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Showing posts with label Homework. Show all posts
Showing posts with label Homework. Show all posts

Sunday, September 18, 2022

How To Get Your Students To Do Their Homework & Turn It In On Time






It seems to be a problem each year, but here are a few tips to get your students to do their homework and turn it in on time.

1. Only assign homework your students fully understand and are able to do by themselves. Make sure that the homework is necessary, not busy work.

2. Agenda Book/Planner- Give your students no excuse for not writing it down. By providing all students with an agenda book for CCD it will allow students to learn to become independent and turn their homework in on time. If your CCD does not do agenda books, you could ask your child’s CCD teacher if they would be willing to do this with your child. The teacher will more likely agree to this accommodation if the student has problems with turning in their homework and if the parents provide the agenda book. It should also be understood by everyone involved that it will be the student’s responsibility to obtain their teacher’s signature on their agenda book to confirm that the student had it filled it out correctly. Be sure to write all homework in the same place each time and at the close of each class remind the students to write down their homework in their agenda book/planner. At the end of class the teacher would check each and every student’s agenda book to see if they had written correctly their assignment(s). The teacher would initial it (or use a stamp) to confirm that it was correct. This step makes sure that the students had their assignments written down correctly and they would know when to turn them in on time. You can also have the parents have to sign the agenda book to verify that they had read the above and understood what their child is supposed to do.

3. Set aside a few minutes before the end of the class to review the assigned homework. Have your students look at the homework, allow them to ask final clarifying questions, and have them check to make sure they have all the materials they need. Ask your students “Is there anyone, for any reason, who will not be able to turn in their homework on time?”

4. Bible Bucks- are a great way to positively reward students for good behavior, completing memory work, completing and turning in their homework on time or even inviting their friends to church or CCD. Students can collect their Bible Bucks and they will be allowed to trade them in for assorted prizes or tasty treats from the "Bible Buck Store".

Free Bible Bucks to print out:

kidsmoneyfarm.com- Three different kinds to choose from. Use the "Word Sheets" or "Powerpoint Sheets" to customize the bills and put your church's name on them. For generic Bible Bucks, just download and use the PDF sheets.

kidssundayschool.com- Amounts of 1, 2, 5, and 10 Bible Bucks

bibleiq.org- Bible Bucks Printable (scroll down to this)

5. Homeworkopoly- Here is a fun game to encourage students to do their homework. In order for a student to play HOMEWORKOPOLY, he or she must complete their homework and hand it in to the teacher on time.

6. Student Folders/Binders- There are many students that would turn in their homework- if they knew where it was. Teach your students that their homework is not finished until it is put away in their folder/binder, AND the homework folder/binder put by the door to bring to class. To cut down on lost papers and to be better organized, give your students folders or binders. Make sure there is a pocket labeled HOMEWORK in the folder/binder where homework is stored.



Monday, March 12, 2018

Homeworkopoly





teachnet.com- Homeworkopoly (it takes a bit for it to download so please give it some time)
Here is a fun game to encourage students to do their homework.


*I share my classroom and I cannot leave anything on the bulletin board so everything that I use for my class has to be portable. This is my version of Homeworkopoly (game from above link) that some of you might find useful.


Homeworkopoly: The objective of the game is to learn the responsibility of doing your homework and turning it on time.


This game is free, however it is only to be used for classroom and personal use. It may not be published on any websites or other electronic media, or distributed in newsletters, bulletins, or any other form or sold for profit. Reproduction or retransmission of any materials, in whole or in part, in any manner, is not permitted. All graphics/images/clipart etc. used on all activities are not my own and are from various internet sources.



Younger Students:

GETTING STARTED

1. When a student brings in any homework, have them go over to the board, roll the dice and move. Each student will do this when their homework is handed in if they have done the assigned homework.

2. The students will continue to do this throughout the year. It never has to end.

3. Deal with special spaces as the students land on them.

4. Having a rotating "Game Show Host" to keep check on the board as students move will make your job easier.


SPECIAL PLACES

Community Chest- When you land on these spaces, take the top card from the deck indicated, follow the instructions and return the card face down to the bottom of the deck. The "Get Out of Time Out Free" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it, then they may keep it (attach it to the back of the game board with a magnet), and use it when needed.

