Using picture story books to discover and explore the concept of equivalence.
Russo, James
Introduction
Students deepen their relational understanding of the equals sign
through exploring inequalities in this competitive dice game, built
around the familiar fairy-tale The Three Little Pigs and The Big Bad
Wolf. The activity can be adapted to different abilities by choosing
more or less challenging dice combinations. The two follow-up
investigations, based on the story Who Sank the Boat?, are intended to
consolidate (Investigation 1), and further extend (Investigation 2),
student understanding of the equivalence concept.
Context
Developing a relational understanding of the equals sign involves
students interpreting this symbol as meaning 'the same as',
rather than simply 'the answer'. It is a critical aspect of
students' development in thinking mathematically that should be
promoted as soon as students begin encountering number sentences (Karp,
Bush & Dougherty, 2014). Such a relational understanding lays the
foundation for algebraic thinking and promotes flexible representations
of numbers (Molina & Ambrose, 2006).
For example, a relational understanding of the equals sign supports
'part-whole thinking', an important milestone in a young
student's mathematical development which involves the student
transitioning away from relying on counting-based strategies to using
partitioning and compensation (Young-Loveridge, 2002).
This point is appropriately captured by Willis (2000), in her
description of two Grade 1 students grappling with the number sentences
4 + 2 and 3 + 3. Whilst Sam understands that he can use his fingers to
compute 4 + 2 = 6 and 3 + 3 = 6, for him these facts remain unconnected
bits of knowledge. By contrast, Annie appears to grasp the connection
between them, which suggests the foundations for an understanding of
equivalence; in this instance that 4 + 2 = 3 + 3 = 6. In her own words:
They both equal 6 because if you take one off the four and give it
to the two, to make it three, then it is 3 add 3 or you could take one
off the three and give it to the other three and make 4 + 2. That's
why both have to be the same. (Willis, p. 32-33)
Many mathematics educators view the frequently narrow conception of
the role of the equals sign in primary school classrooms as problematic.
For example, Perso (2005) argues that students are conditioned to
"do something now" or "find an answer now" whenever
they encounter an equals sign (p. 214). She contends that this
action-oriented, operational understanding of the symbol prevents
students considering its relational aspect, which in turn impedes the
development of algebraic thinking. She suggests a range of pedagogical
approaches for attempting to address this misconception, including:
using balance beams to visually play with concepts of equivalence, being
exposed to practical worded problems which encourage the use of
compensation strategies, and using partitioning to encourage students to
explore numerical equivalence in its symbolic form.
Despite its importance, developing this relational understanding of
the equals sign can be extremely challenging, even when a teacher spends
considerable time exploring the concept in the classroom (Seo &
Ginsburg, 2003). One possible means of laying the foundation for a
deeper understanding of equivalence may be to provide students with
opportunities to discover this relational meaning of the equals sign.
This discovery can be promoted through juxtaposing the concept of
equivalence with the concept of inequality (and the corresponding
inequality signs) early in a student's mathematical development
(Russo, 2015).
This article will introduce a competitive dice game, built around
the familiar fairytale, The Three Little Pigs and the Big Bad Wolf,
designed to foster this discovery process. The article then outlines two
follow-up investigations based around the text Who Sank The Boat? The
first investigation provides students with a further opportunity to
explore and consolidate the concept of equivalence using a different
representation, specifically the balance-beam image suggested by Perso
(2005). The second investigation further extends the concept of
equivalence into a problem context involving proportional reasoning.
The game: Three Little Pigs versus The Big Bad Wolf
Teachers may wish to read a version of the fairytale prior to the
activity in order to engage students before introducing students to the
game.
Although the game is best suited to students aged from six to nine,
older children could still benefit from the activity.
Setup
Students should play the game in pairs. The only equipment they
need are various dice and some paper and pencil (or a whiteboard and
whiteboard marker). The dice they should select depends on the age group
and current ability level of students. The rules of the game are set out
below:
* Rule 1: In pairs, one student plays the pigs and the other
student the wolf.
