Wednesday, June 29, 2016

TDC Math Fair 2016: A Summary

On June 15th, my Grade 9 class and I hosted our second annual math fair. What started out as a small idea has grown into a capstone event of their semester. This year, we had 330 elementary school students visit our building to take part in the fair's activities. Several people (following the hashtag #TDCMathFair2016) commented that they would like to do similar things with their student transitions. This post details the rationale behind the event, how we structured it, what stations we had, and feedback/advice from our exploits.

I pursued this opportunity with a two-pronged focus. First, I wanted to showcase a mode of teaching mathematics that relies heavily on student collaboration, conjecture, and re-calibration to a problem situation. I wanted students to experience real mathematical choice after encountering a task that is not immediately solvable. Through their actions, they expand the set of information they have and unlock further opportunities for action. In doing so, they activate curricular understandings. We designed or adapted classroom activities to fit the scale of the event, but their classroom viability remained at the heart of the event. I didn't want the fair to be something that was only possible outside of the classroom walls; I wanted to emphasize to all involved that mathematics has an active character and we can carve a curriculum out of that action.

Second, I wanted an event where school communities would have a chance to network. The transition from middle school to high school is an onerous one filled with social and academic challenges. I wanted future students to meet future peers and teachers as well as become familiar with the building. This is a very pragmatic concern. On top of that, I wanted the opportunity to communicate with the elementary school teachers of my future students. Very rarely do we get a chance to talk. This was one way where I could plan an event for their kids and open lines of communication for future interactions.

The day was built around groups of students rotating through four stations. Each group of elementary students (7-9 students/group) was paired with two of my high school volunteers. The older students acted as guides throughout the event. This was a good ratio; there was hardly a time when a group of elementary students were left alone. There was always someone there to support or extend thinking. I also had a teacher at each station to spearhead the activity. These were pre-service teachers or teachers who just received their certification. That meant that they were available during the school day.

The class and I worked out which groups would rotate to which stations during the four time slots. Each group leader received a rotation sheet and followed it. This worked very well; it allowed us to keep numbers consistent at each station throughout the day. We had 18 groups come in the morning and 20 in the afternoon. It was a full day for the leaders.

I wanted to have an outlet for the leaders if a group of students was operating well below grade level or had exhausted the possibilities at the station. We provided this in two ways. First, there was an estimation station set up where students were asked to find a time to provide an estimate of the number of balls in a large cube I found in the school's storeroom.

Second, we set up a free play symmetry station with a collection of tiles from Christopher Danielson and TMWYK. If there was time to burn, we sent kids there. Only problem was, it was tough to get them to leave. If you are planning an event with this many students, I would recommend you have these safety valves worked into the day.

The Stations:
There were four stations that students rotated through. Each lasted 30 minutes with a 15 minute break between stations two and three for snacks and estimations.

Sweet 16
This activity focused on balancing multiple equality statements. It contains a very low floor. Students can deduce viable options to some of the equality statements. It also has a very high ceiling. To balance one of these, it takes inductive leaps of faith and several revisions. I adapted puzzles from this book into a classroom resource published here. The ten puzzles in my resource are the ten that students worked on at the fair. Students worked on 2ft by 2ft whiteboards with the 16 Boxes template on them.

Here, students played a game of Tic-Tac-Toe where each space in the large grid is filled with another game of Tic-Tac-Toe. The rules are explained here, but we made a single adaptation. If you send your opponent to a board that has already been won, they do not get to go anywhere they like. Instead, they must play in the already won square with no chance of winning it back. In this variant, it is an advantage to send your opponent to a previously conquered square because, while they still get to dictate your next play, they place a meaningless mark. As students approached mastery of our version, we introduced the rule change to keep them on their toes.

