Lesson Plan Number Crunching Machines “WHAT’S MY RULE?” Curriculum Outcomes Introduce the concept of variables as a way of representing numbers using letters Create algebraic expressions and evaluate them by substituting a given value for each variable Extend and apply the laws and properties of arithmetic to algebraic terms and expressions Given coordinates, plot points on the Cartesian plane, and find coordinates for a given point Equipment Rewards, whiteboard markers, graph paper, students will need pens, pencils, ruler and working paper 1. Introduction Begin lesson by introducing the concept of the number crunching machine. A “IN” number goes in and then the machine follows a rule and produces an “OUT” number. The rules will be linear made up of multiplying by a number and then adding or subtracting another number. We will start with whole numbers however can be extended to fractions and directed numbers Question to students The rule will not be add 6 then subtract 2 or x2 x3 ? WHY? So the rule will be X ___ add or subtract ___ Students should pick whole numbers up to 10 Ex 0, 1, 2…..9, 10 If they have prior knowledge of operations on directed numbers they could choose IN numbers between -10 and 10 2. Start playing the Game WHAT’S MY RULE??? Draw a table on the board as below or IN OUT Interactive websites with number crunching machines http://www.shodor.org/interactivate/activities/WholeNumberCruncher/ http://www.mathplayground.com/functionmachine.html Think of a rule: start with something simple like x2 +3 write down the rule on a scrap of paper so you don’t forget the rule used each game Students give you an IN number, write it on the board, then calculate the corresponding OUT number For example using the rule above IN number 3 would give OUT number 9 Repeat this with various numbers until one of the students are able to find the rule. Give this student a reward (class star, sticker etc). The student will probably say “x2 +3” write this on the board as OUT = 2 X IN + 3 Repeat with other rules adjusting the difficulty of the rules depending on how the students are picking it up. Some examples in increasing difficulty are below OUT = 3 X IN + 4 OUT = 5 X IN + 10 OUT = 2 X IN - 7 OUT = 7 X IN OUT = 1/2 X IN + 1/4 Students may start to look for strategies to find the rule as they play, these are some below What happens when the IN number is ‘0’. When we multiply any number by 0 the answer is 0 so the answer must be what we add or subtract By choosing consecutive IN numbers the OUT numbers have a difference of the number we are multiplying by. This is called the first difference and it is constant for linear rules. 3. Introduce Variables Replace IN and OUT with x and y, and play some more rounds of the game using variables. 4. Consolidate Activity in Pairs Students to rule up about three tables each in their books (x and y) and in pairs play the game with each other. Walk around the room, seeing if pairs of students are understanding what to do, informative assessment 5. Plotting values in a Cartesian Plane Hand out graph paper to students. Draw a Cartesian plane 0 < x < 10 and 0 < y < 20 On the board for students to copy. Give an example how to transfer the table values as graph points. Get students to repeat with one of their own graphs. What do they notice about the points. SUGGESTED FOLLOW ON LESSONS (Australian Curriculum) This introductory activity gives students an introduction to variables. From here students could begin measurement – using formulas for areas of rectangles, triangles and parallelograms and use these in problem solving Access to Algebra Unit 1 Pages 27 - 29 Worksheet from enrich–e–matics Anne Joshua