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Total Participation Techniques and Kagan Cooperative Learning Structures

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Welcome To Total Participation
Techniques in a School Library
Andrew Gonzalez
Allen Elementary Teacher – Librarian
Email: agonzalez1@usd259.net
Phone: 316-973-1757
Twitter: @MrGLibraryMan
Website: https://www.usd259.org/domain/2448
Our Objectives As Teacher Librarians
We will learn some Total Participation Techniques (TPT's) and Kagan Cooperative
Learning Structures to help build student engagement and build on your students'
cognitive development.
One of my main goals is for you to take away
an idea, procedure or resource that you
could make your own and immediately apply
to you and your library.
Total Participation Techniques
&
Kagan Cooperative Learning
Structures
Kagan Structures are instructional strategies designed to promote
cooperation and communication in the classroom, boost students'
confidence and retain their interest in classroom interaction.
Having a total-participation mind-set is essential for
ensuring active participation and cognitive engagement
by all learners, as well as providing you with effective
ongoing formative assessments.
Why Kagan and TPT?
Because it is as easy as PIES!
We want our kids
learning!
How do we set-up our kids to
learn in a safe and structured
learning environment?
Organization is Key
classroomscreen.com
Purposeful Planning, Practice, and make it fun!
What Does it Look and Sound Like?
Example of Cooperative Learning
Stand Up- Hand Up- Pair Up
Stand Up- Hand Up- Pair Up
1. Students stand and push in their chairs.
2. Students put their right hand up.
3. Teacher says, "pair up."
4. Students walk quickly and quietly to someone near
them. Students are not allowed to say someone's name or skip
over someone.
5. Students touch and hand turn so they are back to back.
Students will stand back to back without touching. This signals
that they have a partner.
6. Students stand quietly until teacher gives a direction.
7. Students complete the task and go back to back to signal they
are done.
8. Finally, the teacher gives a signal to quickly and quietly return to
your spot.
Mix - Pair - Share
1. Students stand and push in their chairs.
2. Students put their right hand up and mix around
the room (mix can be the signal to go and stop).
3. Teacher says, "pair up."
4. Students walk quickly and quietly to someone near
them. Students are not allowed to say someone's name or skip
over someone.
5. Students touch hands and turn around so they are back to back.
Students will stand back to back without touching. This signals
that they have a partner.
6. Students stand quietly until teacher gives a direction.
7. Students share and complete the task. Students go back to
back to signal they are done.
8. Finally, the teacher gives a signal to quickly and quietly return
to your spot.
Rally Robin
1. Teacher poses a question.
2. Partners repeatedly take turns, answering
orally.
Mix-Freeze-Group
Mix-Freeze-Group
1. Students "mix" when the music starts.
2. Teacher calls, "freeze." Students freeze,
then they unfreeze and freeze again, so they can see
the teacher.
3. Teacher asks a question and provides think time.
4. Students answer with the fingers at their chest and eyes only on the teacher.
5. Students group according to the number of the answer. Students signal with hand in the middle
that a group is formed. If you need more in your group students, signal with other hand.
6. When all members are present, students signal with a thumbs up in the middle. Remaining
students go to "Lost and Found."
7. Finally, complete the teacher task and signal when finished.
Name That Genre
Read each selection. Then choose the genre that matches the selection.
Caroline and the Castle
Caroline lived deep in the forest. In the forest there were enchanted fairies, ancient trees with arms, and talking
woodland animals. Everything was magical in the forest, and Caroline was always happy there. Caroline's family
lived in a tree house, high in the air, in this magical forest. The enchanted creatures of the forest all became
friends with Caroline.
1 = Realistic Fiction
2 = Science Fiction
3 = Historical Fiction
4 = Fantasy
5 = Mystery
http://www.superteacherworksheets.com/reading-comp/4th-readingcomprehension-CarolineCastle.pdf
Name That Genre
I am going to ask you a question/give an example and you will have think time to think of an answer. The answer will match a number
below. Show me the answer with your hand. Stand with your bodies facing me. When I say "Show Me" use your hand to show a number at
your chest. Only look at me.