Chance- The teacher asks the student a question from the homework and if they get it right, they get a small piece of candy, Bible Bucks or whatever the teacher thinks is appropriate. If the player answers incorrectly, they must go back to where they were.

Prayer- Any player landing on this place must recite a prayer. It can be a prayer of their choice or whatever the teacher chooses (specify before playing the game). If the player says the prayer correctly, they stay where they are. If they are not correct, they go back to where they were.


THE PLAY

Place your marker on the corner marked "GO", then throw the dice and move your marker (in the direction of the arrow) the number of spaces indicated by the dice. After you have completed your play, the turn passes to the next student that has turned in their homework. The markers remain on the spaces occupied and proceed from that point on the player's next turn. Two or more players may rest on the same space at the same time. Depending on the space your marker reaches, you may be obliged to draw a Community Chest Card, Go To Time Out, say a prayer or answer a question, etc.

If you throw doubles, you move your marker as usual, the sum of the two dice, and are subject to any privileges or penalties pertaining to the space on which you land. Retaining the dice, throw again and move your marker as before. If you throw doubles three times in succession, move your marker immediately to the space with a Time Out chair.


GO

Each time a player's marker lands on or passes over “GO”, whether by throwing the dice or drawing a card, the student may receive a little prize, such as picking a piece of sugarless gum or little trinket out of the pencil box of goodies, Bible Bucks or whatever the teacher thinks is an appropriate prize. However, if a player passing “GO” on the throw of the dice lands beyond it on Community Chest and draws the "Advance to GO" card, they collect a prize for passing “GO” the first time, and another prize for advancing to it the second time by the instructions on the card.


TIME OUT

You go to Time Out (Time Out chair) when...
(1) Your marker lands on the space marked "Go To Time Out"
(2) You draw a card marked "Go To Time Out" or
(3) You throw doubles three times in succession.
When you are sent to Time Out you cannot collect a prize in that move since, regardless of where your marker is on the board, you must move directly into Time Out. Your turn ends when you are sent to Time Out. If you are not sent to Time Out but in the ordinary course of play land on that space, you are "Just Visiting", you incur no penalty, and you move ahead in the usual manner on your next turn.

A player gets out of Time Out by...
(1) Throwing doubles on any of your next three turns, if you succeed in doing this you immediately move forward the number of spaces shown by your doubles throw. Even though you had thrown doubles, you do not take another turn.
(2) Using the "Get Out of Time Out Free Card".


CHURCH

Any player landing on this place does not receive any reward of any kind. This is just a "free" resting-place where the player spends time in meditation and prayer. If you receive an “Advance To Church” card, you immediately advance to CHURCH. If you happen to pass “GO”, you many receive a prize.



HOMEWORKOPOLY (for younger students)- Rules, Game Board, Title, Student Name Cards, Community Chest Cards





Older Students:



GETTING STARTED

1. When a student brings in any homework, have them go over to the board, roll the dice and move. Each student will do this when their homework is handed in if they have done the assigned homework.

2. The students will continue to do this throughout the year. It never has to end.

3. Deal with special spaces as the students land on them.

4. Having a rotating "Game Show Host" to keep check on the board as students move will make your job easier.


SPECIAL PLACES

Community Chest- When you land on these spaces, take the top card from the deck indicated, follow the instructions and return the card face down to the bottom of the deck. The "Get Out of Jail Free" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it, then they may keep it (attach it to the back of the game board with a magnet), and use it when needed.

Chance- The teacher asks the student a question from the homework and if they get it right, they get a small piece of candy, Bible Bucks or whatever the teacher thinks is appropriate. If the player answers incorrectly, they must go back to where they were.

Prayer- Any player landing on this place must recite a prayer. It can be a prayer of their choice or whatever the teacher chooses (specify before playing the game). If the player says the prayer correctly, they stay where they are. If they are not correct, they go back to where they were.


THE PLAY

Place your marker on the corner marked "GO", then throw the dice and move your marker (in the direction of the arrow) the number of spaces indicated by the dice. After you have completed your play, the turn passes to the next student that has turned in their homework. The markers remain on the spaces occupied and proceed from that point on the player's next turn. Two or more players may rest on the same space at the same time. Depending on the space your marker reaches, you may be obliged to draw a Community Chest Card, Go To Jail, say a prayer or answer a question, etc.

