Main Lesson Plan:

by Pat Brewster, June  2002
Subject Level
Main Lesson
Learning Goals
Web Sites
Time Estimate
Student Work
Materials for Jeopardy
Assessment
Jeopardy.  Suggested Rules
Standards
Extensions

 
 

Subject Level. Algebra 1

Learning Goals.
Algebra students will review factoring and its uses in 4 situations: Divisibility, Factoring Trinomials, Reducing Fractions, and Solving Equations by Factoring.
(I think the hardest question in the Jeopardy game is: What are the factors of (x-7)2 –5(x-7) + 6.
The game can be an incentive for learning, or relearning the topics to be covered, and for practicing the topics for speed and accuracy.
Students will create a review packet of sample problems with solutions.
They will work together in cooperative groups.

Time Estimate.
One day for the Jeopardy Game itself.
Time allotted for the rest of the lesson will depend on the needs of the class and the available time.
If the students are to create their own PowerPoint Jeopardy Game, (as an Extension), 1 or 2 days in the lab should suffice to teach them PowerPoint, if they don't already know it.

Materials for Jeopardy!:
· One blank Jeopardy Score Sheet for each student with room for work to be shown, as well as group totals and Final Jeopardy bet and the accompanying work for Final Jeopardy.
· One set of questions and answers.  (For the teacher)  There is a Final Jeopardy question at the end, but you may choose to use a question of your own, instead.
· A computer connected to the Internet, to connect to the Jeopardy Game, at our Factoring Webquest site, http://teacherweb.com/FL/CollierWebQuests/Factoring  You can also connect to my own web page at:  https://patbrewster.tripod.com/pbmath.html
· A TV or pull-down screen to display what is on the computer screen.
· A connection from the computer to the screen.
· (If there are several computers in the room, enough for each group, the groups can play against each other, as a class, or the individual members can play against each other within the group.)
· A die, spinner, calculator, or random number generator, to choose numbers at random.
· A timer to sound the alert for a Daily Double.
Optional:  Prizes for the winning team.  For one idea, see #14 in the Suggested Rules, below.
Note:  If access to the Internet is not available, the game can be played without the computer if you have the set of questions, and a transparency of  The Jeopardy Game Board with the categories and points, and a marker, to cross off the questions.

Procedure:

Suggested Rules for playing the Jeopardy! Game.

Note:  If the game is slow to come on your computer, you may want to start the program before Step 5 below.
PRELIMINARIES:

1.  Divide the class into three teams.  You may want to choose a student to keep score on the board, and another student to click the answers chosen, at the computer.
2.  Give each person a blank Jeopardy Score Sheet, with room for work to be shown.
3.  Assign each person a random number between 1 and the number of students in the class.  This can be done by drawing a number, or by using a spinner, a calculator, or a random number generator on the Internet. .
4.  Set the timer to go off some time during the game, to signal the first Daily Double.  (You will need to reset the timer to signal the second Daily Double.)

PLAYING THE GAME:

5.  Randomly choose which team will start.
6.  Randomly choose the person on the team to pick a category and a value.
7.  Click on the question so all students can read it.
8.  All the students must work each problem, on their Jeopardy Score Sheets.
9.  The person chosen may confer with his or her team before answering.  If the answer is correct, that team receives points.  If the answer is incorrect, another team has the chance to answer.  The teacher may choose to go over some questions now or later.
10.  If the team answers the question correctly and receives the points, the points are added to the team score.  The student at the board posts each team’s overall score on the board, adding to the scores as the team members win points.
11.  For the next question, again randomly pick a new team and person, or just go around the class in order and follow the same directions.

“DAILY DOUBLES”, “FINAL JEOPARDY” AND BONUS BUCKS:

12.  The Jeopardy game includes two “daily doubles.”  For a “daily double,” when the preset timer goes off, the person currently playing, or if no one is playing at the time, the next person to play, will double the score he earns for the team.  I had trouble setting this up.  A Daily Double slide is still in the program, but not linked to.   You don't have to involve Double Jeopardy, but it adds an element of fun and suspense.   So, if you want to include Double Jeopardy, simply double the score of the current player, at the time the timer goes off. (Or, double the score of the next student to play if no one is currently trying to answer a question.)

