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Look around you, can you see a pattern? A pattern is an arrangement of shapes, numbers or colours formed according to a rule. Patterns are everywhere, you can find them in nature, art, music and even in dance! You can make a pattern out of anything. Patterns can grow or repeat. Here is a pattern made out of fruit that repeats: Here is a pattern made out of hexagons that grows:
Look at this colour pattern made with cubes. What comes next? Write the letters on the blank cubes then colour them in.
B Blue R Red G Green Y Yellow
Make your own colour pattern made with these cubes. Use one of the colours in the box above. You can colour them or just write the letter.
To work out what comes next, look out for the sequence of shapes that make up the rule.
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_____
_____
_____
_____
Look at the repeating letter pattern and write in the missing letters. You will see that each pattern is a word repeated. a b
B I C ____ C ____ E B I ____ Y ____ L E B ____ C Y C L ____ C ____ L O ____ R S C O ____ O U R ____ C ____ L ____ U R S
Follow the directions to create 2 growing patterns: a Tick 2 squares and put a dot in 2 squares. Tick 3 squares and put a dot in 3 squares. Tick 4 squares and put a dot in 4 squares. Tick __ squares put a dot in __ squares. b Colour 1 square yellow, 2 squares red. Colour 3 squares yellow, 4 squares red. Colour 5 squares yellow, 6 squares red. Colour __ squares yellow, __ squares red.
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Colour the skip counting pattern on each hundred grid: a Show the 5s pattern.
1 11 21 31 41 51 61 71 81 91 2 12 22 32 42 52 62 72 82 92 3 13 23 33 43 53 63 73 83 93 4 14 24 34 44 54 64 74 84 94 5 15 25 35 45 55 65 75 85 95 6 16 26 36 46 56 66 76 86 96 7 17 27 37 47 57 67 77 87 97 8 18 28 38 48 58 68 78 88 98 9 19 29 39 49 59 69 79 89 99 10 20 30 40 50 60 70 80 90 100
60 100 17 112
65 95 22 92
70 80 27 37 62
85 70 47
95
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Colour the skip counting pattern on each hundred grid: a Show the 3s pattern.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100
36 12 50 27 20
27 24 44 57
24 36 38 77 384
How many objects altogether? Use skip counting. a How many candles?
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7
+5
12
+5
17
+5
22
Complete the missing numbers in each pattern. a Rule: Add 2 b Rule: Add 4 c Rule: Subtract 5
3 4 50
5 8 45 12
7 16 40
Continue the pattern from the starting number. a b c Add 10 Add 5 Subtract 4
11 55 40
11
Rule:______________________________________________________________ b
14
21
Rule:______________________________________________________________ c
50
40
30
Rule:______________________________________________________________
Patterns and Algebra
Copyright 3P Learning Pty Ltd
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Fill these snail grids with calculator patterns. a Press 15 Press Press Press
+ =
+
again
b Press 38 Press
Press Press
+ =
+
again
15
Rule: _____________________
5
38
Rule: _____________________
Check these patterns with a calculator. They all have mistakes in them. Find the mistakes, circle them and write the corrections underneath. a
These 3 patterns have something in common. Can you discover what it is?
12 84 17
50 77 59
88 70 101
126 63 143
164 56 185
204 50 229
242 43 271
280 36 313
Roll a set of dice to make a 2 digit number. This is the starting number. Continue the sequence by following the rule. a Rule: + 10
Rule: + 3
Rule: + 4
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To find out many feet 20 children would have, we dont need to extend the table, we can just apply the rule.
1
Try these number pattern tables. a A t a party one child receives 3 chocolates. Complete the table to show how many different numbers of students receive. Show how many 20 receive. Number of children Number of chocolates 1 3 2 3 4 5 20
Alfred is a type of alien from the Planet Trampolon. The surface of Planet Trampolon is like walking on a trampoline that is why Alfred and all his race of aliens need 3 legs for extra balance. They also have 2 antenna, 4 fingers on each hand. Complete the number pattern tables to show the number of different body parts for different amounts of aliens. a Number of aliens Number of antenna b Number of aliens Number of fingers c Number of aliens Number of legs 1 3 1 3 1 3
Patterns and Algebra
Copyright 3P Learning Pty Ltd
20
20
20
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How many hexagons would 10 butterflies use? There is a way we can do this without using pattern blocks. We just look for a pattern. The pattern is that you need to double the amount of hexagons for each butterfly. So for 10 butterflies, it would be 20 hexagons.
1
Here are some pictures made from shapes. a Fill in the blanks for each part of the pattern and draw what comes next.
b How many circles would you use for 10 ants? _ __________ c The first fish is made up of 5 shapes. Fill in the boxes for 2 fish and 3 fish.
Try the make your own growing patterns from pattern blocks.
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1 3
2 6
3 9
4 12
5 15
10 30
x3
To find out how many matchsticks are needed for 10 triangles, we dont need to extend the table, we can just apply the function rule: Number of matchsticks = Shape number x 3
1
Complete the table for each sequence of matchstick shapes and find the number of matchsticks needed for 10th shape. a Shape 1 Shape 2 Shape 3
1 4 Shape 2
10
Shape 3
1 5
10
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IN
x2
OUT
x5
OUT
IN
+8
OUT
x2 +5
OUT
IN
x 4 +16
OUT
x3
OUT
27
IN
OUT
12
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solve
Read the problem below and use your knowledge of number patterns to solve the problem.
What to do
Harry and Tortista constantly argued over who was the faster runner out of the pair. To settle the dispute once and for all, they decided to race each other. Harry was so confident that he could beat Tortista, he gave Tortista a head start of 3 km. If Harry runs 1 km every 3 minutes and Tortista runs 1 km every 4 minutes, who will win the race? Harry mins 0 3 6 9 12 15 18 21 24 27 30 33 36 km 0 1 2 3 4 5 6 7 8 9 10 11 12 mins 0 4 8 12 16 20 24 28 32 36 Tortista km 3 4 5 6 7 8 9 10 11 12
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apply
For this game you will need 3 dice, this page and 12 counters each, in 2 different.
What to do
Roll all 3 dice, add them together and put this value in the function rule. For example, if I roll a 3, 5 and 2, I add these and get 10. I put 10 into the first rule and get 10 + 5 = 15. I place one of my counters on 15. If the answer is already taken you lose a turn. Function Rule 1 Function Rule 2 Function Rule 3
+5
1 11 21 31 41 51 61 71 81 91 2 12 22 32 42 52 62 72 82 92 3 13 23 33 43 53 63 73 83 93 4 14 24 34 44 54 64 74 84 94
2x
5 15 25 35 45 55 65 75 85 95 6 16 26 36 46 56 66 76 86 96 7 17 27 37 47 57 67 77 87 97 8 18 28 38 48 58 68 78 88 98
2
9 19 29 39 49 59 69 79 89 99 10 20 30 40 50 60 70 80 90 100
What to do next
Change the object of the game. For example, the winner might be the person who has their counters on the most even numbers.
Patterns and Algebra
Copyright 3P Learning Pty Ltd
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