Caroline and the Castle
Caroline lived deep in the forest. In the forest there were enchanted fairies, ancient trees with arms, and talking
woodland animals. Everything was magical in the forest, and Caroline was always happy there. Caroline's family
lived in a tree house, high in the air, in this magical forest. The enchanted creatures of the forest all became
friends with Caroline.
1 = Realistic Fiction
2 = Science Fiction
3 = Historical Fiction
4 = Fantasy
5 = Mystery
http://www.superteacherworksheets.com/reading-comp/4th-readingcomprehension-CarolineCastle.pdf
Showdown
Showdown
1. Question cards placed in center
2. Showdown Captain reads a question
3. Students work alone and write answers.
4. Teams signal when ready
5. Showdown Captain calls "Showdown"
6. Teammates show and discuss answers
7. Teammates celebrate or coach
8. New Showdown Captain leads next round.
Showdown
PIES Analysis: Positive Interdependence, Individual Accountability, Equal Participation, and Simultaneous
Interaction
P
Groupmates provide one another with immediate feedback to questions. This enhances comprehension of the
reading, especially when discrepant answers are discussed. The group cannot celebrate until everyone agrees.
I
Students are accountable to their groupmates for sharing their answers to the question.
E
All students participate roughly equally as they write and share their answers.
S
After the captain says “Showdown,” one student per group speaks, so that 25 percent of the class is speaking
simultaneously.
Numbered Heads Together
1. Students number off
2. Teacher ask question
3. Students have 20 seconds of think
time
4. Students write answer
5. Heads together, share and discuss
6. Teams signal when ready
7. Teacher calls out a number who shares, everyone must all agree to an
answer
8. That number answers
Numbered Heads Together Steps
The game leads your class through a series of steps designed to promote
learning through cooperation, active participation, and individual accountability.
Here are the steps for each randomly-selected question:
1. Think Time. Everyone thinks how to answer the question. No talking.
2. Write Answer. Everyone privately writes his/her own answer on his/her
own sheet of paper or response board.
3. Heads Together. Teammates put their heads together and share their
answers. They reach consensus on a team answer and discuss and teach
if necessary so every knows the answer or knows how to solve the
problem.
4. Who Answers? Using the game’s Student Selector spinner, one student
on each team is selected. All selected students stand, ready to answer
independently. They may no longer consult with teammates.
5. Answer Question. The teacher decides how to have students answer the
question.
Pictures retrieved from google images on Aug. 8, 2014
Meet Stegosaurus
Stegosaurus was an interesting looking
dinosaur. It had large plates shaped like
triangles along its back. However,
Stegosaurus had a very small head.
Stegosaurus also had weak jaws. It had no
teeth in the front of its jaws. It could not
tear through tough skin. Stegosaurus ate
things it found on the ground.
Pull
Which sentence is most likely true?
a.
a. Stegosaurus was a plant eating dinosaur
b. Stegosaurus had teeth shaped like triangles
c. Stegosaurus used its mouth for protection
Fan-N-Pick
Fan-N-Pick
1. Each team receives a Fan-N-Pick Mat and is placed in the center of the team with each corner
pointing to a student.
2. Position #1 (Fan) holds the question cards in a fan and says, "Pick a card, any card!"
3. Position #2 (Pick and Read) picks a card, reads the question aloud, and allows time to think.
4. Student #3 (Answer) responds orally and/or shows the answer.
5. Student #4 (Check and Praise) responds to the answer by coaching or celebrating!
6. The Fan-N-Pick Mat is rotated one person clockwise for each new round, indicating each student's
new role.
Talking Chips
Talking Chips
1. Students are asked to discuss a topic in groups.
2. As each student talks, he/she places his/her chip in the top of the team leader desk
(that person holds the microphone from the team leader).
3. Once a student finishes talking, he/she cannot talk until every other “chip”has been
tossed into the center. If a student doesn’t have anything to share on this particular
topic, they can place a chip in the center at the end.
