GRADE 3 - 3RD QUARTER SUMMATIVE TEST

                                     

    A summative test is an evaluation that assesses a student's overall understanding of a subject or topic at the end of a unit, term, semester, or school year. It is typically given after a period of instruction and covers a wide range of topics, concepts, and skills that the student has learned.

    Summative tests are used to determine a student's mastery of the material covered in a specific time period and are often used for grading purposes. They may take various forms, such as multiple-choice tests, essay exams, oral presentations, or projects.

    While summative tests provide valuable information about a student's progress and achievement, they should not be the only means of assessment. Formative assessments, which are ongoing evaluations that provide feedback to students during the learning process, are also important to help students improve their understanding and skills.


softcopy:

FREE DOWNLOAD SUMMATIVE TEST 3RD QUARTER

Daily Lesson Log (DLL) for Grade 3 Quarter 3 Week 4

 

The Daily Lesson Log (DLL) is a tool used by teachers to plan and document their daily lessons. It is required by the Department of Education (DepEd) in the Philippines as a way to ensure that teachers are following the prescribed curriculum and standards.

Description: Description: DEPED-NEW_e78wysqt 


                GRADES 1 to 12

                DAILY LESSON LOG

School:

 

Grade Level:

III

Teacher:

Credits to the Owner

Learning Area:

ESP

Teaching Dates and Time:

NOVEMBER 18 – 22, 2019        (WEEK 4)

Quarter:

3RD QUARTER

 

 

I.LAYUNIN (Objectives)

 

A.Pamantayang Pangnilalaman ( Content Standards)

 

Naipamamalas ang pagunawa sa kahalagahan ng pananatili ng mga natatanging kaugaliang Pilipino kaalinsabay ng pagsunod sa mga tuntunin at batas na may kaugnayan sa
kalikasan at pamayanan 

B.Pamantayan sa Pagganap (Performance Standards)
 

Naipagmamalaki ang mga magagandang kaugaliang Pilipino sa iba’t ibang pagkakataon
Naipamamalas ang pagiging masunurin sa mga itinakdang alituntunin, patakaran at batas para sa malinis, ligtas at maayos na pamayanan

C. MgaKasanayan sa Pagkatuto (Learning Competencies)
 

Palagiang pakikilahok sa proyekto ng pamayanan na may kinalaman sa kapaligiran     
EsP3PPP- IIIe-g – 16.1

II.NILALAMAN (Content)

Paksang-Aralin:
Aralin 3: Sumunod Tayo sa Tuntunin
Pagsunod sa batas Trapiko: Ilaw -Trapiko

III. KAGAMITANG PANTURO (Learning Resources)

 

A.Sanggunian (References)

 

1.Mga pahina sa Gabay ng Guro (Teacher’s Guide Pages)

 

2.Mga Pahina sa Kagamitang Pang-Mag-aaral (Learner’s Materials Pages)

 

3.Mga pahina sa Teksbuk (Textbook Pages)

 

4. Karagdagang Kagamitan mula sa portal ng Learning Resource (Additional Materials from Learning Resources (LR) Portal)

ESP 3 Curriculum Guide

B.Iba pang Kagamitang Panturo (Other Learning Resources)

Road Safety for Kids
Safe Kids Philippines
Marte  A. Perez-Executive Director

IV.PAMAMARAAN (Procedures)

 

A.Balik-Aral sa  nakaraang aralin at/o pagsisimula ng aralin (Review Previous Lessons)

Pagwaswasto ng Takdang-Aralin.
Balik-aral:
Ano ang maaring mangyari kapag tumawid kahit saang bahagi ng kalsada?

B. Paghahabi sa layunin ng aralin (Establishing purpose for the Lesson)

Maliban sa pedestrian lane , ano pa ang maaring sundin sa pagtawid sa klasada?

C. Pag-uugnay ng mga halimbawa sa bagong aralin (Presenting examples /instances of the new lessons) 

         Itanong: Nakakita na ba kayo ng ilaw –trapiko?
Ipakita ang kahulugan ng bawat kulay ng ilaw.
1.        Pulang ilaw- Pinatitigil ang mga sasakyan at tao  upang patawirin ang kabilang bahagi sasakyan man o tao. Ang mg atao ay may sariling right of way o ligtas na tawiran. May nakailaw na taong kulay berde.
2.        Dilaw- humanda na dahil iilaw na ang pulang ilaw.
3.        Berde-Senyales o hudyat na pinatatkbo na ang mga sasakyan
4.        Berdeng Arrow –na maaring pumasok ang sasakyan s ainterseksyon pakanan man o pakaliwa.

D. Pagtatalakay ng bagong konsepto at paglalahad ng bagong kasanayan  #1  (Discussing new concepts and  practicing new skills #1.

Talakayin ang mga kulay ng ilaw –trapiko .

E. Pagtatalakay ng bagong konsepto at paglalahad ng bagong kasanayan #2 (Discussing new concepts & practicing new slills #2)

Talakayin ang mga epekto ng pagsunod at paglabag sa ilaw-trapiko.

