Information Institute of Syracuse
 
 
 
Search Lessons
Write a Lesson Plan Guide
Selection Criteria
Copyright Statement

 
 
 
Printer friendly text

Teaching the Periodic Table with Database Software - An Educator's Reference Desk Lesson Plan

Lesson Plan #:AELP-CHM0048


Teaching the Periodic Table with Database Software

An Educator's Reference Desk Lesson Plan


Authors: Mary Lou Hall, Joe Figlino, St. Vincent DePaul Parochial School, Denver, CO

Date: 1994


Grade Level(s): 6, 7

Subject(s):

  • Science/Chemistry
  • Science/Technology

MAJOR OBJECTIVES:

  • To learn the periodic table
  • To learn the importance of entering exact values (data)
  • To use deductive reasoning

MATERIALS CHECKLIST:

  • One or multiple computers
  • Software: database
  • Copies of the Periodic Table of Elements
  • "Handbook of Chemistry" (Chemical Rubber Company)
  • Teacher-prepared data file template
  • Teacher-prepared "mystery game" student handouts

TIME REQUIRED: 4 class periods

ACTIVITIES AND PROCEDURES:

  • Have the students take turns entering data into the database template for each element's name, symbol, atomic number, typical state (gas, liquid, solid), density, boiling point, melting point, and specific gravity.

  • Distribute the mystery game handouts and have the students use the database to solve the mysteries. For example:

    (1) Prepare a set of first-person riddles, from the element's point of view, such as, "My atomic number is 1/2 that of Mercury. Who am I?" or "We are the only elements that are liquid. Who are we?"

    (2) Prepare a murder mystery with each student assigned to an element. One student (element) is the victim and another, the murderer. Have the game supply clues to solve the mystery, such as "The murderer's atomic number is below 36. His density is between 1 and 3, specific gravity between 1.5 and 2, melting point below 1000 degrees, and boiling point over 2000 degrees. Who Done It?" Include clues for the murderer, the victim, the weapon used, and the location of the murder.

FOLLOW-UP/EXTENSION: Have the students make up their own mysteries for the class to solve. Award prizes for the best game and for the quickest solution to it.