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Course: High School Math with NAO
Graphing a Linear Equation

  • 9-12 grade
  • Intermediate

Lesson Description:

This is another lesson that challenges students to understand functions, function notation, interpretation and composition in the context of a popular game (whack-a-mole). 
 


 

Standards Covered

CCSS.MATH.CONTENT.HSF.IF.A

Understand the concept of a function and use function notation.

CCSS.MATH.CONTENT.HSF.IF.B

Interpret functions that arise in applications in terms of the context.

CCSS.MATH.CONTENT.HSF.IF.C

Analyze functions using different representations.

image description

Lesson Modules


Teaching Tips:

As part of the ‘Hook’, the robot can be used to walk around making ‘whacking’ movements, as part of the ‘attraction’
 
Act 1: (15 mins) Teacher Modeling
Select a linear equation and construct a table of values and demonstrate how these values, when plotted on an x-y chart go through a unique line.
 
Demonstrate how given a line on the x-y notation and one of the variables the other variable can be solved.
 
Specific examples:    
Equation: y = 2x + 1
 

xy
01
13
25
 37
919

 
Corresponding Graph

 
 
 
 
Equation: y = -0.5x + 5
 

xy
05
14.5
24
43
81

 
Corresponding Graph

 
 

Who doesn’t like a nice green lush lawn?  But pesky critters will interfere.  Algebra to the rescue – solve simple problems in order to whack-a-mole.  It’s good clean fun for the whole family and at the end, your lawn will look great!



Teaching Tips:

Act 2: (15 mins) Student Activity
The students are given a linear function and its equivalent line in a graph. This activity involves the system coming up with a set of values for x and asking the students to compute the value for y that solves the equation. A corresponding marker is placed on the line.
 
Example:
Function:  

y = 0.5x + 2 
 
x = 0,    y =  _____  (Ans = 2)
x = 1,    y =  _____  (Ans = 2.5)
x = 2,    y =  _____  (Ans = 3)
x = 3,    y =  _____  (Ans = 4.5)
x = 8,    y =  _____  (Ans = 6)
x = 10,   y =  _____  (Ans = 7)


 

 
 
 
 

Given the linear function, its equivalent line in a graph, and a set of values for x, compute the value for y that solves the equation. Place a corresponding marker on the line.

Function:   {{formula:

y = 0.5x + 2 
 
x = 0,    y =  _____  
x = 1,    y =  _____  
x = 2,    y =  _____  
x = 3,    y =  _____ 
x = 8,    y =  _____  
x = 10,   y =  _____  




Find the {{formula:y values for each given {{formula:x.


Teaching Tips:

Act 3: (15 mins) Student Activity
The students are given a linear function and its equivalent line in a graph. This activity involves the system coming up with a set of values for y and asking the students to compute the value for x that solves the equation. A corresponding marker is placed on the line.
 
Example:
Function:  y = -0.5x + 1
 
y= 1,    x = ________   (Ans = 0)
y= 0,    x = ________   (Ans = 2)
y= -1,   x = ________   (Ans = 4)
y= -2,   x = ________   (Ans = 6)
y= -3,   x = ________   (Ans = 8)
y= 3,    x = ________   (Ans = -4) (Challenge)
 

Given a linear function, its equivalent line in a graph, and a set of values for y, compute the value for x that solves the equation. Place a corresponding marker on the line.
 



Teaching Tips:

Act 4: (15 mins) Student Activity
The students are given a linear function and its equivalent line in a graph. This activity involves the system coming up with a set of values for x or y and asking the students to compute the value of the other variable that solves the equation. A corresponding marker is placed on the line.
 
Example:
Function:  y = 1.5x - 1
 
x= 1,    y = ________   (Ans = 0.5)
y= 1,    x = ________   (Ans = 0)
x= -2,   y = ________   (Ans = 4)
y= 5,   x = ________    (Ans = 4)
x= 0,   y = ________    (Ans = 1)
y= 3.5, x = ________   (Ans = 3)
 

Given a linear function, its equivalent line in a graph and a set of values for x or y, compute the value of the other variable that solves the equation. Place a corresponding marker on the line.
 
Example:
Function:  y = 1.5x - 1
 
x= 1,    y = ________   
y= 1,    x = ________   
x= -2,   y = ________   
y= 5,   x = ________    
x= 0,   y = ________    
y= 3.5, x = ________   
 




Teaching Tips:

Act 5: (20 mins)Student Activity
This activity is a version of the Whack-a-Mole game. The simulator environment shows a 10x10 grid with a clear marking of an x- and y-axis and an origin. The rest of the grid looks like grass.
 

 
The students are told that the robot has a “mole pop-up location predictor” that conveys the location at which the mole will pop up.   Moles can come up in any location but because the robot will take some time to reach the location, the student must guide the robot before the mole actually pops-up, based on information given to them by the robot.  During the activity, the goal is for the student to guide the robot so it whacks the mole before it pops down based on the given information. There is a time limit on this and if the student makes a mistake or takes too long, the mole will escape. Students are given a chance to whack up to 10 moles and points are given each time a student whacks a mole.
 
There are three variations of the game, as follows:

  1. In the first variation, the robot offers the student a function and the x coordinate of the upcoming pop-up.  The student must solve for the y and the robot will move to the (x,y) coordinate in order to whack the upcoming mole.
  2. In the second variation, the robot offers the student a function and the y coordinate of the upcoming pop-up.  The student must solve for the y and the robot will move to the (x,y) coordinate in order to whack the upcoming mole.
  3. In the third variation, the robot offers the student two functions and the mole will pop-up at the intersections of these functions.  The student must determine the location at which the lines intersect and the robot will move to the (x,y) coordinate in order to whack the upcoming mole.

In all cases, once the student provides the answer, the robot will move along the x-axis and then the y-axis, and then perform a ‘whack’ movement.  If it happens to be on top of the mole pop-up location the student gains a point otherwise the mole escapes.
 
The following illustration shows the steps involved in gameplay in the 1st variation.
 

 User-added image
 

This activity is a version of the Whack-a-Mole game. The simulator environment shows a 10x10 grid with a clear marking of an x- and y-axis and an origin. The rest of the grid looks like grass.
 

 
The robot has a “mole pop-up location predictor” that conveys the location at which the mole will pop up.   Moles can come up in any location but because the robot will take some time to reach the location, you must guide the robot before the mole actually pops-up, based on information given to them by the robot.  During the activity, the goal is for you to guide the robot so it whacks the mole before it pops down based on the given information. There is a time limit on this and if you make a mistake or take too long, the mole will escape. You are given a chance to whack up to 10 moles and points are given each time you whack a mole.
 
 


Teaching Tips:

Close: (10 mins) Awards Ceremony
Look at the scoreboard with students and then ask the students in the top two or three places to share the strategies they used to whack the moles with the other students in the class.
Look at the scoreboard with your peers and if you are in the top two or three places then share the strategies you used to whack the moles with the other students in the class. If you are not in the top two or three places, then listen to the strategies the other students used.