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Developed by Holroyd School/Mary Brooksbank/Chalmers Road FOR
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Page 1: !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!everystudent-sws.nsw.edu.au/assets/files/Technology/X-Box...Rationale) 3) The Xbox Kinect / Setting

Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

       

                                                                                                                                                                                                                                                                                                     FOR  

                 

   

                                                                               

Page 2: !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!everystudent-sws.nsw.edu.au/assets/files/Technology/X-Box...Rationale) 3) The Xbox Kinect / Setting

Xbox  Kinect  –  Teaching  Document  

2  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

Contents      

Rationale   3  

The Xbox Kinect / Setting up the Xbox Kinect 4  

Game Description 7  

Rally Ball -­‐  Mathematics  (Spatial  Awareness,  2D  and  3D  Space)   8  

Space Pop -­‐    Mathematics  (Number  Value,  Ordinal  Numbers,  Measurement  -­‐  Time)   11  

Reflex Ridge  -­‐  English  (Talking  and  Listening)   14  

Reflex Ridge  -­‐  PDHPE  (Understanding  and  applying  movement  skills)   18  

20,000 Leaks -­‐    PDHPE  (Establishing  and  maintaining  cooperative  relationships)   21  

20,000 Leaks  -­‐  Science  and  Technology  (Exploring  Physical  Phenomena)     24  

River Rush  -­‐  HSIE  /  Geography  (Exploring  Different  Environments)   27  

Kinect Adventures Avatar Creation  -­‐    Creative  and  Practical  Arts  (Creating  and  Appreciating  Artworks)   29  

   

Page 3: !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!everystudent-sws.nsw.edu.au/assets/files/Technology/X-Box...Rationale) 3) The Xbox Kinect / Setting

Xbox  Kinect  –  Teaching  Document  

3  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

Rationale  While  brain  research  and  the  study  of  human  cognition  are  continually  making  new  discoveries  about  how   we   learn,   we   do   know   that   the   more   senses   we   employ   when   recording   a   memory   the   more  intricately   woven   that   new   knowledge   will   be   in   our   minds.   Additionally   body   movement   has   been  shown  to  improve  not  only  physical  health  but  also  priming  our  brains  to  be  able  to  learn.  Designing  a  learning  sequence  using  interactive  gaming  technology  involves  the  creativity  of  the  teacher  to  unlock  the  learning  potential  for  the  student.  There  are  many  skills  that  a  student  has  the  potential  to  develop  when  playing   a   game  using   a   Kinect   on   an   Xbox   gaming   console.   To   illustrate   how   the   Xbox  Kinect   can  be  used  within  a   learning  environment,  a   teaching  support  document  has  been  created   to  demonstrate  how  the  curriculum  can  be  supported  in  various  Key  Learning  Areas  (KLA’s)  from  K-­‐6  and  in  Life  Skills  Courses  7-­‐12  across  the  NSW  curriculum.  Like  any  learning  setting  or  teaching  context,  a  teacher  should  not  assume  that  a  student  always  comes  with   the   skills   to  be  able   to  effectively  use   this   system.  They  will  need   to  be  provided  with  adequate  time   to   familiarise   themselves  with  both   the   concepts  within   a   game  and   the  ways   in  which   you   can  interact  with  this  game.  They  will  also  need  a  number  of  opportunities  to  practise  the  skills  associated  with  each  interactive  learning  environment.    There  are  a  number  of  fundamental  skills  in  the  following  KLA’s  that  have  the  potential  to  be  addressed  through  learning  opportunities  based  on  the  Xbox  Kinect.  These  include:  

v Mathematics:  Spatial  Awareness,  2  Dimensional  Shapes  and  3  Dimensional  Space.  v Mathematics:  Number,  including  number  value  and  ordinal  number  value.  v English:  Talking  and  Listening  /  Communication.  v English:  Visual  literacy  and  an  understanding  of  the  genre  of  the  interactive  game.  v PDHPDE:  Understanding  movement  and  applying  movement  skills.  v PDHPDE:  Establishing  and  maintaining  cooperative  relationships.  v Science:  Understanding  of  the  nature  of  the  physical  environment.  v Science:  Understanding  of  the  causal  relationships  of  movement  and  force  on  objects.  v HSIE:  Exploring  modern  technologies  and  comparing  these  with  previous  leisure  and  information  

technologies.  v Creative  Arts:  Exploring  the  features  that  make  a  game  attractive.  v Creative  Arts:  Expressing  a  preference  for  one  visual  art  form  or  game  over  another.  v Creative  Arts:  Performing  movement  skills,  exploring  movement  and  dance  concepts.  

As  well  as  these  KLA  skills,  personalised  learning  outcomes  can  also  be  written  in  domains  that  include  communication,   physical   therapy   and   movement,   social   learning   and   learning   leisure   skills.   These  teaching  areas  are  not  made  explicit  in  the  game  software  package  or  in  the  console  information.  In  the  case  of  the  Kinect,  the  software  package  'Kinect  Adventures'  can  be  used  to  support  the  individual  and  group  learning  needs  of  students,  whether  they  have  adjusted  learning  needs  or  whether  they  are  able  to  access  curriculum  from  K-­‐12  without  additional  supports.  The   following   document   outlines   key   learning   content   areas   from   courses   and   KLA’s   in   the   NSW  Curriculum.   It   then   organises   learning   content   into   lessons   that   support   learning   in   a   way   that   is  meaningful  both  in  and  outside  of  the  game  (Kinect  Adventures).  Further  links  are  made  to  alternative  software  titles  and  all  learning  content  areas  are  supported  by  a  Smart  Notebook  package  available  with  this  learning  support  document.  Microsoft  has  established  a  Kinect  Education  Facebook  page  which  allows  users  to  share   lesson  plans,  ideas  and  resources  based  on  the  Kinect.  The  Facebook  page  can  be  found  by  clicking  the  following  link  http://www.facebook.com/KinectForEducation.  Microsoft   also   has   a   Kinect   Education  webpage  which  has   a   range   of   lessons   plans   and   other   support   material.   The   webpage   can   be   found   at  http://www.microsoft.com/education/en-­‐us/products/Pages/kinect.aspx#3.            

Page 4: !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!everystudent-sws.nsw.edu.au/assets/files/Technology/X-Box...Rationale) 3) The Xbox Kinect / Setting

Xbox  Kinect  –  Teaching  Document  

4  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

The  Xbox  Kinect  The   Xbox   Kinect,   like   the  Nintendo  Wii   and   PlayStation  Move,   is   a  motion-­‐sensing   gaming   system.   It  allows  students  the  opportunity  to  interact  and  engage  with  meaningful  gaming  content.  The  Kinect  is  different  as  there  are  no  controllers.  Controller-­‐free  gaming  means  your  body  controls  the  action.  This  results   in   a   far  more   immersive   gaming   experience.  With   every   jump,   kick   and   step   you’ll   be  moving  your  body  which  means  it  is  not  only  fun,  it  is  also  beneficial  to  the  body.  As  the  Kinect  is  controller-­‐free  the   gaming   content   is   widely   accessible.   This   is   particularly   beneficial   for   students   who   may   have  difficulty  operating  a  standard  gaming  controller.    Along   with   the   Xbox   console   is   the   Kinect   Sensor.   The  sensor  has  a  built  in  camera  which  picks  up  movement.  The  sensor  is  designed  to  be  placed  lengthways  above  or  below  a  TV  or  Interactive  Whiteboard  (IWB).  The  sensor  is  capable  of  tracking  up  to  six  people,  including  two  active  players.  In  order   for  players   to  participate,   the   current  Kinect   sensor  requires  them  to  be   in  a  standing  position.  Unfortunately,  this   means   that   the   sensor   has   difficulty   tracking   those  students  who  are  in  wheelchairs.            

Setting  Up  The  Xbox  Kinect  The  Xbox  is  relatively  easy  to  setup.  When  setting  up  the  Xbox  console  and  Kinect  sensor  the  first  thing  you  need  to  take  into  account  is  that  the  sensor  will  need  to  be  placed  either  above  or  below  an  IWB.  (Unless  you  are  fixing  the  sensor  in  a  permanent  position,  it  will  generally  be  easier  to  place  the  sensor  below  the  board).  Note:  If  there  is  a  large  distance  between  the  sensor  and  the  Xbox  Console,  which  also    needs  to  be  connected  to  the  Audio/Video  outputs  on  the  IWB,  you  may  need  to  purchase  a  USB  extension  cable   for   the  Kinect  Sensor.  These  can  be  purchased  for  approximately  $10  (eBay  is  a  good  place  to  start).  

NOTE:   The   console   is   designed   to   either   lie   horizontally   or   stand   vertically.   It   is  recommended   in   a   school   setting   that   where   possible   you   lay   the   console  horizontally.  This  way  is  much  more  stable  and  as  people  can  be  rather  boisterous    when  playing  it.  This  ensures  that  there  is  a  reduced  risk  of  the  console  being  knocked  over.  If  a  console  in  a  standing  position  happens  to  fall  over  during  gameplay  the  game  disk  may  be  damaged.            Step  1:  Positioning  the  Kinect  Sensor.  

Place   the   sensor   below   the   IWB.   Use   a   table   or   other   piece   of  furniture  to  place  the  sensor  at  the  required  height.  

Tips  to  get  the  best  body  tracking  and  speech  recognition  from  the  Kinect:  • Where  possible  position  the  sensor  away  from  direct  sunlight.  • Position   the   sensor   somewhere   between   0.6m   and   1.8m  off   the  

floor.  • Position  the  sensor  in  the  centre  of  the  IWB.  • Position  the  sensor  so  it  can  tilt  and  automatically  adjust.  • Position  the  sensor  near  the  edge  of  a  flat  stable  surface  (If  it  is  positioned  to  far  back  on  a  surface  it  will  

not  be  able  to  pick  up  your  feet).  • When  you  first  unpack  the  console  and  sensor  there  may  be  a  piece  of  packing  foam  between  the  base  of  

the  sensor  and  the  sensor  head.  Remove  the  foam.      

