Tuesday, November 1, 2016

Real-World: An Attack on "Relevance"

**deep breath**

Last week, I caught myself saying something to a pre-service teacher as we planned a Grade 1 lesson for the making of 10s. I asked her, 
"Why would the students need to know how to make up 10s?"

When she was auspiciously silent, I filled the space with a statement said entirely tongue-in-cheek. It was only upon reflection, that I kicked myself for not being able to shut up and allow her to think. I said,


"...because my job is to convince teenagers they need logarithms, and that is much more difficult."

Now, aside from the unwarranted attack on logarithms and the ridiculous and demeaning insinuation that a high school mathematics teacher somehow has drawn a short straw, this statement lurched the idea of relevance to the forefront of my mind. I have a special place reserved for the debate of relevance, repressed deep into the damp catacombs of my consciousness. There is good reason for this, because every time it creeps up, long-winded and ranty blog posts are written. 

**deep breath**

So what is my problem with relevance and math's application to the "real world"? (pause to allow the shudders down my spine to digress). Well, in a nutshell, I think that justifying the study of mathematics through a claim that we are somehow doing kids a solid by preparing them for the real world a) ignores the fact that for students, school is their real world, and b) is an extension of a myriad of things us teachers do just to appear "teacher-y". 

I lump finding strained applications to the "outside world" in the same category as creating rubrics with vague language gradations so we can somehow move closer to understanding the difference between "often" and "frequently". These are hairs that never need to be split, because in doing so, we cheapen the activity which we are trying to understand. In the case of mathematics, grasping at some semblance of relevance is insulting. 

/Interlude/
Here, I would like you to image a well-reasoned exposition of all the possible justifications for teaching math. Math as beautiful, math as employable, math as a pursuit of pure reason, etc. 
/Exitlude/
You can imagine my surprise while I was listening to a podcast during a morning walk and heard mathematician Edmund Harris say:


"In a massive intellectual land grab, I claim mathematics is everything that you can think about without reference to the real world."

Whaaaat!!??!!

You are trying to tell me that the very thing that defines mathematics is the only thing we, as teachers, try to use to get kids to learn it? This could stand as the largest piece of educational irony in history. 

Here is my alternative; I believe it provides a much steadier footing for mathematics education as well as a productive pedagogy therein. What if we stopped thinking of math as tool only useful for other things, and began to think of it as a discipline that a) has self-contained beauty and utiliy and b) has the sneaky tendency of becoming relevant to the world around us? Why do we need to tether worth to application? Can't application be some sort of serendipitous occurrence? A cherry on top--so to speak?

Skeptic: Fine then, but if we lose the "real-world", how will we motivate students?

Me: Glad you asked. 

First, real-world is a crappy motivator. Again, that is teachers being teacher-y. We are creating a reason why we think this would be worthwhile, and projecting it. 
Second, if we forget about relevance and "real-world", the project of schooling stops being one of spoon-feeding isolated topics, each with some white-washed and over-simplified connection to the natural world. The project of teaching mathematics is creating the conditions to harness the inescapable human tendency to make meaning. Our job isn't to tell why something is relevant, it is to open a space for which the problems become relevant. 

Skeptic: Wow... how romantic.

Me: Isn't it, though?

Think about your "best" or "favourite" lesson. Seriously interrogate the relevance it held. Here are two examples of low-hanging fruit from the internet. First, Barbie Bungee is an ageless task where students are asked to determine how many elastics will allow a Barbie to safely bungee jump off of a certain height. This task occurs in the real-world, but I am doubtful that a student's full-time profession will fall at the juncture of extreme sports and children's toys. 
Second, Marble Slides (from Desmos) are amazing. I have witnessed student forays into uncharted territory of engagement. Sure, they evoke the principles of physics, but, again, I don't recall seeing too many job postings or graduate degree programs being offered in marble rolling. 

The point is not to attack these lessons, but rather point to what makes them great. They are so irrelevant that students find themselves lost in their contexts. They afford them a chance to return to their roots as natural mathematicians and entertain their irresistible urge to make meaning. 

