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Lesson Plan

Day: M T W T F
Year: _2015__

Date: __02/09/2015___ Time: _____________

Learning Area: ___yr10 remedial______ Topic: _____Money


Problems________
Curriculum content description: (from ACARA)

Students prior knowledge and experience:


Based on time in class, I can say that the students knowledge is
somewhat limited when it comes to mathematics. More could be
gleamed from the students using simple white board problems to
gauge understanding
Learning purpose: (May refer to the Elaborations of the curriculum content
description here)

To teach students how to do maths with a practical application (IE buying a coffee)

Learning objectives:
On completion of this lesson, students will be able to:
Caculate cost and change required to make a purchase, using simple multiplication, addition
and subtraction

Preparation and Resources:


Printout cards with number of products and multipliers
(Sample sheet to be attached to lesson plan)

1/5

Catering for diversity

(detail any adjustments considerations for

educational/resource adjustments)

If general concept is lost on students, Ill look to lower benchmarks and focus on
refreshing base skills required for the lesson.

2/5

Timi
ng:

Learning Experiences:
1. Introduction:

(How will I engage the learners?)

I will introduce the class to the concept by running through the game with them
once,
The game is basically:
- draw three cards that have a value written on them.
- students get assigned a cash amount ($10,$20,$50)
- the student needs to work out how much everything on the cards will cost
- then work out if the amount they have will cover costs of the amount generated
by the cards, and how much change they would have left over
- if the amount they have will not cover costs, work out how much more they
need
Equation:
Cards cash = amount
2. Sequence of learning experiences: (What will you do to help the
students achieve the learning objectives? What tasks and activities will
the students be involved in to help achieve the learning objectives?)
Once the game is understood by students, Ill proceed to let the students have
the randomly generated cards (3 to start with), and ask them to write out their
working out.
Then work with students to make them work through at least a couple of
iterations
If students work well enough, might do a simple lesson on the coffee shop
introducing them the idea of profit and run through a lesson on the board of
how to work out that days profits

3. Lesson conclusion: (How will you summarise the learning and relate it
to the lesson objectives?)
I would end the lesson with a brief overview of the lesson, see if
students have grasped the intent behind the lesson, which was to learn
how to do mental math when it comes to money and how to start
bundling like objects together to increase speed of
calculations(example: buying 3x coffee + 2X coffee = 5xcoffee)

3/5

Lesson Evaluation:
(Reflect on the lesson. What worked? What did not work? What would you change? Why?)
I felt students understood the lesson quicker than expected, which made it hard to manage
them and make sure they were doing it correctly. Students eventually moved onto grabbing
their own cards and increasing the number of cards over time,
I wished I did do more of an introduction to the game, allowing students to have time to
understand the lesson.
Students were engaged in the lesson be it that a few of them got restless, but the increase

4/5

in cards seemed to keep them eager for challenge.

5/5

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