3rd Grade  Project 3 weeks

Park Perimeters: Design Your Dreamland!

Anna N
3.MD.C.7
3.MD.D.8
3.MD.C.6
Self Directed Learning
Academic Mindset
+ 1 more
1-pager

Purpose

The purpose of this project is to engage third-grade students in a hands-on learning experience that connects mathematical concepts of area and perimeter with real-world applications in designing an amusement park. Through collaborative activities, peer feedback, and interactions with community partners, students will develop critical thinking and problem-solving skills while fostering a sense of identity and belonging. This project aims to build students' self-directed learning abilities, encouraging them to reflect on their work and make informed decisions to enhance their designs.

Learning goals

Students will develop a practical understanding of area and perimeter by designing an amusement park, applying mathematical concepts to real-world scenarios. They will enhance their self-directed learning skills by using feedback to refine their designs and engage in critical reflection to improve their problem-solving abilities. Through collaboration and interaction with community partners, students will build a sense of identity and belonging, while considering innovative approaches to address complex design challenges.
Standards
  • [California] 3.MD.C.7 - Relate area to the operations of multiplication and addition.
  • [California] 3.MD.D.8 - Solve real world and mathematical problems involving perimeters of polygons, including finding the perimeter given the side lengths, finding an unknown side length, and exhibiting rectangles with the same perimeter and different areas or with the same area and different perimeters.
  • [California] 3.MD.C.6 - Measure areas by counting unit squares (square cm, square m, square in, square ft, and improvised units).
Competencies
  • Self Directed Learning - Students use teacher and peer feedback and self-reflection to monitor and direct their own learning while building self knowledge both in and out of the classroom.
  • Academic Mindset - Students establish a sense of place, identity, and belonging to increase self-efficacy while engaging in critical reflection and action.
  • Critical Thinking & Problem Solving - Students consider a variety of innovative approaches to address and understand complex questions that are authentic and important to their communities.

Products

Throughout the project, students will design detailed maps of their amusement park, labeling attractions and calculating area and perimeter for each section. They will also construct scale models using craft materials to visually represent their designs. At the Park Planners' Fair, students will present these maps and models, showcasing their understanding of area and perimeter in a real-world context. Additionally, students will participate in peer-review sessions to refine their designs based on feedback, ensuring their final products are well-thought-out and innovative.

Launch

Begin the project with a 'Park Innovators Challenge,' where students collaborate in small groups to design a mini-ride or attraction using paper and tape. Encourage creativity while adhering to specific area and perimeter constraints, fostering an understanding of these concepts in a fun, hands-on manner. This activity will spark excitement and curiosity, setting the stage for the upcoming project and helping students connect mathematical concepts to real-world applications.

Exhibition

Students will host a 'Park Planners' Fair' where they showcase their scale models and detailed maps of amusement park designs. They will present their work to classmates, teachers, and family members, explaining the calculations of area and perimeter for each attraction. This event will allow students to demonstrate their understanding of mathematical concepts and receive feedback from their audience, enhancing their learning experience.