Spa-Ghet-Rekt   (the kids named it)
This was an adaptation of Alex Overwijk's lesson. The students were presented with a pile of pennies, more spaghetti than they could ever need, and a cup that had been fashioned into a hanging basket with paperclips. They were asked to simply test how many pennies a piece of spaghetti could support. After this, they were asked to estimate how many two pieces of spaghetti would support, what about three, etc. You get the point. The whole time, we were entering their data into a communal Desmos graph and asking students for their estimations and reasoning before mindlessly piling pennies into baskets.

About half way through, we told the kids that there 184 pennies weighed one pound and asked them to estimate how many pieces of spaghetti they would need to hold a 2.5 pound weight. When they gave their reasoning, we went to the crash mats and tested it. Tension ran high as pieces of spaghetti were removed one at a time to reach a breaking point. This was the highlight for many students. We harnessed mathematical intuition, extrapolation, graphical literacy, and even some conversations on gravity, force, and potential energy.

Word to the wise: this makes a mess. We went through over 20 kilograms of spaghetti in the four hours of running the activity. Our kids did a fantastic job cleaning up, but get the okay from your caretakers before including this station.

Dark Room Escape
A colleague took the lead on designing a dark room escape in a separate room that could accommodate 40 students at a time. He ended up splitting them into four quadrants; each quadrant needed to solve a network of puzzles to unlock their part of the final challenge. If all four succeeded, the group won a prize.

The challenges were very intricate and well thought through. It took a lot of work, but we wanted to have a signature station that students would remember and look forward to next year. We are planning on using some more budget to get more materials to expand the dark room for the 2017 edition of the fair.

The response to the fair was overwhelmingly positive. It was really cool to have an entire educational community pull together for a day. Teachers commented that is was really good to see the consultants, coordinators, superintendents, and trustees in the building and interacting with students. We really were all together as a division devoted to mathematics.

The local newspaper was there and published a short article the next day. My students commented that they were getting texts from friends who attended still thinking about the stations. One student said that she lives on the same street as a elementary participant. As she walked into her house, she overheard the student telling her mom her strategy on Spa-Ghet-Rekt.

Several students attended for the second time and commented that it was "just as much fun as last year" and they "wish they could come back again". I just smiled and told them that they could, but they would be group leaders. I found out later that one school even included pictures of the event in their Grade 8 graduation video. 

The Saskatchewan Mathematics Teachers' Society periodical The Variable published a recap article from the perspective of a teacher volunteer as well as one of my Grade 9 students. 

Perhaps the coolest thing to come from this was a phone call from a local woman who read the article in the paper. She talked to me for ten minutes about her 10-year-old great-grandson who loves mathematics. She was just calling to chat about how mathematics can challenge "youngsters" (her word). We finished our conversation with her saying, "It's just so good for this old lady to see kids still having fun in such an awfully serious world". After hanging up, I sat in silence for a few moments in my classroom. At that moment, I knew we had achieved our goals.


Monday, June 20, 2016

Mathematics Is: Student Impressions

I have taught the second half of a Math 9 Enriched course for the last three years. The students generally finish two-thirds of the curricular outcomes during the first semester (with an different teacher). This alleviates the perpetual nemesis of time and leaves me with no excuse to stretch the boundaries of what is possible in a classroom. 

I spend most of the time developing a classroom ecology focused around conjecture, community, and curiosity. The result is a constant focus on problem shaping, solving, and re-posing. 

At the end of the semester, I ask students to respond to a simple prompt. They have five minutes to answer:

What is Mathematics?

The responses are incredibly thoughtful (mimicking their work on the mathematics tasks throughout the semester). A selection of them are reproduced below. It goes without saying that I am incredibly proud of what we were able to accomplish as a group. 

"Mathematics is a way of thinking and problem solving with an argument to back you up of why you know it's true. You can create, analyze, and solve problems. With mathematics, it's not always the work you put down on the page, it's also how you present the solution to the problem with words in an argument. You think in mathematics; you do mathematics."

"Mathematics is figuring out the world around you. It's stretching your brain to not only remember formulas but to know where they come from and what they represent. It's a language you first hear people using, then become immersed in it and learn it yourself. It's a new point of view where anything is possible--even infinity."

