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1. 2  Students will:- › Be introduced to the topic of projectile motion › Explore the factors affecting projectile motion › Understand concepts through.

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Presentation on theme: "1. 2  Students will:- › Be introduced to the topic of projectile motion › Explore the factors affecting projectile motion › Understand concepts through."— Presentation transcript:

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3  Students will:- › Be introduced to the topic of projectile motion › Explore the factors affecting projectile motion › Understand concepts through visualisation methods › Learn how to use PBworks for educational purposes 3

4  Education Level: JC 1  Subject: Physics  Topic: Projectile Motion  Main concept to be taught:  How angle affects projectile motion 4

5  Authenticity › Students will self-research on the new concept through the Internet › Students can explore the factors affecting projectile motion in games  Constructivism › Students draw their own interpretations and conclusions › Students are to construct concept maps to show their understandings  Active › Usage of ICT tools by students to stimulate thinking process › Active discussions between students › Teachers will provide feedback to student’s misconceptions  Intentional › Students will be able to grasp new concepts at their own pace with the teacher ensuring no misconception 5

6  Computer lab › PCs with Internet access › Flash-enabled Internet browser › screen projector  Pbworks.com account › continuous online updates of learning progress by students ICT Tools 6

7 1.Group Discussion  Generating concepts through self-research  Presentation of research findings  Correction of misconceptions 2.Videos  Illustrations of projectile motion  Understanding with visualisation methods video-based learning, resource-based learning, collaborative learning 7

8 3.Game  “Maximus “(Javelin Game)  Exploration of factors affecting projectile motion 4.PBworks  Collaboration of key ideas and reflections - Students will update their PB wiki pages daily - Students will write out their thoughts and have discussions with other students through the page game-based learning, self-directed learning 8

9  Videos of projectile motion   9

10  Maximus(Javelin Game)  10

11  Pbworks  11

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13  Students will:- › Gain insights on how angles affect how far the javelin can travel › Further understand concepts regarding projectile motion › Learn to deal with real-world problems › Use ICT effectively outdoors 13

14  Authenticity › Students can apply their knowledge of projectile motion on sports games such as Javelin or Archery  Constructivism › Minimal guidance from teachers. Students are required to draw their own hypotheses using their findings  Active › Effectively uses ICT tools outdoors › Active discussions between students › Every student is engaged with the activity  Intentional › Students’ learning will be monitored during lessons and through their daily updates on PbWorks 14

15  Camcorder – to record the projectile motion of the javelin  Tablet PC/iPad for data recording and discussion activities 15

16  Data-logger with WIFI capability › sensor is attached to javelin to record data for range, height, speed, angle, time for the experiment  Outdoor projector – for video screening and presentation 16

17  Students will test out how angles can affect range of a projectile by themselves (minimal guidance from teachers) by carrying out the experiment (a more detailed explanation regarding the experiment will be shown in the next slide)  Students will record their findings on their iPad/tablet PCs, discuss, and propose theories  During the activity, students will also be required to use a camcorder to record the motion of the javelin  Teacher will record the students activities in general Inquiry-based learning, collaborative learning 17

18  At the end of the activity, students will present their findings and hypotheses using the outdoor projector and their tablet PCs/iPad  Teacher will discuss with the students the correct theory  Students will carry out the experiment again to investigate the accuracy of the science theory  Students will log-on to their PbWorks and update it  Teacher will monitor the students’ progress through the presentation and their daily input in PbWorks Inquiry-based learning, collaborative learning 18

19  Pre-requisite: › Students should have tried javelin throwing during their Physical Education class › A safety briefing will be conducted before the start of the activity › An assistant Physical Education teacher will be on site to assist students with the javelin throw  Students will set up the experiment as instructed by teacher on site  Only one chosen student from each group will be throwing the javelin to minimise anomalies  Another student will be recording the motion  The data will be recorded in a form of a graph › Data that will be recorded:  Angle of release of javelin  Velocity of release of javelin (both x and y components)  Time of flight (see bottom notes for additional information) 19

20 Students will make use of these equations to find out how angle affects the range of the projectile 20

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23  Students will:- › Be introduced to a data-retrieving software › Further develop their understanding by doing calculations on their own respective results › Learn the correct way of calculating values in projectile motion problems › Learn to work together in a group 23

24  Authenticity › Students can put their theory of projectile motion to use when they need to calculate using real-life data  Constructivism › Minimal guidance from teachers. Students are required to calculate their own range using their findings  Active › Active discussions between students › Every student is engaged with the activity › Actively learning new things when exploring ‘Science Workshop’  Intentional › Students’ learning will be monitored during lessons and through their daily updates on PbWorks 24

25  Science Workshop  Table computer for data-retrieving  Projector for model answer viewing and video screening 25

26  Due to limited computers, students will be broken into groups.  Students will then be introduced to “Science Workshop” software.  They will be taught of how to retrieve the data that they acquired the previous lesson.  Using the kinematics formulas they have been taught previously, they will be asked to find the range and angle of their results.  They will be given a worksheet to record their results. Inquiry-based learning, collaborative learning 26

27  Within their groups, they will compare their findings and share what they did right and what they did wrong.  Like in the previous lesson, teacher will present calculations based on the model graph that he showed previously.  Once all this done, the students will be entertained by their own show.  Video screening of their practical lesson will be shown.  Students will update their daily journal at pbworks Inquiry-based learning, collaborative learning 27

28  401Lab3.pdf - Experiment worksheet for students 401Lab3.pdf 28

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30  Students will:- › Understand about projectile motion in brief and specifics after sharing with one another and hearing from the teacher who will formally conclude the chapter › Test their knowledge of projectile motion on the game used in Lesson 1 (http://nerdnirvana.org/g4m3s/Maximus.htm)http://nerdnirvana.org/g4m3s/Maximus.htm › Watch videos to solidify their concepts about projectile motion 30

31  Authenticity › Students can see how projectile motion is applied across various real-life applications  Constructivism › Students then play the game which was first introduced in Lesson 1 to improve their score by themselves  Active › Use of a PB wiki to continually update their ideas › Students’ use of ICT to collaborate with one another  Intentional › Teacher to fulfil the requirements of teaching the chapter on Projectile Motion 31

32  PB Wiki › Updated continually for the 4 lessons  SMART Interactive Whiteboard › Students get to show one another the fundamental concepts of Projectile Motion via the game 32

33  Teacher to formally conclude the chapter of projectile motion  Students will test their knowledge of projectile motion on the game in Lesson 1  Teacher will reinforce concepts / misconceptions using Youtube videos  Students will update their reflections on PB Wiki Inquiry-based learning, collaborative learning 33

34  rv9XFHk – Youtube video showing explicitly the angle as compared to distance travelled rv9XFHk 34

35  ets/ProjectileMotion/jarapplet.html – Java Applet to show the distance travelled with respect to velocity, angle and mass ets/ProjectileMotion/jarapplet.html 35

36  me=Freefall_ProjectilesAngledRelease.xml – Online worksheet that can be adapted for the students to test knowledge learnt me=Freefall_ProjectilesAngledRelease.xml 36

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