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Teaching pack · Year 6 Algebraseegongsik /au

Algorithms and Number Patterns: a week of ready-to-teach maths

Five days of lessons for Year 6 Algebra. Print this pack and the week is prepared: each day has a one-page plan and a student worksheet, plus step cards and target cards, machine cards and input cards, a mini-check and every answer.

AC9M6A03
create and use algorithms involving a sequence of steps and decisions that use rules to generate sets of numbers; identify, interpret and explain emerging patterns

Start here: five minutes to Monday

  1. Skim the week at a glance on the next page.
  2. Print the five days. Each day is two A4 sheets: a plan and a worksheet.
  3. Cut out the step and target cards (Days 1, 2 and 5) and the machine and input cards (Day 3) once, one set per pair.
  4. Open the free interactive unit on your board. Every plan tells you which picture to show and which buttons to press.
  5. Teach straight from the plan. Timings, talk prompts, misconceptions and answers are all on the one page.

No maths background needed

This pack is written for the busy generalist teacher. Each plan explains the idea in plain words, lists the misconceptions children bring, and gives the answers. The big idea of the week: an algorithm is a list of steps carried out in order, and the same steps always give the same result. A loop repeats steps until a stop rule says finish; a decision sends a number one way or another. Running an algorithm many times makes patterns appear, and explaining why a pattern appears is real mathematics.

One day, one lesson

The five lessons fill a week of maths, one lesson of about 50 minutes a day. Run them in order: each day stands on the one before. Every plan marks a split point if your timetable runs two shorter sessions.

Words to watch

A loop sends you back to an earlier step; a stop rule ends the loop. A decision asks a yes or no question, such as “Is the number even?”, and each answer leads to a different step. The 3n + 1 algorithm on Day 4 is a famous puzzle: nobody has proved it always reaches 1, so children are doing real exploring.

On the board
This pack is the printable half of a free interactive unit. The on-screen half has six interactive pictures (steps in order, a rule that builds a sequence, a next-term vote, a decision step, a find-the-rule vote and an explain-the-pattern vote) plus a self-check quiz you can run as a class game on Day 5.
seegongsik.com/au/y6/algebra/AC9M6A03
Aligned to the Australian Curriculum V9 (AC9M6A03). This pack is original material from seegongsik, independently produced and not endorsed by ACARA. Curriculum content descriptors are (c) ACARA, licensed under CC BY 4.0. Free to print and use in class.
The week at a glance5 lessons

The week at a glance

One lesson a day for a week. Each day stands on the day before, so run them in order.

DayLessonChildren learn and doOn screen
1Follow the stepsFollow written algorithms and a flowchart to make sets of numbers, and write the steps for a given setSteps in order; A rule builds a sequence
2Rules and predictionsRun two rules from one start, predict far-off numbers without listing, and see which numbers a rule makesPredict the next term
3DecisionsRun algorithms with a decision step, run one again and again, and design a machine with a decisionA decision step
4Patterns that emergeRun the 3n + 1 algorithm from many starts and the digit-sum algorithm, and explain the patterns that appearFind the rule
5Design and explainExplain why adding odd numbers makes squares, design algorithms with a loop and a decision, and test themExplain the pattern

How the week builds

Day 1 follows algorithms written as steps and as a flowchart; Day 2 uses them to predict; Day 3 adds decisions; Day 4 runs algorithms many times so patterns emerge; and Day 5 designs new algorithms and explains a pattern. It builds on the Year 5 algorithms that test factors, multiples and divisibility (AC9M5N10) and the AC9M6A01 unit on growing patterns. It leads to the Year 7 algorithms that sort and classify shapes (AC9M7SP04) and to the loops and branches of Digital Technologies programs.

Materials for the week (one trip)

Words for the word wall

algorithm, step, input, output, rule, loop, repeat, stop, decision, flowchart, sequence, set, pattern, predict, explain

A note homeHome practice

Dear families

This week in maths, Year 6 follows and designs algorithms: lists of steps, some with loops and decisions, that make sets of numbers. We run them many times, look for the patterns that appear, and try to explain them.

Try this at home

My algorithms this week

Fill one row a day. Write an algorithm you used, the numbers it made and a pattern you saw.

