-minute time limit. Detailed teacher guidance and suggestions are also included if required. Feedback from teachers engaging in the schools-based trials indicated a role-modelling teaching approach as the most effective to problem-solving, that is: „talk through as you walk through‟ the game with the pupils, verbalising a series of decisions in order to solve a problem. Initially, this simply means talking aloud your decisions and strategies as you play the game: “So its 7p for one person. I need to know how much change from 20p when I pay for two of us. OK, so first I need to find out how much it costs for two … then subtract from twenty … So that‟s two things to do … I‟ll jot down a couple of the key numbers so I don‟t forget … Right, I‟ve mentally worked out the halfway answer, so next is … .” Decisions and strategies can then be reviewed and discussed in Plenary. Suggested strategies are included in the Slide notes. See online Teacher Notes for the complete Click mouse to progress slide version 43. AweSum Challenge Teacher Notes: HOW? Suggestions for class use (SLIDE 2 OF 2) CONSOLIDATE AND DEVELOP CALCULATION AND PROBLEM-SOLVING SKILLS ( 3 – 5 lessons: Main session ) - Keep the main part of lesson for pupils to engage in game. - Encourage paired work initially to generate rich mathematical discussion, mutual support, independent learning (and hence reduced teacher demand). - Encourage individual work subsequently to consolidate calculation skills and problem-solving skills and to raise confidence in problem-solving. (Also for online competition if participating.) - Exercise your judgement when to stop and deal with frequent sticking points as a whole-class issue. REVIEW AND SHARE SUCCESSFUL STRATEGIES ( Later Starters and Plenaries ) - Collect suggestions for mental strategies such as „doubling‟ from pupils. - Discuss which they prefer and why. Perhaps vote on pupils‟ favourite strategies for doubling etc. - Agree there is no single „right‟ method but that some are faster or easier than others. Why is this important? (making mental maths easy especially if in a shop deciding on the cheapest or best value option). - Use any of the later PowerPoint slides to reinforce teaching points or strategies as needed. See online Teacher Notes for the complete Click mouse to progress slide version 44. AweSum Challenge Teacher Notes: SCHOOLS-BASED TRIALS You may be interested in some of the outcomes and observations from teachers and pupils in the schools-based trials … 1. Levels of engagement by all pupils increased despite the challenging nature of the resource. 2. Off-task behaviour and low-level disruptive behaviour did not appear. 3. Mathematical dialogue increased during paired work. 4. Playing in pairs appeared to reduce pupil stress normally related to problem-solving tasks. 5. Paired problem-solving increased pupil independence (and reduced demand for teacher support). 6. Preferred order by teachers: whole-class (interactive whiteboard) > play in pairs > play individually. 7. Drip-fed teaching input throughout appeared to be more effective than large initial teaching input. 8. Plenary most effective for sharing and consolidation of successful / popular calculation and problem-solving strategies.
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