Please stop looking to embed math class in reality. I'm begging you. The task of teaching mathematics is actually much more difficult than that. We need to focus on creating experiences where students can suspend reality and simply be lost in a state of mathematical vertigo for a while. 

NatBanting

Monday, August 22, 2016

100 Rolls Task

Most probability resources contain a familiar type of question: the two-dice probability distribution problem. 

Often times, it is accompanied with questions concerning the sums of the faces that appear on each dice. 

For example:


Roll two fair, 6-sided dice. What possible sums can be made by adding the faces together?
What is the probability that:
a) the sum is 6
b) the sum is a multiple of 4

c) the sum is greater than 15?

I think the obsession with this specific subdomain of probability questions stems from the elegant way in which a table of outcomes (pictured below) leads to a counting of favourable and total events. 
The sums of two dice neatly organized into a table.
Shifting the problem ever so slightly offers a new sub-domain of question concerning the product of the two dice. A typical problem might look like:


Roll two fair, 6-sided dice. What possible products can be made by multiplying the faces together?
What is the probability that:
a) the product is 6
b) the product is a multiple of 4
c) the product is greater than 15?

Note the small shift necessary to surround the problem with the same structure of a table of outcomes (pictured below). I am assuming that most teachers of mathematics could construct numerous additional sub-questions of the same variety. The question grows in size, but remains one that requires simple counting.
The products of two dice neatly organized into a table.
I believe these types of questions are a direct result of math teaching's infatuation with tidiness, especially within the content domain of probability. This is unfortunate, because probability offers accessible forays into imagination and allows intuition to play the dual, contradictory role of guiding light and devil's advocate. In other words, posing an elegant probability problem leaves the solver balancing their wonder (driven by the question, "what if?") with their rationality (driven by the assertion of, "that can't be!") 

In an effort to make this domain of two-dice probability distribution problems more interesting, I flipped* them.


I rolled a pair of dice 100 times. I multiplied the result from each die after every roll and recorded them in this table.


What numbers appeared on the faces of each die?

[Sidenote Rant:

It should be noted that opening up a problem to divergent and emergent action does not de-value the elegant organizations afforded to mathematics. Many think that rich, open tasks are just a rejection of neat and orderly work. However, open tasks signal a rejection of the notion that interaction with a problem should be neat and orderly, and, by extension, that learning mathematics is the process of achieving lockstep with an ideal way of acting. The learning of mathematics is a holistic, messy, and convoluted experience filled with triumphs, dead ends, and ways of representing action. In order to harness these movements, the problems need to allow space for them. The structure of the table of outcomes may well emerge as useful to students working on this problem. In fact, as you will see below, it was eventually encouraged, but not legislated. 

End Rant.]

As a frame of reference for the students, I offer them the following image of 100 products from two standard dice. 



The problem posed is intentionally vague. I want students to develop the culture of precision, and demand that the problems I present meet the same requirements. I expect students to ask a myriad of important clarifying questions:

  • Are both dice identical? 
  • Can a number appear on a die more than once? 
  • How many faces are on each die? 
  • Can the faces have fractions or decimals?
  • etc. 

In this case, I refine my parameters to two dice, each with six sides. The dice do not have to be identical, and all faces from both dice feature whole numbers. A number can appear more than once on a single die, and that will be reflected in how many times certain products are created. 

Part way through their action with the problem, I provide them with two handouts. This helps them structure their work (if necessary), and provides them an artefact to hand in to me when the time comes. 

The first is a sheet with a completed table of products from two normal dice (similar to the first image in this post) and the corresponding nets of the dice that would create the distribution. (download .pdf here). The second is an identical sheet with the table and dice nets left blank for them to work with when creating the dice that resulted in this new distribution. (download .pdf here). 

I give each group a single copy of each handout (to eventually hand in) and have them do the majority of their work on a shared whiteboard space. I find the communal (and non-permanent) workspace to encourage a greater density of neighbour interactions.

