Learning Resource Type

Learning Activity

Scalar Multiplication of Matrices Practice

Overview

Students will use the Quizizz response system to review multiplying matrices by scalars to produce new matrices. This Scalar Multiplication of Matrices Practice Quizizz game has twenty questions to test the understanding of multiplying matrices by scalars and is intended to be used as an after-activity. Quizizz allows the teacher to conduct student-paced formative assessments through quizzing, collaboration, peer-led discussions, and presentation of content in a fun and engaging way for students.

    Mathematics (2019) Grade(s): 09-12 - Precalculus

    MA19.PRE.13

    Multiply a vector by a scalar.

    Unpacked Content

    UP:MA19.PRE.13

    Vocabulary

    • Scalar Multiple
    • Scalar Multiplication
    • Scaling Vectors

    Knowledge

    Students know:
    • The representation of vectors graphically on the xy-plane.

    Skills

    Students are able to:
    • Find the components of a vector.
    • Find the magnitude and direction of a vector.

    Understanding

    Students understand that:
    • Scalar multiplication results in a dilation of the original vector where a scalar greater than 1 would increase the magnitude and a scalar from 0 to 1 would decrease the magnitude.
    • A negative scalar would reverse the direction of the vector.
    • The absolute value of the scalar has the resulting effect on the magnitude.

    Phase

    After/Explain/Elaborate
    Learning Objectives

    Learning Objectives

    Students will be able to multiply matrices by scalars to produce new matrices.

    Activity Details

    Students will demonstrate their mastery of the scalar multiplication of matrices through interactive, game-based Quizizz. The students and teacher will follow these steps:

    1. The teacher will have the students log on to https://quizizz.com/.
    2. The students will be prompted to enter the game code for the Scalar Multiplication of Matrices Practice. (See additional information below for alternative ways to assign the game.)
    3. The teacher will display the game code at the front of the class.
    4. The students will enter their names, which will appear on the screen at the front as they join--no student accounts are needed.
    5. Once everyone has joined, the teacher will need to press the “Start” button on the teacher device, which will then display the name of the Quizizz and a count down from 5 indicating the game is about to start.
    6. Students work as fast as they can to answer multiple-choice style questions on the scalar multiplication of matrices.
    7. The progress of students as they answer questions will be displayed on the live dashboard at the front of the class.
    8. Once the game has ended, the teacher can award the winner with the kudos he/she deserves.
    9. When the final leader board is displayed, every student can see their personal feedback on their device: total points, the number of correct/incorrect questions, and the position in the class they finished in.
    10. On the teacher device, there are options to review questions, see the class accuracy, see the toughest question, the question that took the longest to answer, and interesting facts. 
    11. Also on the teacher device, the teacher can choose to download the results of the quiz. This provides a spreadsheet listing each of your students, what they answered each question, and how long it took them. Correct answers are highlighted in green, and incorrect ones in red.
    12. The teacher will use the results to determine whether the students understand the scalar multiplication of matrices.
    13. Press the ‘Play Again’ button to instantly play the same Quizizz again if further review is needed. Students’ devices will automatically reset to the start of the game or the teacher can search for a different Quizizz game.
    Assessment Strategies

    Assessment Strategies

      • Quizizz is self-checking. The students will get immediate feedback as they compete with their peers through interactive play.
      • The teacher is able to assess students' understanding while the game is being played. After the game has ended, the teacher should have a meaningful dialogue on the process and procedures for multiplying matrices by scalars.
      • Students should be allowed to collaborate and work problems out on the board for clarity for those who are still having trouble.
      • The teacher will download the results of the Quizizz and use it as a formative or summative assessment.

    Variation Tips

    If electronic devices are not available, Quizizz has a print option, so the Scalar Multiplication of Matrices Practice could be printed for assessment or could be displayed and played as a whole group activity using paper and pencil or individual whiteboards.

    Background and Preparation

    Background / Preparation

    The teacher will need to ensure the classroom has the following:

    • Classroom set of computers, iPads, or smart devices. (If allowed, students can use their own personal devices.)

    Prior to playing Quizizz, the teacher will need to:

    1. Create a Quizizz account by logging on to https://quizizz.com/.  (More information on how Quizizz works can be found at Getting Started.)
    2. Once an account has been set up, the teacher will use the Scalar Multiplication of Matrices Practice to decide if he/she wants to play the game live or as homework.
    3. The instructions above are for the game to be played live, so the teacher will need to host a live game in order to get a code and start the game. Share this code with your students in your class so they can join the game.
    4. The teacher can have students set up an account, and the teacher and student can revisit prior played Quizizz games.
    5. If the students already have a Quizizz account, they will be prompted to log in using their student information.
    6. Take the time to set up a teacher account and play the game yourself before introducing it to your students. Instructions are available on the site.
    7. NAMES - Be sure to set rules for your students when entering their names. If they join with an inappropriate nickname, you can “kick” them out.

    Digital Tools / Resources

    ALSDE LOGO