# Button Classification

• Kindergarten
• Math
• 55 minutes
• Standards: K.MD.B.3
• no ratings yet
August 10, 2015

This snazzy lesson features Pete the Cat and His Four Groovy Buttons by Eric Litwin. Your students will love practicing their classification skills while playing with buttons of their own.

### Learning Objectives

Students will be able to classify objects into categories based on their attributes.

## Lesson

### Introduction (5 minutes)

• Gather your students into a circle and display the cover of Pete the Cat and His Four Groovy Buttons.
• Read the book, placing extra emphasis on the colors and shapes mentioned in the story.
• Tell your students that they will be learning to categorize buttons by their attributes.

### Explicit Instruction/Teacher Modeling (10 minutes)

• Give clues by describing some attributes about yourself.
• Tell your students that an attribute is something that describes someone.
• Scatter the button cards in the circle.
• Invite your students to describe some ways the buttons could be organized.
• Invite each student choose a button card that is near him.
• Go around the circle and ask each student to describe his button card by color, shape, and button holes.

### Guided Practice/Interactive Modeling (15 minutes)

• Tell your students they will play a classification game with the buttons.
• Tell your students that classification is putting things into groups that have the same attributes.
• Tell your students that you will call out an attribute and they will stand and find their friends that have button cards with those same attributes.
• As soon as they find their group, they will sit together and hold their cards in the air.
• Advise your students to avoid yelling and running as they find their groups.
• Begin the game by calling out, "Colors!"
• Your students will look at their button cards, stand up and find friends with the same color buttons.
• As soon as they find their group, they will sit together and hold their button cards in the air.
• Continue the game by calling out, "Shapes!"
• Continue the game by calling out, "Number of holes!"
• Invite your students to trade button cards with a friend, then play the game again.
• Tell your students that you will call out a specific attribute. If their button card matches the attribute, they will hold their card up.
• Play by calling out different attributes: e.g. yellow, blue, four holes, and so on.
• Tell your students you will call out two attributes.
• If their card matches both attributes, they will hold their card in the air.
• Play by calling out the following: red + four holes, green + four holes, pink + triangle, blue + square.
• Continue the game by inviting students to call out their own attributes.

### Independent Working Time (15 minutes)

• Collect the button cards.
• Hand out the Buttons worksheet.
• Tell your students to put the sheet on the floor in front of them.
• Tell your students to put a finger on a triangle button.
• Explain that they will be drawing a circle around all of the triangles.
• Tell your students to put a finger on a blue button.
• Explain that they will be drawing a line under the blue buttons.
• Dismiss your students to work in their table spots.
• Observe and support your students as they work.

## Extend

### Differentiation

• Enrichment: Above level students may complete one of the optional graphs to further categorize the button worksheet.
• Support: Give struggling students simple clues as they work.

## Review

### Assessment (5 minutes)

• During Guided practice, look for students who are participating and following the rules.
• Your students should be able to quickly respond to the attribute prompts by the end of the game.
• During Independent Working Time, look for students who are following directions and focusing on their own work.
• Your students should be able to circle the triangles.
• Your students should be able to underline the blue buttons.