4. When all chips are down, students retrieve their chips and start over.
Line Ups
A Sequence Game
Sequencing is putting items
or events in ORDER!
Students line up in order according to teacher description!
1. Teacher describes a line.
2. Teams quickly discuss.
3. Teams Line Up in ORDER.
4. Teams Signal they are in order.
5. Teams Celebrate!
POINTS
*1 Point for any team in correct sequence
**1 Point for the first team being in correct sequence
Inside/Outside Circle
Inside/Outside Circle
1. Students stand in two concentric circles, facing a partner. The
inside circle faces out; the outside circle faces in.
2. Students use flash cards to ask questions of their partner, or
they may take turns responding to a teacher question(s).
3. Partners switch roles: outside circle students ask, listen, then
praise or coach.
4. After each question or set of questions, students in the outer or
inner circle rotate to the next partner. (Teacher may call rotation
numbers: “Rotate three ahead.”)
When we read stories out loud, we can show that we understand the
characters' points of view by changing the tone of our voices to match
the characters' feelings.
Read the passages on the following pages. Match your voice to the
characters' feelings. Highlight the parts of the passage that lets you
know how the characters feel or why they feel that way.
Rally Robin
1. Teacher poses a question.
2. Partners repeatedly take turns, answering
orally.
The Witches by Roald Dahl
practice
looked round and I saw a hideous painted and powdered witch’s face
starring down at me, and the face opened its mouth and yelled triumphantly,
“It’s here! It’s behind the screen! Come and get it!” The witch reached out a
gloved hand and grabbed me by the hair but I twisted free and jumped away.
I
If you were reading in the witch's voice, how would you say the witch's words?
What did the character think of the witch? Highlight the description of the witch.
Find the Fiction
The object of the game is to find which statement is fiction (not real) about
our classmates.
Directions
1. Students think of two things that are true about them and one thing that
2. They write the two things that are true and one thing that is not true in
3. When it is their turn, they read all three sentences and the class has to
is not true (fiction).
any order.
guess which one is not true.
RememberDo NOT tell anyone which sentences are true and not true.
Be tricky, think of something no one else would know....not even your friends.
Always be honest, if we are not honest it takes the fun out of the game and you can not play anymore.
Find the Fiction
The object of the game is to find which statement is fiction (not real) about
our classmates.
Directions
1. Students think of two things that are true about them and one thing that
2. They write the two things that are true and one thing that is not true in
3. When it is their turn, they read all three sentences and the class has to
Statement 1
is not true (fiction).
any order.
guess which one is not true.
RememberDo NOT tell anyone which sentences are true and not true.
Be tricky, think of something no one else would know....not even your friends.
Always be honest, if we are not honest it takes the fun out of the game and you can not play anymore.
Statement 2
Statement 3
Kagan Cooperative
Learning Structures
Comments,
Questions, &
Concerns
Kahoot!
Kahoot is a fun game where you or your team
tries to get the most points by answering
questions correctly and quickly! The smarter
and faster you are the better!!!
click to show picture
https://play.kahoot.it/#/k/809707b3-53c9-4f8d-931ff200577b11b7
Post-It Plus
1. Students use post it notes to
show their answers.
2. Teacher uses Post-It Plus
app to record student answers.
3. Teachers can review, sort,
reflect, etc. student answers.
AVID APPROVED
practice
Internet Safety
Today we will learn more about how people mistreat each other while gaming in the NSTeens
video - "Attitude Overdrive."
How did NSTeens characters Becks and
CL deal with the griefer?
What are some other ways to deal with Griefers?
click around to fade in
Ignore them
Report griefing to the gaming service or website
Delete existing accounts and set up new ones
Talk to a trusted adult
Block or mute them
Save the message to show a trusted adult
Don't respond in anger and become a griefer yourself
Post-It Plus
1. Students use post it notes to show their answers.
2. Teacher uses Post-It Plus app to record student answers.
practice
At your table,
a. take 1 Post-It Note
b. Pick 1 way of how you deal with griefers.
c. Using this sentence stem, write down the
strategy of how you deal with griefers.
d. Write your name and class on the bottom
e. When the teachers prompts you, you will
go the corner that matches your answer.
f. When the teacher prompts you, explain
why or how you would deal with a griefer
using your strategy.