If you throw doubles, you move your marker as usual, the sum of the two dice, and are subject to any privileges or penalties pertaining to the space on which you land. Retaining the dice, throw again and move your marker as before. If you throw doubles three times in succession, move your marker immediately to the space marked "In Jail".


GO

Each time a player's marker lands on or passes over “GO”, whether by throwing the dice or drawing a card, the student may receive a little prize, such as picking a piece of sugarless gum or little trinket out of the pencil box of goodies, Bible Bucks or whatever the teacher thinks is an appropriate prize. However, if a player passing “GO” on the throw of the dice lands beyond it on Community Chest and draws the "Advance to GO" card, they collect a prize for passing “GO” the first time, and another prize for advancing to it the second time by the instructions on the card.


JAIL

You land in Jail when...
(1) Your marker lands on the space marked "Go to Jail"
(2) You draw a card marked "Go to Jail" or
(3) You throw doubles three times in succession.
When you are sent to Jail you cannot collect a prize in that move since, regardless of where your marker is on the board, you must move directly into Jail. Your turn ends when you are sent to Jail. If you are not "sent to jail" but in the ordinary course of play land on that space, you are "Just Visiting", you incur no penalty, and you move ahead in the usual manner on your next turn.

A player gets out of Jail by...
(1) Throwing doubles on any of your next three turns, if you succeed in doing this you immediately move forward the number of spaces shown by your doubles throw. Even though you had thrown doubles, you do not take another turn.
(2) Using the "Get Out of Jail Free Card".


CHURCH

Any player landing on this place does not receive any reward of any kind. This is just a "free" resting-place where the player spends time in meditation and prayer. If you receive an “Advance To Church” card, you immediately advance to CHURCH. If you happen to pass “GO”, you many receive a prize.



HOMEWORKOPOLY (for older students)- Rules, Game Board, Title, Student Name Cards, Community Chest Cards



Wednesday, December 31, 2008

To give homework, or not to give homework. That is the question . . .





Homework is a touchy subject concerning catechists. Many regard it as taboo and therefore do not assign any during the year.

Parents on the other hand are divided about this controversy. In a recent survey when parents were asked what their level of expectation regarding homework/family activities from church 38.5% think students should be given homework to support the work in class. 30.8% said they would prefer to have homework once in a while. 30.8% prefer not to have any homework at all.


Additional comments from parents on this subject were:

• Some parents expressed their preference for fun and no homework.
• Some said their children already have too much going on and don’t want to be adding homework from church, specially under 4th grade.
• One parent wrote “it didn't seem to matter whether the kids do the homework or not.”
• Yet another wrote “Reading is sufficient- but I think that it should be expected, not "optional", so that those who read it can build on it rather than reading it again in class.”



So what’s a catechist to do? First, does your DRE allow teachers to give homework? Then ask yourself what you are trying to accomplish with the homework. Make sure the homework is necessary and reviews what has already been gone over in class. All students in your class should be able to complete the homework assigned and in a relatively short period of time.

Assigning homework serves various educational needs. It serves as an intellectual discipline, establishes study habits, and supplements and reinforces work done in CCD. Teachers give homework because the repetition of facts and knowledge learned will have a much higher a percentage of being retained in the mind. In addition, it fosters student initiative, independence, and responsibility and brings home and CCD closer together.


So what do you do in your class?


*In my class my first grade students are given 5 prayers (Sign of the Cross, Grace Before Meals, Glory Be, Hail Mary, and Our Father) to do by the end of the school year. Each prayer the student recites out loud correctly, they will be able to pick a prize from the prize bag. We also have 4 take home tests during the year. The parents will need to help their child study, fill out the test (circle the correct answer), and return it to class.

I also make Take Home Sheets for the students to take home for their parents to go over with them and to bring back the following week. It helps reinforce what they have learned in class and lets the parents know what we are doing. They usually consist of about 10 questions that the parents read to their child. Two answers are provided and the child tells the parent which answer is best so they can circle it. I post all of my Take Home Sheets here (scroll down to Take Home Sheets).

When my students bring in their Take Home Sheets and Take Home Tests they get to play Homeworkopoly which is a fun game that encourages students to do their homework.