ALGEBRA II
A lesson plan by Rose M. Briggs
Adapted from Teacher's Resource Guide
AM II
by Jerald D. Duncan
 The student will investigate the plotting of coordinates on the Cartesian Coordinate Grid.
 
 
     Teacher Information
 
 Curriculum Integration
identifying and plotting coordinates
Time Frame
2-3 Class Periods
Materials

Acculine or Cartesian Coordinate Grid 
Calculator Pair of Dice 
File Folder

Student Grouping
pairs or groups
Possible Obstacles to Student Learning
: understanding the use of the cartesian coordinate plane 
: remembering the plotting of (x,y) coordinates
Opportunities for Assessment
: Project-each student will lay out a fleet configuration with each dot of the vessel corresponding to an ordered pair on the grid 
:Chart-each student will keep a chart of hits, misses and sinking of vessels 
:Calculations- students will calculate the hit to miss ratio
 
 Lesson: Locating Enemy Vessels
Background 

* Your group is in charge of a fleet of ships. Your mission is to find and destroy the enemy ships before they destroy your ships. Work as a team in determining how you will deploy your fleet and which coordinates represent the location of the enemy ships. 

Find 

* A deployment layout for your fleet 
* Coordinates for possible enemy ship locations 
* The score for your team based on the most points 
* The ratio of hits to misses for your team 

Directions 

* Use the acculine to make a Cartesian Coordinate Grid and lay out your fleet configuration. You can go horizontal, vertical or diagonal. Each dot of the vessel should correspond to an ordered pair on the grid. (See sample layout) 
* When each team has deployed their fleet, play begins according to the rules 
* Each side should keep score. The winner will be determined by the group with the highest score. In case of a tie, the group with the best hits to misses ratio wins. 
* Continue play for the time allotted 

Rules 
Definitions: 
* A "hit" occurs when one team guesses a coordinate where a ship in the other team's fleet is located 
* A "miss" is logged when the coordinate guessed does not correspond to a ship in the other team's fleet 
* A "sink" occurs when all the coordinates of a ship have veen determined by the other team 

Scoring 
* For each "hit" a team gets 2 points 
* Each "sink" is worth an additional bonus of double the "hit" points of a vessel 
* "Misses" have no points and are totaled to determine the hits to misses ratio 
* The final score is the total of all points and bonuses for the game 

Playing the Game 
* After each team has set up their ship deployment, play begins by rolling a pair of dice to see        who will begin first. The highest roll starts. 
* The Captain of the team will say an ordered pair of numbers where his team thinks an enemy ship to be located. If the point represents a point on one of the ships, that ship is hit and 2 points are recorded. The scoring team can choose another point. Selections continue until a miss occurs. 
* Each side takes turns until the time allotted has expired or all of one team=s fleet has been sunk  
* The final score is calculated, and a winning team is declared. That constitutes a round. 
* You can play as many rounds as time permits.

 

 

LOCATING ENEMY SHIPS

Scoring Chart

 
Vessel
Hit Points
Sunk Points (Bonus)
Total
  
Patrol  
Boat 5
    

 

  

 

Cruiser 4   

 

  

 

  

 

Destroyer 3   

 

  

 

  

 

Battleship 2   

 

  

 

  

 

Aircraft 
Carrier 1
    

 

  

 

 
Team Total:
 
 
Misses Tally: 
 
 
 
Hits:

  

Hit to Miss Ratio 
 
 

Misses: