Introduction………………………………………………………………………………………………p .2
How to Operate…………………………………………………………………………………p.3
Number of Bowling…………………………………………………………………………………p.4
Down to One…………………………………………………………………………………p.6
Reverse the Order…………………………………………………………………………………p.8
Different Products…………………………………………………………………………………p.10
Sums and Products…………………………………………………………………………………p .12
Target 100……………………………………………………………………………………p.14
Ordering Fractions…………………………………………………………………………………p.16
Addting Fractions…………………………………………………………………………………p.18
Halfway Between…………………………………………………………………………………p.20
Near Integers…………………………………………………………………………………p.22
Reshaping Cuboids…………………………………………………………………………………p.24
Function Tables…………………………………………………………………………………p .26
Palindromes…………………………………………………………………………………p.28
Trial and Improvement………………………………………………………………………p.30
Last Digits…………………………………………………………………………………p.32
A Question and Interest……………………………………………………………………p.34
Getting Even…………………………………………………………………………………p.37
1
Introduction
The use of calculators as a classroom teaching tool is becoming more and more
popular. Contrary to the belief that their use encourages dependency and inhibits
the development of mental skills, research has proven that calculators are highly
unlikely to harm achievement in mathematics and using them can actually improve
the students’ performance and attitude.* Calculators allow students to quickly generate large amounts of data from which patterns can be spotted, and predictions can
be made and tested. This is an important aspect of the dev elopment of mental methods of calculation. Therefore, priority must be given to create new ways to exploit
the potential of the calculator as an effective learning tool in the classroom.
This Teacher’s Guide presents several classroom activities that make use of Sharp
scientific calculators. The purpose of these activities is not to introduce the calculator as a device to relieve the burden of performing difficult calculations, but rather
to develop the students understanding of mathematical concepts and explore areas
of mathematics that would otherwise be inaccessible. Mental methods should always be considered as a first resort when tackling calculations introduced in these
activities. The development of trial and improvement methods ar e supported by the
activities as well. We hope you will find them interesting and useful for reinforcing
your students’ understanding of mathematical concepts.
* Mike Askew & Dylan Williams (1995) Recent Research in Mathematics Education HMSO
2
≈Read Before Using≈
1. KEY LAY OUT
How to Operate
2nd function ke y
Pressing this key will enable the functions written
in yellow above the calculator buttons.
ON/C, OFF key
Direct function
<Power on>
2nd function
<Power off>
Written in yellow
above the ON/C key
Mode ke y
This calculator can operate in three different
modes as follows.
<Example>
[Normal mode]
[STAT-1 mode]
•Mode = 0; normal mode for
performing normal arithmetic
and function calculations.
•Mode = 1; STAT-1 mode for
performing 1-variable
statistical calculations.
[STAT-2 mode]
RESET
2. RESET SWITCH
If the calculator fails to operate normally, press the reset
switch on the back to reinitialise the unit. The display format
and calculation mode will return to their initial settings.
NO TE:
Pressing the reset switch will erase any data stored in memory.
3
•Mode = 2; STAT-2 mode for
performing 2-variable
statistical calculations.
Read whole numbers and understand that the position of a digit signifies its value.
Understand and use the concept of place value in whole numbers.
• •••••••• ••••••Explanation of the activity ••••• •••••••••
Think of a 3-digit number and enter it into your calculator.
Pretend each digit is a “bowling pin.”
Knock down each pin one at a time, so that your calculator display shows 0.
Calculator functions used: Subtraction, addition, last answer memory
A: Using subtraction
Press the following buttons and then start operation.
(1) Enter a 3-digit number.
638
(2) Knock down one digit, or “pin”; i.e. change the last
digit to a 0.
8
(3) Knock down the next pin; i.e. change the tens column
digit to 0.
30
638=
ANS-8=
ANS-30=
DEG
DEG
DEG
(4) Knock down the pin of the hundreds column.
600
4
ANS-600=
DEG
Number Bowling
B: Using addition
Press the following buttons and then start operation.
Junior high school
(1) Enter a 3-digit number.
638
(2) Knock down one digit, or pin; i.e. change the last digit
to a 0, except this time, do so by adding a number to
the last digit to make it 0.
2
(3) Knock down the next pin; i.e. change the tens column
digit to 0.
60
(4) Knock down the pin of the hundreds column.
300
638=
DEG
DEG
ANS+2=
DEG
ANS+60=
DEG
ANS+300=
• • • • • • • • • • • Using the activity in the classroom • • • • • • • • • • •
This activity is a good game for students to play in pairs.
One student enters a number in the calculator, and the other student has to knock each digit, or
“pin,” down.
Example:
638 - 8 = 630
630 - 30 = 600
600 - 600 = 0
•••• ••• ••• ••• ••Points for students to discuss • • • ••••• •• ••••
It is important for students to talk about what they are doing and use the appropriate language, for
example: “six hundred and thirty, minus thirty, equals six hundred.” Students should be challenged
to vary the starting point; i.e. sometimes starting with the hundreds digit and sometimes with the
tens digit.
Further Ideas
• Play the game using 2-, 4-, or 5-digit numbers according to the ability of the students.
Develop a variety of mental methods of computation.
Develop the use of the four operations to solve problems.
Use sequence methods of computation when appropriate to a problem.
Estimate and approximate solutions to problems.
• •••••••• ••••••Explanation of the activity ••••• •••••••••
Use the calculator to generate a 3-digit random number.
The aim is to get the calculator to display the n umber 1.
Players can use any of the numbers 1 – 9 together with any of the keys below:
, , , , , ,
You cannot put numbers together to make 2- or 3-digit numbers.
You can use each number only once.
The first player to get his/her calculator display to show 1 scores five points.
