Five pages on rules that change one number into another. Page 1 has eight function machines: a number goes in, the rule is on the machine (like + 5 or × 3), and students write what comes out; the first machine is a worked example. Page 2 gives the rule on a machine and six tables with In and Out rows to finish. Page 3 has eight full tables and asks for the rule; a tip at the top shows why one pair is not enough, since In 2, Out 4 could be + 2 or × 2. Page 4 has six tables with a few full pairs to find the rule from, then missing ins and outs to fill in, including two division rules. Page 5 has six word problems about tricycle wheels, ages, ticket prices, muffins, sharing cookies and a growing plant: students finish each table, write its rule and finish a sentence about a number past the end of the table.
Before page 1, play "function machine" with the class: you are the machine, students call out a number, and you say what comes out until someone can name your rule. Ask for a rule to be tested on every pair on page 3 before anyone writes it down. On page 4, talk about how to go backward: if the rule is × 5, divide by 5 to find what went in.
Take turns being the machine: one person picks a secret rule like "add 6" or "times 2," the other says a number in, and the machine says what comes out. After three or four tries, guess the rule, then test it on one more number.
This pack supports the following Common Core State Standards for Mathematics:
© Copyright 2010. National Governors Association Center for Best Practices and Council of Chief State School Officers. All rights reserved.
A 5-page input and output tables pack for 3rd grade. Put numbers into function machines and write what comes out, finish tables from a given rule, find the one rule that works for every pair (add, subtract, multiply or divide by a number), fill in missing ins and outs, and solve word problems with a table. Every page comes in color and in black and white. Answer keys included.
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