Chapter 2: Linear Equations Section 2: Using Algebra
Topics in Algebra 1 © 2001 Texas Instruments Teacher Notes 2-18
Activities
Scoring:
Students get
two attempts to pick the
correct step or steps.
They get 2 points for a
correct choice on the first
try, and 1 point for a
correct choice on the
second try. They get an
additional 2 points for the
correct solution.
The total number of points
available varies.
Solve It!
Tell students to:
1. Highlight a level (silver = less difficult; gold = more difficult),
and press
b
to select it.
2. Look at the algebraic expression at the top of the screen and
decide what must be done to solve the equation for
x
.
Students must select from the choices offered; this activity
presents only one sequence of steps (to first isolate
x
and then
change the coefficient of
x
to 1), although other sequences
may be correct.
3. Press
#
or
$
to cycle through steps to choose from, and then
press
b
to select the correct step (some problems require
two steps). If the second choice is incorrect, the correct step
is displayed. They must press a key to continue play. As they
play the activity, students should write the equations, the
steps required to solve them, and the solutions.
4. Record the level they played.
5. Record their scores.
Scoring:
Students get
two attempts to solve
each problem. They earn
2 points for a correct
answer on the first try, 1
point for a correct answer
on the second try.
Students can earn up to
10 points.
Beam Dale Up
Tell students to:
1. Highlight a level (silver = less difficult; gold = more difficult),
and press
b
to select it.
2. Look at the problem on the space ship and determine how to
solve the equation for
x
from the four choices given.
3. Press
!
and
"
to move Dale the Martian over the correct
x
value, and then press
b
. If the
x
value they pick is
correct, Dale is beamed up to his ship! As they play the
activity, students record the solution to each equation,
showing all steps and work. If the answer is incorrect on the
second attempt, the correct answer is displayed; press any
key to resume play.
4. Record the level they played.
5. Record their scores.