DayThe algorithmNumbers it madeA pattern I saw
Monday
Tuesday
Wednesday
Thursday
Friday

Printed from the free seegongsik Algorithms and Number Patterns teaching pack · seegongsik.com/au/y6/algebra/AC9M6A03/pack

Day 1 · Teacher planDay 1 of 5

Follow the steps

An algorithm is a list of steps carried out in order; following the same steps always gives the same numbers. Children follow written algorithms and a flowchart, notice the loop that repeats a step and the stop rule that ends it, and write an algorithm of their own for a given set.

We are learning to

Success criteria

You need

The worksheet, one per child, and the step and target cards (cut-outs), one set per pair.

Lesson flow (about 50 minutes)

10 minSteps in order
Show the steps, then the rules, on the board (see the box). Children say each number before you press.

Ask: “What would change if we started at 3 instead of 2? What would stay the same?”

25 minFollow it
Children follow the algorithms in Part A and the flowchart in Part B.

Ask: “Why does the second algorithm stop at 40 and not at 28?”

15 minAlgorithm builder
Children write the algorithm in Part C, then pairs play Algorithm builder (cut-outs).

Ask: “Two pairs made the same set with different steps. Can both be right?”

Two half-sessions instead? Split after Part A; start Session B with the flowchart.

On the board
Show “Steps in order” and press “Next step” three times: 2, 5, 8, 11. Then show “A rule builds a sequence”: 1, 3, 5, 7, 9. “New rule” brings 3, 8, 13, 18, 23 and 10, 8, 6, 4, 2.
seegongsik.com/au/y6/algebra/AC9M6A03

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Answers

Day 1 · Worksheet

Follow the steps

NameClassDate

A. Follow each algorithm

Do the steps in order. Write every number you write down in step 2.

Algorithm 1. 1. Start at 2. 2. Write the number down. 3. Add 3. 4. If you have written 6 numbers, stop. Otherwise go back to step 2.

Numbers: ____________________________________________________

Algorithm 2. 1. Start at 100. 2. Write the number down. 3. Take away 12. 4. If the number is less than 40, stop. Otherwise go back to step 2.

Numbers: ____________________________________________________

Algorithm 3. 1. Start at 1. 2. Write the number down. 3. Double it. 4. If the number is more than 100, stop. Otherwise go back to step 2.

Numbers: ____________________________________________________

B. Follow the flowchart

StartStart at 5Write the number downAdd 4More than 30?yesStopno

Write the numbers the flowchart makes.

______________________________________

How many numbers did it make? ______

C. Write the algorithm

Write the steps of an algorithm that makes 4, 11, 18, 25, 32.

1. ______________________________   2. ______________________________

3. ______________________________   4. ______________________________

Day 2 · Teacher planDay 2 of 5

Rules and predictions

Once you know how an algorithm builds its numbers, you can predict without running it. Children run two rules from the same start, find far-off numbers by counting the steps, decide whether a number will appear, and see the shape a set makes on a number grid.

We are learning to

Success criteria

You need

The worksheet, one per child, coloured pencils, and the step and target cards (cut-outs), one set per pair.

Lesson flow (about 50 minutes)

10 minNext term
Show the board (see the box). The class votes A, B or C before each press.

Ask: “How did you know the next term without seeing the rule written down?”

25 minPredict
Children race the two rules in Part A, then predict in Part B.

Ask: “The 10th number has 9 jumps of 5 before it. Why 9 and not 10?”

15 minSets on a grid
Children colour the set in Part C, then pairs play Algorithm builder again.

Ask: “The coloured squares make slanted lines. Why?”

Two half-sessions instead? Split after Part A; start Session B with the predictions in Part B.

On the board
Show “Predict the next term” on 2, 4, 6, 8. The class votes before each press: B (10), then after “Next”, A (25) for 5, 10, 15, 20 and A (13) for 1, 4, 7, 10.
seegongsik.com/au/y6/algebra/AC9M6A03

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Answers

Day 2 · Worksheet

Rules and predictions

NameClassDate

A. Two rules, one start

Rule 1: start at 3 and add 4. Rule 2: start at 3 and double. Write six numbers for each.

Rule 1
Rule 2

Which rule passes 50 first, and at which number? ______________________________

B. Predict without listing

1. Start at 6 and add 5. What is the 10th number? ______ The 100th? ______

2. Is 2026 in that set? How do you know? ________________________________________

3. Start at 7 and add 4. Is 100 in the set? ______ What is the last number below 100? ______

C. A set on a grid

Start at 1, add 3, and stop when the number is more than 50. Colour every number you write.

