Smartboard Q and A Game - Writing Linear Equations

Smartboard Q and A Game - Writing Linear Equations
Smartboard Q and A Game - Writing Linear Equations
Smartboard Q and A Game - Writing Linear Equations
Smartboard Q and A Game - Writing Linear Equations
Subject
Grade Levels
Product Rating
4.0
3 Ratings
File Type

NOTEBOOK (SMARTboard) File

Be sure that you have an application to open this file type before downloading and/or purchasing.

37 MB|53 pages
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  1. This package includes 5 geometry Q and A (Questions and Answers) games, Jeopardy type games, covering topics from 1st Semester of Geometry. The games include: Tools of Geometry Properties and Congruence of Triangles Properties and Congruence of Polygons Circle Concepts and Properties Reasoning in
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  2. This bundled package contains smartboard q and a games based upon chapters 2-6 of Larson's Algebra I:Chapter 2: Solving Linear EquationsChapter 3: Graphing Linear Equations and FunctionsChapter 4: Writing Linear EquationsChapter 5: Solving and Graphing Linear InequalitiesChapter 6: Systems of E
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Product Description

This Smart Notebook file contains 26 questions with solutions for Algebra I.

The categories include

• Write Slope-Intercept Form,

• Use Slope-Intercept Form,

• Point-Slope Form,

• Parallel/Perpendicular, and

• Fit Lines to Data.

The questions in each category are valued at 100, 200, 300, 400, and 500 points.

Here is how the game works:

• Suppose a student selects “Write Slope Intercept Form” for 100.

• The student taps the value of the 100 and the question appears asking students to write the equation of a line, in slope-intercept form, that passes through (2,1) with a slope of 3 Then complete the coordinate (5,__) if it is on the line. A coordinate grid is provided.

• Students could be given white boards to record their answer to the question.

• When every student has held up their white board and revealed their answer, someone could tap on “answer” to reveal the solution to the question: The solution shows two ways the answer can be found and that (5,10) is a point on the line.

• To return to the Q and A Board someone should tap on “Back”.

• When you return to the game board, someone should move the “Used” marker to the last question. As students are selecting categories and values, there is a hidden bonus question on the board. Students should first make a wager just like they do in the real game on TV. Once the wager has been placed, someone should tap on “To Bonus Question”. After students have recorded their answer to the bonus question on their white boards, they should reveal their answers. To confirm the answer to the Bonus Question, someone should tap on “answer”. Then it is time to return to the Q and A game board by tapping on “back.”

When all the questions have been chosen (all the questions have been labeled as Used) or the allotted time for the activity has been reached, it is time to choose the Final Question. Again students can make a wager just like they do on TV.

It is time to tally up the points to see who has won.

Any time there is a choice on the bottom of the screen to go “Back” you can tap “Back” to return to the Q and A board.

Questions are based upon the material presented in Larson, Boswell, Kanold, and Stiff's Algebra I (Chapter 4).

If you don’t own Smart Notebook Software, but you have a projection devise in your classroom you can use the web based version of Smart Notebook available at http://express.smarttech.com to run the Q and A game. Make sure you have Adobe Flash Player, run the Notebook Express. Open the Smart Notebook file and use the game as described above.

Comments from Buyers:

• Great interactive program

• Looks great! Can't wait to use it!

Total Pages
53 pages
Answer Key
Included
Teaching Duration
50 minutes
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$6.00
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