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Xbox  Kinect  –  Teaching  Document  

5  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

Step  2:  Connecting  the  sensor  to  the  console.    

Plug   the  sensor   into   the  AUX  port  on   the  back  of  the  console.  The  port  is  colour-­‐coded  orange.          Step  3:  Plugging  in  the  power  supply.  

Plug  the  power  supply   into  the   power   socket   in   the  rear  of  the  console.            Step   4:   Connecting   the   component   Video/Audio  cable  to  the  console.      

Plug   the   component   Video/Audio  cable   into   the   large   socket   in   the  rear  of  the  console.          

       Step  5:  Connecting  the  console  to  the  IWB  

To  connect  the  console  to  the  IWB  you  need  to  locate  the  IWB’s  output  panel.  It  should  look  similar  to  the  one  on  the  right.  It  will  generally   be   located   near   the   computer   which   is   connected   to  the   IWB.   Plug   the   component   Video/Audio   cable   in   the   colour-­‐coded  Video  In  and  Speaker  Audio  points.  

When   you   are   ready   to   play   the  Kinect   simply   use   the   projector’s  remote   to   switch   the   input  settings   from   ‘Computer’   to  ‘Video’.                  

The  rear  of  the  console  with  the  cables  connected  

Page 6: !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!everystudent-sws.nsw.edu.au/assets/files/Technology/X-Box...Rationale) 3) The Xbox Kinect / Setting

Xbox  Kinect  –  Teaching  Document  

6  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

Step  6:  Setting  up  your  playing  area  

When  setting  up  your  playing  area  you  need  to  keep  in  mind  that  the  Kinect  needs  to  see  your  entire  body.  Things  to  consider  when  setting  up  the  playing  area:  

• Clear  the  area  between  the  sensor  and  the  players.  • When  playing  with  two  players,  stand  back  2.4m  from  the  sensor.  • Make  sure  that  the  play  space   is  at   least  1.8m  and  not  wider  or   longer  than  

3.6m.  • Make  sure  the  room  has  bright,  even  lighting.  

 How  to  Videos:

Positioning  the  Kinect   Setting  up  the  Play  Area  

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Xbox  Kinect  –  Teaching  Document  

7  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

Game  Description  

When  creating  this  teaching  document  all   lesson  content   is  based  on  the  game  ‘Kinect  Adventures’.  Kinect  Adventures   comes  with   the  Xbox  Kinect  Package  making   it   readily  available   from   the   outset   with   no   need   to   initially   purchase   additional   software.   In  addition,   the   five   mini-­‐games   within   Kinect   Adventures   showcase   the   numerous  features   of   the   Kinect   and   serve   as   a   good   starting   point   for   students   to   practise   the  movements  and  actions  associated  with  the  Kinect.  Each  mini-­‐game  also  supports  two  player  cooperative  play.  Note:  If  the  Xbox  Kinect  console  is  utilised  as  a  regular  teaching  tool  we  recommend  the  purchase  of  additional  software  titles  such  as  those  detailed  in  this  document.  Kinect  Adventures  may  become  un-­‐motivating   for   some  students  after  repeated  use.              

 

 In   20,000   Leaks,   the   player's   avatar   is   in   a   glass   cube   underwater.   The   player/s  positions   his   or   her   limbs   and   head   to   plug   cracks   as   crabs,   fish,   sharks   and  swordfish   cause   cracks   and   holes   in   the   cube.   As   difficulty   increases,   up   to   five  leaks  must   be  plugged   at   a   time   to   earn  Adventure   Pins.   Each   game   consists   of  three  waves,  which  end  when   time  expires  or  when  all   leaks   are  plugged.   Extra  time  left  over  at  the  end  of  each  wave  is  added  to  the  Adventure  Pin  total.  

In  River  Rush,  one  or  two  players  stand  in  a  raft  and  work  together  to  pick  up  the  Adventure  Pins  scattered  throughout  the  winding  rapids.  The  raft  is  controlled  by  stepping  left  or  right  to  steer  and  by  jumping  to  lift  the  raft.  There  are  many  secret  places   that   you   can   get   to   by   taking   ramps.   There   are   considerably   more  Adventure  Points  there  than  on  the  river.  Crashing  into  obstacles  such  as  barrels,  logs  or  rapid  markers  will  causes  the  player  to  lose  points.  

Rally  Ball   is   similar   to  handball.  The  player  uses  his  or  her   limbs  and  head   to  hit  balls  at  blocks  and  targets  which  are  at  the  end  of  a  virtual  hallway.  When  certain  targets   are   hit,   the   ball   splits   into   multiple   balls   which   can   be   handled  simultaneously.  Each  game  consists  of   three  rounds,  each  with  a  different  set  of  blocks  and  targets.  Rounds  end  when  time  expires  or  when  all  blocks  and  targets  are   destroyed.   Extra   time   left   over   at   the   end   of   each   round   is   added   to   the  Adventure  Pin  total.    

Reflex  Ridge  is  a  track-­‐and-­‐field  inspired  game,  but  played  on  a  moving  platform  in  an   environment   similar   to   a   wooden   roller   coaster   or   mine   cart.   One   or   two  players   (in   split   screen)   race   on   a   platform,   jump   over   hurdles,   lean   away   from  obstacles   and  duck   to  avoid  hitting   their  heads  on   low  beams.   Jumping   in  place  makes   the   platform   move   faster   along   its   rail.   Adventure   Pins   are   earned   by  avoiding  obstacles  or  touching  ones  scattered  throughout  the  course.  The  game  is  timed,  with  extra  time  left  over  at  the  end  of  the  course  added  to  the  Adventure  Pin  total.    

In  Space  Pop,  transparent  balls  (soap  bubbles)  shuttle  between  holes  on  the  walls,  floors  and  ceilings  of  a  virtual  zero-­‐gravity  room.  The  player  attempts  to  pop  the  bubbles   by   touching   them   to   earn   Adventure   Pins.   Space   Pop   utilizes   depth,  requiring   the   player   to   move   toward   and   away   from   the   sensor.   To   move  upwards,   the   player   can   flap   his   or   her   arms.   To   hover   or   stay   at   their   current  height,  the  player  can  hold  his  or  her  arms  out  to  the  sides.    

 

Rally Ball

Space Pop

Reflex Ridge

River Rush

20,000 Leaks

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Xbox  Kinect  –  Teaching  Document  

8  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

 Mathematics – Spatial Awareness, 2D and 3D space

Outcomes Teaching Intentions K-­‐6  SGES1.3   Uses   everyday   language   to   describe   position   and   give  and  follow  simple  directions.    SGES1.1   Manipulates,   sorts   and   represents   three-­‐dimensional  objects  and  describes  them  using  everyday  language.  SGES1.2  Manipulates,  sorts  and  describes  representations  of  two  dimensional  shapes  using  everyday  language.  

7-­‐10  Life  Skills  SGLS.5  Uses  the  language  of  position  in  a  variety  of  situation.  SGLS.3   Identifies   the   features   of   three-­‐dimensional   objects   and  two-­‐dimensional  shapes.  

HSC  Life  skills  4.2  Demonstrates  an  understanding  of  position  4.3   Recognises   and   uses   a   range   of   2   dimensional   and   3  dimensional  4.4  Demonstrates  knowledge  and  understanding  of  distance  and  direction    

For  students  to:  • Recognise   that   the   position   of  

their   body   has   an   influence   on  activities.  

 • Recognise  that  movements  in  all  

directions   have   an   impact   on  activities.  

 • Recognise   simple   shapes   and  

objects   in   the   game   and   their  features.  

Links to Australian Curriculum  

Early stage 1 MAe-­‐1WM:  Describes  mathematical  situations  using  everyday  language,  actions,  materials  and  informal  recordings.  

MAe-­‐15MG:    MAe-­‐15MG  manipulates,  sorts  and  describes  representations  of  two-­‐dimensional  shapes,  including  circles,  triangles,  squares  and  rectangles,  using  everyday  language  

MAe-­‐14MG:  Manipulates,  sorts  and  represents  three-­‐dimensional  objects  and  describes  them  using  everyday  language.  

MAe-­‐16MG:  Describes  position  and  gives  and  follows  simple  directions  using  everyday  language.

7-10 life skills MALS-­‐1WM:  responds  to  and  uses  mathematical  language  to  demonstrate  understanding  

MALS-­‐31MG:  identifies  the  features  of  three-­‐dimensional  objects  and/or  two-­‐dimensional  shapes  and  applies  these  in  a  range  of  contexts  

MALS-­‐32MG:  responds  to  and  uses  the  language  of  position  in  everyday  contexts  

Kinect Adventures Rally Ball  

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Content

Introduction:  

1. Recognise   that   the   position   of   their   body   has   an   influence   on   activities   /   Recognise   that  movements   in   all   directions   have   an   impact   on   activities:   Set-­‐up   the   Kinect   and   allow   each  student  the  opportunity  to  experience  ‘Rally  Ball’.  Provide  support  as  appropriate.  The  aim  is  to  give   the   students   a   ‘taste’   of   the  game.   Following  on   from   this,   stop   the  activity   and  explicitly  teach  a  range  of  movements  that  are  needed  to  play  the  game  e.g.  moving  left,  right,  forwards  and  backwards  and  extending   limbs.  You  may  choose   to  play  a  game   like   ‘Simon  Says’,  do   the  ‘Hokey  Pokey’  or  simply  model  the  movements  and  have  students  copy  your  actions.  Displaying  visuals  of  each  movement  my  also  assist  learning  movements.  These  can  be  utilised  later  in  the  lesson  to  support  student’s  movement  when  they  are  taking  part  in  ‘Rally  Ball’.      