"Mathematics is, to me, reasoning, wondering, asking questions and being mathematical. To me, being mathematical is having your own solid reasoning. Some things like the formula for the area of a circle, it doesn't really make sense. That's why you wonder and ask why it works. In this class, we focused more on thinking and reasoning with problems than using formulas to solve the problem. To me, being  mathematical is more important because the answer you got by doing mathematics is no use until you become mathematical and reason."

"Mathematics is the asking of questions to help you better understand the main question. It involves numbers, discussions, and opinions. It's not about the answer, it's how you get there. We go through school having to take math classes, we are told how to answer the questions and we are expected to know why and how it works without really asking questions and questioning what we are doing and why. But is that really mathematical? Mathematics is as much asking questions as it is equations and using formulas."

"Mathematics is the study of numbers and everything involved in it. It is solving problems, but more importantly knowing why and how you did them. Mathematics is a way of looking at the world [emphasis in the original]. Mathematics is exploring what you did and how you got there."

"Mathematics is the study of numbers but I think there is a lot more to it. It's also a way of thinking. Questioning and learning why things do what they do is mathematics. Finding out why things work like they do. It's not just about doing work from a text book like I thought it was."


Monday, May 23, 2016

MVPs and Fair Teams

You will not catch me claiming that problems need to be real world in order to be relevant. I would much rather think of classroom materials as either mind numbing or thought provoking. This continuum can be applied to hypothetical, practical, or genuine scenarios (a classification system neatly summarized in a chart in this article).

I see the greatest potential in scenarios that provide elegant entrance to mathematical reasoning. If it happens to contain a real world context, fantastic. Either way, it needs to be thought provoking. 

Take a look at the chart below:

If you don't follow the NBA at all, meet Steph Curry--he's kind of a big deal. He is the first unanimous MVP in the history of the league.

As I look at the table, a few questions immediately make it thought provoking. Some provide a more obvious link to a curricular outcome (in this case, systems of equations), but all foster what us Western Canadians call the Mathematical Processes (see p. 6) or what Americans might call the Standards for Mathematical Practice

(1) How many points is each position worth?
(2) What is the minimum number of first place votes you can get and still win the MVP?
(3) What is the best way to create two fair teams of five players?

If you take a minute with each of these problems, you will begin to appreciate their elegance. The first two appear to have a single solution, but many possible ways to approach its value. The last one is a matter of opinion, but questions of fairness prompt students to create arguments based on some type of numerate structure. While it is harder to see these arguments as explicit outcomes in a curriculum, they are undeniably mathematical. 

A closer look at each of the three questions provides insight into anticipated student milestones and possible lines of student reasoning.

(1) How many points is each position worth?

I think most students would typically start at the players who received the fewest votes to find some type of clarity in the sea of numbers, but the unanimous decision in the favour of Steph Curry makes the top of the table the easiest entry point. It is easily discernible that a first place vote is worth 10 points, but that doesn't move us any further into the field because he was the only one to get first place votes. It does, however, make the linear progression of 2-4-6-8-10 points a possibility. This is a reasonable conjecture, but quickly debunked by Kyle Lowry's point totals. 

Actually, If we assume that each denomination of vote carries an integral weight, Kyle Lowry's point total and distribution can result in only one possible value for a 5th and 4th place vote. We can then walk up the chart determining the value of a 3rd and 2nd place vote. 

Before this becomes too mechanical, take a look at the relationship between Kyle Lowry and Draymond Green. I had one student call this a "partial tripling". I may be tempted to eliminate the two intermediate lines in the table and ask students to determine the values of the votes with only these two lines. 

**Side Bar: What if the point values weren't whole numbers? Can you find a combination that works for Kyle Lowry? What about Kyle Lowry and James Harden? For how many players does your system work? **

(2) What is the minimum number of first place votes you can get and still win the MVP?

