Grade5mathminilesson Patternsandrelations

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Packing with Patterns

Assignment 1: Class

Presentation of a Math Concept


January 29, 2015

EDES 363: Curriculum and Instruction of Middle Years Math Education


Penny Vollmin
Alyssa Goheen & Tracy Knecht

Packing with Patterns


Patterns and Relations (Patterns)
General Outcome:
and
Specific Outcome:

Use patterns to describe the world


to solve problems.
Determine the pattern rule to make
predictions about subsequent
elements. [C, CN, PS, R, V]

Achievement Indicator:

Predict subsequent elements in a


given pattern.

Objective: This is a game of deduction! Figure out the pattern to come along on our camping trip!

Activity:

Players:
2 or more players - works best in groups of 10-15 players.
Setup:
One player must already know the 'secret' or pattern to the game. Some examples of
patterns include:
1. Objects that start with a certain letter of the alphabet, such a the letter
G (gold, groceries, garbage, etc.)
2. Objects that end with a certain letter of the alphabet, such as the
letter R (flour, car, dinosaur, etc.)
3. Words with two vowels or consonants together (wheel, pizza, book,
etc.)
4. Words with a certain letter in the word, such as the letter K (kangaroo,
book, coke etc.)
5. Items consisting of two words (hot dogs, baking dish, waffle iron, etc.)
6. Items of the same colour.
7. Items with the same number of letters.
8. Items which begin with the last letter of the last item mentioned.
There are unlimited patterns you could use for this game! For a more math related version,
you might use a pattern such as adding 3 to the number of objects each person is able to
bring (3 frogs, 6 bananas, 9 t-shirts, etc.) or adding one letter to the number of letters in the
previous object each turn (ox, cat, frog, snake, etc.).

Rules:
The game begins by the leader (the player who already knows the pattern) saying: "I'm going
on a camping trip and I'm going to pack __________." Here, the player would insert the
object they would like to pack for the trip. If the pattern is objects that begin with the letter S
the player might say "socks". The next player is then given the opportunity to join the
camping trip by stating what they are going to pack. If the object fits with the pattern (e.g.
sandwiches), the leader would respond with: "Yes, you can pack_________ for our camping

trip". If the object does not fit the pattern (e.g. bananas), the leader would respond with "No,
you can't pack_________". Play continues to the next player until everyone has caught onto
the pattern. Each player must pack a different item!
Variations/Challenges:
1. This but not that -

I would pack _________ but not ____________.

e.g. Double letters

I would pack root beer but not coke


I would pack apples but not potatoes
I would pack a corvette but not a camaro
2. Have students create their own patterns to share with their classmates.
Modifications:
For the purposes of this activity, it may be beneficial to write the names of the objects on the
board so as students are better able to visualize the pattern and keep track of the items being
packed.
Benefits:
This game is a fun way to introduce patterns to students in a non-threatening manner, where
math is not necessarily at the forefront of the activity but is rather camouflaged by the fun
of the game. It is easy to modify and adapt the activity to accommodate different
achievement levels, making the game something that every student in the class can enjoy. In
this activity, students are able to develop skills in both literacy and numeracy, by recognizing
patterns through numbers and letters (spelling).
Resources:

http://www.partygamecentral.com/gametmpstd.php?gnm=153
http://www.gameskidsplay.net/games/mental_games/camping_trip.htm

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