NBA Math Hoops Teacher's Guide

Page 44

CLASSROOM ACTIVITY

RELATED EXPLORATIONS

MATH CONTENT

2–3 sessions

11.1 Investigating the Shot Planner 11.2 Would You Rather Be Odd or Even?

•Operating with Whole Numbers • Investigating Commutative Properties of Arithmetic Operations • Analyzing Properties of Integers • Exploring Number Patterns to Solve Problems

5.4 Introducing the Shot Clock (Optional)

13.4 Can You Beat the Shot Clock?

• Understanding and Using Properties of Integers

5.3

Playing Sample Games

EST. TIME:

EST. TIME:

1 session

Introducing the Advanced Game (Optional) 5.5

EST. TIME:

1–2 sessions

11.3 How Will the Advanced • Operating with Whole Numbers Division Rules Affect Your • Using Estimation and Rounding to Strategy? Solve Problems

Before You Begin The more familiar you are with the game and game play, the smoother your introduction will be to your students. This is a good time to refer back to Part I and review the particulars for playing the Basic Game and Keeping Score. It’s important that students are well grounded in specifics for playing the Basic Game as the Advanced Game builds on that knowledge. The best way for you to get fully grounded is to both read the directions and actively engage in game play—either with a colleague or small group of students. Personal, hands-on experience will go a long way towards you facilitating a smooth-running Math Hoops experience for your students.

5.1 Introducing the Basic Game Setting Tone and Expectations Prior to formally introducing students to game play, it will be in your best interest to set both the desired tone and coaching expectations. A well-run league will result from everyone working together to make sure classroom and league guidelines are clear and followed; time together is focused and well spent; and competition is fair and cordial. All will benefit from a highly collaborative atmosphere that promotes new learning, fosters creativity, and encourages positive and meaningful communication. Collectively establishing and posting a clear set of 5–7 “league guidelines” will go a long way towards building a strong collaborative learning environment. Establishing the Rules Students will want to start playing games right away, and you probably will too, but you may want to delay game play until you’ve had a chance to review the basic rules. Consider the level of sophistication of your students to determine if you want 30 • PART II: CREATING A MATH HOOPS LEAGUE

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