Rules of Sign Change

Zuger, Joel P.                             Chicago Metro High School
1351 West Catalpa Avenue                   280-2020
Chicago, Illinois 60640
334-2514

Objectives:
   1. This is aimed at 7th and 8th grades as well as pre-algebra and 
      1st year algebra students.
   2. Understand the operation of plus and minus signs during 
      arithmetic operations.
  
Apparatus Needed:
1. Number Line Materials
    1.1 Number lines for each student printed across the whole paper.  
        The lines must be spaced far enough apart so bingo markers 
        cover only one line at a time.
    1.2 Need translucent bingo markers, maybe 5-10 per student.  
    1.3 Need one acetate sheet with a number line to work with an overhead
        projector.
2. Function Machine
   2.1 Cardboard or wood cutout representing a machine, titled 
       "Function Machine".  It can be as elaborate or as simple as you 
       wish to construct it.
   2.2 Strips of cardboard or other material one of which will go into 
       the machine from the top the other will come out from the side.
   2.3 Crank on the machine which is either functional (pulling through 
       the top strip and pushing out the bottom strip) or turned just 
       for show
3. Keep It or Give It Game
   3.1 Two dice, each of a different color.
   3.2 Sheet of equations, probably about 100 with positive and 
       negative numbers with addition and multiplication operations.
            
Recommended Strategy:
1. Number line strategy - shows positive and negative numbers as 
   directions on the line, negative left, positive right.  Explain 
   the difference between negative numbers and subtraction, i.e. a 
   bill for $8.00 is a negative number, it is money owed and you
   do not have; getting $10.00 and paying $8.00 to satisfy the bill is 
   subtraction, transferring money you have leaving yourself with 
   $2.00. 
   Experiment with the number line using an overhead (with the students 
   working on their own number line papers).  I.e. move 10(right) move  
   -5(left) all should be on 5(positive side of the number line).  
   Continue with a few more examples to show direction, and how to use 
   it.  Note: use a couple of examples of subtracting negative numbers, 
   using reversal of direction for subtraction, so negative numbers 
   subtracted will move in a positive direction. 
   Experiment with multiplication using the number line, also show a 
   consistent pattern on the board so two methods reinforce sign 
   rules. 
                                    Example:   | 4.4=16|,
   The products show a difference of 4 at      | 3.4=12|,
   each succeeding multiplication.             | 2.4= 8|, 
                                               | 1.4= 4|,
                                               | 0.4= 0|,
                                               |-1.4=-4|,
                                               |-2.4=-8|;
   To show negative times negative is positive __________
   use pattern of:                             | 3.(-4)=-12|,
   use the number line using direction to      | 2.(-4)= -8|, 
   show results.  The reason for using more    | 1.(-4)= -4|,
   than one bingo marker is to show the        | 0.(-4)=  0|,
   pattern on the number line.                 |-1.(-4)=  4|, 
                                               |-2.(-4)=  8|;
                                               ______________
   It is recommended the 1st number represent the multiple of the 2nd 
   number, i.e. 3x4 means 4+4+4 not 3+3+3+3.  Even though 
   multiplication is commutative, it will be easier, in algebra, 
   to show that 5w is 5 times w, meaning w+w+w+w+w. 
2. Function Machine - This is used as reinforcement to calculate with 
   both positive and negative numbers.  A strip of cardboard is marked 
   off with ___________________________
            | 1 | 2 | 3 | 4 | 5 | etc.| and this is fed into the input of 
            ___________________________
   the machine (which is cardboard or wood, etc. painted or marked to 
   be a machine), the 1 being fed in first.  There is a 2nd cardboard 
   which is the output for example;____________________________ 
                                   | 2 | 4 | 6 | 8 | 10 | etc.|
   which the students have to      ____________________________
   guess, after seeing one or two examples, at what the output will be 
   and what function is making this output, this case is input times 2.
   Make different strips for input and output.  The function can be as 
   complicated as (input - 3) times -2. 
3. Keep It or Give It Away Game - This is used as reinforcement for the 
   operations of positive and negative numbers.  The class can be 
   divided into 6-groups.  Each group starts off with 50-points.  The 
   team reaching 100-points first wins.  A paper with 100+ equations on 
   it, with the first 6 equations numbered 1-6.  Teams go in order, team 
   number 1 starting.  Two dice used, each of a different color.  One 
   die determines what team will get the equation if the original team 
   gives it away.  The other determines which equation is solved. After 
   an equation is used the next equation on the list (other than the 
   original 6) will replace used equation.  The team tossing the dice 
   has 10-seconds to decide to keep the equation or give it away (teams 
   want positive results and give away negative results).  The team 
   getting it has 30-seconds to give the correct answer.  The evaluation 
   of the equation are the points involved, i.e. 8.(6-3).(-1), result is -24
   points.  If it was 4th on the list the next equation goes into the 4th slot,
   etc.  If the original team rolls 4 on the give dice then team 4 gets 
   the equation if the original team: 1) runs out of time, and result 
   is positive 2) wants to give it away; or 3) wants it but gives the 
   wrong evaluation and result is positive; else the original team gets 
   the points.  Any other rules or changes can be made.  Gear the rules 
   and the equations to the level of the class, it should be enjoyable 
   as well as educational. 
   Note: -  The students should not be rushed to give instant answers. 
            Perhaps count 3-seconds before allowing any student to answer. 
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