2. Recognise   simple   shapes   and   objects   in   the   game   and   their   features:   Start   with   a   SMART  Notebook  activity  which  introduces  some  common  shapes  found  in  ‘Rally  Ball’.  Students  will  be  required  to  match,  select  and  label  shapes.  Modify  activity  to  suit  your  learners.    

   

Exploration:  

1. Recognise   that   the   position   of   their   body   has   an   influence   on   activities   /   Recognise   that  movements   in   all   directions   have   an   impact   on   activities:   Allow   students   the   opportunity   to  participate  in  ‘Rally  Ball’.  Begin  by  having  a  student  work  alongside  you.  Model  actions  required  to  successfully  hit  the  ball  towards  the  boxes.  Emphasise  the  fact  that  your  movements  have  an  influence   on   the   Avatar   in   the   game.   Ensure   you   demonstrate   this   with   the   group.   Provide  students  with  the  opportunity  to  experiment  with  this  concept.  Provide  prompts  as  appropriate.  You  may  refer  to  the  visuals  used  earlier  in  the  lesson.  Give  feedback  that  supports  and  describes  the   movements   students   are   making   e.g.   ‘great   kicking’,   ‘you   need   to   stretch   your   arm   out’,  ‘move  to  the  left’  and  ‘move  to  the  right’.  Allow  sufficient  time  for  the  students  to  practise  the  skills  and  movements  associated  with  activity.    To  assist  students  staying  within  the  gaming  area  you   may   decide   to   introduce   a   gaming   mate   or   setup   a   designated   gaming   area   (e.g.   with  masking  tape).      

2. Recognise   simple   shapes   and   objects   in   the   game   and   their   features:   Allow   students   the  opportunity   to   participate   in   ‘Rally   Ball’.   Throughout   the   session   pause   ‘Rally   Ball’   at   various  points   to   discuss   the   2D   shapes   present.   This   might   include   the   shape   of   the   ball   and   other  objects   such   as   the   crates/boxes.   Discuss   the   properties   of   these   shapes   and   the   surface   the  avatar   is   standing  on.   (Questions  at   this   stage  may   include:  Can  you  point   to   the   shape   that   is  round?  /  What  shape  is  the  ball?  /  What  shape  is  the  crate?)  When  the  game  is  paused  you  may  large  printouts  of  the  shapes  in  the  game  may  be  handed  out.  Have  students  match  these  shapes  to  those  on  the  game  screen.    When  discussing  the  properties  of  those  shapes  in  the  game  have  students  locate  a  shape/object  with  similar  properties  within  the  classroom  (e.g.  can  you  find  a  shape  that   is   round?).  Alternatively,  you  may  choose  to  have  a  pre-­‐selected  amount  of  objects  which  the  students  can  choose  from  (See  SMART  Notebook  Activity).          

             Conclusion:  

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1. Recognise   that   the   position   of   their   body   has   an   influence   on   activities   /   Recognise   that  movements   in  all  directions  have  an  impact  on  activities:  Once  the  students  have  had  sufficient  opportunities  to  take  part,  pause  ‘Rally  Ball’  at  appropriate  points  to  summarise  key  concepts  and  monitor   student  progress.  Questions  at   this   stage  may   include:  What  part  of   the  body  are  you  moving?  /  Can  you  move  to  the  left/right?  /  If  the  ball  is  up  high/down  low  what  body  part  would  you   use?   Students   may   respond   verbally   or   by   selecting   visual   supports.   These   questions   are  supported  in  a  SMART  Notebook  Activity  which  can  be  completed  at  the  end  of  the  lesson.      

2. Recognise  simple  shapes  and  objects  in  the  game  and  their  features:  To  readdress  key  concepts  and  monitor  progress  students  complete  SMART  Notebook  activity  based  on  ‘Rally  Ball’.      

Assessment

The  student  will:  Recognise  that  the  position  of  their  body  has  an  influence  on  activities  /  Recognise  that  movements  in  all  directions  have  an  impact  on  activities.  

Indicators:  • Look  at  the  screen  • Maintain   focus   on   the   screen   (The   desired   length   of   time   expected   will   vary   depending   on  

student’s  needs)  • Stay  within  the  gaming  area  for  a  significant  period  of  time  (The  desired  length  of  time  expected  

will  vary  depending  on  student’s  needs)  • Respond   to   the   activity   through   facial   expression,   body   movement,   gestures,   speech   or  

vocalisation  • Move  their  body  to  control   their  avatar   (in-­‐game  character)   in  order   to   respond  to   the  various  

stimuli  within  the  game    • Controls  their  avatar  in  order  to  successfully  complete  the  activity    

 The  student  will:  Recognise  simple  shapes  and  objects  in  the  game  and  their  features.  Indicator:  

• Match  common  shapes  /  objects  found  in  the  game  • Select  common  shapes  /  objects  found  in  the  game  • Describe  the  features  of  common  shapes  /  objects  in  the  game  

Resources Extension Activities / Additional Games

Xbox  Kinect  

Kinect  Adventures  

TV/Interactive  Whiteboard  

SMART  Notebook  Activities  

Movement  Visuals  

Extension  activities  can  be  found  in  the  Holroyd  /  Mary  Brooksbank  Numeracy  Framework  

         

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Mathematics – Number Value, Ordinal Numbers, Measurement (Time)

Outcomes Teaching Intentions K-­‐6    NES1.1   Counts   to   30,   and   orders,   reads   and   represents  numbers  in  the  range  0  to  20.  NS1.1   Counts,   orders,   reads   and   represents   two-­‐   and   three-­‐digit  numbers.  MES1.5   Sequences   events   and   uses   everyday   language   to  describe  the  duration  of  activities.  

7-­‐10  Life  Skills      NLS.1  Recognises  language  that  is  descriptive  of  number.  MLS.2  Recognises  and  uses  the  language  of  time.  

11-­‐12  Life  Skills  1.1  Demonstrates  understanding  of  number  sense  3.7  Estimates  and  calculates  time    

For  students  to:  • Recognise  numerals  1  to  9.  

 • Recognise  numbers  1-­‐999.    • Recognise   and   compare   the   value  

of  numbers.    • Recognise   that   activities   start   and  

finish.    • Predict  the  stage  (start,  middle  and  

end)  of  an  activity.  

Links to Australian Curriculum

Early stage 1 Mae-­‐4NA:  Counts  to  30,  and  orders,  reads  and  represents  numbers  in  the  range  0  to  20.  

MAe-­‐1WM:  Describes  mathematical  situations  using   everyday   language,   actions,   materials  and  informal  recordings.  

MAe-­‐13MG:  Sequences  events,  uses  everyday  language  to  describe  the  durations  of  events,  and  reads  hour  time  on  clocks.

7-10 life skills MALS-­‐6NA:  reads  and  represents  numbers  

MALS-­‐21MG:  recognises  and  relates  time  in  a  range  of  contexts  

MALS-­‐23MG:  calculates  and  measures  time  and  duration  in  everyday  contexts            

Kinect Adventures Space Pop  

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Content

Introduction:  

1. Recognise  numerals  1  to  9:  Begin  by  using   large  printed  numbers  from  0  to  9  to  teach  and  test  student   understanding   of   numbers   from   0   to   9.   Have   students   match   and   select   numbers.  Students  also  complete  a  SMART  Notebook  activity.    

2. Recognise  numbers  1-­‐9:  Model  counting  to  10  with  class.  Encourage  students  to  count  along  with  you  or  they  can  display  the  numbers  as  the  class  counts.  Have  students  order  numbers  from  1  to  10  and  10  to  1.  Students  complete  a  SMART  Notebook  activity.    

 

3. Recognise   and   compare   the   value   of   numbers:   Provide   students   with   concrete   examples   of  groups   of   objects   and   compare   groups   to   determine   which   group   is   more   or   less.   Students  identify  smaller  and  larger  numbers.  Students  complete  a  SMART  Notebook  activity.      

4. Recognise   that  activities   start  and   finish:  Reinforce   the  concept   that  activities  have  a   start  and  finish  using  a  computer  for  5  minutes  with  the  aid  of  a  timer,  running  on  the  spot  for  10  seconds  and  stopping  when  the  timer  sounds,  sharing  an  iPad  for  a  set  period  of  time.  Discuss  what  the  school   bell  means   at   various   points   throughout   the   day.   Have   students   indicate   the   start   and  finish  of  an  activity  using  visuals.  Use  consistent  visual  supports  to  indicate  the  start  and  finish  of  school  events  /  activities.  Students  can  use  these  visual  supports  throughout  the  day  by  updating  the  class’s  timetable.  Teach  students  the  sign  for  ‘finish’.  

 5. Predicts   the   stage   (start/middle/end)   of   an   activity:     Introduce   the   concept   of   counting   down.  

Provide  concrete  examples  e.g.  microwave  counting  down,  YouTube  video  of  rocket  blasting  off,  countdown   apps   for   the   iPad   or   Smart   Notebook   timers.   Students   using   visuals   can   indicate  during   these   examples   the   start,   middle   and   end   of   an   activity.   Students   complete   a   SMART  Notebook  activity.  

 Exploration:  

1. Recognise  numerals  1  to  9:    Set  up  the  Kinect  and  locate  ‘Space  Pop’.  Pause  the  game  at  suitable  times  and  have  students  locate/identify  numerals  on  screen.  You  may  use  a  visual  of  the  numeral  to   support   students.   For   example   display   the   printed   number   and   have   a   student   locate   that  number  on  the  screen.  Ensure  each  student  has  the  opportunity  to  take  part  several  times.    

