Money Management Table of Contents Project Overview Philosophy: Teaching with Technology ASSURE Lesson Plan Supporting Media/Technology Multimedia Kit Nonprojected Visuals Projected Visuals Computer Software Games Web Resources: TrackStar Project Overview It is important that students have a practical understanding of money. They need practical money management skills using real-life situations. This project is designed to help students go into the real world with some basic money skills. Other components of this lesson will allow students to progress on an individual basis on to higher concepts such as money management, simple banking, and budgeting. Students will use various manipulatives like play money, checks, etc. As students master objectives in a progressive order, they will be able to move at their own speed through the next until they reach the last objective. This lesson also allows for extra practice on each objective as needed. Back to Table of Contents Philosophy: Teaching with Technology Due to the demands placed on a teacher by state mandated testing to ensure that students learn to the capacity outlined with objectives, the use of new technology and available media is more necessary than ever. I feel that students should be given every opportunity to learn. After five years of teaching, I continue to grow in regards to the materials I find available for use in my own classroom. Computer games are the most widely sought after by students I have had experience with. No matter what objective you are teaching, you can find software that ties in with that objective. Various grade levels are also available even if just using for extra practice. The more colorful and graphic an item is, the more attention it will get. I have found tons of available sites that greatly help my students learn, mainly due to the association with the Internet and computer. The majority of students I have taught love to use the Internet and just be on the computer. I also make use of materials available though textbook adoptions and free sample kits sent by the publishers. Although it may take a little time to search out what is appropriate, it is all worth it when a student masters an objective successfully. Many of the multimedia kits put out by textbook publishers contain overheads that are attractive and colorful, videos that tie in to the lessons, audio tapes for read along purposes, and much more for the students. The kits also provide hands-on activities and graphs for students to expand their learning. I use many career videos that have interactive materials and questions with them. Students typically like movies because it seems like a free day to them. I have them do less writing on those days and more group discussion. Many of the videos I use have a “stop and discuss/ activity” feature that enhances the learning experiences. I use many other films in teaching literary devices in English, also. In teaching special needs students, you will find that you make use of all available materials at some point. The students all learn in different and challenging ways. When technology or other media aids in a students learning, I find that I will use it more and more. I determine the quality of an item by the amount of success in learning my students have, and I use more available technological devices as I learn about them. Back to Table of Contents ASSURE Lesson Plan Analyze Learners General Characteristics: This project will be implemented in a Transition/ Life-skills class for special needs students at a high school level. Students take every opportunity to purchase items from the snack machines or drink machines. They like to take field trips where they are required to purchase items or simulate a purchasing experience. All students are nearing age 18 and will be eligible for graduation. Entry Level Characteristics: All students are able to: Count money in coins and bills or mixed. Self-motivate when activities include money and spending. Do simple operations using a calculator. Organize information into a preprinted graph. Learning Styles: This group of students learns best when information is presented in a meaningful, real-life situation. They also learn best when given hands-on activities to do where information is neatly organized into a graphic organizer. Students are stimulated by a use of various types of media and technology. State Objectives Learners will: 1. 2. 3. 4. Verbally tell the amount of a given set of money. Correctly complete provided bank forms. List and describe at least three forms of banking. Correctly solve basic math problems in small groups or with a partner using a calculator. Select Methods, Media, and Materials Method: Students will be given several setting variations where money is used to purchase items. Different types of media and technology will be used to simulate a real-life spending experience. A textbook set will be used to introduce aspects of the lesson such as terms and memorization items. Software games and simulations will be used for further practice. Other media, such as posters, flashcards, and play money will be used to illustrate objectives. Media: A large variety of media will be implemented to assist students in mastering objectives. Multimedia textbook kit published by GlobeFearon Nonprojected