# Year 10: week 2 (linear relationships and exponents)

This week we focus on finding rules for linear relationships, and working with exponents (powers of numbers).

### Day 1

Solving linear equations

• Go to the learning object Plasers: choose coordinates (+/-).
• In this version the plane has positive and negative numbers. Can you figure out how the four quadrants work?
• Spend at least ten minutes playing the game.

Problem Solving e-ako

• Go to the Problem Solving pathway in e-ako maths.
• Choose King Arthur's problem (the third yellow button in the second row).
• Work through pages 1-7.
• Explain to a family member; “How does King Arthur choose only one knight to marry his daughter?”

Exponents activity

• Go to the activity Powerful Thought and complete the task, using a calculator if necessary.

### Day 2

Solving linear equations

• Go to the learning object Plasers: enter an equation (+).
• Spend at least ten minutes playing the game.
• Try to work out how changing the numbers in the boxes affects the laser line.

Problem Solving e-ako

• Go back to King Arthur’s Problem on the Problem solving pathway in e-ako maths.
• You may need to use the simulator on Page 7 to remind you of the safe seats to sit in.
• Work through pages 8-10 and try to figure out a pattern.
• On page 10 click on the “Try Simpler Cases” path and answer the questions on page 13.
• When you return to page 10, choose “Try Every Case” to see what happens.
• Explain to a family member why trying every case is not sensible.

Exponents activity

• Go to the activity Cubic Capacity and complete the task.
• What is the connection between Island Roads and the corner pattern for One Bad Apple?
• Explain that connection to a family member.

### Day 3

Solving linear equations

• Go to the learning object Plasers: enter an equation (+/-).
• Spend at least ten minutes with the learning object.
• Can you work out the effect on the laser line of changing the numbers in the boxes?

Problem Solving e-ako

• Go back to King Arthur’s Problem on the Problem solving pathway in e-ako maths.
• Go to Page 10 and click on the “Create a Table to look for a Pattern” path.
• Work through to page 20.

Exponents activity

• Go to the task called Growing Pains and complete the challenge.
• Explain to a family member how powers of three are involved in the challenge.

### Day 4

Solving linear equations

• Go to the learning object Plasers: place bubbles (+)
• Spend at least ten minutes with the learning object.
• Can you use the equation to work out coordinates that lie on the line?

Problem Solving e-ako

• Go back to King Arthur’s Problem on the Problem solving pathway in e-ako maths and go to page 21.
• Work through to page 24.
• Have you got a rule for the seat a knight should choose? Explain your rule to a family member.

Exponents activity

• Go to the task called Fold and Crease and complete the task.
• Write how you found a rule for the number of creases and sections. Explain your strategy to another person.

### Day 5

Solving linear equations

• Go to the learning object Plasers: place bubbles (+/-).
• Spend at least ten minutes with the learning object.
• Write down an example of how you find coordinates that a linear equation passes through.

Problem Solving e-ako

• Go back to King Arthur’s Problem on the Problem solving pathway in e-ako maths and go to page 25.
• Complete the e-ako.
• Can you write instructions for a brave knight about where to sit?

Exponents activities

• Go to the task called Pip’s Pay and complete the challenge.