2. Recognise   numbers   1-­‐9:   Pause   the   game   at   suitable   times   and   have   students   count   the   total  bubbles  on  screen.  When  students  are  playing   ‘Space  Pop’   they  can  count   the  bubbles  as   they  pop   them.  Have   those   students  watching  count  also.  One  student   can  keep  a   tally  of   the   total  amount   of   bubbles   popped.   Create   a   scoring   table   on   the  whiteboard.  Once   each   student   has  finished  they  are  given  the  opportunity  to  record  their  score  on  the  table.  Alternatively,  students  can   select   a   card   that   indicates   their   score   and   place   it   on   the   table.   Students   will   use   these  scores  later.  

 

3. Recognise   that   activities   start   and   finish:   Allow   the   students   the   opportunity   to   take   part   in  ‘Space  Pop’.  While  the  students  are  playing,  pause  the  game  at  appropriate  times  to  discuss  the  auditory  and  visual  cues  that  indicate  the  start  and  finish  of  the  game  e.g.  the  liquid  timer  on  the  right   of   the   screen   will   empty   as   the   game   progresses.   Restart   the   game   to   provide   further  opportunities  for  the  students  to  respond  to  the  cues.  Support  the  completion  of  an  activity  with  a  turn-­‐taking  board.  Use  language  such  as  ‘Ready,  Set,  Go’  to  indicate  the  start  of  an  activity  and  ‘Finished’  to  highlight  that  the  activity  has  finished.      

4. Predicts   the   stage   (start,  middle  and  end)  of  an  activity:  While   two   students   are   taking  part   in  ‘Space  Pop’  have  the  other  members  of  the  class  group  predict  the  stage  of  the  activity.  Support  with   a   visual   timeline   which   depicts   the   progress   of   time   throughout   the   game.   Where  

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appropriate,   pause   the   game   to  discuss  with   students   the   current   stage  of   the   game  and  how  much   time   is   left.   Students   can   use   a   timer   to   indicate   the   time   left   in   an   activity.   Provide  language  support   throughout  e.g.   “You  are  half-­‐way   through   the  game.”  Count  down   from  ten  with   class   when   ten   seconds   are   left.   Sign   ‘Finish’   with   the   class   group   to   indicate   when   a  student’s  turn  has  finished.    

 Conclusion:  

1. Recognise  numerals  0  to  9:    Students  complete  a  SMART  Notebook  activity  which  requires  them  to  match,  select  and  identify  numbers  found  in  screenshots  from  ‘Space  Pop’.    

2. Recognise  numbers  0-­‐100:    Students  complete  a  SMART  Notebook  activity  that  requires  them  to  count  the  number  of  bubbles  found  in  screenshots  from  ‘Space  Pop’.    

 

3. Recognise   and   compare   the   value   of   numbers:   Once   each   student   has   had   the   opportunity   to  record  a  score  have  students  compare  the  scores  of  the  class  group  by  placing  their  score  on  a  chart  /  table  or  number  line.  Students  can  keep  a  record  of  their  score  over  a  number  of  games  that  can  be  compared  from  game  to  game.  See  SMART  Notebook  activity  for  template  of  table.  Using  concrete  objects  have  students  represent  their  score  e.g.  rods,  dot  cards,  counters,  etc.  

 

Assessment

The  student  will:  Recognise  numerals  1  to  9.  

Indicators:  • Engage  with  a  numeral  through  touch    • Match  a  numeral  from  a  choice  of  1,  3  or  5  • Match  numerals  (when  all  numerals  are  presented)  • Select  a  numeral  from  a  choice  of  1,  3  or  5  • Select  numerals  (when  all  numerals  are  presented)  

 The  student  will:  Recognise  numbers  1-­‐999.  Indicators:  

• Match  one,  two  and  three-­‐digit  numbers      • Order  numbers  1-­‐10  in  ascending  and  descending  order  • Select  their  score  from  a  choice    of  1,  3  or  5  • Record  their  score  on  a  table  

 The  student  will:  Recognise  and  compare  the  value  of  numbers.  Indicators:  

• Select  highest  score  from  a  choice  of  2,  3  or  5  • Select  lowest  score  from  a  choice  of  2,  3  or  5  • Order  a  range  of  scores  from  highest  to  lowest  and  lowest  to  highest    

 The  student  will:  Recognise  that  activities  start  and  finish.  Indicators:  

• Responds  to  the  auditory  and  visual  cues  associated  with  the  start  of  an  activity  • Starts  the  activity  at  the  correct  point  • Responds  to  the  sign  for  ‘finished’  • Stops  playing  once  the  game  has  concluded  • Maintain  attention  for  the  duration  of  the  activity  

 The  student  will:  Predicts  the  stage  (start/middle/end)  of  an  activity.  

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Indicators:  • Use  a  visual  timeline  to  determine  the  start  of  an  activity  or  event  • Use  a  visual  timeline  to  predict  the  middle  of  an  activity  or  event    • Use  a  visual  timeline  to  determine  the  end  of  an  activity  or  event  

Resources Extension Activities / Additional Games

Xbox  Kinect  

Kinect  Adventures  

TV/Interactive  Whiteboard  

SMART  Notebook  Activities  

Start/Middle/Finish  Visuals  

Timers  

Laminated  Numerals  to  9  

Extension  activities  can  be  found  in  the  Holroyd  /  Mary  Brooksbank  Numeracy  Framework  

       

 

 

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15  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

 

English - Talking and Listening

Outcomes Teaching Intentions K-­‐6  TES1.1   Communicates   with   peers   and   known   adults   in   informal  situations   and   structured   activities   dealing   briefly   with   familiar  topics.    

7-­‐10  Life  Skills  LS.2  Listens  for  a  variety  of  purposes  in  a  range  of  contexts.  LS.4  Uses  spoken  language  to  interact  with  a  range  of  audiences.  

HSC  –  Life  Skills  3.3  Listens  to  and  follows  directions  and  announcements  in  a  variety  of  contexts  and  media    2.10  Gives  directions  and  instructions  2.9  Speaks  with  others  in  a  range  of  formal  and  informal  situations  

For  students  to:  • Follow  directions   that   assist   in  

participating  in  an  activity.    • Attend   to   instructions   relating  

to  an  activity.      • Name   or   describe   an   activity  

that  they  choose  to  engage  in.        

Links to Australian Curriculum

Early Stage one ENe-­‐1A:   Communicates   with   peers   and   known  adults   in   informal   and   guided   activities  demonstrating  emerging  skills  of  group  interaction.  

7-10 life skills ENLS-­‐1A:  listens  and  responds  in  familiar  contexts  

ENLS-­‐2A:  communicates  for  a  variety  of  purposes,  audiences  and  contexts  

ENLS-­‐3A:  selects  and  uses  language  to  communicate  according  to  purpose,  audience  and  context                        

Kinect Adventures

Reflex Ridge  

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Xbox  Kinect  –  Teaching  Document  

16  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

Content

Introduction:  

1. Follow  directions  that  assist   in  participating   in  an  activity  /  Attend  to   instructions  relating  to  an  activity:  Discuss  and  demonstrate  with  students  the  actions  and  movements  needed  to  complete  the  activity.  Ensure  instructional  language  is  consistent.  For  example  the  word  ‘crouch’  or  ‘jump’  is  used  every  time  a  student   is  required  to  do  this  action.  Display  an   image  of  students  or  staff  performing   specific   movements   needed   within   the   activity.   Display   these   images   alongside  correlated   screen   captures   from  Reflex  Ridge   that  may  prompt   the   student   to  use   these  exact  movements  (see  SMART  Notebook  activity).  The  screen  captures  highlight  the  various  obstacles  in  the  game.  Make  reference  to  the  obstacles  in  the  activity  and  the  movements  that  will  need  to  be   performed   to   avoid   the   obstacles.     Allow   sufficient   time   for   students   to   practice   these  movements.  Select  several  students  to  play  the  activity.  While  these  students  are  completing  the  activity  discuss  with  the  other  students  simple  instructional  language  that  may  assist  their  peers.  For  example  they  could  call  out  ‘arm  up’  at  the  appropriate  time  within  the  activity.  Also  discuss  with  these  students  the  movements/actions  being  performed  by  their  peers  in  the  activity.      

2. Name  or  describe  an  activity  that  they  choose  to  engage  in:  (Note:  You  may  need  to  conduct  this  part  of  the  lesson  once  students  are  familiar  with  the  Kinect  Adventures  game).  Allow  sufficient  time  for  students  to  participate  in  and  become  familiar  with  the  5  activities  in  Kinect  Adventures.  Construct  a  choice  board  consisting  of  visuals   (PSC)  of  the  5  activities.  Use  these  visuals  to  also  indicate  what  activity  is  currently  being  played  so  students  familiarise  themselves  with  what  the  visuals  represent.  Allow  students  to  make  a  choice  verbally  or  through  the  choice  board.  Reduce  the  number  of  choices  if  necessary.    

Exploration:  

1. Follow  directions  that  assist   in  participating   in  an  activity  /  Attend  to   instructions  relating  to  an  activity:  Allow  students  to  participate  in  the  activity.  If  possible  allow  students  to  have  a  number  of  opportunities  to  practice  the  skills/movements  associated  with  the  activity.   If  needed,  pause  or  restart  the  activity  to  allow  for  reinforcement.  If  required  provide  simple  one  word  directions  to   the   student   participating   in   the   activity   e.g.   ‘jump’   and   ‘duck’.   Allow   students   the   time   to  demonstrate  understanding  of  the  direction  and  its  corresponding  movement.  Provide  feedback  while   they  participate   including   the   language   that  supports  and  describes   the  movements   they  are  making  e.g.  ‘great  jumping’,  ‘arm  out’,  ‘lean  left’,  lean  right’.  Reduce  prompts  as  needed.    