If after an agreed time limit no player has reached 1, the player who is closest scores two points.
While working on this activity, students should develop their skills of mental mathematics and their
fluency with numerical calculations.
Calculator functions used: Subtraction, division, last answer memory
Press the following buttons and then start operation.
Suppose the random number you generate is 567.
Example A:
5679
567÷9=
7
ANS÷7=
DEG
DEG
8
The answer is 1 and the game is finished.
ANS-8=
DEG
6
Down to One
Press the following buttons and then start operation.
Junior high school
Example B:
DEG
567÷7=
5677
ANS-9=
DEG
9
ANS÷8=
DEG
8
You want to subtract 8 from 9, but you cannot since you have already used 8 once.
So...
ANS÷3=
DEG
3
ANS-2=
DEG
2
The calculator displays 1 and the game is finished.
• • • • • • • • • • • Using the activity in the classroom • • • • • • • • • • •
Students should be encouraged to estimate the results of calculations and think about the appropriate operations and numbers to use during the game. Let’s start with 864, for example. This
number is divisible by 9, 6, 3 and 2. The equation 846 ÷ 9 could therefore be a possible first step.
This will prompt students to test the divisibility of numbers. Students should also be encouraged to
think about the various strategies they use.
The game could be played between small group of students.
•••• ••• ••• ••• ••Points for students to discuss • • • ••••• •• ••••
For some students, it may be more appropriate to start with a 2-digit number. In this case, the calculator should be set to fixed decimal place mode by pressing the [2ndF] key once and then pressing the
[ . ] key, which has FSE written in yellow above it, until FIX is displayed at the top of the calculator
screen. And press [2ndF] [TAB] and [0] keys. Doing this will round answers to 0 decimal places. The
starting number can then be generated by multiplying a random number by 100.
Further Ideas
• Play the game using decimal starting numbers.
• Give the students a shuffled set of cards numbered from 1 to 9 and a shuffled set of
cards numbered 10, 20, 30, 40, 50. Students choose five cards from the first set, and
two cards from the second set. The calculator is then used to generate a random three
digit integer, and the students have to make this total by using the numbers on the cards.
Develop a variety of mental methods of computation.
Estimate and approximate solutions to problems.
• •••••••• ••••••Explanation of the activity ••••• •••••••••
Enter any 2-digit number into the calculator.
Reverse the order of the digits through simple calculator operations.
While working on this activity, students should develop their skills of mental mathematics.
They should also be interpreting and generalizing their answers.
Press the following buttons and then start operation.
Example A:
To reverse the order of 58:
85
58
5827
Solution: Add 27 to 58 to get 85.
Now try using a 3-digit number.
Example B:
Enter 432 into the calculator
432
234
234
1
98
85-58=
DEG
DEG
58+27=
DEG
432+234=
DEG
234+198=
Solution: Add 198 to 234 to get 432.
8
Reverse the Order
Junior high school
• • • • • • • • • • • Using the activity in the classroom • • • • • • • • • • •
This activity is probably best introduced orally to a group of students. Ask the students to enter
any two digit number into their calculators. Then, ask them to find a simple way to reverse the
order of the digits of these numbers. Students may do this by using inverse operations.
•••• ••• ••• ••• ••Points for students to discuss • • • ••••• •• ••••
After trying an example, the students can talk about the operations and numbers that they used.
This discussion should lead to the generalization that one way to reverse the order of the digits is
to add or subtract a multiple of 9. More able students could be asked to try and prove this generalization:
(10a + b) + N = (10b + a)
N = (10b + a) - (10a + b)
N = 9b - 9a = 9(b - a)
Further Ideas
Try using the activity with 3-digit numbers, 4-digit numbers, etc.
Choose any 2-digit number, reverse it, and then add the reversed number to the original.
What happens? Try this with 3-digit numbers or 4-digit numbers, etc.
• •••••••• ••••••Explanation of the activity ••••• •••••••••
Have the class make up multiplication problems using the digits 1, 2, 3 and 4. Each digit can only be
used once. Find out what the largest product among the possible answers will be.
While working on this activity, students should practice their skills of mental estimation. They
should also be interpreting and generalizing their answers.
Press the following buttons and then start operation.
What is the largest number you can make by pressing the keys and
once and only once?
Example:
DEG
DEG
DEG
1
2 34
2 341
Can you make a larger number?
Using algebra, for any four digits a, b, c, d, where
a < b < c < d, the largest product is given by:
(10d + a) x (10c + b).
Ans: The largest product is given by
41 32
12X34=
2X341=
41X32=
10
Different Products
Junior high school
• • • • • • • • • • • Using the activity in the classroom • • • • • • • • • • •
This activity could be introduced to the whole class by asking students to individually make up any
multiplication using only the digits 1, 2, 3 and 4. The different multiplication problems and their
answers can then be compar ed and students can be set the task of finding the largest product.
Students should be encouraged to estimate the answers to the various multiplication problems.
•••• ••• ••• ••• ••Points for students to discuss • • • ••••• •• ••••
Students can explore other sets of four numbers, generalizing the rule to find the largest product
using words or symbols. After generalizing, explain the rule that for any four digits a, b, c, d, where
a < b < c < d, the largest product is given by:
(10d + a) x (10c + b).
If the investigation is extended to the five digits 1, 2, 3, 4, 5, then the largest product is given by:
431 x 52 = 22412.
For some students it may be appropriate to begin with only three digits.
Further Ideas
• Find the largest product for any number of digits.
• Find the smallest product for any number of digits.
• Find the different sums that can be made by adding the digits 1, 2 and 3 once and only
once. For example 12 + 3 = 15. What happens for other sets of 3-digit numbers?
11
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