visual board display of two-sided money pieces Projected visuals: Overhead projector calculator kits with student set Computer software: CD-ROM of “Where Does My Money Go?” Board game: “Budget” Materials: Extra game forms/ blanks Blank work paper Writing utensils for each center Center evaluation forms Sign-in sheets for each center Utilize Media and Materials Environment preparation: The classroom will be set up with learning centers. The initial lesson will take place in a larger group where students are presented with relative terminology and a description of the centers and materials. The computers will be housed in one center with the learning software. Students will have a sign-in sheet at each center to ensure that each has been visited. An overhead projector will remain in the classroom mainly for teacher use. Student desks will be arranged within the learning centers. Audience preparation: Students will initially be presented with appropriate terminology and descriptions. Teacher will lead students into discussions about their spending habits and overall feelings about money. Discussion into the importance of money in society and why we need it will be teacher led. Prior to division into centers, the teacher will explain the materials and objectives of each area. Require Learner Participation Initial Activities: Students will participate in teacher led discussions. Observations will be made to ensure that all are active participants. The sign-in sheets for each center will reflect student participation. Sign-in and –out times could be added. Each station will have some form of evaluation and feedback form for student completion. During the Lesson: A log of student participation at each station will be documented. Student login sheets will reflect individual time spent in each area. A questionnaire of each activity will be present for each center for students to reflect their opinions after each activity. Follow-Up Activities: A rubric will be created based primarily on participation and effort. Students will be required to take a short comprehensive test over basic money management skills learned through the lesson. Teacher will meet individually with students to discuss their grade, what (if any) centers they need to complete. Evaluate and Revise Assessment of Learner Achievement: With the current lesson being used as a review or extended practice, grades will be primarily based on participation. Grades will be based on completion of each activity and documentation of time spent in each area. Also taken into account will be teacher documentation of student participation through direct observation. Grades will be placed on a rubric sheet. Assessment of Methods and Media: Students will complete a form regarding the interest of each activity, personal preferences regarding the materials, etc. Teacher will ask self: Did students complete tasks in a timely manner? Was all media accessible when necessary? Were there enough materials for students? Did students understand how to initiate learning in each center? Were students able to perform tasks outlined in each center/ activity? Revision Need a backup plan for computer programs. Ensure that instructions and rules are written on students’ levels. Have all materials laminated before use that can be laminated. Tennessee Curriculum Standards List the specific curriculum standards used for your project in this section. Provide a hyperlink to the specific page on which the specific standards you use in this project are found. Back to Table of Contents Examples of Supporting Media/Technology Multimedia Kit Title: The Pacemaker Curriculum Practical Mathematics for Consumers Series Title (if applicable): N/A Publisher: Globe Fearon Copyright Date: 2002 Subject Area: Life-skills Math Intended Audience: Special Needs students Description: Prepackaged Textbook kit Cost: $435.95 + Matches with curriculum: Accurate and current High / Medium / Low High / Medium / Low Clear and concise language High / Medium / Low Arouses motivation / Maintains interest Learner participation High / Medium / Low High / Medium / Low Technical quality High / Medium / Low Evidence of effectiveness High / Medium / Low Freedom from objectionable bias or advertising High / Medium / Low User guide / Documentation Low High / Medium / Age / Language appropriate High / Medium / Low Promotes discovery/cooperative learning High / Medium / Low Logistics (transportation, storage, ease of use) High / Medium / Low Objectives: real-life math lessons, money management skills, career skills, basic math skills Entry Capabilities: up to a 6th grade level of fundamental math Strong Points: geared toward students with low functioning abilities Weak Points: very costly; will need several extra textbooks for larger groups; workbooks will be costly if used for each student Web Source: http://plgcatalog.pearson.com/program_multiple.cfm?site_id=2&discipline_id=810 &subarea_id=1099&program_id=1161&view_feat=1 Back to Table of Contents Nonprojected Visuals Title: Colossal Money, Currency Series Title (if applicable): N/A Source: The Learning House Copyright Date: Not indicated Subject Area: Math Intended Audience: math students Description: two-sided display of enlarged coins and bills Cost: $10.76 per set Length: N/A Type: bulletin board