2. Name  or  describe  an  activity  that  they  choose  to  engage  in:  Students  participate  in  their  chosen  activity.   Encourage/model   language   that   describes   the   activities.   For   example:   ‘balls’,   ‘raft’,  ‘water’,   ‘bubbles’   and   ‘fish’.   Pause   game   when   appropriate   to   allow   time   for   the   student   to  describe   the   activity   either   verbally   or   through   the   use   of   AAC   (Augmentative   and   Alternative  Communication).  

Conclusion:  

1. Follow  directions  that  assist   in  participating   in  an  activity  /  Attend  to   instructions  relating  to  an  activity:   Summarise   the  key  concepts  of   the   lesson.  Select  various   students   to  perform  specific  movements   using   visual   and/or   verbal   instructions.   Play   a   game   such   as   ‘Simon   Says’.   When  playing   the   game   allow   students   the   opportunity   to   be   ‘Simon’.   Display   screenshots   of   the  various   obstacles   found   in   ‘Reflex   Ridge’   and   have   students   perform   the   movement   /   action  required  to  dodge  this  obstacle  when  playing  the  game.  Consider  level  of  prompting  used  when  assessing  student’s  ability  to  follow  directions  and  attend  to  instructions.    

2. Name  or  describe  an  activity  that  they  choose  to  engage  in:  Discuss  with  students  why  they  chose  a  particular  activity.  Students  can  do  this  verbally  or  through  the  use  of  AAC.  

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17  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

                           

Assessment

The   student   will:   Follow   directions   that   assist   in   participating   in   an   activity   /   Attend   to   instructions  relating  to  an  activity.  

Indicators:  • Follow  simple  one-­‐word  verbal  directions  (e.g.  ‘jump’)  with  a  physical  model  to  copy  from  • Follow  simple  one-­‐word  verbal  directions  (e.g.  ‘jump’)  • Follow  a  number  of  simple  directions  for  an  extended  period  of  time  • Attempt  to  perform/Performs  an  appropriate  action  when  presented  with  an  in-­‐game  instruction  

/  cue  alongside  a  verbal  prompt  • Attempt  to  perform/Performs  an  appropriate  action  when  presented  with  an  in-­‐game  instruction  

/  cue  • Follow  on-­‐screen  instructions  /  cues  to  successfully  complete  game    

 The  student  will:  Name  or  describe  an  activity  that  they  choose  to  engage  in.  Indicators:  

• Match  a  PCS  for  the  current  activity  being  played  from  a  choice  of  1,  3  or  5  • Select  the  PCS  for  the  current  activity  being  played  from  a  choice  of  1,  3  or  5  • Update  the  visual  activity  timetable  to  highlight  games  played,  game  being  played  and  games  to  

play  • Indicate  a  preferred  choice  of  game  to  play  verbally  or  by  selecting  a  PCS  • Describe  basic  features  of  their  preferred  game      

Resources Extension Activities / Additional Games

Xbox  Kinect  

Kinect  Adventures  

TV/Interactive  Whiteboard  

SMART  Notebook  Activities  

Images  of  Movements  

In-­‐game  screenshots  

Choice  Board  

Movements  skills  associated  with  the  game  can  be  practised  during  class  aerobic  lessons  or  integrated  during  other  PDHPE  sessions.  

       

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Xbox  Kinect  –  Teaching  Document  

18  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

 

PDHPE - Understanding and Applying Movement Skills

Outcomes Teaching Intentions K-­‐6  MOES1.4   Demonstrates   a   general   awareness   of   how   basic  movement   skills   apply   in   play   and   other   introductory  movement  experiences.  ALS1.6   Participates   in  physical   activity,   recognising   that   it   can  be  both  enjoyable  and  important  for  health.    

7-­‐10  Life  Skills  LS.8   Demonstrates   a   range   of   movement   skills   across  environments.  LS.18  Recognises  components  of  a  balanced  lifestyle.  

HSC  Life  Skills  5.8  Demonstrates  movement  skills  when  participating  in  physical  activities,  team  games  and  sports  

For  students  to:  • Copy  actions  as  demonstrated.  

 • Perform  movements   to   participate  

in  an  activity.    • Coordinate   movements   at   times  

appropriate  to  the  activity.    • Perform   movement   skills   that  

promote  a  healthy  lifestyle.  

Content

Introduction:  

1. Copy   actions   as   demonstrated   /   Perform   movements   to   participate   in   an   activity   /   Perform  movement  skills   that  promote  a  healthy   lifestyle:   Introduce  movement  skills  based  on  students’  physical   ability   and   their   ability   to   coordinate   movement.   Model   key   movements   including  ducking,   jumping,   leaning,  bending  and  pulling.  Demonstrate  a  number  of  key  body  shapes  that  are  needed  to  be  made  during  the  game.  Provide  opportunities  for  students  to  practice  these  key  body   shapes   and  movements.   Activities  may   include   ‘Simon   Says’,   ‘Follow   the   Leader’   or   ‘The  Hokey  Pokey’.  Movement   skills  needed   to  play   the  game  can  be   further  practised  during  other  gross  motor  /  aerobics  programs.    If   suited   to   your   students’   needs   and   their   current   ability   discuss   the   importance   of   a   healthy  lifestyle   and   the   benefit   of   exercise.   Ask   students   what   happens   to   our   bodies   when   we   are  exercising.  Have  students  feel  their  heart  beat  (pulse)  before  exercise  and  during  exercise.  Using  a  SMART  Notebook  activity  compare  images  of  healthy  activities  and  less  healthy  activities.  Have  students  sort   the  activities   into   the  two  categories.  Have  students   take  their   resting  pulse  rate.  Provide  assistance  when  required.  Students  record  results  into  a  table  in  SMART  Notebook.        

Exploration:  

1. Copy  actions  as  demonstrated  /  Coordinate  movements  at  times  appropriate  to  the  activity:  Allow  students  the  opportunity  to  participate  in  the  activity.  If  possible  allow  students  to  have  a  number  of  turns  to  practice  the  skills  /  movements  associated  with  the  activity.  If  needed  pause  or  restart  

Kinect Adventures

Reflex Ridge  

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19  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

the  activity  to  allow  for  reinforcement.  Initially,  it  may  be  beneficial  to  play  alongside  a  student  so  explicit   instruction  can  be  given.  They  will   also  have   the  opportunity   to   copy  your  movements.  Once   students   have  had   a   chance   to   play   the   activity   pause   the   game.   To   assist   students  with  coordinating   their  movements   display   screenshots   of   the   various   obstacles   in   the   game.   Have  students   perform   the   movement   /   action   that   is   required   to   avoid   that   particular   obstacle.   If  necessary   model   these   movements.   Following   on   from   this   allow   the   students   another  opportunity  to  play  ‘Reflex  Ridge’.    

2. Perform   movements   to   participate   in   an   activity   /   Perform   movement   skills   that   promote   a  healthy   lifestyle:   Provide   simple   directions   to   participate   and   achieve   success   in   the   game   e.g.  ‘dodge  the  barriers’  /   ‘collect  the  tokens’.  Provide  feedback  while  they  participate   including  the  language  that  supports  and  describes  the  movements  they  are  making  e.g.  ‘great  jumping’,  ‘you  need  to  stretch  your  arm  out’,  ‘lean  to  the  left’,  lean  to  the  right’.  Allow  students  numerous  turns  to   practise   and   refine   their   skills.   Monitor   student   progress   throughout   and   focus   on   those  movements  which  students  may  be  having  difficulty  with.  If  suited  to  your  students’  needs  and  their  current  ability  pause  the  game  at  appropriate  times  to  discuss  the  impact  of  the  activity  on  their  bodies  e.g.  ‘can  you  feel  your  heart  beating?’  /  ‘are  you  sweating?’  /   ‘are  you  tired?’.  Have  students  take  their  pulse  for  1  min.  Provide  assistance  when  required.  Students  record  results  into  the  table  on  SMART  Notebook.  

 Conclusion:  

1. Copy  actions  as  demonstrated  /  Coordinate  movements  at  times  appropriate  to  activity  /  Perform  movements   to   participate   in   an   activity:     Summarise   the   key   features   of   the   lesson   through  reflection   and   discussion   of   key   body  movements.   Select   various   students   to   perform   specific  movements  using  visual  and/or  verbal  instructions.  Play  a  game  such  as  ‘Simon  Says’  or  display  a  series  of  images  on  the  IWB  (see  Smart  Notebook  Activity)  and  have  students  copy  those  actions  depicted.    Display  images  of  people  performing  different  movements  and  ask  students  to  select  a  particular  image  e.g.  Point  to  the  person  jumping.  Questions  may  include:  

• Can  you  show  me  a  jump/duck/lean?  • Can  you  copy  this  shape  e.g.  a  star  shape?  

 

2. Perform  movement  skills  that  promote  a  healthy  lifestyle:  Have  students  compare  their  resting  pulse  rate  with  their  pulse  rate  during  exercise.  Ask  students  why  their  pulse  rate  during  exercise  is  higher?  What  causes  it  to  be  higher?          

Assessment

The  student  will:  Copy  actions  as  demonstrated.  

Indicators:  • Look  at  the  person  performing  action  • Copy  simple  actions  e.g.  side-­‐step  • Copy  complex  movements  /  body  shapes  e.g.  star  jump  

 The   student   will:   Perform   movements   to   participate   in   activity   /   Coordinate   movements   at   times  appropriate  to  the  activity.  Indicators:  

• Attend  to  activity  • Attempt  movements  /  actions  during  the  activity  • Perform  an  appropriate  action  when  presented  with  an  in-­‐game  instruction,  cue  or  obstacle  • Perform  actions  to  successfully  complete  game  

   

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20  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

                 

 

The  student  will:  Perform  movement  skills  that  promote  a  healthy  lifestyle.  