Anticipated student action:

I've chosen to organize anticipations of student action around possible questions that 1) groups may pose during the course of action or 2) teachers may pose to trigger student action or perturb student reasoning. 

(1) Will all possible combinations of rolls occur in the 100 trials?
This question gets at the very heart of probability. I guess, in theory, the answer is: No, not every possible pairing must have been rolled in the 100 trials. But there are three caveats to this: First, every product must be possible. That means that all products must have at least one pair of factors that exist on opposite dice. Second, how many products are there? If there are less than 36, that doesn't mean that some did not occur. It could mean that some have multiple factor pairings that produce them. Third, each outcome has a 1 in 36 chance in happening. Even if each product were unique, there would still be a good chance that each occurred in 100 rolls.

(2) Does where you place the factors make any difference?
We assumed the dice were fair so where you place the numbers on a single die will not matter. However, switching numbers between dice will change the possible outcomes. Keep in mind that each product needs to have one factor on each die. 

(3) How often will certain outcomes occur?
My guess is students will set up some type of table of results and compare the experimental results with a dynamic theoretical probability as they build their dice. They will feel comfortable when their theoretical calculations closely match the experimental results. If they set up a system where "6" should be rolled 5 times in 36, but only appears 7 times in the 100 trials, are they wrong? What is the margin for error? What if theoretically rare outcomes actually appear more often than theoretically common ones in the trial? Should we be switching numbers, or assuming that the trial resulted in a deviance from expectation? 

I think the beauty of the problem is in this question. Arguments are rooted in theoretical mathematics (which are most likely emphasized in the curricular outcomes), yet guided by experimental probability. In the middle space between the two exists mathematical intuition.

(4) What do prime numbers tell us?
Well, a prime number has two factors, so we know those two factors must exist on opposite dice. Also, one of those factors needs to be a "1". The case of "1" is interesting. How can we know that a "1" won't exist on both dice? If we know a single prime product exists, can we be sure that others must exist? 

(5) What do products with only four factors tell us?
Every product will have "1" and itself as factors, but what if there are only two other options? Take the example of "27". We are fairly certain that "1" and "27" didn't multiply to achieve "27" because if "27" existed on a face of a die, we would (likely) see other multiples of "27" in the results. There is one (54), but it seems unlikely that either the other dice is dominated by 2s and 1s, or the "27" just wasn't rolled in conjunction with the other options. It leaves "9" and "3" as excellent options for dice sides. 

(6) What do perfect squares tell us?
The knee jerk reaction here is to assume that a perfect square is created by the multiplication of identical factors. There is something attractive about that symmetry. It is not true in the case of "4" and "9", and gets even more convoluted in the case of "36". This assumption, of course, ignores the possibility of pairing the perfect square with a "1". It is interesting to note that a "4" must be constructed with two 2s if there is no "1" / "4" pairing possible. The same goes for the product of "9". The existence and placement of a "1" gains importance yet again in this case. 

Summary:

If your goal is to study factors and products, allow the probability to slink into the background and remain governed by intuition. Focus on the composition of the numbers and the characteristics of primes, perfect squares, and common factors. 

If your goal is to study probability, use the factors as a vehicle to have conversations of likelihood. Encourage formality to justify conjectures of probability, and live in the very real tension between experimental and theoretical probability. 

The task doesn't throw out the representations of classical probability or the theorems of factors and products. Rather, it opens a space for students to act on both topics in ways that emerge as necessary at the time. 

While I don't tend to give out solutions to problems, I feel like teachers are more likely to use this task if they know the composition of the dice that created the 100 trials. (Yes, I created the dice and actually rolled them 100 times).  

Dice 1: 2, 3, 1, 6, 4, 6
Dice 2: 9, 10, 5, 3, 2, 2

My suggestion is to never reveal this composition to your students. I know you, as a teacher, probably have this weird "master of math" vibe and most likely feel incredibly insecure in the uncertainty of all of this--but your students haven't earned the right to be this unnaturally uptight about their work yet. 