One way I deal
with griefers is to
__________.
Andrew - 3H
1. Report to Website
3.Tell a trusted adult
2. Ignore Them
4. Don't respond in anger and become a griefer
Total Participation Techniques
Comments,
Questions, &
Concerns
Library Fun, Silly
Sports, and Goofy
Games
Library
Corners
Directions
The Object of the Game is to be the last one standing!!
(This is a game like Four corners but it has to do with the library learning)
One person is the caller and they sit the front of the room with their head down.
You then tell the kids to stand up and move cautiously around the room.
You can use the music for the movement time.
Then you tell them they have 5 seconds to pick a spot the one the four corners:
______, ________, _______, or _______.
When you have reached one, the caller calls out a corner and the people on that spot are out.
When they are out they must sit quietly at their desk or they will not play the next game.
Also, if they are talking or messing around, the can finish some extra work.
Play continues until there is one person left and they are the next caller
or they can be the one to pick the next caller.
Up, Down, Stop, Go
1. The object of the game is to be the last one standing.
2. Individuals are competing with the class trying to follow an action. If you do the wrong
action, you are out until next game.
3. Leader calls out actions;
a. UP = students kneel DOWN
b. DOWN = students jump reach UP to sky with both hands
c. STOP = students run in place
d. GO = Students STOP/Freeze with arms straight out to their sides.
4. In the later rounds, students who act the slowest are out.
"Z" is a ordering game that is
simple and very fun!!!
The object of the game is to be the last student standing after
playing the game.
Directions:
1. Students form a circle so that they are shoulder to shoulder.
2. The teacher stands in the middle
3. The teacher explains the rules of the game and decides which
direction to go.
4. The teacher than leads the game by “pointing” to the student when it
is their turn.
5. The game continues until there is only one student.
"Z" is a simple counting came that is simple and very fun!!!
The object of the game is to be the last student standing after playing the game.
Rules:
1. The only person talking is the person whose turn it is. If a person talks out of turn they are out.
2. A player has an option to say up to three consecutive Letters. They do not have to say three, they can
say only two numbers, or just one if they choose.
3. Play continues with the letter left off.
a. Example: Starting the game- the 1st player may say A or A,B or A,B,C and the next person could say D or
D,E or D,E,F and so on.
4. Players can get out bya. Talking out of turn
b. Saying the word Z (or the special rule Letter)
c. Missing the next Letter or Letters in the sequence (or by the special rule)
d. Not saying the right Letter in sequence
e. By saying more than three Letters at a time
f. Not pronouncing the Letters (no mumbling or going to fast)
5. Players continue the sequence until someone gets an answer wrong or it lands on a player who has to say
“Z.”
6. Once someone gets a wrong answer or has to say “Z” then a new round starts with the next person in
order. Those who have been eliminated may not come back until the game is over.
7. When a player gets out, they must sit “criss-cross applesauce” and remain quiet until the next game.
CHAMPS
Move & Be
1. Students quietly walk and spread out to have space.
2. A leader is picked and the leader ask the students
to move like an object. Example- a buzzing bee
3. After the players have moved for a twenty seconds
the leader says stop.
4. The leader then announces a still object for them
to become.
5. A new leader is announced and the play continues.
6. When finished, students quielty walk like humans back to their
spots.
CHAMPS
Move & Be
Animals - bee, dog, monkey, eagle, bunny, snake, lion,
Transportation - fire engine, race car, airplane, helicopter, tractor
Technology - robot,
Person - swimmer, ballerina, rock star, super hero, pirate, teacher
Weather - Cloud, wind, tornado
Things - Dinosaurs, marshmallow, butterfly,
CHAMPS
Detective
1. Students stand in a circle facing in. One player is the Detective and stands
in the center of the circle. The Detective closes his/her eyes. The leader
selects one student to be the Instigator.
2. The Instigator begins with a quiet motion. The motion can be any
appropriate movement (example- marshmallow clap).