Students may use the answer from question one and determine the total number of possible points. They might make the assumption that a player would need over half these points to guarantee the win, but there are more than two people competing for the award. I imagine they would begin by securing every possible 2nd place vote, and seeing if it was enough. If it wasn't, they may also award 3rd, 4th, and 5th place votes. 

It is worth reminding students that a voter cannot vote for a player in more than one position, therefore the maximum number of votes any one player can receive (in any position) is 131. Also, each 1st place vote must be awarded to someone (and that someone cannot be you). Compounding the issue, you can only be voted for a total of 131 times. How can the points be distributed so you still win the MVP? How many players would even be eligible to receive a vote?

This question is a natural extension of the first; they make a fantastic pairing. 

(3) What is the best way to create two fair teams of five players?

This question has a distinctly different tone. Debates of fairness always seem to tie themselves in knots as students wade into the murky waters of data vs. experience. 

There have been four algorithms for choosing fair teams that I have heard students fight for: 

First is the straightforward one-for-one draft where the top two players become captains and take turns choosing the highest player available. This results in teams of 1-3-5-7-9 and 2-4-6-8-10. Opponents to this thinking are quick to point out that if you look at pairs of players all the way down the line-up, Team 1 has the advantage every time (1 v. 2; 3 v. 4; 5 v. 6 etc.).

Second, students aim to fix the problems in option one by imposing a snake draft. This means that Team 1 selects first, then Team 2 selects twice, then Team 1 selects twice...etc. This process continues until all players are taken. (Remember each team must have five players). This results in teams of 1-4-5-8-9 and 2-3-6-7-10. Some students point out that Team 1 still has the best player and Team 2 still must take the worst player. 

Third, students force Team 1 to take the worst player along with the best player. Each round, the team must choose the best and worst player available as a pair; this continues until all players are taken. Keep in mind, each team must contain 5 players. When it comes down to the 5th and 6th best players left, Team 1 takes the 5th and Team 2 takes the 6th. This creates a book end effect which results in teams of 1-3-5-8-10 and 2-4-6-7-9. In a slight alteration, some argue that a trade of 5th and 6th best players would make the teams more fair. 

Last, students argue that a combination of the snake draft and book end draft is best. Here, teams select the best and worst players available but in a snake fashion. Team 1 selects the best and worst, and then Team 2 selects the best and worst twice in a row etc. This results in teams of 1-4-6-7-10 and 2-3-5-8-9. 

Each of these arguments is supported by some type of numerate reasoning and communication based on their hypothetical ranks from one to ten. Some refer back to the raw data to justify certain approaches, but others argue that this years' results are not representative of the typical distribution of talent. Whatever the case, the context provides many natural (and curious) avenues into mathematical reasoning. When building, adapting, or choosing tasks for the classroom, the focus should be on the avenues for thought provoking activity and not the context in which you attempt to occasion it. 

A real-world context is the cherry on top. 


Sunday, May 8, 2016

(Min + Max) imize: A Classroom Game for Basic Facts

**this post was elaborated on in the May 2016 issue of The Variable from the SMTS.

This is a game that was adapted from a colleague in my department. He can't quite remember where it came from, but knows there was some influence from his undergraduate days. Nonetheless, he reinvented it to play with his Grade 9s, and this post represents yet another reinvention.
The game has a simple mechanism (dice rolling), and endless extensions to elaborate on and play with. These are both keys to a great classroom game (for me anyway). 
(Min + Max) imize practices basic operations within the framework of larger, conceptual decision making. While I rarely bring up the probability of the dice rolling, it is obvious that students are making decisions based on the chances of certain rolls being obtained. The idea is to practice basic skills and order of operations in a way that allows students to be active, numerate decision makers. 

The game:
Each game begins with a structure. The structure is composed of a series of blanks (for the 10-sided dice rolls) and operations linking the blanks together in various ways. The students can clearly see how many rolls of the die will occur (one per blank) and copy the structure before the game begins. When all students are ready, the die is rolled. After each roll, the value must be placed in a blank. It is illegal to wait until all the rolls are complete to make choices; it is also illegal to switch a choice after it is made. (Although, when students try this, it allows me to see their thinking very clearly). 