Indicators:  • Attempt  movements  /  actions  during  the  activity  • Participate  for  the  duration  of  the  activity  • Identify  healthy  and  non-­‐healthy  activities  • Recognise  that  physical  activity  promotes  a  healthy  lifestyle  • Identifies  some  basic  reactions  of  the  body  in  response  to  physical  exercise  

Resources Extension Activities / Additional Games

Xbox  Kinect  

Kinect  Adventures  

TV/Interactive  Whiteboard  

SMART  Notebook  Activities  

Images  of  Movements  

Timer/Stop  Watch    

Movements  skills  associated  with  the  game  can  be  practised  during  class  aerobic  lessons  or  integrated  during  other  PDHPE  sessions.  

         

   

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21  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

   

PDHPE - Establishing and Maintaining Cooperative Relationships

Outcomes Teaching Intentions

K-­‐6  

INES1.3  Relates  well  to  others  in  work  and  play  situations.    7-­‐10  Life  Skills  

LS.6  Recognises  factors  that  affect  personal  relationships.    HSC  Life  Skills  

3.3  demonstrates  communication  skills  when  relating  to  others    

For  students  to:  • Participate  alongside  a  peer  during  

an  activity.    • Sharing/Taking  turns  with  peers.    • Working   cooperatively  with   a   peer  

to  complete  an  activity.    • Communicating   with   a   partner   to  

complete  an  activity.  

Content

Introduction:  

1. Participate  alongside  a  peer  during  an  activity:  To  assist  students  in  becoming  comfortable  with  woking   alongside   a   peer   provide   opportunities   for   students   to   participate   in   parallel   play  with  their   peers   in   a   shared   space.   This   can   include:   playing   in   a   sandpit,   water   play   activities,  construction  activities  and  drawing  activities  on  a  whiteboard  that  is  divided  into  2  equal  sections.  Discuss  and  demonstrate  what  personal  space  and  shared  spaces  look  like.  Here  you  could  use  a  hula  hoop  to  highlight  a  student’s  personal  space.  You  may  choose  to  discuss  those  people  who  are   allowed   into   your   personal   space.   This   section   may   be   incorporated   into   your   schools  behaviour  program  e.g.  Positive  Behaviour  Learning.    

2. Sharing/Taking  turns  with  peers:  Provide  examples  of  activities  where  sharing  and  taking  turns  is  essential   e.g.   playing   cards   /   board   games.   Provide   opportunities   for   students   to   participate   in  these   activities.   Discuss   the   importance   of   equal   distribution   of   turns   /   time   /   space   /   objects.  Provide   opportunities   for   students   to   take   turns   in   a   single   player   game   with   their   peers  progressing  to  multiple  player  games.  This  sharing  may  be  supported  by  a  visual  cue  e.g.  a  turn-­‐sequence  board.    

 

3. Working  cooperatively  with  a  peer  to  complete  an  activity:  Note:  You  may  choose  to  focus  on  this  teaching  intention  once  students  are  happy  to  participate  alongside  a  peer  during  an  activity  and  will   freely   share   and   take   turns   with   a   peer.   Prior   to   playing   ‘20,000   Leaks’   demonstrate   to  students   the   benefits   of   working   cooperatively   together   to   complete   an   activity   by   providing  examples   of   how   working   collaboratively   has   had   positive   effects   or   made   jobs   /   tasks   much  easier  (e.g.  See  Lego  video).  When  playing  ‘20,000  Leaks’  model  the  strategies  that  are  effective  

Kinect Adventures

20,000 Leaks  

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for  working  cooperatively  throughout  the  game.   Initially,   it  may  be  beneficial  to  work  alongside  the  student  to  demonstrate  effective  cooperation  with  a  partner  when  participating  in  the  activity  (allow  the  students  the  opportunity  to  work  together  later  in  the  lesson).  To  further  facilitate  this  teaching,  provide  students  with  additional  activities  that  promote  working  together  e.g.  creating  a  floor  puzzle,  making  group  artwork  and  cooking  as  a  group.    

 

4. Communicating  with  a  partner  to  complete  an  activity:  Note:  Again  you  may  choose  to  focus  on  this  teaching  intention  once  students  are  happy  to  participate  alongside  a  peer  during  an  activity  and  will  freely  share  and  take  turns  with  a  peer.  Provide  opportunities  for  students  to  engage  in  activities  that  require  partners  to  communicate  with  one  another.  Barrier  games  are  a  great  way  of   developing   communication   skills   as   they   require   a   communicator   and   a   listener.   Talking  Matters  Australia  has  a  range  of  barrier  game  resources.  These  will  need  to  be  supported  through  AAC   for   non-­‐verbal   students   (see   http://www.talkingmatters.com.au/resources/downloads/cat_view/2-­‐barrier-­‐

games).  Once   students  have  had   the  opportunity   to   take  part   in   a   range  of  barrier   games  move  onto  ‘20,000  Leaks’.  Model  how  you  could  communicate  with  a  partner  while  playing  the  game  e.g  “You  fix  that  leak  on  your  side”,  “I  will  fix  the  leak  on  my  side”  and  “Use  your  foot  to  fix  that  leak”.  Teacher   initially  works  alongside  the  student   to  demonstrate  effective  communication  to  participate   in   the   activity.   For   non-­‐verbal   students   develop   a   range   of   PCS   to   accompany   the  game   that  will   assist   students   to   effectively   communicate  with   a   peer  when  working   together.  These  can  also  be  used  to  support  speech.  

 Exploration:  Note:  Throughout  this  phase  of  the  lesson  video  students  playing  alongside  one  another.  

1. Participate   alongside   a   peer   during   an   activity:   Start   by   demonstrating   to   students   what   is  expected  when  two  people  are  playing  alongside  one  another.  Do  this  by  playing  the  game  with  another  student.  Allow  students  the  opportunity  to  participate  in  the  activity  with  a  peer.  Support  with  visual  cues  e.g.  a  two  player  participation  board.  Mark  out  a  gaming  area  on  the  floor  (with  masking  tape).  Divide  the  gaming  area  into  2  equal  sections.  You  may  choose  to  place  a  photo  of  the   student  within   their   section   of   the   gaming   area.   Some   students  may   like   to   dominate   the  game   and   frequently   move   into   the   other   student’s   gaming   area.   Encourage   students   to   stay  within  their  section  of  the  gaming  area.    

2. Sharing/Taking  turns  with  peers:  Start  by  indicating  when  each  student  will  have  their  turn  on  the  turn-­‐sequence  board.  Use  the  ‘now’  and  ‘finished’  symbols  to  indicate  whose  turn  it  currently  is  and  whose   turn   has   finished   respectively.   Rotate   the   order   in  which   students   have   their   turn.  Allow  students  the  opportunity  to  participate  in  the  activity  with  a  peer.  Explicitly  focus  on  each  student  sharing  the  responsibilities  and  tasks  associated  with  the  game.  Support  with  visual  cues  e.g.  playing  space  outlined  in  equal  parts  on  the  floor  and  student  photos  allocated  to  a  space.      

3. Working   cooperatively   with   a   peer   to   complete   an   activity:   Allow   students   the   opportunity   to  participate  in  the  activity  with  a  peer  focusing  on  working  cooperatively  without  the  visual  cues.  Encourage  students  to  work  with  a  variety  of  partners.  Discuss  and  demonstrate  the  benefits  of  playing   ‘20,000  Leaks’  with  a  partner  as  opposed   to   single  player.  Ask   students   if   it   is  easier   to  complete  the  activity  with  a  partner.  Record  the  score  achieved  with  cooperative  play  compared  to  single  play.      

4. Communicating   with   a   partner   to   complete   an   activity:   Allow   students   the   opportunity   to  participate   in   the  activity  with  a  peer.  Focus  on  communicating  with  a  partner   through  speech,  gestures,  body  language  or  PCS  to  successfully  complete  the  game.  Reinforce  through  modelling  the   use   of   verbal   and   gestural/body   language   which   can   be   used   by   students   when   they   are  working  cooperatively  e.g.  “jump  now”,  “1,  2,  3  jump”  and  pointing  (to  indicate  where  you  would  like  a  partner  to  move  to).  Praise  communication  between  students.  

 

Conclusion:  

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1. Participate  alongside  a  peer  during  an  activity   /   Sharing/Taking   turns  with  a  Partner   /  Working  cooperatively  with  a  peer  to  complete  an  activity  /  Communicating  with  a  partner  to  complete  an  activity:  Display  videos  of  students  playing  alongside  one  another.  Praise  students  for  appropriate  play  with  a  peer.  Highlight  those  students  who  are  sharing  responsibilities/tasks  within  the  game.  Praise   those   students   who   are   waiting   for   their   turn   while   others   are   playing.   Provide  opportunities   for   students   to   discuss   the   benefits   of  working   together  when   playing   games   as  opposed   to   playing   on   their   own.   Ask   questions   that   focus   on   the   need   to   communicate   and  cooperate  e.g.  “What  happened  when  you  didn’t  move  together?”,  “What  happened  if  only  one  person  blocked  the  leaks?”    

Assessment

The  student  will:  Participate  alongside  a  peer  during  an  activity.  

