
STEM • 30 • 1 students • Created with AI following Aligned with Common Core State Standards
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This is lesson 2 of 10 in the unit "How Computers Think — An Introduction to Artificial Intelligence". Lesson Title: What Can a Computer Do That Takes Humans a Long Time? Lesson Description: Amani learns about the speed and efficiency of computers. Through a speed comparison game, she estimates how long it takes for humans versus computers to solve math problems, reinforcing her advanced place value knowledge.
First: Play a speed comparison game to see how fast a computer solves math problems versus a human.
Then: Draw a picture showing what you learned about computers and humans working on math.
Today, Amani will explore how computers help us by solving math problems faster than humans do. This connects to her interest in technology and computers and uses her advanced place value knowledge.
Begin only if Amani completes a quick place value review smoothly: a familiar task like placing number cards (1–100) in order or explaining tens and ones. If dysregulated, focus on proprioceptive input (wall push-ups, weighted carry) and a calm sensory break before trying again.
“Amani, first let’s play our number card game like you know! Can you put these number cards in order from smallest to biggest? Let’s see tens and ones too!” (Wait 10 seconds for response.)
Allow self-correction by color-coded backs showing the right sequence.
If she completes smoothly, say, “Great! Now we are ready for something new.”
“Amani, today we will be detectives like computers! We will find out how fast a computer can do math, and how long it takes a person. Let’s say our chant to remember:”
Chant (to rhythm of “If You’re Happy and You Know It”):
“Click, click, fast and bright,
Computers think with speed and light!
Humans count with care and thought,
Computers zoom and solve a lot!”
Ask Amani to repeat the chant with you, emphasizing rhythm and rhyme for echolalia support.
Step 1: Show Amani a math card (e.g., 9 + 8).
Step 2: Time her while she solves it mentally or says the answer aloud. Use a large timer she can see. No pressure—encourage her to work at her own pace.
Step 3: Immediately, show a computer simulation card or say aloud (and show a printed "computer" card): “Computer calculates this in 1 second!” (Use a card with a lightning bolt for self-check.)
Step 4: Repeat the process with 5–7 problems chosen from addition/subtraction within 20 (matching her level).
Control of Error: Cards are numbered and color-coded so Amani can check if she matches the solution cards shown after each round. No direct external error correction is made; Amani discovers matching or not upon flipping the answer card.
Low Sensory Alternative: Use only visual cards placed with finger touch and silent timing. No verbal prompting if auditory load is too high.
Station Version: Amani can repeat the game independently with cards and timer, self-checking answers by matching colors and numbers.
Invite Amani: “Draw a picture of Amani and a computer working on math problems. Show me how fast and slow they work.”
After she completes the drawing, say: “Tell me about your picture. I will write your words.” Use 10 seconds silent wait time. She may use any communication mode. Scribe her dictation carefully.
Use First/Then board:
First: Put materials away together.
Then: Choose a cat video break or read a favorite short book (her choice).
This lesson harnesses Amani’s advanced math skills and strong technology interest to explore how computers help humans work faster. The speed comparison game is hands-on and self-correcting, supporting Montessori control of error. The drawing and dictated caption connect new learning to her strengths in illustration and language expression. The rhythmic chant embeds accessible language patterns for her script bank. Low sensory and independent station versions provide flexible access options. Above all, regulation is monitored and prioritized.
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