As far as classroom assessment, I like to collect viable solutions complete with justification. I attempt to focus on the process of establishing the mathematics, and a grand reveal of the right answer bankrupts that immediately. 

Happy rolling. 

NatBanting

*tongue-in-cheek reference to the idea of "flipped classrooms" of which I remain extremely skeptical.

Wednesday, June 29, 2016

TDC Math Fair 2016: A Summary

Background:
On June 15th, my Grade 9 class and I hosted our second annual math fair. What started out as a small idea has grown into a capstone event of their semester. This year, we had 330 elementary school students visit our building to take part in the fair's activities. Several people (following the hashtag #TDCMathFair2016) commented that they would like to do similar things with their student transitions. This post details the rationale behind the event, how we structured it, what stations we had, and feedback/advice from our exploits.

Rationale:
I pursued this opportunity with a two-pronged focus. First, I wanted to showcase a mode of teaching mathematics that relies heavily on student collaboration, conjecture, and re-calibration to a problem situation. I wanted students to experience real mathematical choice after encountering a task that is not immediately solvable. Through their actions, they expand the set of information they have and unlock further opportunities for action. In doing so, they activate curricular understandings. We designed or adapted classroom activities to fit the scale of the event, but their classroom viability remained at the heart of the event. I didn't want the fair to be something that was only possible outside of the classroom walls; I wanted to emphasize to all involved that mathematics has an active character and we can carve a curriculum out of that action.

Second, I wanted an event where school communities would have a chance to network. The transition from middle school to high school is an onerous one filled with social and academic challenges. I wanted future students to meet future peers and teachers as well as become familiar with the building. This is a very pragmatic concern. On top of that, I wanted the opportunity to communicate with the elementary school teachers of my future students. Very rarely do we get a chance to talk. This was one way where I could plan an event for their kids and open lines of communication for future interactions.

Structure:
The day was built around groups of students rotating through four stations. Each group of elementary students (7-9 students/group) was paired with two of my high school volunteers. The older students acted as guides throughout the event. This was a good ratio; there was hardly a time when a group of elementary students were left alone. There was always someone there to support or extend thinking. I also had a teacher at each station to spearhead the activity. These were pre-service teachers or teachers who just received their certification. That meant that they were available during the school day.

The class and I worked out which groups would rotate to which stations during the four time slots. Each group leader received a rotation sheet and followed it. This worked very well; it allowed us to keep numbers consistent at each station throughout the day. We had 18 groups come in the morning and 20 in the afternoon. It was a full day for the leaders.

I wanted to have an outlet for the leaders if a group of students was operating well below grade level or had exhausted the possibilities at the station. We provided this in two ways. First, there was an estimation station set up where students were asked to find a time to provide an estimate of the number of balls in a large cube I found in the school's storeroom.


Second, we set up a free play symmetry station with a collection of tiles from Christopher Danielson and TMWYK. If there was time to burn, we sent kids there. Only problem was, it was tough to get them to leave. If you are planning an event with this many students, I would recommend you have these safety valves worked into the day.




The Stations:
There were four stations that students rotated through. Each lasted 30 minutes with a 15 minute break between stations two and three for snacks and estimations.

Sweet 16
This activity focused on balancing multiple equality statements. It contains a very low floor. Students can deduce viable options to some of the equality statements. It also has a very high ceiling. To balance one of these, it takes inductive leaps of faith and several revisions. I adapted puzzles from this book into a classroom resource published here. The ten puzzles in my resource are the ten that students worked on at the fair. Students worked on 2ft by 2ft whiteboards with the 16 Boxes template on them.



Tic-Tac-Toe-Ception
Here, students played a game of Tic-Tac-Toe where each space in the large grid is filled with another game of Tic-Tac-Toe. The rules are explained here, but we made a single adaptation. If you send your opponent to a board that has already been won, they do not get to go anywhere they like. Instead, they must play in the already won square with no chance of winning it back. In this variant, it is an advantage to send your opponent to a previously conquered square because, while they still get to dictate your next play, they place a meaningless mark. As students approached mastery of our version, we introduced the rule change to keep them on their toes.



