6-8
The interactive paper pool game in this i-Math investigation provides an opportunity for students to further develop their understanding of ratio, proportion, and least common multiple.
6-8
Students further explore square roots using the diagonals of rectangles. Using measurement, students will discover a method for finding the diagonal of any rectangle when the length and width are known, which leads to the Pythagorean Theorem.
6-8, 9-12
In this lesson, students will adapt expressions that add or subtract two signed integers.
6-8
In this lesson, students construct the 12 pentomino figures then utilize them to explore area and perimeter. By the end of the lesson students will be able to identify those constructions that are pentominoes and those that aren't. Students will also be able to calculate area and perimeter of pentomino combinations.
6-8, 9-12
In this lesson students measure their speed walking in a hallway and predicting how long it takes them to get to the local movie theater 3 miles away. This is an open-ended problem in which students must develop a strategy on how to collect the data, how to convert the data to MPH, and finally make a prediction. In addition to reasoning skills, students will practice unit conversion, prediction, proportions, and graphing.
6-8
Students learn how to play the Product Game. As they play the game, students develop understanding of factors, multiples, and the relationships between them. Winning strategies are discussed. The Product Game was adapted from
Prime Time: Factors and Multiples, part of the Connected Mathematics Project, and was written by G. Lappan, J. Fey, W Fitzgerald, S. Friel and E. Phillips (Dale Seymour Publications, 1996, pp.17-25.)
6-8
In Part II, students make their own game boards. The task of creating a
new game is challenging to most students. They learn a lot by
experimenting and by making mistakes about what factors and products to
include in a game.
3-5, 6-8
Utilizando el juego en linea Deep Sea Duel, los estudiantes participan en un juego de tarjetas contra Okta. El objetivo es elegir tarjetas de modo que algún subconjunto de tres tarjetas den una cantidad determinada. Los estudiantes jugaran variaciones del juego, intentando identificar una estrategia ganadora, y harán comparacion de este juego con otros juegos que ellos conocen.
3-5, 6-8
Students will be required to build
a high-profit yielding hotel using snap cubes. Building costs, rules and
regulations, taxes, and income are all variables that students will be required
to take into consideration.
3-5, 6-8
Start with a number and find its factors. Then, start with factors and multiply to find the product.