The goal:
Before each round, decide what the target should be. I usually play three rounds. In the first round, we try to maximize the result. In the second round, we try and minimize the result. In the third round, we try and get a result as close to zero as possible. Each round, the structure of the operations is altered and the die is re-rolled. After all the numbers are rolled, I circulate and collect "high scores" from students. 

The boards:
Be creative with your game structures. I have had the most success with 4-5 blanks. After that, calculations can become a hindrance. As your classes get better, division and exponents are a great way to stretch their thinking. I have provided a few of the structures I use, but most are improvised in the moments of teaching in response to student's needs. 



Monday, April 25, 2016

Limbo: An Integers Game

Rationale: Create a game that embeds the skills of adding and subtracting integers into a conceptual decision making structure.

Objective: Insert a set of integers into a 4-by-4 grid so that the sums of the rows and columns is a minimum. 

Game Set-up:
All the students need is the game board and the list of sixteen numbers.
The board consists of sixteen boxes arranged in a four-by-four array. Space is left between the boxes to insert the addition and subtraction signs. You can give the students a blank board and have them all fill in the operations to match a board projected in the room, or you can write in the operations before you make photocopies. Every space between boxes needs to contain either an addition or subtraction sign. 

The arrangement is somewhat arbitrary, but it helps to have a fairly even distribution of both signs to increase the chances of students having a variety of skills to practice. The goal of the game is to arrange the numbers so that the sum of every row and column is a minimum. If the board contains a large majority of subtraction signs, then a high frequency of positive numbers would allow the sum to reach lower levels. You can play with a pre-determined list of numbers you give to the students. You could allow them to choose between two lists, or generate the lists randomly on the spot using playing cards. 

After all sixteen numbers are placed, students calculate the eight sums (four rows and four columns). The results of these eight are then summed to get their final result. 

Lines of Reasoning:
Students usually play the first round of the game with a pseudo-random strategy. Some only look at the rows while making decisions (this is the most common in my experience) and others only look at the columns. Most begin with the foundation that to get the smallest sum, you need to add negatives and subtract positives. 

It doesn't take long for students to realize that the boxes are more interconnected than originally evident. If we read the grid from left to right, the boxes on the right edge are more connected than the left edge. This means negative numbers fit naturally on the left edge. This seems like a great strategy, but there could be boxes on the board that are connected by two addition signs (one in a row and one in a column). It may be more profitable to use the negative numbers to negate both of those addition signs rather than placing it on the left edge. 

Boxes connected with two negative signs seem like they should hold positive numbers, but if there are no positives available, perhaps the smallest negative number must due. Is it then more profitable to remove a negative number from the left edge and place it there to avoid adding the positive number twice? These are some of the decisions to be highlighted. 

When final answers begin to percolate in, I like to ask, "What caused that arrangement to be lower?"
Contrasting arrangements on two boards is no simple task. If you want easy extensions, make the target the largest sum or the sum closest to zero. You can also only provide 15 numbers and allow them to insert a wild-card entry between -6 and 6. 

Game Board Download:
You can alter the addition/subtraction ratio as you see fit. You can change their locations. The list of numbers in this sample game has been randomly generated randomly and there is nothing special about it. This download is a starting point; play with it to create subsequent rounds of the game. 
Download a blank game board here.
Download the sample game here.

My students had some experience with integers, but remained tentative with their skills. This structure allowed them to think big-picture about the four possibilities of adding positives, adding negatives, subtracting positives, and subtracting negatives. I have a feeling that this structure may be overwhelming as an introduction.

Sunday, April 3, 2016

Fraction Task Testing

The testing of a task went horribly right.


Graham Fletcher (@gfletchy) tweeted an Open Middle (@OpenMiddle) prompt for comparing fractions.
The thread debated whether or not a representation on a number line would be best. 

