Do now mental math string
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Do Now: Mental Math String. Please do the Mental Math String found in your packet Perform all steps mentally, but please write down ONLY your final answer If you finish before we start try making your own string on the blank side of the paper. CITY YEAR CHICAGO. CITY YEAR CHICAGO.

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Do Now: Mental Math String

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Do now mental math string

Do Now:Mental Math String

  • Please do the Mental Math String found in your packet

    • Perform all steps mentally, but please write down ONLY your final answer

  • If you finish before we start try making your own string on the blank side of the paper


  • Do now mental math string

    CITY YEAR CHICAGO

    CITY YEAR CHICAGO

    CITY YEAR CHICAGO

    Math 202

    Session Developer: Mari Mermelstein City Year Chicago


    Overview

    Overview

    • What Are You Seeing?

      • Revisit common student struggle

  • Computational Fluency – what is it?

  • Online Worksheet Generators

    • Fact Families/Basic Operations

    • Fractions!!

    • Decimals and Percents

    • Averages

    • Exponents

  • Math Games


  • Math anxiety

    Weak Computational Skills

    Poor conversation or academic language skills

    Lack of Confidence

    Unable/Unwilling to write out complete solutions

    Weak Conceptual Understanding

    Poor test-taking skills

    Low Work Completion Rate

    Poor English Language Skills

    Math Anxiety


    Weak computational skills

    Weak Computational Skills


    Weak conceptual understanding

    Weak Conceptual Understanding


    Low work completion rate

    Low Work Completion Rate


    Lack of confidence

    Lack of Confidence


    Unable unwilling to write out complete solutions

    Unable/Unwilling to Write Out Complete Solutions


    Poor test taking skills

    Poor Test-Taking Skills


    Poor conversation or academic language skills

    Poor Conversation or Academic Language Skills


    Poor english language skills

    Poor English Language Skills


    Math tutoring

    Math Tutoring


    Computational fluency

    Computational Fluency

    • The ability to efficiently and accurately compute addition, subtraction, multiplication and division problems

    • Focus on Whole Numbers and Fact Families

    • Advance Computational Fluency will focus on Commutative, Associative, and Distributive Properties

    • Number One Rule…

    …No Calculators!!!!


    Mental math strings

    Mental Math Strings

    Challenges students to perform calculations mentally

    • Formative

    • Assessment Tool:

    • Practice mental math skills

    • Assess student knowledge

    • Gauge student learning

    • Any number of steps

    • Steps can either be a calculation or a number fact, i.e. Start with the largest 2 digit whole number

    • Be sure calculations are skill level appropriate


    Online worksheet generators

    Online Worksheet Generators


    Fact families

    Fact Families


    Order of operations

    Order of Operations


    Order of operations1

    Order of Operations


    Leave change opposite lco

    Leave-Change-Opposite (LCO)

    Apply when subtracting numbers

    it turns subtraction problems into addition problems


    Order of operations2

    Order of Operations

    Multiplying and Dividing with Positive and Negative Numbers

    TWO positives equal a ____________

    ONE positive and ONE negative equal a ____________

    TWO negatives equal a _____________


    Fractions reducing

    Fractions - Reducing


    Fractions least common multiple

    Fractions – Least Common Multiple


    Fractions common denominators

    Fractions – Common Denominators

    4

    , 8

    , 12

    , 12

    6


    Fractions

    Fractions

    Addition

    Division


    Average

    Average

    ADD all the terms together and DIVIDE by the number of terms there are.


    Exponents

    Exponents

    Bx Exponent

    Base

    24=2×2×2×2=16


    Decimals percents

    Decimals & Percents

    Decimals and Percents

    D→P

    Multiply by 100

    P→D

    Divide by 100


    Math games

    Math Games

    • All of these games can be played before school, during T2 tutoring sessions, or during After School Homework Help

    • Who’s got 1

    • Math Power Cards

    • Rolling 100

    • Add it Up

    • Card Multiplication

    • Variable Math War

    • First to 100

    • Ball Toss

    • Prime Factor Relay


    Math power cards

    Math Power Cards

    2

    3

    5

    6

    7

    8

    1

    4

    9

    • Skills: Addition with multiple digits and logic

    • Set Up: 9 index cards labeled 1-9 per 2 students

    • Goal: Use 3 index cards to add to 15

    • Process: 1) Nine cards are randomly laid face down on the table.

      2) Students alternate picking up one card at a time.

      3) First student to find three cards that add up to 15 wins!

    • Variations: Give a set of 9 cards to each student or team. See how many 3 card combos they find to add up to 15 in a given amount of time. (*8)

      Use 5, 12, 19, 26, 33, 40, 47, 54, 61 to find 3 card combos that sum to 99.


    Who s got 1

    Who’s Got 1?

    • Skills: Adding fractions with unlike denominators

    • Set Up: 9 index cards labeled per 2 students

    • Goal: Use 3 index cards to add to 1

    • Process: 1) Nine cards are randomly laid face down on the table.

      2) Students alternate picking up one card at a time.

      3) First student to find three cards that add up to 1 wins!

