This is a level 2-3 activity from the Figure It Out series.
A PDF of the student activity is included.
Click on the image to enlarge it. Click again to close. Download PDF (178 KB)
FIO, Basic Facts, Levels 2-3, Pata Tika, page 16
Game
This traditional game involves students thinking logically about the possible digits in a two-digit whole number. It does not demonstrate an understanding of place value: it demonstrates systematic thinking. As a prop to learning the terms “pata” and “tika”, coloured counters can be used in an analogy to traffic lights.
red (wrong digit, wrong place)
|
A three-digit game might progress like this:
4 5 6 | The digit 4 is correct but in the wrong place. | |
1 4 7 | Both the 4 and 7 are correct but in the wrong places. | |
2 7 4 | 4 is correct and in the right place; 7 is correct but in the wrong place. | |
7 9 4 | 7 and 4 are correct and in the right places. | |
7 3 4 | 7, 3, and 4 are correct and in the right places. |
Recording systems can help students by easing the load on their working memory. For example,
0 1 2 3 4 5 6 7 8 9
can be used to eliminate non-applicable digits as they are cancelled out by red counters (or crosses).
Answers to Game
A game to demonstrate systematic thinking.
Printed from https://nzmaths.co.nz/resource/pata-tika at 12:15am on the 9th August 2024