Activity 01
Machine Game: Function Machines
Pair students as sender and machine. Sender gives input values; machine applies a secret rule like f(x)=x+5 and outputs. After 6 trials, sender guesses the rule. Switch roles and share rules with class.
Explain the purpose and benefits of using function notation.
Facilitation TipDuring the Machine Game, stand near slower pairs to listen for misconceptions like f(x) meaning f multiplied by x, and redirect immediately by asking them to verbalise the rule.
What to look forPresent students with a function, for example, g(x) = 3x - 5. Ask them to calculate g(4) and write down the steps they followed. Then, ask them to find the input value if the output is 10.