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Published 2018
Zios and Zepts takes learners to the planet of Vuv, where there are two types of creatures - Zios (which have three legs) and Zepts (which have five legs). The activity offers a context in which to discuss trial and
improvement and working systematically, and the way that these two skills are often used together. Once we have one solution (perhaps by trial and improvement), how many other possible answers are there and how do we know we have got them all (systematic working)?
Finding a winning strategy for the game Got It lends itself to a working backwards approach. After playing a few times, pupils will be able to spot which player is going to win before the winning move takes
place. From this point, pupils can work backwards to find the winning approach.
How Would We Count? involves discussing how many dots pupils can see, and the strategy they use to count them. This encourages learners to discuss how they are visualising the number patterns within the
dots, and helps them appreciate that there is no 'right' way to go about this task.
Play to 37 is a number game for two players, in which the winner is the player who hits the target of 37 exactly. Asking children to consider the number of numbers it takes to make the total in each game and inviting them to comment on what they
notice, will help them towards a generalisation so they can apply their strategy to other, similar games (e.g. when the total is changed).
Snake Coils is a truly 'non-routine' problem which we suggest you have a go at yourself and then reflect on the problem-solving skills you used. How could you encourage the pupils in your class to have these skills at their fingertips?
The Domino Sets investigation challenges learners to work out how they would check that a box of 0-6 dominoes they are given is a full set. This encourages them to explore the structure of the dominoes in their
own way. You can ask them to arrange the dominoes on the table to show you that they have/have not got a full set and then all children can have an opportunity to look at others' arrangements. By inviting the learners themselves to justify their answers, you can draw out the key features of the dominoes and the systematic approach that is required. This is the
codification stage, where you are highlighting key learning points and perhaps introducing specific vocabulary. Consolidation of the ideas comes in the form of another task,
Amy's
Dominoes, which also involves finding out whether a domino set is a complete one, but this time the information focuses on the number of dots. This problem will deepen children's understanding of the structure of dominoes and gives them further opportunities to work systematically and reason logically.
In If the World Were a Village a range of different types of data are shown displayed in different ways. This encourages pupils to explore which format of representing data is the clearest in each scenario.
They are then challenged to choose a set of data and present it for themselves in as effective a way as possible. Tasks such as this one are excellent for developing pupils' curiosity, as the data described is real and links to children's own experiences. There are similar books which can provide starting points for discussions.
In The Remainders Game the computer thinks of a number between 1 and 100 and you have to work out what the number is. In order to do so, you choose a divisor for the number and the computer gives you the remainder.
This game is excellent for developing thoughtfulness, as there are rewards for winning in as few guesses as possible but penalties for incorrect guesses or unnecessary questions. This encourages learners to think carefully before choosing each divisor and before guessing the number.
The problem Wallpaper presents learners with images of some pieces of wallpaper and asks that they be arranged in order of size, smallest first. Thoughtfulness is needed in being able to justify why pupils chose the order they did, and the
task can lead to an in-depth discussion of what 'size' means.
Stringy Quads is an activity for four people involving holding a loop of string, one corner per person, to make a quadrilateral with one line of symmetry. This task encourages collaboration. Working with others to make a shape with a line
of symmetry means that pupils have to direct each other to where to hold the corners, and convince each other that the new arrangement indeed has a line of symmetry.
In Thirsty? pictures need to be sorted into order according to the clues given. Each person in the group is given some clue cards and is encouraged to discuss what they think their card means. Working collaboratively helps pupils develop
their reasoning skills, making the task more manageable than working on it alone.
In the Factors and Multiples Game players take it in turns to choose a number which is either a factor or multiple of the previous number chosen. Play ends when one player has no options to choose from so that the
other player then wins. The collaborative version involves both players working together to choose as many numbers as possible without running out of numbers to choose from. This version requires determination to find the solution.
Inside Triangles challenges learners to make triangles on a 4 by 4 grid which have one dot inside them. The task is to work out how many such triangles there are, and to make sure that all possible options have been found. This
builds determination by encouraging pupils to persist in order to find all the solutions.
In Number Match every member of the team is given four cards which represent numbers in different ways. The aim is to end up with four cards of a 'set'. This is done by silently (and without non-verbal gestures) passing cards
to others in the team. An observer ensures that the rules are followed and notes down which members of the team are actively helping others.
Guess the Dominoes involves working as a team to discover what rule is written on the Ruler's card, using the minimum number of tests. A test involves asking whether a particular domino obeys the rule. This task encourages learners to find out what
others think; give reasons for ideas; be concise; reflect on what has been said; and allow everyone to contribute.
In Arranging Cubes the team has to recreate a 2D arrangement of cubes which matches all the information on their cards, without showing each team member's information to anyone else. This challenges learners to listen carefully to
each other; ask questions; share knowledge and reasoning; reflect on and make use of what has been said; and come to a consensus.