Guess That Sequence! Lesson Plan

 

Guess That Sequence! is a game that can develop skills with finding patterns and understanding sequences and functions. The game is played in the following way: one student (call her Student S) in a group of three or more begins the game by announcing that she has come up with a sequence. Student S then says the first three elements of the sequence and asks the other students if they have any guesses for what rule she is using. After all the other students have made their guesses or declined the opportunity, the Student S either says which students got the sequence she was thinking of, or if no one guessed correctly, lists the next three elements of the sequence.

 

Play continues until one of the students correctly guesses the sequence or the number of revealed elements of the sequence reaches a certain predefined upper limit. The game can be played with or without this upper limit but its presence is recommended as it can be used to encourage stronger students to come up with sequences that are within the realm of capability of their weaker peers.

 

The first student(s) to correctly guess the sequence receive two points. If no students correctly guess the sequence before the upper limit has been reached, nobody gets a point.

 

The student activity sheet we include is geared toward high school students after their first exposure to geometric series, but Guess That Sequence! is an adaptable game and can be used with students of any age. Elementary school children, for instance, could make patterns using markers and paper and ask each other to guess the pattern. The fundamental goal of Guess That Sequence! is to help students learn to identify patterns; but beyond that, it can be used to give students practice with concepts (for instance, recursively defined functions) that they encounter in class.

 

 

During the game, if you find that play is stagnating in some group, try giving that group a sequence that is unlike the ones they have been coming up with. Some example oddball sequences:

 

  • 4, 3, 3, 5, 4... (the number of characters in the names of each positive integer (“zero” = 4, “one” = 3, etc.)
  • n! for n = 0, 1, 2, … if the students are about to start learning about recursive functions.
  • 5(1/2)^(n-1) if n even, 5(1/3)^(n-1) if n odd, if the students are studying geometric series

 

At the end of class, have a student from each group volunteer to explain to the class how he guessed a sequence that group found particularly challenging. Alternatively, have each student complete a paragraph or two about a sequence he or she found particularly interesting or challenging. This will give even those students who were not very successful with the game an opportunity to practice describing rules and patterns.

 

Guess That Sequence! could be used to help students satisfy the following NCTM Algebra standards:

 

Pre-K-2 Expectations:

  • recognize, describe, and extend patterns such as sequences of sounds and shapes or simple numeric patterns and translate from one representation to another
  • analyze how both repeating and growing patterns are generated

 

Grades 3-5 Expectations:

 

  • describe, extend, and make generalizations about geometric and numeric patterns
  • represent and analyze patterns and functions, using words, tables, and graphs

 

Grades 6-8 Expectations:

 

  • represent, analyze, and generalize a variety of patterns with tables, graphs, words, and, when possible, symbolic rules
  • relate and compare different forms of representation for a relationship

 

Grades 9-12 Expectations:

 

  • generalize patterns using explicitly defined and recursively defined functions

 

 

 

Guess That Sequence! Student Activity Sheet

Guess That Sequence! is a game about sequences. Sequences can contain all kinds of numbers and patterns, and often it is difficult to determine what rules govern them. In this activity, you will be introduced to sequences and practice defining sequences based on a few given terms.

 

When playing Guess That Sequence!, you will have two goals.

 

  • Be the first to correctly determine one of your group member's sequence rule. You will be given three terms of the sequence at a time. If no one can correctly guess the rule generating the terms of the sequence, then three more terms will be given. You get 1 point for being the first to guess a sequence rule.

 

  • Create a sequence of your own for the other group members to guess.  You get 1 point if someone correctly guesses your sequence. Do not make it too hard! If no one guesses your sequence after you've given the first six terms, you will not get a point!

 

Before we play the game, try a few of these sequences for practice:

 

Based on the first few given terms, circle the correct type of sequence and determine the rule governing the sequence. If the sequence is neither arithmetic or geometric, you may choose to express the rule as a written statement

1.           9, 15 ,21, 27…

 

This sequence is:         arithmetic geometric neither

 

a0 = 

an+1 = 

  • 3, 6, 24, 192…

 

This sequence is:         arithmetic geometric neither

 

a0 = 

an+1 = 

 

  • 0, 1, 1, 2, 3, 5, 8…

 

This sequence is:         arithmetic geometric neither

 

a0  = 

 

a1  = 

 

an+1 = 

BONUS: What is the name of this famous sequence?

 

Look Back: What are some of the differences between arithmetic and geometric sequences? What qualities of the first and second list of terms helped you determine whether the sequence was arithmetic or geometric?

 

Now you are ready to play Guess That Sequence! In the space below, come up with three sequence rules of your own and write the first three and the next three (4th-6th) terms. When it is your turn, you will reveal the first three terms of one of your sequences. If no one guesses your series after giving them the first three terms, give them the next three. If someone correctly guesses the sequence rule, both you and that person get a point. No points are awarded if no one correctly determines the rule. After your turn is complete, the person on your right is the next to say a sequence. Everyone will give three sequences.  Keep track of your points using the space below, and after everyone has gone three times, add up your points to get your final score. Whoever gets the most points wins!

 

Sequence 1

an+1 =

 

a1, a2 ,a3 = a4, a5 ,a6 =

 

Sequence 2

an+1 =

 

a1, a2 ,a3 = a4, a5 ,a6 =

 

Sequence 3

an+1 =

 

a1, a2 ,a3 = a4, a5 ,a6 =

 

 

Your Points Tally:

 

Final Score:

 

Look Back!

Directions: Based on your experience playing Guess That Sequence!, answer the following questions in a short paragraph.

 

1. Think about the different sequences that came up during your game. Which type of sequences were the most difficult to guess? Which were the easiest? What were some of the characteristics that you used to determine if a sequence fit a certain pattern?

 

 

 

2. While you were playing Guess That Sequence!, some members of your group may have guessed a sequence that was incorrect but fit the first three terms given. Can you come up with two different sequences that have the first three terms? First six terms? Is it possible to have two different rules that give the exact same sequence?

 


Guess That Sequence! Sample Solutions

 

1.           9, 15 ,21, 27…

 

This sequence is:         arithmetic geometric neither

 

a0 = 9

 

an+1 = 6 + an

  • 3, 6, 24, 192…

 

This sequence is:         arithmetic geometric neither

 

a0 = 3

 

an+1 = 3(2)n

 

  • 0, 1, 1, 2, 3, 5, 8…

 

This sequence is:         arithmetic geometric neither

 

a0 = 0

 

a1 = 1

an+1 = an + an-1

 

 

BONUS: What is the name of this famous sequence?

 

The Fibonacci sequence

 

Look Back: What are some of the differences between arithmetic and geometric sequences? What qualities of the first and second list of terms helped you determine whether the sequence was arithmetic or geometric?

 

Arithmetic sequences have a constant difference between successive terms; geometric sequences have a constant quotient between successive terms.

A variant of a game used by Ken Fan at Girls' Angle.

 

This lessons is written by students at Massachusetts Institute of Technology (M.I.T.), as part of their coursework for 11.124, Introduction to Teaching and Learning Science and Math.


SEO by AceSEF
Lesson plans For Teachers on Facebook

Sites for Teachers

Latest updates

K-2 Updates

3-5 Updates

  • Jump rope relay
    Learning outcomes Students will: develop jump rope skills including hand and foot coordination, traveling and changing direction, and speed develop...
    Read More...

6-8 Updates

9-12 Updates

  • How to shoot in Basketball
    Learning outcomes Students will: demonstrate the proper method of shooting a basketball apply this method to a variety of distances and games Teacher...
    Read More...