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What's My Rule?

Years 2 - 8
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This game is sometimes played by drawing a
computer on the board and pretending that the context had something
to do with technology. If you have simple calculators that use Order of Operations (see Preferred Materials) you can use it with confidence as the 'computer' when playing this game. If you have MathMate calculators you can also use the two bracket (parenteses) keys, as in the example below.
Materials
- One MathMate calculator (for the teacher/leader)
- One Post-It note pad (for the teacher/leader)
- Blank worksheet for each student
- Blank graph sheet for each student
- Overhead transparency (or other enlargement) of one section of
the graph worksheet
Procedure
Introduction
We are going to play a game
today where I am the only one with the calculator. We are going to
pretend that it is a Number Machine that has a secret rule. But it
won't tell you its rule. All it will do is give you an Out Number if
you give it an In Number to start with. Of course, we are only
pretending, so I will have to press the buttons. So you know I am not
cheating I will write the secret rule on one of these Post-It notes
and stick it on the calculator while we are playing.
Write a rule on a Post-It note and dramatically stick it on the
bottom of the calculator.
Playing The Game - Gathering The Data
OK, now you have to work out the
rule on this sticker. You take turns to tell me a number, I pretend
to be the machine, do the calculation and tell you the answer. Let's
try a couple.
Ask one or two students to offer In Numbers and you calculate the
appropriate Out Number, eg:
If the rule on the Post-It Note is Y = 2(X + 1) ... X is In and Y is Out ...
and you are given 5 you press
[2] [ ( ] [5] [+] [1] [ ) ] [=]
and tell the students the answer.
At first it may take some encouragement, but when the students
realise that they are only gathering data and can't be 'wrong', they soon
get into it.
Playing The Game - Organising The Data
After one or two guesses suggest that the students record on the
worksheet the information they have gathered so far.
Interlude - Worksheet
This is a worksheet unit.
Create your worksheet by:
- Saving it (right click or click/hold in Mac) and follow
the instructions.
- Inserting the picture into a word processor.
- Copying it in this program to fill a page and adding any titles
of your own.
- Printing it.
Back To The Lesson
Explain that when a student thinks they know the rule, they are
not allowed to call it out. Instead they have to prove that they know
it by telling you an In Number and predicting the corresponding Out
Number. This has to be done twice in a row to show that it wasn't a
lucky guess.
... that way others can keep
thinking because you have only given them more data rather than told
them the answer.
The first person to work out the rule in this way takes over the
teacher's job and pretends to be the number machine.
Run the first game through.
Reflection
Look back over the In Numbers selected and ask:
If we played the game again, are
there some In Numbers you could ask which give more useful
information than others?
Play another game or two with a leader and the whole class, then
try the game with student pairs. It is important to encourage
recording of the In/Out pairs and to continue to encourage thought
about the In Numbers to suggest.
It is also important to realise that students may be able to
explain the same set of data in more than one way. For example, the
rule above could be explained as:
add 1 to X then double
or as
double X then add 2
Some teachers use such situations to introduce or reinforce the
equivalence of algebraic expressions.
Interlude - Graph Sheet
This is a graph sheet unit.
Create your worksheet by:
- Saving it (right click or click/hold in Mac) and follow
the instructions.
- Inserting the picture into a word processor.
- Copying it in this program to fill a page and adding any titles
of your own.
- Printing it.
Back To The Lesson
Picturing The Rule
Remind students that the data they collect comes in pairs and use
the graph OHT show how these pairs can be plotted by using the data
collected in the first game.
Do you notice anything about
these points on the graph?
Could you predict any other pair which might
be on the graph.
Does this pair obey the In/Out rule for this
game?
Emphasise that same set of data has produced both a number pattern
and a visual pattern. Ask the students to plot the data for two or
three more games from their recorded information. Encourage them to
predict the shape of the graph.
Looking Back
With the background of the lesson set above students can be
exposed to the process of Working Mathematically which involves
working in context to:
- collect and organise data
- seek and see patterns
- make and test hypotheses
- record and communicate findings
Extensions
- Provide the students with a worksheet of missing numbers that
encourages 'thinking backwards' and using decimals.
- Use rules which are non-linear, eg: Y = X x X.
Calculating Changes ... is a division of ... Mathematics Centre
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