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Mark_Sheet
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Text File
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1994-09-19
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3KB
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80 lines
Part of the LeapFrog package - Written by Peter Jones - © SoftStuff 1994
Performance Indicators
======================
Strand (i), Applications
Level Statement Indicator
2 (a) Starts to play the counter game. Makes
correct moves.(Q1)
3 (a) Completes game with some help(Q1)
4 (a) Completes game without any help(Q1)
5 (a) Looks at game with less than three
counters on each side, and completes
it.(Q2)
6 (a) Asks questions about game - eg the
number of sides, or how to avoid a
block(Q2)
Strand (ii), Mathematical communication
Level Statement Indicator
2 (b) Asks about the game, understands moves,
uses words like "next to"(Q1)
3 (b) Describes what he is doing clearly(Q1)
4 (c) Draws some moves and results clearly(Q1)
5 (b) Draws clear diagrams to show moves for
3 by 3 case(Q2)
6 (b) Presents results very clearly using
appropriate methods(Q1,2)
Strand (iii), Reasoning, logic and proof
Level Statement Indicator
2 (c) Uses questions like "Which counter can
we move mow?" and "Where will the empty
space be if that counter is moved?"(Q1)
3 (d) Makes, with help, a statement like "It
does not matter which end starts first"
or "If a black counter starts first,
then the game finishes with a black
counter move."(Q1)
4 (c) Shows all 15 moves in the 3 by 3 case(Q1)
4 (d) Makes a general statement without any
teacher help(Q!)
5 (c) Child obtains 3,8,15,24 by extraploation
and tests it(Q2)
6 (c) Predicts the results beyond the 3 by 3
case using the general rule (Q2,3) by
explaining, eg "Multiply the number of
frogs on each side together and add the
total number of frogs", or similar.
Shows the 'rule' works for known cases.
Uses this rule to solve the 10 by 10 or
further cases(Q3)
NB A generalisation using symbols is beyond level 6 and you have
on smart kid on your hands.