* Rule 2: Dice are rolled, and students calculate their score for
that role. For example, using the Years 3-4 dice, the player
representing the pigs would sum the three 20-sided dice together, while
the wolf would halve whatever number they rolled on their 10-sided 10s
dice. The player with the higher score records the number sentence
(using the greater-than or less-than sign), and earns a
'house'.
* Rule 3: First to five houses wins.
* Rule 4: If both players obtain the same score, they both record
the number sentence (using the equals sign), and both earn a
'house'.
Teaching tips
It is recommended that rules 1, 2 and 3 be shared with students
prior to them playing game. These three rules should be presented
unnumbered on strips of card, and displayed prominently in the classroom
(see Figure 1).
If students have difficulty during the game, the teacher should
refer the students to the three game rules. However, rule 4 is best
shared with the students only once the game has commenced or only after
students raise the problem of players obtaining the same score.
[FIGURE 1 OMITTED]
More specifically, teachers should instruct students in using the
greater-than or less-than sign appropriately in the pre-game
introduction when the activity is launched. For younger students,
consider introducing the application of the greater-than or less-than
sign as the "crocodile always eating the larger amount". It is
recommended, however, that teachers do not provide students with
explicit instructions on what to do when the scores are the same.
Ideally, the teacher should let the need to use the equals sign emerge
from students' own reasoning, and explore this in more depth during
the post-game discussion (see Figure 2).
If students ask about what to do in the case of a tie during the
pre-game discussion, the teacher can respond something like "Hmmm I
wonder if that will happen? If it does, let me know and we will decide
what to do". Obviously, if, during the launch of the activity with
the whole class, both players obtain the same score, the teacher may
need to bring the discussion of rule 4 forward. The teacher will need
three rounds or so to demonstrate the game to the students. It is worth
noting that a tie is relatively unlikely to occur. (Using the dice
recommended for older students, in a given round the probability of a
tie is less than 2%.)
Some questions for guiding the post-game discussion appropriate for
the first (and, depending on the age of the students, possibly second)
time students play the game include:
* What was the score in your game?
* Did anyone have both players roll the same Wscore during a round?
* What did you decide to do? Did the game rules help?
* What new rule do we need to include in the game when both scores
are the same?
Teachers working with older students (i.e., Years 3 and 4) can even
get students to briefly work on this additional rule in pairs, record it
and then share it with the class. Rule 4 can then be introduced on a
strip of card, and displayed with the other rules in the classroom.
[FIGURE 2 OMITTED]
Get students to play the game again in subsequent sessions using
all four rules. The game, even in this relatively simple format, can be
revisited on several occasions. If you feel that students require
further extension, the same basic game mechanism can support the use of
more sophisticated strategies and concepts involving mental computation.
For example, try playing with ten little pigs (ten 6-sided dice) vs
three big bad wolves (three 20-sided dice); or, if exploring
multiplication, three 6-sided dice that need to be multiplied together
(for the pigs), vs a 10-sided 10s dice (for the wolf).
Example of a game
The game was played in a Year 3 and 4 composite class using the
appropriate dice as previously described. Two Year 3 students Cada
(pigs) and Samantha (wolf) began a game together. On the fifth round,
when the players already had two houses each, Cada rolled a 20, 10 and
15 on her 20-sided dice, and Samantha rolled a 90 on her ten-sided dice.
After Samantha halved the number on her dice, the students realised that
they had the same score (see Figure 3).
As this was the first time they had played the game, a great deal
of excitement followed, and Cada yelled across the room "We got the
same score, so we don't know which way the crocodile sign should
face. What should we do?! What should we do?!" The teacher asked
"What do you normally do when two sides of a number sentence are
the same? What sign would you use?" Samantha replied elatedly
"The equals sign! They are the same! We use the equals sign!"
The teacher replied that both students could record the number sentence,
and both earn one house each. The need to use the equals sign only arose
in around one-third of the games, however these instances provided a
fascinating point of focus for the post-lesson discussion (Note that
playing with the simpler dice, outlined for Grade 1 and 2 students, will
result in the equals sign needing to be used more frequently).