Spa-Ghet-Rekt   (the kids named it)
This was an adaptation of Alex Overwijk's lesson. The students were presented with a pile of pennies, more spaghetti than they could ever need, and a cup that had been fashioned into a hanging basket with paperclips. They were asked to simply test how many pennies a piece of spaghetti could support. After this, they were asked to estimate how many two pieces of spaghetti would support, what about three, etc. You get the point. The whole time, we were entering their data into a communal Desmos graph and asking students for their estimations and reasoning before mindlessly piling pennies into baskets.

About half way through, we told the kids that there 184 pennies weighed one pound and asked them to estimate how many pieces of spaghetti they would need to hold a 2.5 pound weight. When they gave their reasoning, we went to the crash mats and tested it. Tension ran high as pieces of spaghetti were removed one at a time to reach a breaking point. This was the highlight for many students. We harnessed mathematical intuition, extrapolation, graphical literacy, and even some conversations on gravity, force, and potential energy.

Word to the wise: this makes a mess. We went through over 20 kilograms of spaghetti in the four hours of running the activity. Our kids did a fantastic job cleaning up, but get the okay from your caretakers before including this station.


Dark Room Escape
A colleague took the lead on designing a dark room escape in a separate room that could accommodate 40 students at a time. He ended up splitting them into four quadrants; each quadrant needed to solve a network of puzzles to unlock their part of the final challenge. If all four succeeded, the group won a prize.

The challenges were very intricate and well thought through. It took a lot of work, but we wanted to have a signature station that students would remember and look forward to next year. We are planning on using some more budget to get more materials to expand the dark room for the 2017 edition of the fair.




Feedback:
The response to the fair was overwhelmingly positive. It was really cool to have an entire educational community pull together for a day. Teachers commented that is was really good to see the consultants, coordinators, superintendents, and trustees in the building and interacting with students. We really were all together as a division devoted to mathematics.

The local newspaper was there and published a short article the next day. My students commented that they were getting texts from friends who attended still thinking about the stations. One student said that she lives on the same street as a elementary participant. As she walked into her house, she overheard the student telling her mom her strategy on Spa-Ghet-Rekt.

Several students attended for the second time and commented that it was "just as much fun as last year" and they "wish they could come back again". I just smiled and told them that they could, but they would be group leaders. I found out later that one school even included pictures of the event in their Grade 8 graduation video. 

The Saskatchewan Mathematics Teachers' Society periodical The Variable published a recap article from the perspective of a teacher volunteer as well as one of my Grade 9 students. 

Perhaps the coolest thing to come from this was a phone call from a local woman who read the article in the paper. She talked to me for ten minutes about her 10-year-old great-grandson who loves mathematics. She was just calling to chat about how mathematics can challenge "youngsters" (her word). We finished our conversation with her saying, "It's just so good for this old lady to see kids still having fun in such an awfully serious world". After hanging up, I sat in silence for a few moments in my classroom. At that moment, I knew we had achieved our goals.

NatBanting

Monday, June 20, 2016

Mathematics Is: Student Impressions

I have taught the second half of a Math 9 Enriched course for the last three years. The students generally finish two-thirds of the curricular outcomes during the first semester (with an different teacher). This alleviates the perpetual nemesis of time, and leaves me with no excuse to stretch the boundaries of what is possible in a classroom. 

I spend most of the time developing a classroom ecology focused around conjecture, community, and curiosity. The result is a constant focus on problem shaping, solving, and re-posing. 

At the end of the semester, I ask students to respond to a simple prompt. They have ten minutes to answer:

What is Mathematics?

The responses are incredibly thoughtful (mimicking their work on the mathematics tasks throughout the semester). A selection of them are reproduced below. It goes without saying that I am incredibly proud of what we were able to accomplish as a group. They create an image of possibility. Often times, as teachers, we concern ourselves with the restrictions of schooling. Here, we contemplate the opportunities.