Many people liked the number line better, but I decided to stick with the inequality signs because:

  1. Students see this type of two-bounded inequality notation with domain and range.
  2. The number line gave the impression of a single, fixed answer (because the fractions appear a definite, scaled distance away from each other).
I gave this question as a starter to a group of my grade nine students. They completed it in their portfolios

Brief Summary of Action:

It is very hard to follow all student strategy without some type of documentation, but as far as I could tell, most of the student strategy followed two scaffolds. 

  • Start with the (open) middle

These groups began by focusing on the five digits necessary to fill in the equality in the middle of the prompt. Many centered their action around equivalent fractions to one-half. This actually prompted a shift in the reasoning to what was impossible rather than what was possible. One student noticed that if you chose one-half, you could not use two-fourths because the two had already been used. Another pointed out that this was doubly bad because none of the numbers were two digits. This triggered their group to create a list of other impossibilities. One-fifth proved to be particularly useless. Two-tenths, three-fifteenths, and five-twenty-fifths were all ruled out. 

This action continued until the group settled on one of the possibilities. There was little debate about whether the choices made were correct, because almost every group acted as though multiple solutions were possible. (This is one of the strengths of the problem; it places students in an investigative stance). After the middle was chosen, the students created the two boundary fractions and compared sizes with common denominators or a variety of other estimation techniques. 

  • Set wide benchmarks
This subsection of the class was much smaller in size. They decided that the best way to ensure success was to create a really large fraction on the left and a really small fraction on the right. The problem would then be solved if the remaining five numbers could be written as an equivalent pair of fractions. These conversations were very fruitful as well. After hearing their strategy, I countered with the question, "How can you make a fraction as large as possible?" 

The answers generally organized themselves around one of two possibilities: one-ninth and eight-halves or the reciprocal. Then the groups listed out the remaining middle digits and attempted to create an equivalent relationship (all the time confident that it would fall within the set range). If they couldn't find one, they swapped out a single digit, and re-doubled their efforts. 

Probably the best conversation of the day came when I challenged the fact that one-ninth was the smallest possible fraction. (Even if there was a fraction with a double digit denominator). 

New Problems Posed:

I knew this task was going to provide conversation, but many of those conversations also posed new problems. Nothing out of left-field, but great problems because they 1) were simple and elegant alterations and 2) required a serious re-evaluation of the original strategy. 

Here are three:

Needless to say, what was planned as a ten minute opener to initiate classroom inter-action ballooned into a period long buzz of reasoning, argument, justification, and re-posing. That, for me, is a beta test gone horribly right


Wednesday, March 23, 2016

Dice Auction

Every student has a gut feeling when it comes to probability, and I feel like I have been too quick to theorize their gut instincts in the past. This year to introduce Grade 9 probability, I decided to exploit gut feelings to introduce the topic.

To do this, I needed a semi-familiar situation, some friendly competition, and a time pressure to make decisions.

To fit these criteria, I invented the Dice Auction.


You are invited to an auction, and given a budget of $10. Everyone at this auction has an identical budget. You all are bidding on possible events when two 6-sided dice are rolled. After all the spots are auctioned off to the highest bidders, the two dice will be rolled 20 times. Each time the event you purchased occurs, you collect a single prize. 

Bidding always begins at $1 and goes up in increments of $1. You cannot bid against yourself. The order of the events up for auction will be known beforehand. If you choose not to spend your money, the auctioneer will sell you a prize for $2 after all the bidding is completed.  

Your task: optimize the number of prizes you receive

Classroom Set-Up:

To begin class, I informed the students that they were attending the auction described above. I had a class of 22 students so I came to school armed with about 150 total "prizes" (an assortment of candies). I counted out groups of 10 pattern blocks which became our currency. Each student also received a single handout with this description of the events up for auction on the front and this set of assessment questions on the back. 

I gave them five minutes to decide which events they wanted to target. I also warned them that sharing their reasoning at this point might result in auction sabotage. I don't usually discourage the sharing of reasoning, but I wanted to delay it in this instance. I wanted to accentuate each student's individual gut feelings. 

