Mathematical goals. Starting points. Materials required. Time needed



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Level A7 of challenge: C A7 Interpreting functions, graphs and tables tables Mathematical goals Starting points Materials required Time needed To enable learners to understand: the relationship between graphical, algebraic and tabular representations of functions; the nature of proportional, linear, quadratic and inverse functions; doubling and squaring, and the effect on positive and negative numbers. Learners should alread be familiar with algebraic smbols such as those representing squares, square roots and fractions. This will be revised during the introduction. Most learners will alread be familiar with making tabular representations of functions and drawing graphs, but the ma not have considered the relations between different representations of functions. For each learner ou will need: calculator; mini-whiteboard. For each small group of learners ou will need: Card set A Introductor activit; Card set B Formulae; Card set C Words; Card set D Graphs; Card set E Tables; Card set F Variations. At least 1 hour. The computer program Machines ma be used to enrich the work in this session. It is included on the DVD and is also available, with man others, at the Freudenthal Institute website www.fi.uu.nl (on the website it is called Algebra arrows, or Algebra pijlen ). It is used here with kind permission. Instructions for using this program are given on Sheet 1 Instructions for using the software: machines. Level of challenge: C A7 1

Level of challenge: C Suggested approach Beginning the session The first part of the session aims to help learners recall the meaning of algebraic representations. Arrange learners into pairs. Give each pair Card set A Introductor activit. Ask them to imagine that n = and then tr to place the cards in order of size. If the struggle, ask them to sa in their own words what each smbol means. When the have placed the cards in order, ask them to repeat the task when n takes other values, for eample n = 9, then n = 1. Allow the use of calculators for this activit. To enliven the activit, invite si learners out to the front and give each one a large version of a card. The must then place themselves in order, using suggested substitutions from the rest of the group. To make things more difficult, ou could ask the group to nominate one standing learner and then find a substitution that will make this person stand at one end of the line. Working in groups Hand out Card sets B Formulae and C Words to each pair of learners. Ask learners to take it in turns to tr to match a pair of cards and to eplain wh these two cards are equivalent. This process will help learners to articulate the meaning of the cards. Where there are blank cards, learners should complete these themselves. It is helpful if learners are asked to place the cards side b side so that ou can monitor their work as ou move round the room. Some of the cards are more difficult in that the require the formula to be slightl rearranged. When the have completed this, give learners Card sets D Graphs and E Tables, to be matched with those alread on the table. These cards encourage learners to substitute numbers into each algebraic representation and to link it with a graphical representation. If the table becomes too cluttered at this point, ou ma suggest that learners remove the Words cards. If learners find the work difficult, suggest that the work with the easier cards first: sa, =, = +, =, =, =. Once the have correctl matched these cards, the ma be read to match the remaining cards. A7

What learners might do net Further ideas Learners who complete the activit quickl ma enjo tring to match Card set F Variations with the sets on the table. These invite learners to consider the effect on one variable as the other is changed. Reviewing and etending learning During the final part of the session, use mini-whiteboards and questioning to see if learners can begin to generalise. Show me a graph of: = + 3; = + 3; = 3. Show me: an equation of a straight line graph that goes through the origin;... and another; and another; now a steeper line; an equation of a straight line graph that goes through (0,);... and another; and another; now a steeper line; an equation of a line with a negative gradient; an equation of a parabola that goes through (0,3); and so on... Learners ma use the computer program Machines to construct function machines and eplore their graphs. Instructions are given on Sheet 1 Instructions for using the software: machines. This activit uses multiple representations to deepen understanding of functions. This tpe of activit ma be used in an topic where a range of representations is used. Eamples in this pack include: A Interpreting distance time graphs; SS Representing 3D shapes. Level of challenge: C A7 3

Level of challenge: C BLANK PAGE FOR NOTES A7

A7 Card set A Introductor activit n n n 8n 3 n n + 1 A7 5

A7 Card set B Formulae = = = = + = = = = =± + = = = = + =± A7

A7 Card set C Words is one half the size of is more than added to is equal to multiplied b is equal to is less than is double the size of is alwas equal to is the same as multiplied b is the same as divided b is the same as multiplied b is the square root of is the same as divided b A7 7

A7 Card set D Graphs 0 0 0 0 0 0 0 0 0 A7 8

A7 Card set E Tables 1 0 1 3 3 1 0 1 1 0 1 3 1 0 1 3 3 1 0 1 1 0 1 3 1 0.5 0 0.5 1 1.5 0 0 1 9 1 1 0 1 3 0 ±1 ± ±3 ± 0 1 3 5 1 0 1 3 1 0 1 1 0 1 9 1 ± 1 0.5 1 0 1 3 A7 9

A7 Card set F Variations If ou double, doubles. If ou add 1 to, is added to. If ou double, halves. If ou add 1 to, 1 is added to. If ou add 1 to, one half is added to. If ou double, doesn t change. If ou double, is multiplied b. If ou multipl b, is multiplied b. A7 10

A7 Sheet 1 Instructions for using the software: machines This program provides an interactive wa of creating function machines with one instance of the variable. It allows learners to eplore connections between the machines, algebraic formulae, tables of numbers and graphs. Running the program As an eample, suppose ou want to make a machine for the function = ( + ) + 1. Drag an input bo onto the white screen area. The operations ou want to do, in order are: +, square, +1. At the moment, these are not all shown on the left hand side, so ou must make them. Drag a ellow +3 bo into the white screen. Now click on the +3 and change it to +. Drag the arrow from the right hand side of the input bo to the + ellow bo. It should attach itself. Drag the ellow function bo for squaring [... ] onto the white screen and attach an arrow from the + function to this bo. Finall repeat the process and create the +1 function. Now join this onto an output bo. You now have finished making the machine. If ou want to remove anthing from the screen, just drag it off. Tr tping a number into the input bo. Do ou get the number ou epect in the output bo? Tr tping into the input bo. Do ou get the correct formula in the output bo? With in the input bo, tr clicking on the Table button. What happens? Click on a number in the Table bo and see what happens now. You can scroll up and down the table boes b clicking on the arrows at the top and bottom. Click on the Graph button and join the arrow from the output bo onto the graph. Drag the inside of the graph around and adjust the scales b clicking on the arrows until ou can see it clearl. A7 11

A7 Sheet 1 Instructions for using the software: machines (continued) You can of course have more than one function machine on the graph at the same time. This is useful when solving simultaneous equations. For eample, ou can solve = 3 + 1 and = 5 graphicall: If ou click on the Back button, the operations are all reversed. This is useful when showing inverse functions. For eample, the inverse function for = + is = A7 1