Activity Instructions:
1. The aim of the game is to wipe out the five alien spaceships
in the least
number of hits. Each spaceship represents one digit in a five digit number.
2. The teacher or a player enters a starting number into
the calculator. The starting number for each game must be composed
of 5 different digits, excluding zero, as well as a decimal point. E.g. The alien number is 12.453
3. Spaceships (digits) must be shot down in order
from the lowest digit to the highest digit.
4. The laser gun is always targeted on the spaceship in
the ones column. To shoot down the spaceship (subtract the
digit), it must be moved to the ones column first. This can only
be done by using the multiply or divide buttons with powers of 10.
(Later, let students work out why you use powers of ten by trying
other numbers instead.)
E.g. 12.453 ÷ 10 = 1.2453
5. The subtraction to shoot does not count as a turn
and is done by whichever player has moved the spaceship (digit)
into position.
E.g. 1.2543 - 1 = 0.2543
6. The player whose turn it is states what their move will
be (e.g. "multiply by 10"). All players fill in the row
of their recording sheet, including their own prediction. The original player
then presses the keys on the calculator and shows all players the
display which is then recorded. Students tick their prediction if
it was correct.
Sample of a partially filled-in table:
Alien Ships
|
x or
|
Firing Alignment
|
=
|
Captain's Predicted Answer
|
Calculator Display
|
Shoot
|
12.435
|
x
|
10
|
=
|
1.2435
|
124.35
|
*
|
124.35
|
|
100
|
=
|
1.2435
|
1.2435
|
-1
|
0.2435
|
|
|
|
|
|
|
* The student will see that the 1 didn't move to
the ones column and so this ship can't be shot down at this
stage.
7. Play continues with the calculator passing to the player
on the right.
8. Game is completed when calculator display is zero, meaning
that the alien ships have all been destroyed.
Comments:
Using the recording sheet encourages all the children to be actively involved throughout the game and helps children reflect
on what has happened. Without this record, children are unlikely to make the necessary
generalisations.
Variations: For beginners, aim to improve prediction skills in each
successive game in a session. Questions which prove helpful:
- Can you see a pattern for what happens when you multiply? divide?
- What happens when you multiply by 10 compared to 1000?
- Can you write some helpful hints for someone new to
the game?
For experienced players, write a number on the board and have teams compete to see who can complete the game in the fewest number
of steps. Later, play without recording sheet.
Introduce new rules as students become expert:
- New Rule: If you fail to move digit into position on first
try, the alien shoots back and all students have to start a new
game. The challenge then becomes to complete a game.
- New Rule: Only multiplication can be used (hence multiplication
by decimals like 0.001 may be required).
- New Rule: Only division can be used (hence division by decimals
like 0.001 may be required).
Teaching Notes:
It is possible for experienced players to play without thinking.
It is good to ask them the question, "Why do the rules they've
discovered for manipulating numbers work?" This is a good opportunity
to bring in the LAB model.
Unfortunately, the display on some calculators may reinforce
the idea that it is the decimal point which moves rather than
the digits moving into new columns. It would therefore be an appropriate
time to demonstrate the effect of multiplication and division
by powers of ten on a number
slide. Appreciating the reason for the movement of the digits
between the columns may reduce the reliance on, and misuse of,
rules about moving a decimal point.
Reference: Jill Cheeseman
(1994) describes a calculator game called "Alien Invaders", which
is very similar and also suggests other activities.
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