13.  When about 10 minutes of the period remain, every team and member plays “Final Jeopardy.”  Notify the teams of the category and ask each team to write the amount of its bet on their Jeopardy Score Sheets.  Each team must cooperatively make this decision, and must report their bet to you.  The question is then displayed by clicking on the main game board, on the button at the bottom which says, FINAL JEOPARDY.   After a certain amount of time, each team must decide on the answer and its members must write the answer on their papers.  All sheets are then passed in.  The teacher will choose one paper (from each team) from which to read the answer and add or subtract the points to/from the team’s score accordingly.

14.  The winning team’s members receive a “bonus buck,” which can be used to excuse tardiness, or as bonus points or assignment points, or for candy, and so on.

Rules adapted from “Geopardy,” by Judy Hicks, in Discovering Geometry Teacher’s Resource Book,
Ó 1997, Key Curriculum Press, Berkeley, CA
 

Main Lesson.

The needs of the students and the available time will determine how extensive a review is undertaken before the Jeopardy Game.  The teacher should check for understanding of factoring in at least the 4 categories of the game. The 4 categories are listed below.   Start a KWLH chart and continue adding to it, throughout the lesson.  KWLH stands for K-what we already Know, W-what we want to learn, L-what we have learned, and H-How we learned.

If you want to extend metacognition it might be interesting to
have the students take one of the various learning style, intelligence type,
personality type, tests.  See Web Sites list, Metacognition, below.

1. Divisibility

  • Review tests for divisibility of integers by 2, 3, 4, 6, 8, 9, 10, 25, and 100.
  • Divisibility Rules and why they work can be found at The Math Forum,   http://mathforum.org/dr.math/faq/faq.divisibility.html
  • Play The Factor Game.  This can be found at the  website.  I have provided sections of this game in Spanish, at our Factoring
  • Factoring
  •  webquest site, http://teacherweb.com/FL/CollierWebQuests/Factoring
  • See Kevin Chatham's Factors, Primes, Composites, and Square Numbers lesson for an exploration of these types of numbers, using tiles, and Mrs. Glosser's Math goodies for an explanation of Greatest Common Factors.
  • Divisibility of algebraic fractions should come at the end of Reducing Fractions. (Part 3, below.)

  • 2. Factoring Trinomials, etc.

    3.  Reducing Fractions. 4. Solving Equations.
     Review solving equations of various levels of difficulty, where factoring is involved.  Discuss the Zero-Product Property, the principal that products which are equal to zero must have one or more factors equal to zero.
          Include:     x(2x-5) = 0        Answer: x=0 or x=5/2
                           4x+9x = 18        Answer: x=3/4 or x=-6
                           18x2-66x-120    Answer: x=5 or x=-4/3
    Remind students, of the steps involved in solving an equation by factoring.  (You may choose to have a poster with these steps on it or write a list on the board.)
    Step 1. Simplify, arranging all terms on one side, in descending order. The other side equals zero.
    Step 2. Factor out common factors.
    Step 3. Factor into prime factors, usually binomial factors.
    Step 4. Set each factor equal to zero, making small equations.
    Step 5. Solve the small equations, to find the possible values of the variable.
    Step 6. Check.


    Web Sites.  Titles and addresses of Web sites used in this lesson.
     

    Extensions.
    These extensions can provide both access and depth.  They may be used for group work or for individual challenge or extra credit.
    1.  Working in groups, students can create their own  questions, using the same factoring categories.  These can be written on index cards. There should be questions at 4 different levels of difficulty, and 3 answers offered for each question.  Each group is responsible for one category.  The teacher should be given a page containing all questions, work, and correct answers.  The questions are placed in an envelope and passed among the groups.
    2.  Students can be challenged to create factoring problems, but with different categories from those in the Jeopardy Game.  e.g. Distributive Property, Exponents, Prime Factorization, Factoring Sum and Difference of Cubes, Completing the Square, and Factoring by Grouping.
    3.  The categories can be changed to other categories in algebra.  e.g. Patterns, Evaluating, Use of Formulas, and Probability.
    4.  The students can learn PowerPoint, and then use my Jeopardy: Factoring program as a template, and adapt its answers, questions, or categories.

    Student Work.

    Students will complete a packet of Sample Problems, to keep for review.
    During the Jeopardy Game, all students will work on the problems on a Jeopardy Score Sheet

    Assessment.A checklist or rubric that assesses the Learning Goals for this activity.


    Standards.

    Some ideas from the course that are included in this lesson:
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