"Mathematics is a way of thinking and problem solving with an argument to back you up of why you know it's true. You can create, analyze, and solve problems. With mathematics, it's not always the work you put down on the page, it's also how you present the solution to the problem with words in an argument. You think in mathematics; you do mathematics."

"Mathematics is figuring out the world around you. It's stretching your brain to not only remember formulas but to know where they come from and what they represent. It's a language you first hear people using, then become immersed in it and learn it yourself. It's a new point of view where anything is possible--even infinity."

"Mathematics is, to me, reasoning, wondering, asking questions and being mathematical. To me, being mathematical is having your own solid reasoning. Some things like the formula for the area of a circle, it doesn't really make sense. That's why you wonder and ask why it works. In this class, we focused more on thinking and reasoning with problems than using formulas to solve the problem. To me, being  mathematical is more important because the answer you got by doing mathematics is no use until you become mathematical and reason."

"Mathematics is the asking of questions to help you better understand the main question. It involves numbers, discussions, and opinions. It's not about the answer, it's how you get there. We go through school having to take math classes, we are told how to answer the questions and we are expected to know why and how it works without really asking questions and questioning what we are doing and why. But is that really mathematical? Mathematics is as much asking questions as it is equations and using formulas."

"Mathematics is the study of numbers and everything involved in it. It is solving problems, but more importantly knowing why and how you did them. Mathematics is a way of looking at the world [emphasis in the original]. Mathematics is exploring what you did and how you got there."

"Mathematics is the study of numbers but I think there is a lot more to it. It's also a way of thinking. Questioning and learning why things do what they do is mathematics. Finding out why things work like they do. It's not just about doing work from a text book like I thought it was."

NatBanting

Monday, May 23, 2016

MVPs and Fair Teams

You will not catch me claiming that problems need to be real world in order to be relevant. I would much rather think of classroom materials as either mind numbing or thought provoking. This continuum can be applied to hypothetical, practical, or genuine scenarios (a classification system neatly summarized in a chart in this article).

I see the greatest potential in scenarios that provide elegant entrance to mathematical reasoning. If it happens to contain a real world context, fantastic. Either way, it needs to be thought provoking. 

Take a look at the chart below:


If you don't follow the NBA at all, meet Steph Curry--he's kind of a big deal. He is the first unanimous MVP in the history of the league.

As I look at the table, a few questions immediately make it thought provoking. Some provide a more obvious link to a curricular outcome (in this case, systems of equations), but all foster what us Western Canadians call the Mathematical Processes (see p. 6) or what Americans might call the Standards for Mathematical Practice

(1) How many points is each position worth?
(2) What is the minimum number of first place votes you can get and still win the MVP?
(3) What is the best way to create two fair teams of five players?

If you take a minute with each of these problems, you will begin to appreciate their elegance. The first two appear to have a single solution, but many possible ways to approach its value. The last one is a matter of opinion, but questions of fairness prompt students to create arguments based on some type of numerate structure. While it is harder to see these arguments as explicit outcomes in a curriculum, they are undeniably mathematical. 

A closer look at each of the three questions provides insight into anticipated student milestones and possible lines of student reasoning.

(1) How many points is each position worth?

I think most students would typically start at the players who received the fewest votes to find some type of clarity in the sea of numbers, but the unanimous decision in the favour of Steph Curry makes the top of the table the easiest entry point. It is easily discernible that a first place vote is worth 10 points, but that doesn't move us any further into the field because he was the only one to get first place votes. It does, however, make the linear progression of 2-4-6-8-10 points a possibility. This is a reasonable conjecture, but quickly debunked by Kyle Lowry's point totals. 

Actually, If we assume that each denomination of vote carries an integral weight, Kyle Lowry's point total and distribution can result in only one possible value for a 5th and 4th place vote. We can then walk up the chart determining the value of a 3rd and 2nd place vote. 

Before this becomes too mechanical, take a look at the relationship between Kyle Lowry and Draymond Green. I had one student call this a "partial tripling". I may be tempted to eliminate the two intermediate lines in the table and ask students to determine the values of the votes with only these two lines. 

