Self-Correcting+Materials

**__Self-Correcting Materials__**
 * ﻿**Flap**: When using this device, the student can bend the flap up or to the side to reveal the answer to the question or problem.
 * **Windows**: The correct answer can be in the window or, when two or more windows are used, the items in the windows can match to show a correct response.
 * **Stylus**: Feedback can be provided by using a stylus with certain types of stimulus cards.
 * **Matching Cards**: The back of the set of cards contains a match of some sort or a picture completion.
 * **Answer on Back**: A problem is presented on one side of a stimulus card, and the answer is placed on the other side.
 * **Tab**: A tab is pulled from a pocket in the learning material to reveal an answer or answers.
 * Pocket: Pockets usually hold some type of answer key. In addition, pockets can be coded to provide feedback.
 * **Holes**: Problems are written on one side of a cord or sheet, and a hole is punched beside or underneath each item. The answer to each problem is written on the back of the card next to or under the hole.
 * **Clips**: Responses are made by clipping clothespins to the edge of the segments. To check answers, the board is turned over.
 * **Strips in a Folder**: The student uses a grease pencil or a felt-tip pen to write the responses under each problem. Then the worksheet is pulled upsard, and the answers appear in the strip.
 * **Simple Board Game**: Draw a segmented track on a poster board. Make a stack of task cards with an accompanying answer key. A player rolls the dice and selects a task card, if they get the answer correct they move the number shown on the dice.
 * **Mystery Detective**: A player rolls the dice and picks up a clue card. The player determines whether it is a how, what, when, who, why, or where clue and selects one to the tabs. If the number on the sentence clue card is on the tab chosen, the player's marker is moved the number of spaces indicated on the dice. if the number on the sentence clue card is not on the tab, the player's marker is not moved. the next player does the same thing, and the first player whose marker is put in jail wins.

Here is my self-correcting video. media type="file" key="PictureMatch.wmv"

Here is my excel math workbook.