12345678910
11121314151617181920
21222324252627282930
31323334353637383940
41424344454647484950

What pattern do the coloured squares make? Why? __________________________________________

Day 3 · Teacher planDay 3 of 5

Decisions

A decision step asks a yes-or-no question and sends the number down one of two paths. Children run machines with a decision, run one machine again and again to make a chain, and design a machine of their own that turns given inputs into given outputs.

We are learning to

Success criteria

You need

The worksheet, one per child, and the machine and input cards (cut-outs), one set per pair.

Lesson flow (about 50 minutes)

10 minWhich path?
Show the board (see the box). Children trace the path with a finger before you press.

Ask: “Before we press Run, which arrow will 7 follow? How do you know?”

25 minRun the machines
Children run the machines in Part A and the chains in Part B.

Ask: “Is 20 more than 20? Which path does it take?”

15 minMachine race
Children design a machine in Part C, then pairs play Machine race (cut-outs).

Ask: “Could two different machines both do what Part C asks?”

Two half-sessions instead? Split after Part A; start Session B with the chains in Part B.

On the board
Show “A decision step” with input 4. Children trace the arrow, then press “Run”: output 2. “New input” brings 7 (output 22) and 10 (output 5). The machine is the one on Day 4’s worksheet.
seegongsik.com/au/y6/algebra/AC9M6A03

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Answers

Day 3 · Worksheet

Decisions

NameClassDate

A. Run the machines

Machine 1. If the number is even, halve it. If it is odd, add 1.

Input1273015
Output

Machine 2. If the number is more than 20, take away 20. Otherwise, add 9.

Input2584020
Output

B. Again and again

Put machine 1’s output back in as the next input. Keep going until you reach 1. Count the steps.

Start at 13: ______________________________________________   steps: ______

Start at 20: ______________________________________________   steps: ______

C. Design a machine

Write a machine with a decision that turns 10 into 5 and 7 into 21.

If the number is ____________________, ____________________. Otherwise, ____________________.

Test it on another input of your own: ______ → ______

Day 4 · Teacher planDay 4 of 5

Patterns that emerge

Running an algorithm many times can make a pattern appear that nobody planned. Children run the 3n + 1 algorithm from many starts and the digit-sum algorithm on many numbers, record what happens in a table, and explain the patterns they see.

We are learning to

Success criteria

You need

The worksheet, one per child, and a calculator for each pair for the longer chains.

Lesson flow (about 50 minutes)

10 minFind the rule
Show the board (see the box). The class votes A, B or C before each press.

Ask: “2, 4, 8, 16 and 2, 4, 6, 8 start alike. What tells them apart?”

25 minRun it many times
Children run the chains in Part A, then hunt for patterns in Part B. Collect a class table on the board.

Ask: “Most chains end 4, 2, 1. What would happen if we kept going past 1?”

15 minDigit sums
Children run the digit-sum algorithm in Part C and explain what they find.

Ask: “Adding 9 to 14 gives 23. What happened to the tens and to the ones?”

Two half-sessions instead? Split after Part A; start Session B with the class table of chains.

On the board
Show “Find the rule” on 3, 6, 9, 12. The class votes before each press: A (add 3 each time), then after “Next”, B (double each time) for 2, 4, 8, 16 and B (subtract 3) for 20, 17, 14, 11.
seegongsik.com/au/y6/algebra/AC9M6A03

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Answers

Day 4 · Worksheet

Patterns that emerge

NameClassDate

The 3n + 1 algorithm. If the number is even, halve it. If it is odd, multiply it by 3 and add 1. Keep going until you reach 1.

A. Run it from many starts

StartThe chainSteps to 1
2
3
4
5
6
8
10
12
16

B. Look for patterns

1. Which starts reach 1 by halving every time? What do they have in common? ______________________________

2. Compare the steps for 3, 6 and 12, and for 5 and 10. What happens when you double the start? Why?

______________________________________________________________________________

______________________________________________________________________________

C. Digit sums

Add the digits, then add the digits of the answer, until one digit is left.

