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Australian Curriculum Year 5 Applicable to all content descriptors Key Idea Helping students construct a deep understanding of mathema6cal ideas and processes by engaging them in doing mathema6cs: crea6ng, conjecturing, exploring, tes6ng, and verifying' Resources FISH Problem Solving kit Maths learning journal Vocabulary find, informa6on, skills, strategies, least, Introductory Ac9vity Process Fish Problem Solving Introduce the FISH problem solving strategy to the students by star6ng a discussion on real life fishing. (5 W’s & H) Ask who likes fishing? Use a thumbs up thumbs down strategy for response Ask what do you need to go fishing? Use the ‘Word Mover’ App to make a list. Sort brainstormed list into headingsEquipment, condi6ons, Informa6on etc Ask when do you go fishing? Where do you go fishing? Ask how do you go fishing? Tell a real life fishing story that leaves the story at the complica6on stage. Ask the students ‘What have I got now?’ Elicit the response ‘a problem’ from the students. Brainstorm What is a problem? (either create a concept map or frayer model) AUer the students complete this step ask them what do we do with a problem… solve it! Lets go fishing with a problem. Ac9vity ProcessFinding All Possibili9esStory Problem The objec6ve of the ac6vity is to introduce learners to FISH problem solving process. ‘Some Tripods and Bipods flew from planet Zeno. There were at least two of each of them. Tripods have 3 legs. Bipods have 2 legs. There were 23 legs altogether. How many Tripods were there? How many Bipods were there? Find at least two different answers?’ The statement above indicates that there is a problem with more than one answer. Learners need to know that some problems have more than one answer. When they find an answer to a problem they need to ask themselves if there might be other answers. A strategy like an organised list or table allows them to check their answers. The problem is not asking the learners to iden3fy any calcula3ons they need and then carry these out (as they typically do for word problems) The problem is asking the learner to sort out , from the informa3on they are given, what combina3ons of twos and threes they can make to meet the condi3on of 23 legs. The story scenario provides informa3on. Direct learners’ aBen3on to how the informa3on has been included in the problem (list/group/label strategy). This strategy stresses rela3onship between words and the cri3cal thinking skills required to recognise these rela3onships. List key words Group words into logical categories based on shared features Label categories with clear descrip3ve 3tles To assist learners to tackle this type of problem, the teaching approach might be to remind students of ac3vi3es that generate lists eg going fishing Introduce simple ques3ons eg ‘What kind of number is two and three? Do both numbers have anything in common? What is the smallest number that appears both in the 4 and 6 3mes tables?’ to encourage thinking and the use of lists. Discuss the efficiency of solu3ons that the class develops

Askwhen*do*you*go*fishing?* Askhow*do*you*go*fishing?* … · 2019. 11. 17. · Australian*Curriculum*Year*5* Applicable!to!all!contentdescriptors !! KeyIdea Helping!students!constructadeep!

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Page 1: Askwhen*do*you*go*fishing?* Askhow*do*you*go*fishing?* … · 2019. 11. 17. · Australian*Curriculum*Year*5* Applicable!to!all!contentdescriptors !! KeyIdea Helping!students!constructadeep!

 Australian  Curriculum  Year  5  Applicable  to  all  content  descriptors    

Key  Idea  Helping  students  construct  a  deep  understanding  of  mathema6cal  ideas  and  processes  by  engaging  them  in  doing  mathema6cs:  crea6ng,  conjecturing,  exploring,  tes6ng,  and  verifying'    Resources    FISH  Problem  Solving  kit  Maths  learning  journal    Vocabulary  find,  informa6on,  skills,  strategies,  least,                      Introductory  Ac9vity  Process  Fish  Problem  Solving  Introduce  the  FISH  problem  solving  strategy  to  the  students  by  star6ng  a  discussion  on  real  life  fishing.  (5  W’s  &  H)  Ask  who  likes  fishing?  Use  a  thumbs  up  thumbs  down  strategy  for  response  Ask  what  do  you  need  to  go  fishing?  Use  the  ‘Word  Mover’  App  to  make  a  list.              

Sort    brainstormed  list  into  headings-­‐Equipment,  condi6ons,  Informa6on  etc  Ask  when  do  you  go  fishing?  Where  do  you  go  fishing?  Ask  how  do  you  go  fishing?    Tell  a  real  life  fishing  story  that  leaves  the  story  at  the  complica6on  stage.      Ask  the  students    ‘What  have  I  got  now?’  Elicit  the  response  ‘a  problem’  from  the  students.  Brainstorm  What  is  a  problem?  (either  create  a  concept  map  or  frayer  model)    AUer  the  students  complete  this  step  ask  them  what  do  we  do  with  a  problem…  solve  it!  Lets  go  fishing  with  a  problem.                            Ac9vity  Process-­‐Finding  All  Possibili9es-­‐Story  Problem  The  objec6ve  of  the  ac6vity  is  to  introduce  learners  to  FISH  problem  solving  process.    ‘Some  Tripods  and  Bipods  flew  from  planet  Zeno.  There  were  at  least  two  of  each  of  them.  Tripods  have  3  legs.  Bipods  have  2  legs.  There  were  23  legs  altogether.  How  many  Tripods  were  there?  How  many  Bipods  were  there?  Find  at  least  two  different  answers?’    The  statement  above  indicates  that  there  is  a  problem  with  more  than  one  answer.  Learners  need  to  know  that  some  