F. Paglinang sa  Kabihasaan (Tungo sa Formative Assesment 3)
Developing Mastery (Leads to Formative Assesment 3)

Bakit dapat sundin ang ilaw –trapiko?

G. Paglalapat ng aralin sa pang araw-araw na buhay (Finding Practical Applications of concepts and skills in daily living)

Ano ang mangyayari sa mga sasakyan kung hindi hihinto sa pulang ilaw?

H. Paglalahat ng Aralin (Making Generalizations & Abstractions about the lessons)

Bakit dapat sundin ang ilaw-trapiko?
Ang ilaw –trapiko ay nagtatakda ng kaligtasan sa kalsada.

I.Pagtataya ng Aralin (Evaluating Learning)
 



Isulat ang 😄 o 😟.        
____1. Sinusunod ko ang ilaw-trapiko sa pagtawid sa klasada.
____2. Tumuloy-tuloy sa pagtakbo ang sasakyan kahit pula na ang ilaw-trapiko.
____3. Sinusunod ng mga drayber ang ilaw-trapiko..
____4. Nagkabanggaan ang 2 sasakyan dahil sa hindi pagsunod sa pulang –ilaw.
____5. Ang pagsunod sa ilaw-trapiko ay nagpapakita ng disiplina sa kalsada.

J. Karagdagang gawain para satakdang-aralin at remediation (Additional activities for application or remediation)

Iguhit ang ilaw-trapiko sa kuwaderno ng ESP . Kulayan ng angkop na kulay. Ipaliwanag ang kahulugan ng bawat isa.

V.MGA TALA (Remarks)

 

VI. PAGNINILAY (Reflection)

 

A.Bilangng mag-aaralnanakakuhang 80% sapagtataya (No.of learners who earned 80% in the evaluation)

 

B. Blgng mag-aaralnanangangailanganngiba pang gawain para sa remediation (No.of learners who requires additional acts.for remediation who scored below 80%)

 

C. Nakatulongbaang remedial? Bilangng mag-aaralnanakaunawasaaralin? (Did the remedial lessons work? No.of learners who caught up with the lessons)

 

D. Bilangngmga mag-aaralnamagpatuloysa remediation? (No.of learners who continue to require remediation)

 

E. Alin sa mga istrateheya ng patuturo na katulong ng lubos? Paanoitonakatulong? (Which of my teaching strategies worked well? Why did this work?)

 

F. Anong suliranin ang aking naranasan na solusyonan sa tulong ng aking punongguro at superbisor? (What difficulties did I encounter which my principal/supervisor can help me solve?)

 

G. Anong kagamitang panturo ang aking nadibuho na nais kong ibahagi sa mga kapwakoguro? (What innovations or localized materials did I used/discover which I wish to share with other teachers?)

 

Softcopy: 

Daily Lesson Log (DLL) for Grade 3 Quarter 3 Week 4


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The Role of Technology in Developing Critical Thinking and Problem-Solving Skills in Students

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Technology has become an integral part of modern education, providing students with access to a wealth of information and a range of tools and resources to support their learning. However, technology can also play a critical role in developing students' critical thinking and problem-solving skills, which are essential for success in the 21st-century workforce. In this essay, we will explore the role of technology in developing critical thinking and problem-solving skills in students.

One of the key ways that technology can support critical thinking and problem-solving skills is by providing students with access to a wide range of information and resources. With the internet and digital databases, students can explore a range of perspectives and viewpoints, and evaluate the quality and reliability of sources. This process of gathering and analyzing information is a critical aspect of developing critical thinking skills.

Technology can also support problem-solving skills by providing students with access to a range of tools and resources that can help them to solve complex problems. For example, students can use online calculators, simulations, and modeling tools to analyze data and test hypotheses. They can also collaborate with their peers using online forums and messaging platforms to share ideas and work together to find solutions to complex problems.

Another way that technology can support critical thinking and problem-solving skills is by providing students with opportunities to engage in self-directed learning. With online courses and digital learning resources, students can pursue their interests and develop their learning pathways. This process of self-directed learning can help students to develop critical thinking and problem-solving skills by encouraging them to take responsibility for their learning and to think creatively and independently.

However, there are also risks associated with using technology to develop critical thinking and problem-solving skills. For example, students may become over-reliant on technology and fail to develop important social and emotional skills. Additionally, the quality and reliability of online resources may vary widely, which can make it difficult for students to differentiate between accurate and misleading information.

To effectively leverage technology to develop critical thinking and problem-solving skills in students, educators should consider the following strategies. First, educators should be intentional about selecting and evaluating digital resources and tools to ensure that they are high quality and reliable. Second, educators should provide students with opportunities to engage in collaborative learning and problem-solving using digital platforms. Third, educators should encourage students to develop self-directed learning skills by providing them with opportunities to pursue their interests and develop their learning pathways.