After the five minute preparation time, the auction began. I opened each item at $1 and two pre-service teachers (@Mr_Harms_ & @HeidiLNeufeld) collected the funds after each event closed. It took about 30 seconds per auction event, and the presence of more hands made collection much easier. 

Once all the spots were taken, the dice were rolled 20 times and the prizes were distributed. Students kept track of how many times their purchased events were rolled (in the tally section of the handout) and later we combined these results so everyone had the data for their reflection questions. 

Task Action:

Bidding began rather timidly, and that enabled some to pick up spots for very cheap. I quickly realized that their perception of probability was very skewed. Certain events (like both number greater than or equal to 5) were selling for higher prices than others (like a single one is rolled). I didn't bother mentioning this in the heat of the action, but as the finds were being collected, I made comments like, "wow, that went fast" or "I thought more people would want that". These were more or less done randomly with no attention to the chances of them actually being rolled. I wanted students to think and re-assess on the fly. 

I could see student marking certain events from further down the list as they lost out on ones they wanted. I assumed they were trying to find events that had similar likelihoods of occurring. The patterns of bidding became recurrent, with the same students jumping in early, and others braving the high amounts. The $5 plateau seemed to slow down many bidders. 

I allowed students to buy prizes at the rate of $2 per prize because I wanted to offer a way for the very reserved students to take in the action, and still receive some candy. As it turns out, many used this strategy to guarantee at least one candy. I had two different students mention they were going to spend $8 and leave $2 as a guarantee. This struck me as interesting. 


I began by asking who felt they "won" the auction. Naturally, those with the largest stack of prizes asserted that they had. Others then claimed that they just got lucky. This was exactly what I was hoping for. The pressure of the auction format had forced students to think on the fly about the value of certain events. Naturally, missteps were made. We decided that it may be unfair to call the winner lucky until we determined how likely his events were to be rolled. 

One student had won the event "A single one is rolled" and it occurred 11 times. I began by asking students how many possibilities for rolling two dice exist and this led us to the inevitable conversation about a (2, 1) being unique from a (1, 2). I anticipated (and even prompted them toward) this. 

We ended up listing all 36 possibilities in an ordered pair structure (no one suggested we use a table). After we had that, students were quickly testing to see if they overpaid. I purposely chose 20 rolls because it necessitated students to compare fractions with denominators of 20 and 36. 


I gave the student four assessment questions; they were briefly introduced before the period ended. I essentially wanted them to reflect on the events, and their likelihood. I got an incredibly high percentage of assignments back the next day, and they included very insightful comments:

" 'Numbers multiply to a prime number' was underpaid for because I think many thought that you can't multiply to a prime. We forgot about 1"

"I knew I was guaranteed 6 because of 'missed three in a row'. I am happy with this, so I didn't overpay"

"I've used dice a lot, and they have bigger chance of landing a 6 or a 1"

"Sum to 8 occurred less often because I mean it's a number that's in the middle with many chances"

" 'missed three in a row' was overpaid for because you can only win 6 prizes. You should invest somewhere with more potential"

" 'No one else collects' was rolled less often than I thought. It surprised me that someone collected every round."

It was clear to me that students continued to think about their actions, and some even provided how they would approach the auction differently. It might be a nice extension to ask them to "set fair prices" for all 30 events.

I love the conversations surrounding this task. Students were upbeat, blaming each other for overpaying, and then justifying why they weren't. I used the happenings to introduce the idea of favourable events, total events, probability, odds, and even got into the fundamental counting principle. For my Grade 9s, that is almost the entirety of the curricular outcomes (although we play with them a lot longer because... it is fun). 

This task slowed the theorization of their curiosity. By allowing them to follow their gut instincts, the decisions became personal and the task became vibrant. Notation arose out of the necessity to communicate how they conceptualize chance. That is the starting point for any unit on probability.