You Make the Decision!
Computer Resources
  • Thinking' Things 3
  • Software
  • Information for Thinkin' Things 3
  • Internet
  • www.edmark.com
  • Cost Free, Less than $20=$, Less than $50=$$, More than $50=$$$. (select 1)
  • Thinkin' Things 3 = $
  • Logical Journey of the Zoombeenies = $$
  • Math Munchers Deluxe = $$
  • Life Skills
  • Problem Solving | Decision Making |Communication
  • Learning to learn | Using "IT"
  • Age Level
  • Grades 5-8
  • Setting
  • Space for students to work at tables or floor. Computer Lab working in teams of two or three depending on number of students and computers available.
  • *Do
  • 30 - 40 minutes M & M Estimation, a Hands-on Introductory Activity
  • 30 - 60 minutes Computer Lab Thinkin' Things - Fripple Place
    (If help is needed, see p18 from instruction book)
  • 30 - 60 minutes Computer Lab Thinkin' Things - Stocktopus
    (If help is needed, see p12 from instruction book)
  • 30 - 60 minutes Computer Lab Thinkin' Things - Half Time
    (If help is needed, see p14-16 from instruction book)
  • *Reflect:
  • How did you feel when you were able to place all the Fripples in the correct place?
  • What was the most important thing you learned about making decisions?
  • What did you learn about Problem Solving?
  • How did the activities in the software relate to real life?
  • Apply
  • 45 - 60 minutes 3-2-1 POP!
  • 20 - 40 minutes Calculator Kalah
  • 45 - 60 minutes Tennis Ball Stomp
  • 45 - 60 minutes Rockets Away
  • Rockets Away Online
  • More Activities
  • Logical Journey of the Zoombeenies
  • Math Munchers Deluxe
  • Board games: Battleship, Clue, Concentration, Connect 4.
  • Extended Activities
  • Build and launch your own 2-liter bottle rocket.
    Rockets Away: www.ag.ohio-state.edu/~rockets/
  • Rocket's Away Leader's Guide, Ohio State University Extension Publications,
    2021 Coffey Road, Kottman Hall, Columbus, Ohio 43210,
    (614) 292-1607, pubs@agvax2.ag.ohio-state.edu
  • Apply your decision making skills to Challenge Activities. Visit a Challenge Course or check-out a Challenge Kit. The following books are good sources of Challenge activities:
  • Silver Bullets, by Karl Rohnke.
    Project Adventure, PO Box 100, Hamilton, MA 01936.
  • Playfair, by Matt Weinstein and Joel Goodman. ISBN: 0-915166-50-X.
  • Energizers and Icebreakers, by Elizabeth Foster. ISBN: 0-932796-25-7.
  • Warm Ups & Wind Down, by S. Hazouri and M.S. McLaughlin. ISBN 0-932796-52-4.
  • Time
  • 6 Hours or more
  • Additional Information
  • Content: Problem Solving, Reasoning, Communication, Patterns and Functions, Connections, Algebra, Geometry

  • * see Experiential Learning Model