Technology can play a critical role in developing critical thinking and problem-solving skills in students. By providing access to a wide range of information and resources, supporting self-directed learning, and promoting collaboration and problem-solving, technology can help to prepare students for success in the 21st-century workforce. However, educators must also be mindful of the risks associated with technology use and work to ensure that students develop the social and emotional skills they need to succeed in their personal and professional lives.

Incorporating Gamification into Classroom Instruction with Technology in the Philippines

 

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Incorporating gamification into classroom instruction is an innovative approach to teaching that has gained popularity in the Philippines. The use of technology to gamify classroom instruction can be an effective way to engage students, motivate them to learn, and improve learning outcomes. This essay will discuss how gamification can be incorporated into classroom instruction with technology in the Philippines and the benefits it offers.

The benefits of gamification in the classroom are numerous. Firstly, gamification can increase student motivation by making learning more fun and engaging. Games are inherently motivating because they provide immediate feedback, clear goals, and a sense of progress. When applied to educational contexts, gamification can increase student engagement, interest, and participation. By gamifying learning activities, teachers can create a sense of excitement and anticipation around classwork, leading to greater student buy-in and investment in the learning process.

Another benefit of gamification in the classroom is that it can improve learning outcomes. Games are designed to encourage players to master skills, and the same approach can be used in educational settings. By incorporating game design elements, such as points, levels, and badges, into learning activities, teachers can create a clear pathway for students to progress toward mastery of a particular concept or skill. Gamification can also promote critical thinking and problem-solving skills, as students must use strategy and logic to succeed in the game.

Despite its many benefits, gamification in the classroom also presents some challenges. One of the main challenges is ensuring that the game mechanics align with the learning objectives. Teachers must carefully design and integrate game elements into their lesson plans to ensure that they reinforce, rather than distract from, the core learning objectives. Gamification should not be used as a substitute for effective teaching and instructional design, but rather as a tool to enhance it.

Another challenge of gamification in the classroom is ensuring that it is accessible to all students. Some students may have different learning styles or preferences that may not align with the game mechanics. Teachers must ensure that gamification is inclusive and flexible enough to accommodate different learning needs and preferences.

In conclusion, gamification in the classroom can be a powerful tool to enhance student motivation, engagement, and learning outcomes. By incorporating game design elements into learning activities, teachers can create a sense of excitement and anticipation around classwork, leading to greater student investment in the learning process. However, gamification should not be used as a substitute for effective teaching and instructional design, and teachers must carefully design and integrate game elements into their lesson plans to ensure that they align with the core learning objectives. With thoughtful design and implementation, gamification can be a valuable addition to the classroom toolkit, promoting active and effective learning experiences.




The Benefits and Risks of Incorporating Gamification into Classroom Instruction with Technology

 

In recent years, gamification has become a popular strategy for engaging students in classroom instruction with technology. Gamification involves the use of game-like features, such as points, levels, and badges, to motivate and reward students for learning. While there are many benefits to incorporating gamification into the classroom, there are also risks that educators should consider. In this essay, we will explore the benefits and risks of incorporating gamification into classroom instruction with technology.

One of the primary benefits of gamification is that it can increase student engagement and motivation. By incorporating game-like elements into the learning experience, educators can make learning more interactive and enjoyable for students. Gamification also provides students with immediate feedback and rewards for their progress, which can help to maintain their interest and momentum.

Another benefit of gamification is that it can promote a sense of competition and collaboration among students. By encouraging students to compete for high scores or work together to achieve shared goals, educators can foster a sense of teamwork and camaraderie in the classroom. Gamification can also help students to develop important skills such as critical thinking, problem-solving, and creativity.

However, there are also risks associated with incorporating gamification into the classroom. One risk is that students may become too focused on achieving high scores or earning rewards, which can distract from the learning experience. Additionally, students who do not perform as well in a gamified environment may become discouraged or disengaged, which can negatively impact their academic performance.

Another risk of gamification is that it may reinforce stereotypes and biases. For example, if a game is designed in a way that privileges certain demographics, such as males or individuals from higher socio-economic backgrounds, it can perpetuate these biases in the classroom. Educators must be mindful of these risks and work to design gamification experiences that are inclusive and accessible to all students.

To effectively incorporate gamification into classroom instruction with technology, educators should consider the following strategies. First, educators should set clear learning goals and align the game mechanics with these objectives. This will help to ensure that the game is a meaningful and valuable learning experience for students. Second, educators should provide students with opportunities to reflect on their learning and make connections between the game mechanics and the course material. This can help students to see the relevance of the game to their overall learning goals. Finally, educators should be intentional about designing gamification experiences that are inclusive and accessible to all students, regardless of their background or prior experiences.

In conclusion, incorporating gamification into classroom instruction with technology can provide many benefits to students, including increased engagement, motivation, and collaboration. However, there are also risks associated with gamification, such as reinforcing biases and distracting from the learning experience. To effectively incorporate gamification into the classroom, educators should be intentional about setting clear learning goals, aligning the game mechanics with these objectives, and designing inclusive and accessible experiences for all students. By doing so, educators can harness the power of gamification to enhance student learning and engagement in the classroom.



    

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