    • Variations: Give a set of 9 cards to each student or team. See how many 3 card combos they find to add up to 15 in a given amount of time. (*8)


    Add it up

    Add It Up

    • Skills: Addition with 1-4 digit numbers

    • Set Up: Paper and pencil. 2-25 students

    • Goal: Add to the highest number in one minute

    • Process: 1) The leader will announce a number and an addend. For Example: 7 and 4.

      2) Students write and add the two numbers and continue to add the same addend to the new sum until the leaders calls stop at the end of one minute .

      3) Group stands and a volunteer begins slowly reading problems and answers aloud.

      4) As students no longer have the answer, they sit down

      5) The student left standing wins!

    • Variations: Try subtraction, 2 or 3 digit numbers, or negative numbers


    Ball toss

    Ball Toss

    • Skills:Patterns, skip counting, +, –, and ×

    • Set Up: 1 ball (or tossable item – NOT A STUDENT ), 4-12 students

    • Goal: Work together as a group to see how high you count

    • Process: 1) Get the group in a circle. The leader explains that they will be tossing a ball to one another. The students will need to remember who tossed to them and who they toss the ball to.

      2) The leader will then toss the ball to a student, who then tosses it to another student. Continue doing so until the ball has reached everyone, with no repeats. The last person will toss the ball to the leader.

      3) The leader will pick a starting number (like 2) and tells the group what number to add to each toss (like 3).

      4) The leader calls out 2 and tosses the ball to the SAME person they tossed the ball to before. That person says 5 and tosses to the next person and so on… the counting pattern would be 2, 5, 8, 11…

    • Variations: Try sub or mult, or if you mess up you are out - the person after you will choose the starting number and adding amount.


    First to 100

    First to 100

    100

    • Skills: Addition, reasoning, and logic

    • Set Up: Pencil and paper (optional), 2 students

    • Goal: Be the person to say 100.

    • Process: 1) Player one starts by saying a number between 1 and 10.

      2) The next player says a number that is up to 10 numbers higher than the previous number.

      3) Alternate turns until one player wins by saying “100”.

    • Variations: Start with 100 and have students subtract to get 0. Have a discussion about whether to win it matters if you go first or second.


    Rolling 100

    Rolling 100

    • Skills: Addition with 2 digit numbers

    • Set Up: Two dice per group, pencil and paper 2-6 per group

    • Goal: Be the highest scorer after 10 turns or be the first player to reach 100.

    • Process: 1) Players take turns rolling the dice.

      2) Each player may roll as many times as they want adding up the numbers rolled. If the player roles a one, he or she loses all points accumulated during that turn. If the player roles a one on both of the dice, he or she loses everything and starts over with zero.

      3) If the player stops his or her turn before throwing a one, then he or she passes the dice to the next player and records the total score for that turn.


    Card multiplication

    Card Multiplication

    • Skills: Multiplication with 2 digit numbers.

    • Set Up: 1 Deck of cards and 1 or 2 dice per group, 2-8 students/group

    • Goal: Be the first to get 10 points!

    • Process: 1) The leader or a student will roll the dice. That number is the multiplier for the round.

      2) The leader flips a card over to students one at a time.

      3) Students multiply the number value of the card by the multiplier. Students earn a point if they get the answer correct.

      4) All face cards are valued as 10 and aces are 1.

      5) Once a card has been presented to each student, roll the dice to get a new multiplier for the next round.

      6) The first students to get 10 points wins

    • Variations: Give the face cards higher values (J=11, Q=12, K=20). Students go head-to-head: student who says the answer first gets the point.


    Example

    Example

    • Leader rolled a 2 and a 5, so the multiplier for this round is 7.


    Variable math war

    Variable Math War

    • Skills: Substitution and Simplification of expressions.

    • Set Up: 1 Deck of cards per pair of students

    • Goal: Get all of the cards!

    • Process: 1) Split the deck of cards evenly.

    • 2) Assign one student the x-value and one the y-value.

      3) When the students flip their cards they must do so at the same time and lay their cards down in full view of the other player.

      4) Start the game by writing an equation in the form of z = Ax + By, where A and B are any integer number (positive or negative).

      5) Once cards are flipped, students substitute the face value of the cards into the equation and determine what z equals.

      6) The first student with the correct answer collects both cards.

    • Variations: Give the face cards higher values (J=11, Q=12, K=20). Adjust the difficulty: Easier - Change the equation to z = Ax + Bx, where the student’s card values substitute in for the coefficient (A and B) - a game of combining like terms. Harder - Change the equations by making A and B fractional coefficients, adding exponents or more terms.


    Example1

    Example

    z = 2x + 3y.

    y

    x


    Prime factor relay

    Prime Factor Relay

    • Skills: Prime Factorization

    • Set Up: Chalk board and chalk or dry-erase board and markers. 3-4 students in 2-4 groups

    • Goal: Be the first team to correctly factor the number

    • Process: 1) Students line up facing the board.

      2) Leader will announce a number, and Player 1 (P1) will go to the board, write the number, and draw two lines for the next person, return to the line, and pass P2 the chalk/marker.

      3) P2 goes to the board and writes down two factors of the original number, then passes the marker to P3.

      4) P3 lists the factors of the numbers P2 has written – this continues until the prim factorization has been found.

      5) Players must circle the prime numbers they write.

      6) The first team to write out the prime factorization wins!


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