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Measurement

Tree Talk

3-5, 6-8
If a tree could talk, we could ask it how old it is. Here is a mathematical way to estimate the age of your schoolyard trees. Students will measure circumference of trees in order to find diameter and calculate age of local trees using a growth rate table.
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Algebra

Join the Club: Identifying and Combining Like Terms

6-8

In this lesson, students learn the definition of like terms and gain practice in identifying key features to sort and combine them. Most middle school students are adept at recognizing the nuances of dress and manner that identify groups and cliques among their peers. This lesson applies the observation and sorting skills that students already possess to the important task of identifying and combining like terms. Students will play the game Ker-Splash and derive rules for working with like terms. 

 

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Data Analysis and Probability

Running with Dinosaurs: Computing Running Rates Using Body Measurements, Footprints, and Algebra

3-5, 6-8
Studying the behavior and motion of dinosaurs is obviously a challenge since these creatures are extinct. If researchers wish to examine the running velocity of a dinosaur, they must instead consider other evidence of dinosaur motion and make an indirect estimate. In this lesson, students will play the role of researchers who field test the Alexander Formula—a formula that uses paleontology data to estimate dinosaur running velocities. Students will serve as human analogues, making measurements on themselves, computing predicted running velocities using the Alexander Formula, and calculating their actual running velocities. They will then evaluate the accuracy of the formula by comparing estimated and actual running velocities for the class. 
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Algebra

The Crow and the Pitcher: Investigating Linear Functions Using a Literature-Based Model

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.  
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Number and Operations

Drop Zone: Adding Fractions with Like and Unlike Denominators Utilizing Strategy

6-8
In this lesson, students will play card and computer games by adding fractions to make 1. Students will determine how the fractions are related, by first determining what they have and then how much more is needed. Through different interactive games, students will utilize their skills and build upon them to expand their understanding of fractions. Students will be able to determine common denominators and other strategies to add fractions with like and unlike denominators.
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Algebra

Times Square: Reinforcing Multiplication Skills Using Factors and Strategy

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.
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Geometry

Flip-n-Slide: Exploring Transformations through Modeling and Computer Games

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®.
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Data Analysis and Probability

Prime Time Probability: Using Computer Games to Facilitate Finding Probability of Independent Events

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.
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Geometry

Fair and Square: Using Concrete-Pictorial-Abstract Activities to Maximize Area

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.
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Measurement

DiRT Dash: Planning the Fastest Route across Various Terrains

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.