Pattern & Algebra Games

## Featured Game: Magic Pot Game

Magic Pot Game After reading and discussing Two of Everything, model the Magic Pot Game that students will play in pairs:

Materials (per pair of students):

• Magic Pot template in sheet protector
• dry-erase pen and eraser
• index cards with Magic Pot rules
• 20-30 linking cubes in two colors
• magic pot or Magic Pot mat

Directions:

• Partner A chooses one of the Magic Pot rules.
• Partner B places a couple of linking cubes (all the same color) in the magic pot or on the magic pot mat and records that number under IN on the Magic Pot Template.
• Partner A adds linking cubes (of the second color) to those cubes according to the Magic Pot Rule.
• Partner B records the total number of cubes (sum of both colors) in the OUT column on the Magic Pot Template.
• Partner B may guess the rule by writing the rule on the Magic Pot Template. He/she must then check the rule by placing a different amount of cubes in the magic pot. He/she should record this number under IN on the Magic Pot Template. He/she should also record the OUT number that follows the rule.
• Partner A adds linking cubes (of the second color) to those cubes according to the Magic Pot Rule.
• If Partner B's rule and OUT number were correct, Partner B scores 5 points for correctly guessing after the first try.
• If Partner B's rule is NOT correct, Partner B corrects the data in the IN/OUT table and tries a different IN number.
• Partners score 1 less point for each incorrect guess.
• When Partner B correctly guesses the rule and proves it by writing a different IN/OUT combination that works with the rule, Partner B scores points and the partners switch positions.
• Winner has the most points after 3-5 rounds or when the allotted time is up.

## Algebra Games

These games support student development of the concept of functions through the use of an input/output table to discover the function rule.

• Download Guess My Rule: function machine game created to give students practice in saying and writing the rule, given an input/output table.   One student has the rule which the other student has to guess.   The guesser records an input number in the table.   The rule person must apply the rule and tell the output number.   Student pairs repeat this until the guesser correctly identifies the rule by saying and writing it.   Students then switch places and repeat the activity.   Download three different levels of rules for play: simple addition & subtraction, multiplication or two-step rules.
• Download the Function Machine Template and place it in a sheet protector so that students can use dry-erase markers to play the game by recording input/output numbers, then erasing when they switch places.
• Play Function Machine online for Grades 3-4.
• Play Function Machine online for Grades 5-6.
• Play Building with Functions online.