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Casio Master Class

“On a Saturday?” was the incredulous response I got when I told people about the Master Class I was helping with in Wolverhampton. The possibility that a group of teenagers would choose to give up their weekend to attend a Maths session puzzled most of my friends. For me, the challenge was how to interest them once they were there!

Picture the scenario: a whole class of “Gifted and Talented” Year 9 pupils from across Wolverhampton for about 1½ hours. Assume no prior graphical calculator use.

What activities would you do?

To try and find a level starting point, I decided to steer clear of the common topics of Key Stage 3 Maths and instead we spent the morning looking at random numbers. I began the session with a game of CountUp which gives pupils six numbers with which to obtain a target number in thirty seconds. By chance, the numbers were sufficiently kind that we did not need the assistance of Carol Vorderman and some pupils were brave enough to present their methods to the group.

As well as getting the pupils focussed, the game enabled me to draw their attention to the random numbers involved in the design of the program. We discussed what was meant by ‘random’ in this context and the possible outcomes for the six numbers and the target. I asked whether it would be fair if I made up the numbers myself but there was no consensus, so I got them all to type into their calculators a ‘random’ number between 1 and 10. We collected these together in a tally chart and found that some ‘random’ numbers were more popular than others.

Having established that humans are not good random number generators, I showed the pupils how to produce a random number on the calculators (OPTN F6 PROB Ran#). This generates a number between 0 and 1, to ten decimal places – a suitably random-looking number but not really what we were after. However by multiplying by 10, the number is brought into the range 0-10 and I then introduced the Int command (OPTN F6 NUM Int) to make the number produced, an integer.

The pupils now had all the knowledge they needed to investigate producing random numbers within a required range. They quickly became confident using the commands but found it more challenging to produce integers between 1 and 6. Despite the clue of trying 6Ran#, some of the group struggled to progress from here, blaming the calculator ( “It never gives me a six”) when in fact the command line needed a little more refining. For many pupils, it helped to look at it pictorially, using a number line showing the range of numbers produced and then ‘shift it’ to the desired range.

By the end, one group had even how to generate the ‘large numbers’ for CountUp (25, 50, 75, 100).

To close the session, I introduced the pupils to Nick’s game (named after Nick Martin, Bedfordshire) which uses the calculator as a dice-simulator, ‘rolling’ numbers form 1 to 6 (more random numbers!) However the calculator also has a pre-defined ‘wipe-out number’, which when it arises ends the game.

All the pupils begin the first game by standing and the first throw is made. The number that is produced becomes the number of points won by the pupils (so if a 5 is thrown, then all pupils get 5 points). Before the next throw, the players have to decide whether to remain in the game or not. By remaining standing, they are able to increase their score by the number shown on the next throw, but risk losing all their points if the wipe-out number comes up. By sitting down, they bank their score but cannot re-enter the game.

The game continues in this way until either all pupils are seated (unlikely!) or the wipe-out number ends the game (to someone’s anguish!) All pupils are then back in again for the second round of the game. After five games, the pupils add up their grand totals.

These totals were entered onto the calculator and we discussed what sort of graphs might be used to display the results. I showed the pupils a Box and Whisker plot of the results and encouraged them to suggest what the different markers indicated and where their own score lay. The pupils discussed in their groups how they decided whether to remain standing or to sit down in order to establish a tactic to employ for the next game.

Overall the Master class proved to be a success. The mathematics had been, dare I say, ‘enjoyable’ and we had used ICT to explore some new ideas.

If you are interested in running a Master class in your area and would like to use the G-Plus Team from Casio, please contact us for more details.

education@casio.co.uk

The above article was written by Vicky Law, an independent consultant, on behalf of Casio.

 


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