18 → ______27 → ______36 → ______99 → ______189 → ______
14 → ______23 → ______32 → ______41 → ______

What do you notice? Can you explain it? ______________________________________________

Day 5 · Teacher planDay 5 of 5

Design and explain

Children explain a pattern that emerges from an algorithm, then design algorithms of their own, one with a loop and one with a decision, to make given sets. A partner tests each design by following it exactly, the way a computer would.

We are learning to

Success criteria

You need

The worksheet, one per child, and the step cards (cut-outs), one set per pair.

Lesson flow (about 50 minutes)

10 minExplain it
Show the board (see the box). The class votes A, B or C before each press.

Ask: “Why is knowing the reason better than only seeing the pattern?”

25 minTotals and designs
Children run the odd totals in Part A and design the algorithms in Part B, using step cards to plan.

Ask: “Each new odd number wraps round the square. Where do its dots go?”

15 minTest it
Partners test each other’s designs in Part C. Finish with the self-check quiz as a class game.

Ask: “Your partner followed your steps and got a different set. Whose mistake is it?”

Two half-sessions instead? Split after Part A; start Session B with the designs in Part B.

On the board
Show “Explain the pattern”. The class votes before each press: A (all the even numbers), then after “Next”, B (triangular numbers) and B (it lets you predict later terms).
seegongsik.com/au/y6/algebra/AC9M6A03

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Answers

Day 5 · Worksheet

Design and explain

NameClassDate

A. Add the odd numbers

1. Set the total to 0 and the odd number to 1. 2. Add the odd number to the total and write the total down. 3. Add 2 to the odd number. 4. If you have written 6 totals, stop. Otherwise go back to step 2.

Totals: ____________________________________________   What kind of numbers are they? ____________

Use the dot pictures to explain why the totals are always this kind of number. ________________________

______________________________________________________________________________

B. Design two algorithms

1. With a loop, make 50, 45, 40, 35, 30, 25, 20, 15, 10, 5.

1. ______________________________   2. ______________________________

3. ______________________________   4. ______________________________

2. With a decision, make the odd multiples of 3 up to 45: 3, 9, 15, 21, 27, 33, 39, 45.

1. ______________________________   2. ______________________________

3. ______________________________   4. ______________________________

C. Test a partner’s design

Follow your partner’s algorithm exactly. Numbers it made: ____________________________________

Does it make the set? If not, which step needs fixing? __________________________________________

Cut-out cards 1 of 2Step and target cards

Step cards and target cards

Cut out the step cards and the target cards once, one set for each pair. Write numbers in the blanks in pencil.

Start at ____.
Write the number down.
Add ____.
Take away ____.
Multiply it by ____.
Divide it by ____.
Double it.
Halve it.
If you have written ____ numbers, stop.
If the number is more than ____, stop.
If the number is less than ____, stop.
Otherwise go back to step ____.
Go back to step ____.
Is the number even? Yes: go to step ____. No: go to step ____.
Stop.
Target 1: make5, 9, 13, 17, 21
Target 2: make60, 53, 46, 39, 32, 25
Target 3: make3, 6, 12, 24, 48, 96
Target 4: make256, 128, 64, 32, 16, 8
Target 5: make1, 3, 5, 7, 9, 11, 13, 15
Target 6: make0, 25, 50, 75, 100
Target 7: make2.5, 5, 7.5, 10
Target 8: make99, 88, 77, 66, 55

Algorithm builder (Days 1, 2 and 5)

  1. Turn over a target card. Lay out step cards in order to make an algorithm for that set, and fill the blanks.
  2. Your partner follows your algorithm exactly and writes down the numbers it makes.
  3. If the numbers are the target set and the algorithm stops, keep the target card. Swap roles.

Teacher note, one algorithm for each target: (1) Start at 5. Write the number down. Add 4. If you have written 5 numbers, stop. Otherwise go back to step 2. (2) Start at 60. Write the number down. Take away 7. If the number is less than 20, stop. Otherwise go back to step 2. (3) Start at 3. Write the number down. Double it. If the number is more than 100, stop. Otherwise go back to step 2. (4) Start at 256. Write the number down. Halve it. If you have written 6 numbers, stop. Otherwise go back to step 2. (5) Start at 1. Write the number down. Add 2. If the number is more than 15, stop. Otherwise go back to step 2. (6) Start at 0. Write the number down. Add 25. If you have written 5 numbers, stop. Otherwise go back to step 2. (7) Start at 2.5. Write the number down. Add 2.5. If you have written 4 numbers, stop. Otherwise go back to step 2. (8) Start at 99. Write the number down. Take away 11. If you have written 5 numbers, stop. Otherwise go back to step 2.