- Other movements for the game: clapping, twiddling thumbs,
scratching behind the ear, or anything else.
3. Everyone's job is to follow the Instigator. They want the detective to
guess their name. If everyone is doing the same motion, it is harder for
the detective.
4. At the leaders signal, the detective opens his/her eyes. For 60 seconds,
study the group looking for clues of who may be the instigator.
5. The detectives job is to guess the instigator.
6. The instigator is allow to switch motions anytime they do not think the
detective is looking. All of the other players have to switch just as fast as the
instigator.
7. Play is over, when the detective correctly guess the instigator.
Odd/Even Gotcha
1. Students will be put into two teams.
2. Each player lines up facing one player from the other team. One team is the odd team,
and the other team is the even team.
3. Players count to three, motioning with closed fist. One the count of three they will open
their fists to reveal from one to five fingers.
4. If the sum of the fingers is even, the even team players calls "Gotcha!" and wins their
partner over to the even side. If the sum is odd, the odd team players calls "Gotcha!" and
wins their partners over.
5. Soon there are unequal numbers of players on each side. This is solved by having one player line up against two, three,
or more players during the face off. If the player facing more than one player beats any of the other players on the other
side, he/she gets to stay on his/her side and winds over all players he/she beat.
6. The game ends if everyone is on one side of the line or if the time runs out based on the length of the game determined
by the teacher.
Titanic
1. Students line up in "on the Titanic".
- Straight Line all eyes facing forward (no moving).
2. The Leader randomly sets out "safety vest" on the carpet
(ocean). There will not be enough for everyone :(
3. The students quietly walk to find a safety vest.
- Please walk (No running, pushing, pulling, or talking)
4. If you find a safety vest:
- stay at the spot you found it (do not walk around).
- hold it straight up in the air without until the round is over.
- do not talk or help anyone out (do not signal where vest are).
5. After all the safety vest are found, students turn in their vest
at the teacher signal.
6. Play continues until their is only one survivor. On the final round, the vest
may not be in the water, it could be floating on debris (it's harder to find)!
Blind Caterpillar
1. Students will be put into teams.
2. Each team will stand in line, with their hands on the shoulders of
the player in front of them.
- The Head of the Caterpillar (the person in front) has his/
her eyes open.
- The Body of the Caterpillar (the others) shut their eyes.
3. The Head leads the Blind Caterpillar about the room, telling
them where they, what they cannot see, and what to look out for.
4. The teacher will call out STOP...Metamorphosis...GO.
The Head of the caterpillar goes to the back, the new Head opens
his/her eyes, and becomes the new eyes to guide the caterpillar.
CHAMPS
Pretzel, UnPretzel
1. The teacher forms a group to become the Pretzel.
2. The teacher chooses a pair of students to be the
Pretzel Makers.
3. The student chooses one student to be the Unpretzler.
4. The Unpretzler turns away from the pretzel and closes their
eyes.
5. The Pretzel players hold hands and become the Pretzel.
6. The Pretzel Makers directs the Pretzel Players to twist about, step
over arms, and/or duck under each other's arms to form
(please do not talk, but signal if it is uncomfortable)
7. When the group is well pretzeled, the teacher calls over the
Unpretzelers. The Unpretzelers must direct the pretzel using exact
directions. (Pretzel- do not give any help, just follow directions)
Triangle Tag
1. Stay in your groups of 4
2. Three players join hands to form a triangle.
3. One player is the target, the other two are the bodyguards.
4. Odd-One-Out tries to go over, under, or around in attempt to tag the target
5. Once the tag is made, or time has passed, the Odd-One-Out joins the triangle , the target
becomes the Odd-One-Out and a new target is chosen.
6. Keep playing until all players have had a chance at each role.
Silly Sports and Goofy Games
Comments,
Questions, &
Concerns
References
Himmele, Persida & William. Total Participation Techniques. Alexandria, VA: ASCD, 2011.
Kagan, Spencer. Cooperative Learning. San Clemente, CA: Kagan, 2004.
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