**Side Bar: What if the point values weren't whole numbers? Can you find a combination that works for Kyle Lowry? What about Kyle Lowry and James Harden? For how many players does your system work? **

(2) What is the minimum number of first place votes you can get and still win the MVP?

Students may use the answer from question one and determine the total number of possible points. They might make the assumption that a player would need over half these points to guarantee the win, but there are more than two people competing for the award. I imagine they would begin by securing every possible 2nd place vote, and seeing if it was enough. If it wasn't, they may also award 3rd, 4th, and 5th place votes. 

It is worth reminding students that a voter cannot vote for a player in more than one position, therefore the maximum number of votes any one player can receive (in any position) is 131. Also, each 1st place vote must be awarded to someone (and that someone cannot be you). Compounding the issue, you can only be voted for a total of 131 times. How can the points be distributed so you still win the MVP? How many players would even be eligible to receive a vote?

This question is a natural extension of the first; they make a fantastic pairing. 

(3) What is the best way to create two fair teams of five players?

This question has a distinctly different tone. Debates of fairness always seem to tie themselves in knots as students wade into the murky waters of data vs. experience. 

There have been four algorithms for choosing fair teams that I have heard students fight for: 

First is the straightforward one-for-one draft where the top two players become captains and take turns choosing the highest player available. This results in teams of 1-3-5-7-9 and 2-4-6-8-10. Opponents to this thinking are quick to point out that if you look at pairs of players all the way down the line-up, Team 1 has the advantage every time (1 v. 2; 3 v. 4; 5 v. 6 etc.).

Second, students aim to fix the problems in option one by imposing a snake draft. This means that Team 1 selects first, then Team 2 selects twice, then Team 1 selects twice...etc. This process continues until all players are taken. (Remember each team must have five players). This results in teams of 1-4-5-8-9 and 2-3-6-7-10. Some students point out that Team 1 still has the best player and Team 2 still must take the worst player. 

Third, students force Team 1 to take the worst player along with the best player. Each round, the team must choose the best and worst player available as a pair; this continues until all players are taken. Keep in mind, each team must contain 5 players. When it comes down to the 5th and 6th best players left, Team 1 takes the 5th and Team 2 takes the 6th. This creates a book end effect which results in teams of 1-3-5-8-10 and 2-4-6-7-9. In a slight alteration, some argue that a trade of 5th and 6th best players would make the teams more fair. 

Last, students argue that a combination of the snake draft and book end draft is best. Here, teams select the best and worst players available but in a snake fashion. Team 1 selects the best and worst, and then Team 2 selects the best and worst twice in a row etc. This results in teams of 1-4-6-7-10 and 2-3-5-8-9. 

Each of these arguments is supported by some type of numerate reasoning and communication based on their hypothetical ranks from one to ten. Some refer back to the raw data to justify certain approaches, but others argue that this years' results are not representative of the typical distribution of talent. Whatever the case, the context provides many natural (and curious) avenues into mathematical reasoning. When building, adapting, or choosing tasks for the classroom, the focus should be on the avenues for thought provoking activity and not the context in which you attempt to occasion it. 

A real-world context is the cherry on top. 

NatBanting

Sunday, May 8, 2016

(Min + Max) imize: A Classroom Game for Basic Facts

**this post was elaborated on in the May 2016 issue of The Variable from the SMTS.

This is a game that was adapted from a colleague in my department. He can't quite remember where it came from, but knows there was some influence from his undergraduate days. Nonetheless, he reinvented it to play with his Grade 9s, and this post represents yet another reinvention.
 
The game has a simple mechanism (dice rolling), and endless extensions to elaborate on and play with. These are both keys to a great classroom game (for me anyway). 
(Min + Max) imize practices basic operations within the framework of larger, conceptual decision making. While I rarely bring up the probability of the dice rolling, it is obvious that students are making decisions based on the chances of certain rolls being obtained. The idea is to practice basic skills and order of operations in a way that allows students to be active, numerate decision makers. 