display (intended) Matches with curriculum: High / Medium / Low Accurate and current High / Medium / Low Clear and concise language High / Medium / Low Arouses motivation / Maintains interest Learner participation High / Medium / Low High / Medium / Low Technical quality High / Medium / Low Evidence of effectiveness High / Medium / Low Freedom from objectionable bias or advertising High / Medium / Low User guide / Documentation High / Medium / Low Legibility High / Medium / Low Simplicity High / Medium / Low Appropriate use of color High / Medium / Low Objectives: use as a manipulative or display in teaching using coins or bills Entry Capabilities: students have a grasp of the value of money denominations Strong Points: shows coins enlarged to see detail better Weak Points: not enough materials in one pack for effective classroom use; several sets would need to be purchased if used as a manipulative or game; not durable if handled often unless laminated Web Source: http://www.thelearninghousecatalog.com/product_info.php?cPath=40_56&produc ts_id=38929 Back to Table of Contents Projected Visuals Title: Calc-U-Vue or TI Overhead calculators Series Title (if applicable): N/A Source: Classroom Direct Subject Area: Math/ Life-Skills Intended Audience: math students Description: overhead calculators Cost: $34.99+ Length: N/A Type: Calculator Matches with curriculum: Accurate and current High / Medium / Low High / Medium / Low Clear and concise language High / Medium / Low Arouses motivation / Maintains interest Learner participation High / Medium / Low High / Medium / Low Technical quality High / Medium / Low Evidence of effectiveness High / Medium / Low Freedom from objectionable bias or advertising High / Medium / Low User guide / Documentation High / Medium / Low Communicates clearly and effectively High / Medium / Low Unified visuals High / Medium / Low Appealing visuals High / Medium / Low Objectives: students will complete tasks/ problems using a calculator following teacher lead or direction Entry Capabilities: students need to know basic functions and operations of a calculator Strong Points: Allow all students to work together with teacher guidance Weak Points: Costly for a classroom set or replacement Web Source: http://www.classroomdirect.com/cgibin/sgsh0108.exe?SKW=webdiv09,overhead,calculators,&UID=2004110523294424&FNM=00&G EN9=main&CODIV=0108 Back to Table of Contents Computer Software Title: Where Does My Money Go? Series Title (if applicable): N/A Source: PCI Catalog Copyright Date: 1998 Subject Area: Math/ Life Skills Intended Audience: Transition students Description: CD-ROM that allows for practice of money management Cost: $89.95 + Length: N/A Type: CD-ROM Matches with curriculum: Accurate and current High / Medium / Low High / Medium / Low Clear and concise language High / Medium / Low Arouses motivation / Maintains interest Learner participation High / Medium / Low High / Medium / Low Technical quality High / Medium / Low Evidence of effectiveness High / Medium / Low (e.g. field-test results) Freedom from objectionable bias or advertising User guide / Documentation High / Medium / Low High / Medium / Low Clear directions High / Medium / Low Stimulates creativity High / Medium / Low Objectives: appropriately manage money given a set of circumstances Entry Capabilities: basic money handling skills Strong Points: routes of game are altered by decisions made my students Weak Points: expense for a classroom set; replacement; enough computers to run Web Source: http://www.pcicatalog.com/products/webstore/detail.asp?Category=ALL&SubCat egory=ALL&StockNumber=PCI900W Games Title: Budget Series Title (if applicable): N/A Source: Creative Teaching Associates Copyright Date: 2000 Subject Area: Life skills/ math Intended Audience: Math students grades 4-12 Description: Interactive board game for 2-4 players Cost: $22.95 Length: N/A Type: Board game Matches with curriculum: Accurate and current High / Medium / Low High / Medium / Low Clear and concise language High / Medium / Low Arouses motivation / Maintains interest Learner participation High / Medium / Low High / Medium / Low Technical quality High / Medium / Low Evidence of effectiveness High / Medium / Low (e.g. field-test results) Freedom from objectionable bias or advertising User guide / Documentation High / Medium / Low High / Medium / Low Provides practice of relevant skills High / Medium / Low Game: Winning dependant on player’s skill High / Medium / Low Clear directions for play and debriefing High / Medium / Low Objectives: Students experience real life situations through practice (such as banking, paying insurance, etc.) Entry Capabilities: Basic money management skills, knowledge of money, group skills Strong Points: Give students realistic views of life dealing with money management issues; cheap; can be used for small group work or centers Weak Points: Most supplies are not reusable, will have to purchase additional items or create your own Web Resource: http://www.mastercta.com/store/merchant.mv?Screen=PROD&Store_Code=cta& Product_Code=4373&Category_Code=money_lifeskills_gr7-12 Back to Table of Contents Web Resources: TrackStar Click here to go the TrackStar website to view ten related Web sites. The TrackStar number for this lesson is 238908. Back to Table of Contents