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Early Learning Foundations 3

Teacher Instructions Week 2

Special Input - Classroom Discussion

This is referring to Input Activities like clocks. Most of the Special Input is provided on the Visual Input CD but some Special Input is for classroom discussions or demonstrations.

All of the activities in the Early Learning Foundations program are designed to give "input" to the student frequently, with high intensity and over a period of time so that when the "output" is required, there is not hesitation on the student's part. This teaching technique builds confidence and assures that teaching has taken place instead of just requiring knowledge of students that they have not experienced. Whatever the "Special Input - Classroom Discussions" are for a particular week are described in detail in the Teacher's Guide or the Appendix as indicated in the guide. Remember these are very short session that happen daily so don't feel like you have to cover every detail about a particular topic each time. The knowledge will build upon itself until the students have the full understanding.

Clock Flash

Greater than, less than, equal to

The purpose of this activity is to become familiar with the terms, symbols and words greater than, less than and equal to. See handout for details.

Handout:

Handouts:

Visual Digit Span 

Purpose: Improves visual processing (visual short term memory).

Supplies: 

  • 100+ Digit Span cards at a level above where client tested

  • Kitchen timer

  • See handouts for additional information

Instructions:

  • Do not say anything during this activity because it is a VISUAL activity.

  • Hold a card up for three seconds and then hide the numbers.

  • Client tells you the numbers in order.

  • It may take two or three tries to get the order correct.

  • Show the same card again for a three second exposure and take it away from view.

  • Once client tells you all the numbers in the correct order then go on to the next card.

  • If client has difficulty, then have a reward system in place for incentive.

  • If client cannot say the correct order after three tries, then simply go on to the next card.

  • Encourage client!

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