Mathematical Practice: MP5 - Use appropriate tools strategically.

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Mathematical Practices
Mathematical Practices
  • MP1 - Make sense of problems and persevere in solving them. (20)
  • MP2 - Reason abstractly and quantitatively. (10)
  • MP3 - Construct viable arguments and critique others' reasoning. (12)
  • MP4 - Model with mathematics. (11)
  • MP5 - Use appropriate tools strategically. (7)
  • MP6 - Attend to precision. (5)
  • MP7 - Look for and make use of structure. (16)
  • MP8 - Look for and express regularity in repeated reasoning. (12)

Factor Game

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A teacher challenges students to a game. The rules are explained as the game progresses. The player with the highest total wins! Students then play against each other. Afterwards, while analyzing the game, prime, composite, perfect, deficient, and abundant numbers are discovered and defined. Students again play the game using the strategies they determined.

In a professional development video, teachers focus on the topic of number systems and number theory using a game setting to investigate the properties of prime, composite, abundant, deficient, and perfect numbers. This video can be used in conjunction with The Factor Game lesson plan.

Flipping Pancakes

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The Pancake Problem, first posed in 1975, is a sorting problem with connections to computer science and DNA rearrangements, which leads to discussions of algorithms, sequences, and the usefulness of approximations and bounds.

The original problem was first posed by mathematician Jacob Goodman under the pen name “Harry Dweighter” (read it quickly) in 1975, and it has delighted math enthusiasts (including undergraduate Bill Gates) ever since!

Mind Reading With Math

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For the Math Mind Reading Trick, you’ll need a volunteer who’s willing to have their mind read. The person performing the trick holds out the four cards and askes their volunteer to pick a number (whole numbers only, no fractions allowed!) between 1 and 15 and keep it a secret. Next, the mind-reader asks the volunteer if their number is on the cards one-by-one. The volunteer answers the questions with yes or no answers, and with some magic and a little math, the mind-reader figures out their number!

I Walk the Line

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Your regular commute begins at your house and ends at your office at the corner of 5th street and 6th avenue. You have been making this trip for years, but you are the restless (or adventurous) type, and you try to take a different route each day. At some point, you start to wonder how long it will take you to try all of the routes.

Oh, did I mention that you have to avoid the zombies?

Queen’s Move

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Students will explore a game between two players moving a chess Queen from place to place on a square grid. The Queen may move any number of spaces to the left, any number of spaces downward, and any number of spaces on the downward-left pointing diagonal. Each player takes turns using these moves. Whoever gets the Queen to the bottom-left square first wins!

Supreme Court Handshakes

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Developed as part of the Math Circles of Inquiry project, this session is a good introduction to the 8th grade or Algebra Math curriculum using inquiry based instruction. Students are asked to use their problem solving skills in order to determine the relationship between the number of Supreme Court justices and handshakes that occur when each pair shakes hands exactly once. Students will begin exploring with simpler numbers and work up to creating an algebraic expression to represent the function. This lesson allows for multiple representations by using a table, list, circle diagram, matrix and manipulatives.

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