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Process
Activity 1: Greedy Pig (10 min)
• Ensure structure and clear expectations. Given the fun, competitive nature of this task, expect student speak
out of turn, call out and appear impulsive. Student and teacher should have mutually negotiated secret
gestures and words to enable teacher apply low level interventions that do not disrupt the rest of the class.
The clear instruction and expectations should be addressed to the entire class, but with intention of benefiting
student with ADHD.
• Nominate one number on the die to be a ‘poison number’
• All students stand
• A 6-sided dice is rolled, and everyone standing received points according to the number rolled
• The die is rolled again, and students add their totals
• If a student is satisfied with their number, they may sit down
• If the die lands on the ‘poison number’, all those standing will lose their points
• Continue until no one is standing
• Students will become excited and loud. Use pauses to gather attention and do not move onto the next number
until noise has settled.
Discussion Questions:
Provide students with ample time to formulate responses. Do not call upon student with ADHD unless they raise their
hand or appear prepared to share.
• What can you tell me about this game?
• Is it fair? Why? Why not?
• Did everyone have an equal chance if winning?
• Who was lucky? Why?
• What outcomes can occur during this activity?
• What is the likelihood is rolling a 2?
• Which outcome is more likely?
• What is chance?
Activity 2: Making a Spinner (15 min)
Activity Link: http://www.scootle.edu.au/ec/viewing/L2379/index.html
• Play “Spin and Label” as a class
• Students select the spinner that best satisfies the predicted outcomes
• Then, students’ complete spinner worksheet individually
• Ensure student is seated away from doors and windows
• Provide individual checklist for students to reference
• Students with ADHD have difficulty following instruction. This is an activity used to establish a student’s prior knowledge.
The task is difficult and the student will require a more knowledgeable other (MKO) such as a peer or educator to deliver
instruction in smaller parts.
• Extension activities available for those who complete promptly
Activity 3: 2x Die Game (20 min)
This activity has a naturally competitive nature. Rather than having students calculating their totals individually, they
might work together in their peers to collectively add their totals, working together to reach the highest value.
• In pairs, students roll 2 die and calculate their totals
• 55 students in pairs rolling two die at once will create a very disruptive and loud learning environment. It is proposed that
an educator have grip placemats to reduce noise.
• Provide the student with ADHD two of their own die. Dice work as a manipulative for the student to fiddle with.
• They consider the totals that are more likely to be rolled and why this occurs
• Students make predictions for future rolls
• Discuss predictions as a class. Students will form their predictions based on class discussion. Students with ADHD often
have low self-esteem and discussing the likely predictions as a class will set them up for success.
• Bring students to the mat at the conclusion of this activity for a discussion
• Again, be prepared for student to have an outburst (may appear aggressive or rude) and have impulse needs. Apply
immediate disciple for infractions by giving them a sense of control over their day, provide individualised, specific
feedback when low disruptive behaviour becomes complex, violent of highly disruptive. Allow student to have a break in
between each activity (e.g. take the IPad down the oval and complete a 1minute run around the oval) and if a the student
is heavily agitated, ask them to run an errand or provide a stress ball or tailored stool.