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.
Pre-K-2
Build ideas about navigation and location, as described in the
Geometry Standard, and use these ideas to solve problems.
6-8, 9-12
In this lesson,
students explore the concept of genetics and inheritance. The lesson focuses on
sickle cell anemia, a genetic disease that is dependent on a recessive
trait. Students will perform data collection and analysis of the probability
of a child of two sickle trait parents inheriting sickle cell anemia. To do
this, they play a game that models how the inheritance of a disease works from
parents’ genes. Later, students construct family trees with probability to
determine the genotypes of family members.
6-8
Create
a shape sorter and consider all possible moves that will return a shape to its
original position.
6-8
Think
about two aspects of the time required to complete space travel within the
solar system.
3-5, 6-8
The objective of this lesson is to use combinations to solve KenKen puzzles. An early solution strategy is for students to guess and check and use logic-based elimination. This lesson builds on those strategies by having students systematically list all possible combinations within each cage, the darkly outlined sections of the puzzle.