Cut-out cards 2 of 2Machine and input cards

Machine cards and input cards

Cut out the six machine cards and the twelve input cards once, one set for each pair.

AIf the number is even, halve it. If it is odd, multiply by 3 and add 1.
BIf the number is more than 10, take away 10. Otherwise, double it.
CIf the number is a multiple of 3, divide it by 3. Otherwise, add 2.
DIf the last digit is 0 or 5, divide by 5. Otherwise, double it and take away 1.
EIf the number is even, add 7. If it is odd, double it.
FIf the number is less than 8, multiply by 4. Otherwise, take away 3.
Input3
Input4
Input5
Input6
Input7
Input9
Input10
Input12
Input13
Input15
Input18
Input20

Machine race (Day 3)

  1. Lay the machine cards face up. Shuffle the input cards face down.
  2. Turn over an input card. Take turns to choose first: each player picks a different machine and runs the input through it.
  3. The bigger output wins the input card. If the outputs are equal, the card goes to the bottom of the pile.

Teacher note: every output.

Machine345679101213151820
A1021632228564046910
B681012141820235810
C167293124155622
D571111317223253354
E61110131418171926302527
F121620242867910121517
Mini-check · End of the weekAlgorithms and Number Patterns

What we know: Algorithms and Number Patterns

NameClassDate

Work on your own. Show your thinking if you can.

  1. Follow: Start at 4. Write the number down. Add 6. If you have written 5 numbers, stop. Otherwise go back to step 2. ______________________________
  2. Follow: Start at 81. Write the number down. Take away 9. If the number is less than 40, stop. Otherwise go back to step 2. ______________________________
  3. What comes next: 7, 12, 17, 22, ______
  4. If the number is even, halve it. If it is odd, add 5. What comes out for 18 and for 9? ______ ______
  5. Start at 6 and add 7. Will 100 be in the set? How do you know? ______________________________
  6. Run the 3n + 1 algorithm from 20. How many steps does it take to reach 1? ______
  7. Write an algorithm that makes 3, 8, 13, 18, 23. ______________________________
  8. The totals of the odd numbers go 1, 1 + 3, 1 + 3 + 5, ... Write the next two totals. What kind of numbers are they? ______________________________

How did this week feel? Circle one:   I can teach it  ·  I am getting there  ·  I need more help

Mini-check · Answers and markingFor the teacher

Answers and marking guide

Answers

  1. 4, 10, 16, 22, 28.
  2. 81, 72, 63, 54, 45.
  3. 27.
  4. 9 and 14.
  5. No: 100 − 6 = 94 is not a multiple of 7; 97 and 104 are in the set.
  6. 7 steps: 20, 10, 5, 16, 8, 4, 2, 1.
  7. Start at 3. Write the number down. Add 5. If you have written 5 numbers, stop. Otherwise go back to step 2. (other algorithms that make the set are fine)
  8. 16 and 25; the square numbers.

A quick three-level guide

IdeaWorking towardsAt standardBeyond
Following algorithms (Q1, Q2)stops too early or too latefollows the steps, the loop and the stop rule exactlyexplains why the stop rule ends where it does
Rules and decisions (Q3, Q4, Q5)follows the wrong path at a decisionpredicts with a rule and runs a decision step correctlydecides whether a number belongs without listing
Emerging patterns (Q6, Q8)runs the algorithm but sees no patternrecords results and names the patternexplains why the pattern happens
Designing (Q7)writes steps that can be read two wayswrites an algorithm with a loop and a stop rule that makes the settests the design and fixes a faulty step

Eight questions, four ideas. A child at standard answers most questions and can say what each step of an algorithm does.

Weekly recordClass checklist

Weekly class record

Jot a tick as you move around the room; the mini-check fills any gaps. A tick a day is plenty.

NameFollows stepsRules and predictionsDecisionsEmerging patternsDesigns and explains

The five columns are the five days: following steps, rules and predictions, decisions, emerging patterns, and designing and explaining.