Indicators:  • Attend  to  activity  standing  beside  a  teacher  • Attend  to  activity  standing  beside  a  peer  • Freely  participate  alongside  a  peer  for  the  duration  of  the  activity  

 The  student  will:  Sharing/Taking  turns  with  a  peer.  Indicators:  

• Wait  for  their  turn  as  indicate  by  turn-­‐sequence  board  • Stay  within  own  gaming  area  while  playing  with  a  peer  

 The  student  will:    Work  cooperatively  with  a  peer  to  complete  an  activity.  Indicators:    

• Share  responsibilities/tasks  fairly  with  a  peer  • Solve  problems  with  a  peer  to  complete  an  activity    

 The  student  will:  Communicate  with  a  partner  to  complete  an  activity.  Indicators:  

• Attempts  to  gain  peers  attention  • Initiates  communication  with  a  peer  while  completing  an  activity  • Use  simple  speech/gestures/PCS  to  communicate  during  an  activity  • Responds  to  directions/instructions  given  by  a  partner  

Resources Extension Activities / Additional Games

Xbox  Kinect  

Kinect  Adventures  

TV/Interactive  Whiteboard  

SMART  Notebook  Activities  

Chosen  parallel  play  activities  

Barrier  Games  

Turn  Sequence  Board  

Two  Player  Participation  Board  

Gaming  Mat  

Any  game   that   supports   side-­‐by-­‐side  cooperative  play  can  be  used  to   support   teaching   intentions   from   this   lesson.   Several   teaching  intentions  from  this  lesson  can  be  incorporated  into  schools/classes  behaviour  program.  

     

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Science - Exploring Physical Phenomena

Outcomes Teaching Intentions K-­‐6  ESES1.6   Explores  and   identifies  ways   the  environment   influences  their  daily  lives.  INVES1.7   Investigates   their   surroundings   by   observing,  questioning,  exploring  and  reporting.  

7-­‐  10  Life  Skills  LS.6  Recognises  some  forms  and  sources  of  energy.    LS.10  Identifies  some  features  of  the  Earth.  LS.18  Participates  in  an  investigation.  

HSC  Life  Skills  1.2   Understands   the   features   of   various   natural   and   made  environments.  1.6  Recognises   the   importance  of  human  action   in  maintaining  a  balance  in  nature  

For  students  to:  • Recognise   the   different   physical  

features  of  environments.    • Recognise  how  different  physical  

phenomena   influence   the  environment.    

 • Recognise  how  their  movements  

and/or   actions   influence   their  environment.  

Links to Australian Curriculum

Stage 2 ST2-­‐12MW:   Identifies   that   adding   or   removing  heat  causes  a  change  of  state  between  solids  and  liquids.  

ST2-­‐13MW:  Identifies  the  physical  properties  of  natural  and  processed  materials,  and  how  these  properties  influence  their  use.

7-10 life skills SCLS-­‐20LW:  explores   the   interactions   of   living   things   with   each  other  and  the  environment  

SCLS-­‐10PW:  explores  a  range  of  forces  in  everyday  situations  

Content

Introduction:  

1. Recognise  the  different  physical  features  of  environments:  Begin  by  exploring  aquatic  ecosystems.  Display   images   relevant   to   the   topic   e.g.   oceans,   rivers,   estuaries.   Students   complete   a   Smart  Notebook  activity  which  requires  them  to  match  and/or  identify  aquatic  ecosystems  from  a  range  of   images.   The   activity   also   allows   students   the   opportunity   to   assist   in   creating   a   topic   board  based  on  aquatic  ecosystems.  Construct  a  hard-­‐copy  version  of  the  topic  board  created  in  Smart  Notebook.   Discuss   the   common   physical   feature   of   aquatic   ecosystems   (water).   Have   students  

Kinect Adventures

20,000 Leaks  

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state  what  is  the  same  in  the  various  images.    

2. Recognise   how   different   physical   phenomena   influence   the   environment:   Allow   students   to  participate   in   practical   hands-­‐on   experiments   that   directly   demonstrate   how   different   physical  phenomena   influence   the   environment.   These   could   include   flying   a   kite   on   a   windy   day  (alternatively  you  could  show  a  video  of  a  kite  flying),  melting  ice  cubes  in  the  sun,  pouring  water  into  a  bucket  containing  an  object  that  will  float,  or  pouring  pebbles  into  a  bucket  of  water  so  that  it   overflows.   Have   students   predict   what   will   happen   during   each   experiment.   Show   students  predictions  in  a  Smart  Notebook  activity.    

3. Recognise   how   their  movements   and/or   actions   influence   their   environment:   Allow   students   to  participate   in  practical  hands-­‐on  experiments   that  directly  demonstrate  how  their  movements  /  actions   influence   their   environment,   for   example  adding   food   colouring   to  water,   blowing  up  a  balloon  and   letting   the   air   out,   blowing   a  paper  boat   across   a   tub  of  water,   or   rolling   a  ball   to  knock  over  a  tower  of  blocks.  Have  students  predict  what  will  happen  during  each  experiment.    

 Exploration:  

1. Recognise  the  different  physical   features  of  environments:  Give  each  student  the  opportunity  to  participate   in   ‘20,000   Leaks’.   Pause   activity   and   have   students   identify   the   ecosystem   either  verbally  or  through  PCS.  Students  can  describe  and  /  or  label  its  features.  This  can  be  done  using  visuals   from   the   topic   board,   signs,   real   objects   or   other   aids   that   can   be   used   to   generate  discussion.    

2. Recognise   how   different   physical   phenomena   influence   the   environment:   Allow   students   the  opportunity  to  participate  in  ’20,000  Leaks’.  Pause  activity  to  highlight  the  cause  and  effect  of  the  fish  hitting   the  glass  and  subsequent  water   leakage.  Have  students  predict  what  will  happen   to  the   environment   as   more   cracks   develop.   Allow   the   game   to   continue   without   student  participation  to  watch  the  water   level   in  the  tank  rise.  Discuss   if  predictions  were  correct.  Once  each   student   has   had   the   opportunity   to   play   ’20,000   Leaks’   conduct   a   practical   hands-­‐on  experiment  to  demonstrate  how  the  number  of  leaks  in  an  item,  has  an  influence  over  the  rate  of  water  leakage.  Issue  each  student  with  3  cups  (one  cup  with  no  holes  /  one  cup  with  3  holes  /  one  cup  with  5  holes)  and  have  them  follow  the  instructions  given  by  the  teacher.  Provide  assistance  as  appropriate.          

3. Recognise  how  their  movements/actions  influence  their  environment:  Ensure  each  student  has  an  opportunity  to  participate  in  ‘20,000  Leaks’.  Pause  activity  after  the  cracks  start  to  appear  and  ask  students  what   they  are  doing   (or  what  could   they  be  doing)   in   the  game  to   fix   the   leaks.  Allow  student  to  finish  game,  and  then  discuss  the  influence  their  actions  have  had  on  the  environment.  Return  to  the  practical  experiment  and  allow  students  to  plug  the  holes  in  one  of  the  Styrofoam  cups   (using  masking   tape).   Students  predict  what  will   happen  when   the  holes   are  plugged.  Ask  students   if   water   will   leak   from   the   plugged   cup.   Students   compare   the   difference   between   a  leaking  cup  and  a  plugged  cup.    

Conclusion:  

1. Recognise  the  different  physical  features  of  environments:  Return  to  class-­‐created  topic  board  to  summarise   key   lesson   ideas.   To  monitor   student  progress  have   them   identify   the  ecosystem   in  ‘20,000  Leaks’  and  its  main  physical  feature/s.        

2. Recognise   how   different   physical   phenomena   influence   the   environment   /   Recognise   how   their  movements   and/or   actions   influence   their   environment:   Return   to   the   practical   experiments  conducted   during   the   introduction   and   exploration   phases   of   the   lessons   and   complete   the  conclusion  section  of  each  experiment.  Compare  results  with  students’  predications.    

Assessment

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The  student  will:    Recognise  the  different  physical  features  of  environments.  

Indicators:      

• Match  images  of  a  range  of  different  aquatic  ecosystems    • Select  images  of  a  range  of  different  aquatic  ecosystems  • Identify  the  ecosystem  in  the  game  ‘20,000  Leaks’  • Select  images  that  relate  to  an  aquatic  ecosystem  • Label  different  physical  features  of  aquatic  ecosystems      

 

The  student  will:  Recognise  how  different  physical  phenomena  influence  the  environment.  

Indicators:      • Participate  in  hands-­‐on  experiments  • Follow  instructions  to  conduct  a  hands-­‐on  experiment  • Select  an  accurate  prediction  for  the  outcome  of  an  experiment  (from  a  choice  of  1-­‐3)        • Make  an  accurate  prediction  for  the  outcome  of  an  experiment    • Select  an  accurate  outcome  when  predicating  what  will  happen  as  cracks  appear  in  ‘20,000’  Leaks’        

 The  student  will:  Recognise  how  their  movements/actions  influence  their  environment  Indicators:      

• Participate  in  hands-­‐on  experiments  • Follow  instructions  to  conduct  a  hands-­‐on  experiment  • Select  an  accurate  prediction  for  the  outcome  of  an  experiment  (from  a  choice  of  1-­‐3)        • Make  an  accurate  prediction  for  the  outcome  of  an  experiment    • Move  their  body  to  control  their  avatar  (in-­‐game  character)  in  order  to  fix  the  leaks  in  the  game,  

‘20,000  Leaks’  

Resources Extension Activities / Additional Activities

Xbox  Kinect  

Kinect  Adventures  

TV/Interactive  Whiteboard  

SMART  Notebook  Activities  

Equipment  for  Experiments      

Have   students   discuss   similarities   and   differences   with   other  ecosystems.  

Conduct  additional  experiments  so  students  can  further  investigate  the  influence  both  physical  phenomena  and  a  person’s  actions  have  on  particular  environments          

   

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27  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

 

Human Society and Its Environment - Exploring Different Environments

Outcomes Teaching Intentions K-­‐6  ENES1   Gathers   information   about   natural   and   built  environments  and  communicates  some  of  the  ways  in  which  they  interact  with,  and  can  care  for,  these  environments.  ENS1.6   Demonstrates   an   understanding   of   the   relationship  between  environments  and  people.  