The game:
Each game begins with a structure. The structure is composed of a series of blanks (for the 10-sided dice rolls) and operations linking the blanks together in various ways. The students can clearly see how many rolls of the die will occur (one per blank) and copy the structure before the game begins. When all students are ready, the die is rolled. After each roll, the value must be placed in a blank. It is illegal to wait until all the rolls are complete to make choices; it is also illegal to switch a choice after it is made. (Although, when students try this, it allows me to see their thinking very clearly). 

The goal:
Before each round, decide what the target should be. I usually play three rounds. In the first round, we try to maximize the result. In the second round, we try and minimize the result. In the third round, we try and get a result as close to zero as possible. Each round, the structure of the operations is altered and the die is re-rolled. After all the numbers are rolled, I circulate and collect "high scores" from students. 

The boards:
Be creative with your game structures. I have had the most success with 4-5 blanks. After that, calculations can become a hindrance. As your classes get better, division and exponents are a great way to stretch their thinking. I have provided a few of the structures I use, but most are improvised in the moments of teaching in response to student's needs. 

Enjoy!














NatBanting

Monday, April 25, 2016

Limbo: An Integers Game

Rationale: Create a game that embeds the skills of adding and subtracting integers into a conceptual decision making structure.

Objective: Insert a set of integers into a 4-by-4 grid so that the sums of the rows and columns is a minimum. 

Game Set-up:
All the students need is the game board and the list of sixteen numbers.
The board consists of sixteen boxes arranged in a four-by-four array. Space is left between the boxes to insert the addition and subtraction signs. You can give the students a blank board and have them all fill in the operations to match a board projected in the room, or you can write in the operations before you make photocopies. Every space between boxes needs to contain either an addition or subtraction sign. 

The arrangement is somewhat arbitrary, but it helps to have a fairly even distribution of both signs to increase the chances of students having a variety of skills to practice. The goal of the game is to arrange the numbers so that the sum of every row and column is a minimum. If the board contains a large majority of subtraction signs, then a high frequency of positive numbers would allow the sum to reach lower levels. You can play with a pre-determined list of numbers you give to the students. You could allow them to choose between two lists, or generate the lists randomly on the spot using playing cards. 

After all sixteen numbers are placed, students calculate the eight sums (four rows and four columns). The results of these eight are then summed to get their final result. 


Lines of Reasoning:
Students usually play the first round of the game with a pseudo-random strategy. Some only look at the rows while making decisions (this is the most common in my experience) and others only look at the columns. Most begin with the foundation that to get the smallest sum, you need to add negatives and subtract positives. 

It doesn't take long for students to realize that the boxes are more interconnected than originally evident. If we read the grid from left to right, the boxes on the right edge are more connected than the left edge. This means negative numbers fit naturally on the left edge. This seems like a great strategy, but there could be boxes on the board that are connected by two addition signs (one in a row and one in a column). It may be more profitable to use the negative numbers to negate both of those addition signs rather than placing it on the left edge. 

Boxes connected with two negative signs seem like they should hold positive numbers, but if there are no positives available, perhaps the smallest negative number must due. Is it then more profitable to remove a negative number from the left edge and place it there to avoid adding the positive number twice? These are some of the decisions to be highlighted. 

When final answers begin to percolate in, I like to ask, "What caused that arrangement to be lower?"
Contrasting arrangements on two boards is no simple task. If you want easy extensions, make the target the largest sum or the sum closest to zero. You can also only provide 15 numbers and allow them to insert a wild-card entry between -6 and 6. 

Game Board Download:
You can alter the addition/subtraction ratio as you see fit. You can change their locations. The list of numbers in this sample game has been randomly generated randomly and there is nothing special about it. This download is a starting point; play with it to create subsequent rounds of the game. 
Download a blank game board here.
Download the sample game here.

Disclaimer
My students had some experience with integers, but remained tentative with their skills. This structure allowed them to think big-picture about the four possibilities of adding positives, adding negatives, subtracting positives, and subtracting negatives. I have a feeling that this structure may be overwhelming as an introduction.