3-5, 6-8
In this lesson students will review plotting points and labeling axis. Students generate a set of random points all located within the first quadrant. Students will plot and connect the points and then create a short story that could describe the graph. Students must ensure that the graph is labeled correctly and that someone could recreate their graph from their story.
3-5
Students explore the importance of the side lengths of a triangle and when triangles can or cannot be constructed on the basis of these lengths.
3-5, 6-8
Students identify patterns in a geometrical figure (based on triangles) and build a foundation for the understanding of fractals.
3-5, 6-8
The rules of Krypto are amazingly simple — combine five numbers using
the standard arithmetic operations to create a target number. Finding a
solution to one of the more than 3 million possible combinations can be
quite a challenge, but students love it. And you’ll love that the game
helps to develop number sense, computational skill, and an
understanding of the order of operations.
3-5, 6-8
Using data from the Internet, students summarize information about party affiliation and ages at inauguration of Presidents of the United States in frequency tables and graphs. This leads to a discussion about categorical data (party affiliations) vs. numerical data (inauguration ages) and histograms vs bar graphs.
3-5, 6-8
Students hear geometry terminology around them every day. By playing the games in this lesson, students use their knowledge regarding regular and irregular polygons to explore the properties of the shapes and learn new vocabulary when identifying characteristics of shapes.
3-5, 6-8
Who can build the best boat? In this lesson, students are challenged to create aluminum foil boats that are then tested by filling them with plastic bears until they sink. The lesson serves as a fun, hands-on way to collect data. The data from two attempts is collected and used to make two class box-and-whisker plots with some surprising results.
3-5
Students decompose 2-digit numbers, model area representations using the distributive property and partial product arrays, and align paper-and-pencil calculations with the arrays. The lessons provide conceptual understanding of what occurs in a 2-digit multiplication problem. Partial product models serve as transitions to understanding the standard multiplication algorithm.
3-5, 6-8
In this lesson, students use a Venn diagram to sort prime factors of two or more positive integers. Students calculate the greatest common factor by multiplying common prime factors and develop a definition based on their exploration.
3-5
Students love games! In this lesson, students apply what they know about area by planning a four square tournament for their school. They'll calculate the total area of a large room and figure out how many four square game courts are possible. The lesson promotes problem solving and decision making as students work to design a tournament space that allows for movement of people and active game play.