7-­‐  10  Life  Skills  LS.3  Recognises  the  features  of  a  range  of  environments.  LS.4   Explores   the   effects   of   the   physical   environment   on  people’s  activities.  

HSC  Life  Skills    GLS1  Explores  the  features  of  a  range  of  environments  GLS4   Explores   the   interrelationships   between   peoples  activities  and  physical  environment  

For  students  to:  • Recognise  different  environments.  

 • Recognise   the   features   and  

characteristics   of   certain  environments.  

 • Recognise   how   the   features   of  

certain   environments   impact   on  activities.    

Content

Introduction:  

1. Recognise   different   environments   /   Recognise   the   features   and   characteristics   of   certain  environments:  Use  visuals  and  multimedia  to  introduce  students  to  a  range  of  environments  such  as   rainforests,   desert,   coastal   and   alpine   areas.   Discuss   features   and   characteristics   of   these  environments.   (You   may   choose   to   integrate   this   with   a   relevant   COGs   unit   of   work).   Place  particular  attention  on  built  and  natural  features.  Students  complete  a  Smart  Notebook  activity  which   requires   them   to   match/select/label   images   of   various   environments.   The   activity   also  gives   the  students   the  opportunity   to  discuss   the  different   features  and  characteristics  of  each  environment.   Explicitly   teach   the   language   (vocabulary)   associated   with   these   features   and  characteristics.      

 Exploration:  

1. Recognise   different   environments   /   Recognise   the   features   and   characteristics   of   certain  environments:  Have  each  student  take  part   in   ‘River  Rush’.  Allow  students  multiple  turns.  Once  each  student  has  had  the  opportunity  to  experience  the  game  pause  it  at  an  appropriate  location  and  discuss   features/characteristics   of   the  particular   environment.  Ask   the   students  what   they  can  see.  Give  the  students  the  opportunity  to  respond  verbally  or   through  AAC.  Use  the   Smart  Notebook  activity,  ‘I  see’  to  assist  students  in  making  a  response.  Direct  student  focus/responses  to  the  built  and  natural  features  of  the  ‘River  Rush’  environment.    

Kinect Adventures River Rush  

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Xbox  Kinect  –  Teaching  Document  

28  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

 

2. Recognise   how   the   features   of   certain   environments   impact   on   activities:   Give   students   the  opportunity  to  take  part  in  the  River  Rush  ‘activity’.  Pause  the  game  at  relevant  sections,  such  as  a  ramp  or  other  obstacle,  and  discuss  the  impact  on  the  student’s  progress  in  the  activity.  Ask  the  student  what  happened  when  these  obstacles  were  encountered.  Discuss  why  we  need  to  use  a  raft.  Ask  students  what  feature  of  the  ‘River  Rush’  environment  allows  the  use  of  a  raft.  Following  on  from  ‘River  Rush’  set  up  an  obstacle  course.  This  could  be  done  in  your  classroom,  or  outside.  When  setting  up  the  course  select  obstacles  that  will  encourage  students  to  perform  a  range  of  physical   movements   or   actions.   This   could   include   jumping,   climbing,   side   step   and   crawling.  Allow  students  to  take  part  in  the  obstacle  placing  emphasis  on  the  movements  the  students  are  performing.  For  example  “This  is  a  ladder.  At  the  ladder  we...  Climb.”  Take  photos  of  the  students  performing  these  movements  or  use  PCS.    

Conclusion:  

1. Recognise  different  environments.  Recognise  the  features/characteristics  of  certain  environments:  Students  select  a  pre-­‐made  scene  of  a  particular  environment;  the  rainforest,  desert,  coastal  or  alpine  areas  (see  relevant  resource  section).  They  are  given  a  number  of  various  flora  and  fauna  images   (vary   amount   of   distracters   based   on   your   learners).   From   here,   students   select   the  correct  features  for  their  particular  environment.      

2. Recognise  how  the  features  of  certain  environments  impact  on  activities:  Students  complete  a  cut  and  paste  activity.  Students  are  to  identify  and  select  the  correct  movement  for  each  obstacle.  

Assessment

The  student  will:    Recognise  different  environments.  

Indicators:      • Match  an  image  from  a  choice  of  1,  3  or  5  for  a  range  of  environments  • Select  an  image  of  an  environment  from  a  choice  of  1,  3  or  5  • Label  different  environments  

 The  student  will:  Recognise  the  features/characteristics  of  certain  environments.  Indicators:      

• Select  from  a  choice  of  1,  3  or  5  images  a  feature  and/or  characteristic  of  a  particular  environment  e.g.  “Find  the  raft.”  

• Label  features  of  an  environment      • Copy  flora  and  fauna  images  to  recreate  a  pre-­‐made  scene  of  an  environment  • Group  flora  and  fauna  images  into  their  correct  environment  

 The  student  will:  Recognise  how  the  features  of  certain  environments  impact  on  activities.  Indicators:      

• Observe  how  the  water  impacts  on  the  raft  • Identify  the  environment  in  which  the  raft  is  able  to  operate  • Match  images  of  obstacles  and  their  associated  physical  movements    • Select  the  physical  movement  associated  with  the  obstacle  

               

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Xbox  Kinect  –  Teaching  Document  

29  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

                                                           

Resources Extension Activities / Additional Games

Xbox  Kinect  

Kinect  Adventures  

TV/Interactive  Whiteboard  

SMART  Notebook  Activities    

             

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Xbox  Kinect  –  Teaching  Document  

30  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

 

Creative and Practical Arts - Creating and Appreciating Artworks

Outcomes Teaching Intentions

K-­‐  6  VAS1.2  Uses  the  forms  to  make  artworks  according  to  varying  requirements.  VAES1.4   Communicates   their   ideas   about   pictures   and   other  kinds  of  artworks.    7-­‐10  Life  Skills  LS.1  Experiences  a  variety  of  art  making  activities.  LS.5   Recognises   that   various   interpretations   of   artworks   are  possible.  

HSC  Life  Skills  VALS1  experiences  a  variety  of  artmaking  activities  using  a  range  of  materials,  techniques  and  processes.    

 

For  students  to:  • Create/select  digital  self-­‐portraits.    

   • Appreciate  a  digital  media  creation.  

 • Select   preferred   digital   media  

forms  when  creating  an  avatar.  

Content

Introduction:  

1. Create/select   digital   self-­‐portraits:   Introduce   the   concept   of   self-­‐portraits   using   digital   media.  Using   a   camera   or   an   iPad   2   take   a   portrait   shot   of   a   student   (or   have   students   take   one   of  another  student.  If  students  are  using  an  iPad  2  they  are  able  to  take  a  photo  of  themselves).  If  taking  a  photo   is  a  difficult  process   for  a  particular   student  you  may  choose   to  use  an  existing  portrait   shot.  Give   students  opportunity   to  discuss   the  outcomes  of   the   images.   Pay  particular  attention   to   features  of   a   self-­‐portrait,   including  eye,   hair   and   skin   colour,   shapes   and   sizes  of  facial   features   and   other   distinguishing   features.   Using   Smart   Notebook   students   can   label  common  facial  features  on  their  portrait.    Students   can   become   familiar   with   the   concept   of   creating   a   personal   digital   avatar   by   giving  them   the   opportunity   to   complete   an   avatar   using   an   online   generator.   Locate   the   Smart  Notebook  activity  and  follow  the  links  to  the  online  generator.  When  creating  their  avatar  some  students  may   prefer   to  make   an   avatar  which   isn’t   an   accurate   representation   of   themselves.  Don’t  discourage   their   creative  side  and  allow  them  the  opportunity   to   finish.  Once   they  have,  redirect  the  student  back  to  the  task  at  hand.    

 

Kinect Adventures

Avatar Creator  

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Xbox  Kinect  –  Teaching  Document  

31  Developed  by  Holroyd  School/Mary  Brooksbank/Chalmers  Road      

     

Exploration:  

1. Create/select   digital   self-­‐portraits   /   Appreciate   a   digital   media   creation:   Allow   students   the  opportunity   to   create   their   own  avatar   prior   to  participating   in   an   activity.   Select   a   student   to  demonstrate   how   to   create   an   avatar.   Provide   prompting   and   guidance   where   necessary.  Throughout   this   process   pause   the   creation   to   generate   discussion   of   particular   features   the  student  would  like  to  see  in  their  avatar.      

Conclusion:  

1. Create/select  digital  self-­‐portraits  /  Appreciate  a  digital  media  creation:  Once  the  avatar  has  been  created  allow  students  to  discuss  the  differences  between  the  digital  self-­‐portraits  taken   in  the  introduction   and   the   avatar   created.   Language   at   this   stage   could   include   “Do   they   look   the  same?”    

2. Select  preferred  digital  media  forms  when  creating  an  avatar:  Students  will  select  their  preferred  image   (self-­‐portrait,  Mii  Online  Creator   or  Avatar)   and  discuss   reasons   for   their   choice.   Simple  language  may  be  used  to  discuss  their  selection.  For  example;  good,  bad,  pretty  and  colourful.  

Assessment

The  student  will:  Create/select  digital  self-­‐portraits  /  Appreciate  digital  media  creation  /  Select  preferred  digital  media  forms  when  creating  an  avatar.  

Indicators:      • Identify  their  own  photo  • Recognise  features  of  a  self-­‐portrait  • Use  a  self-­‐portrait  to  accurately  create  their  own  Mii  character/avatar  • Select  their  preferred  image  • Give  reasons  for  their  selection  e.g.  good,  bad,  pretty,  and  colourful  

Resources Extension Activities

Xbox  Kinect  

Kinect  Adventures  

TV/Interactive  Whiteboard  

SMART  Notebook  Activities    

                                   


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