[FIGURE 3 OMITTED]
Consolidating and extending the concept of equivalence: Who Sank
The Boat?
Context
Read the classic children's story Who Sank The Boat? by Pamela
Allen to the class, as a precursor to launching the following
investigations.
The first investigation, "How can we balance the boat?",
is designed to consolidate students' understanding of equivalence.
The investigation explicitly incorporates Perso's (2005) suggested
balance beam representation of equivalence and allows students to
tangibly and visually explore the concept. The open-ended nature of the
first investigation, and its inclusion of an enabling prompt, supports
differentiation and ensures it is a potentially suitable activity for
students in Years 1 to 4 (Sullivan, Mousley, & Zevenbergen, 2006).
The second investigation, "How heavy is the mouse?", is
designed to build on the first investigation (hence students should have
already undertaken the first investigation during a prior lesson). It is
considerably more challenging and is suitable for older students (Years
3 to 5). It is designed to extend student understanding of equivalence
through
requiring students to apply the concept to explore interrelationships
between unknown quantities. It involves proportional reasoning and more
closely resembles a formal algebraic problem.
[FIGURE 4 OMITTED]
Investigation 1: How can we balance the boat?
Materials
* Paper and tape to create boats
* Playdough or plasticine to model the animals
* Pencils and paper to draw answers
Describing the problem
One of the reasons the boat stayed afloat so long is because the
animals worked out how to balance their weights across the boat.
Can you find a way to get all five animals, including the mouse, to
distribute their weight across the boat so that the boat is balanced and
stays afloat? Here is some important information about the weight of the
animals to help you with the problem:
* The cow weighs the same as the donkey (Cow = Donkey).
* The pig weighs the same as the sheep (Pig = Sheep).
* The cow and the donkey are both heavier than the pig and the
sheep (Cow > Pig, Cow > Sheep; Donkey > Pig, Donkey >
Sheep).
* The pig and the sheep are both heavier than the mouse (Pig >
Mouse; Sheep > Mouse).
* See how many different ways you can solve the problem.
What do the students need to do?
* Create a boat using paper and tape.
* Model the animals using plasticine or playdough in accordance
with the above information (see Figure 4).
* Use their animal models and paper boat to explore solutions to
the problem (see Figure 5).
* Record their solutions by drawing them on paper as they discover
them.
Advice for teachers
* Encourage students to work in pairs or groups of three to tackle
the investigation. Mathematical reasoning and critical thinking can be
supported by declaring that a solution may only be recorded when all
group members agree that a particular configuration of animals would
balance the boat. If agreement cannot be reached by the group on a
particular configuration, the teacher should consider photographing it
and exploring it further during the whole-class discussion (it may
provide an opportunity to address a misconception or provide an example
where there is genuine ambiguity about whether the boat would be
balanced).
* There are theoretically infinite solutions to this challenge,
some of which are displayed in Figure 5. However, the key insight into
the problem is realising that the mouse needs to be exactly in the
middle of the boat.
Enabling prompts for students
* If the mouse got onto the boat on his own, where would he need to
stand to balance the boat?
* What if the mouse was in the middle of the boat? Would this help
you solve the problem?
[FIGURE 5 OMITTED]
Investigation 2: How heavy is the mouse?
Materials
* Unifix blocks
* Pencils and paper to model answers
Describing the problem
Of course, the other reason the boat sank is because the combined
weight of the animals was too heavy for the little row boat. You have
been given some extra information about the animals' weights:
* The cow and the donkey are both twice as heavy as the pig and the
sheep (Cow = 2 Pigs, Cow = 2 Sheep; Donkey = 2 Pigs, Donkey = 2 Sheep)
* The pig and the sheep are both five times heavier than the mouse
(Pig = 5 Mouse; Sheep = 5 Mouse)
You have been told that the rowboat you have made can hold up to
100 unifix blocks before it sinks, so the combined weight needs to be
less than this.
