Projeto: The Race to Zero

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Lara da Teachy


Mathematics

Original Teachy

Absolute Value and Modulus

Practical Activity: "The Race to Zero"


Project Objective:

With this project, you will learn how to apply the concept of Absolute Value and Modulus in real life through a playful game - "The Race to Zero". Additionally, you will also develop socio-emotional skills such as time management, communication, problem-solving, and creative thinking.

Detailed Project Description:

Students will be divided into groups of 3 to 5 people. They will develop a game board in which the main idea is to reach the number zero from a specific point on the number line. The game will involve the use of cards, which will have integers, both positive and negative. Each round, each player will select a card and move their marker on the number line according to the value of the card. The goal is to reach zero as quickly as possible.

Required Materials:

  • Cardboard or cardboard for the board.
  • Position markers (can be made of paper or any small object).
  • Cards (can be made of paper) with integers ranging from -10 to 10.
  • Ruler and marker to draw the number line.

Detailed Step-by-Step for Activity Execution:

  1. Each group should draw a number line on the cardboard, ranging from -15 to 15.
  2. Next, the students should create the cards. They can write an integer from -10 to 10 on each card.
  3. Each student in the group chooses a position marker and places it on the number line (we suggest starting from the number 10 or -10).
  4. The students draw the cards and move their markers according to the number they drew (if the number is negative, move to the left, if it is positive, move to the right).
  5. The game continues until all players reach zero. The first one to reach zero is the winner.
  6. After the game, the group should discuss how Absolute Value and Modulus were used during the game.

Final Product and Delivery:

As part of the project, each group must present:

  • The board and cards used in the game. They should include a photo of the board and cards in the report.
  • A written report with:
    • Introduction: Description of Absolute Value and Modulus, their relevance and application, as well as what they expected to learn from the project.
    • Development: Detailed description of the game, rules, and reflections on how Absolute Value and Modulus were applied in conducting the game. Also include the image of the board and cards.
    • Conclusions: Discussion on what they learned from the project, how the project helped in understanding the concept of Absolute Value and Modulus.
    • Bibliography: References used for the project development.

Remember, the focus is on collaboration and understanding the mathematics topic at hand - Absolute Value and Modulus. Therefore, the report should reflect the team's understanding and application of the concepts in the game.

The report must be submitted to the teacher within one week after the start of the project.


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