6-8
The lesson is based upon Aesop’s fable,
“The Crow and the Pitcher,” and involves students making predictions and conducting
experiments to determine how many pebbles the crow would need to add to the
pitcher in order to bring the water to drinking height. In the course of the
investigation, students gain a real-world understanding of linear functions and
such concepts as slope,
y-intercept,
domain, and range.
3-5, 6-8
In this lesson, students use their previous knowledge of
multiplication to identify factors and form products. Students will use Illuminations’
Times Table to identify various patterns in a multiplication table. They will then
play the Multiple Factors Game and Times Square to reinforce their
understanding of factors and multiples.
6-8, 9-12
In this lesson, students will explore reflections,
translations and rotations. Students participate in a modeling activity where
they will learn the rules for translations and reflections. Then students
will practice using these transformations, as well as explore the rules for
rotations, in the game
Flip-n-Slide on Calculation Nation®.
6-8
This lesson
integrates finding probability and strategic play in the Calculation Nation
®
game, Prime Time. Students will work in groups to determine the best
movement option, rolling a die, spinning a spinner or flipping a coin, for
their first move of the game. Students will calculate the probability of events
and use that information as well as logic and reasoning to defend their choice
for the best movement option for their first turn in Prime Time.
3-5
In this lesson students create rectangular arrays to
represent sizes of chocolate boxes. They find all of the factors of each number
up to 36 and learn the difference between prime and composite numbers. Then
they play an online game to practice finding factors for each product up to 36.
3-5, 6-8
Students discover the
relationships between area and perimeter as they prep for playing Square Off, a
wonderful Calculation Nation
®
game. This lesson helps students understand the math of area and perimeter, which
will help to maximize their scores when playing the game. Creating human-sized
rectangles and working with geoboards provide concrete experiences before
moving on to pictorial and abstract work with area and perimeter of rectangles.
6-8
The
shortest distance between two points is a line. But what is the shortest time
to travel between two points on different terrains? In this lesson, students
will predict, estimate and then calculate the path that results in the fastest
time to travel between two points when different terrains affect the fastest
path. This lesson is designed as an introduction to the Calculation Nation
® game
DiRT Dash and prepares students to apply mathematics to improve their
performance in the game.
6-8, 9-12
In this lesson, students will develop an understanding of the Fibonacci Sequence (and its connection to Golden Rectangles), Golden Ratio, Golden Rectangle, and the term
ratio (as it applies to rectangles). Students will use tools and construction techniques to demonstrate geometry prowess and be able to observe the Golden Rectangle in nature and in the classroom.
6-8
This lesson explores the
concept
of slope through a student-centered problem of data collection and evaluation.
Students guess which of several flights of stairs is steepest, and then use
measures of slope to test their hypothesis.
6-8
Photographs, blueprints, models, and computer renderings may
serve as virtual representations of real cities. But how accurately do they
represent their real counterparts? In this lesson, students examine a computer
representation of a city and compare the sizes of its features with the sizes
of analogous features in a real city.