problems  have  more  than  one  answer.  When  they  find    an  answer  to  a  problem  they  need  to  ask  themselves  

 if  there  might  be  other  answers.  A  strategy      

like  an  organised  list  or  table  allows  them  to  check  their  answers.    The  problem  is  not  asking  the  learners  to  iden3fy  any  calcula3ons  they  need  and  then  carry  these  out  (as  they  typically  do  for  word  problems)  The  problem  is  asking  the  learner  to  sort  out  ,  from  the  informa3on  they  are  given,  what  combina3ons  of  twos  and  threes  they  can  make  to  meet  the  condi3on  of  23  legs.      The  story  scenario  provides  informa3on.  Direct  learners’  aBen3on  to  how  the  informa3on  has  been  included  in  the  problem  (list/group/label  strategy).  This  strategy  stresses  rela3onship  between  words  and  the  cri3cal  thinking  skills  required  to  recognise  these  rela3onships.  •  List  key  words  •  Group  words  into  logical  categories  based  on  

shared  features  •  Label  categories  with  clear  descrip3ve  3tles  To  assist  learners  to  tackle  this  type  of  problem,  the  teaching  approach  might  be  to  remind  students  of  ac3vi3es  that  generate  lists  eg  going  fishing    Introduce  simple  ques3ons  eg  ‘What  kind  of  number  is  two  and  three?  Do  both  numbers  have  anything  in  common?  What  is  the  smallest  number  that  appears  both  in  the  4  and  6  3mes  tables?’  to  encourage  thinking  and  the  use  of  lists.    Discuss  the  efficiency  of  solu3ons  that  the  class  develops  

 

Page 2: Askwhen*do*you*go*fishing?* Askhow*do*you*go*fishing?* … · 2019. 11. 17. · Australian*Curriculum*Year*5* Applicable!to!all!contentdescriptors !! KeyIdea Helping!students!constructadeep!

Teacher  models  a  ‘think  aloud’  with  the  FISH  strategy  by  highligh6ng  text  in  the  appropriate  colours  

‘Some  Tripods  and  Bipods  flew  from  planet  Zeno.  There  were  at  least  two  of  each  of  them.  Tripods  have  3  legs.  Bipods  have  2  legs.  There  were  23  legs  altogether.  How  many  Tripods  were  there?  How  many  Bipods  were  there?  Find  at  least  two  different  answers?’    Using  a  working  backwards  strategy  learners  are  told  that  two  possible  answers  are    •  10  Bipods  and  1  Tripod  •  6  Tripods  and  2  Bipod  and  invited  to  work  out  whether  these  answers  are  valid.  How  reasonable  are  the  answers?  Learners  are  encouraged  to  iden6fy  strategies  and  other  possible  solu6ons.  Discussion  around  the  characteris6cs  of  the  answers  eg  which  one  has  the  most  bipods  or  tripods  etc  can  be  developed  and  lead  to  the  highligh6ng  of  a  rule  in  the  text  of  the  original  problem-­‐must  be  ‘at  least’.    

                     Ac9vity  Process-­‐  Introducing  the  FISH-­‐What  does  the  acronym  FISH  mean?  Display  each  fish.  In  groups,(  approx  4)  students  are  asked  to  wear  corresponding  colour  fish  strips  with  corresponding  phrase  on  it,  which  reminds  them  of  what  their  job  is  in  the  group  egg  red  ‘what  am  I  asked  to  find  or  do?                          Ac9vity  Process-­‐Working  with  the  fish-­‐Understanding  what  stage  each  of  the  fish  represents  in  a  problem    For  this  ac6vity  teacher  selects  problems  to  suit  ability  levels  in  the  group.  Group  have  been  devised  according  to  ability  levels  and  selected  problems  are  simple  to  allow  the  group  to  focus  on  the  process  of  using  the  FISH.  Problems  are  printed  on  laminated  cards  and  each  student  has  a  wipe  off  marked  in  the  colour  fish  they  are  represen6ng.  •  Red  fish  student  highlights  what  am  I  asked  to  find?  •  Blue  fish  student  highlights  what  informa6on  do  I  have?  •  Yellow  fish  student  suggests  skills  or  strategies  the  group  could  use  to  solve  the  problem    •  Green  fish  student  focuses  on  how  reasonable  is  the  answer  Students  are  reminded  that  this  process  has    been  previously  modeled  in  finding  all  possibili6es.  