* Cow + Donkey + Pig + Sheep + Mouse < 100 unifix blocks
What is the maximum weight the mouse can be (in unifix blocks) to
keep the boat afloat?
What do the students need to do?
Students can solve the problem however they like, however the
teacher may wish to encourage students to physically model the problem
with unifix blocks.
Advice for teachers
* The solution to the challenge is that the mouse can weigh 3
unifix blocks (i.e., 3 + 15 + 15 + 30 + 30 equals 93, which is less than
100). Although the challenge has only one solution, the extending prompt
is designed to get students to generalise the relationships amongst the
variables (i.e., the animal weights), and apply proportional reasoning.
This process can be viewed as constituting an elementary form of
algebraic reasoning (Perso, 2005).
* Although some concept of proportional reasoning is required to
engage with the challenge, students should be encouraged to pursue the
problem through trial and error. Combined with the enabling prompt, this
should provide many students with a pathway into the problem.
Enabling Prompts
What if the mouse weighed one unifix block? How much would the pig
and sheep weigh? What about the cow and donkey? How much weight would
there be in the boat altogether?
Extending Prompts
Work out the maximum weight the mouse can be if the boat can hold
up to:
* 200 unifix blocks
* 300 unifix blocks
* 500 unifix blocks
* 1000 unifix blocks
* 10000 unifix blocks
Conclusion
Building a deeper understanding of equivalence, and, in particular,
grasping its relational aspect is both critical to developing number
sense (Karp et al., 2014) and potentially very challenging (Seo &
Ginsburg, 2003). It is suggested that playing the Three Little Pigs dice
game, and undertaking the follow-up investigations using the text Who
Sank The Boat? can help students to engage authentically with this
critical concept.
James Russo
Belgrave South Primary School, Vic.
<mr.james.russo@gmail.com>
References
Allen, P. (1982). Who sank the boat? Australia: Thomas Nelson.
Karp, K. S., Bush, S. B., & Dougherty, B. J. (2014). 13 rules
that expire. Teaching Children Mathematics, 21(1), 18-25.
Molina, M., & Ambrose, R. (2006). Fostering relational thinking
while negotiating the meaning of the equal sign. Teaching Children
Mathematics, 13(2), 111-117.
Perso, T. (2005)in M. Coupland, J. Anderson, & T. Spencer
(Eds.) Making mathematics vital: Proceedings of the twentieth biennial
conference of the Australian Association of Mathematics Teachers (pp.
209-216). Sydney, Australia: AAMT.
Russo, J. (2015). Surf's up: An outline of an innovative
framework for teaching mental computation to students in the early years
of schooling. Australian Primary Mathematics Classroom, 20(2), 34-40.
Seo, K. H., & Ginsburg, H. P. (2003). "You've got to
carefully read the math sentence...": Classroom context and
children's interpretations of the equals sign. In A. J. Baroody
& A. Dowker (Eds.), The development of arithmetic concepts and
skills: Constructing adaptive expertise (pp. 161-186). Mahway, New
Jersey: Lawrence Erblaum Associates, Publishers.
Sullivan, P., Mousley, J., & Zevenbergen, R. (2006). Teacher
actions to maximize mathematics learning opportunities in heterogeneous
classrooms. International Journal of Science and Mathematics Education,
4(1), 117-143.
Willis, S. (2000). Strengthening numeracy: Reducing risk. Paper
presented at the Australian Council for Educational Research (ACER),
Improving numeracy learning: Research conference 2000: Proceedings.
31-33.
Young-Loveridge, J. (2002). Early childhood numeracy: Building an
understanding of part-whole relationships. Australian Journal of Early
Childhood, 27(4), 36.
Table 1. Suggested dice.
Suggested dice (with suggested operations in parentheses)
Three Little Pigs
Years 1-2 Three 6-sided dice
(add)
Years 3-4 Three 20-sided dice
(add)
The Big Bad Wolf
Years 1-2 20-sided dice
(total)
Years 3-4 10-sided 10's dice
(half)