Page 3: Askwhen*do*you*go*fishing?* Askhow*do*you*go*fishing?* … · 2019. 11. 17. · Australian*Curriculum*Year*5* Applicable!to!all!contentdescriptors !! KeyIdea Helping!students!constructadeep!

Assessment  Op6on  1  What  6me  is  it  now?  What  will  the  6me  be  in  a  thousand  seconds?  Using  the  green  FISH  to  explain  how  reasonable    is  your  answer.      Op6on  2  How  high  would  a  stack  of  a  1000  cubes  be?  Using  the  green  FISH  to  explain  how  reasonable  is  your  answer.        Background  

Characteris6cs  of  Problem  Solving  

•  interac6ons  between  students/students  and  teacher/  

•  mathema6cal  dialogue  and  consensus  between  students    

•  teachers  providing  just  enough  informa6on  to  establish  background/intent  of  the  problem,  and  students  clarifing,  interpre6ng,  and  ahemp6ng  to  construct  one  or  more  solu6on  processes  

•  teachers  accep6ng  right/wrong  answers  in  a  non-­‐evalua6ve  way    

•  teachers  guiding,  coaching,  asking  insighiul  ques6ons  and  sharing  in  the  process  of  solving  problems    

•  teachers  knowing  when  it  is  appropriate  to  intervene,  and  when  to  step  back  and  let  the  pupils  make  their  own  way  

•  make  generalisa6ons  about  rules  and  concepts,  a  process  which  is  central  to  mathema6cs  

       

 

Digital  Learning  hTp://illumina9ons.nctm.org/Ac9vity.aspx?id=3569                  Assessment  By  the  end  of  Year  5,  students  solve  simple  problems  involving  the  four  opera9ons  using  a  range  of  strategies.  They  check  the  reasonableness  of  answers  using  es6ma6on  and  rounding.  Students  iden6fy  and  describe  factors  and  mul6ples.  They  explain  plans  for  simple  budgets.  Students  connect  three-­‐dimensional  objects  with  their  two-­‐dimensional  representa6ons.  They  describe  transforma6ons  of  two-­‐dimensional  shapes  and  iden6fy  line  and  rota6onal  symmetry.  Students  compare  and  interpret  different  data  sets.  Students  order  decimals  and  unit  frac6ons  and  locate  them  on  number  lines.  They  add  and  subtract  frac6ons  with  the  same  denominator.  Students  con6nue  paherns  by  adding  and  subtrac6ng  frac6ons  and  decimals.  They  find  unknown  quan66es  in  number  sentences.  They  use  appropriate  units  of  measurement  for  length,  area,  volume,  capacity  and  mass,  and  calculate  perimeter  and  area  of  rectangles.  They  convert  between  12  and  24  hour  6me.  Students  use  a  grid  reference  system  to  locate  landmarks.  They  measure  and  construct  different  angles.  Students  list  outcomes  of  chance  experiments  with  equally  likely  outcomes  and  assign  probabili6es  between  0  and  1.  Students  pose  ques6ons  to  gather  data,  and  construct  data  displays  appropriate  for  the  data.            

Inves9ga9on:  Making  your  first  Million  Engage  the  students  in  discussing  large  numbers  by  recoun6ng  that  some  scien6sts  believe  dinosaurs  became  ex6nct  approximately  65  million  years  ago.  Consider  a  report  of  a  footballers  salary  reported  as  $3  million.  Ask  the  students,  "How  can  we  relate  to  such  large  numbers?"  To  help  them  answer  this  ques6on,  focus  the  discussion  on  the  magnitude  of  1  million.  Ask  the  students  to  try  to  imagine  the  size  of  a  tank  that  can  hold  1  million  litres  of  water,  or  a  pile  of  garbage  that  weighs  1  million  kilos,  and  discuss  the  no6on  that  these  images  are  difficult  to  visualize.  Explain  that  the  focus  of  this  inves6ga6on  is  to  assist  them  in  understanding  and  apprecia6ng  the  magnitude  of  large  numbers.    Ask  the  students,  "Have  you  been  alive  for  1  million  days?  Hours?  Minutes?  Seconds?"  Give  the  students  an  opportunity  to  explore  these  ques6ons  with  their  calculators.    How  long  is:  •  One  million  days?  •  One  million  hours?  •  One  million  minutes?  •  One  million  seconds?  

Name  something  that  happened:  •  One  million  hours  ago  •  One  million  minutes  •  One  million  seconds  

Using  the  FISH  strategy  for  problem  solving  explain  how  you  arrive  at  your  answers?