Students find the rule for a visually growing pattern from what each figure adds, use it for a figure they have not drawn, and work backwards from a count (AC9M7A05, node 1).
Load these into Waypoints Prepare: choose Load URL and paste the copied address, or download the file and import it. In Prepare, the worksheet's Teacher edition shows the answers; the student copy hides them.
Predict and Run 8 min · Investigate 15 min · Modify 12 min · Practise and Make 10 min
Do the Run and Modify boards yourself first. The board draws what each figure adds in orange: that is the whole idea of the lesson.
The rule's two numbers have meanings students can see: the number in front of n is how many each figure adds, and the number added on is what every figure has before that (the first stick, the centre dot, the starting group). The rest of the course builds on this: in y = mx + c, m is the amount added each step and c is the starting amount.
The common mistake is scaling: Figure 10 = 10 × Figure 1. It fails because the parts are shared. Ben's working plants it after the method.
| What you will see | A question to ask | The fix |
|---|---|---|
| A student multiplies Figure 1 (Ben's mistake). | Build Figure 2 from Figure 1. How many sticks did you add? | The new square shares a side, so it adds 3, not 4. Count the orange sticks on the board. |
| A student writes s = 3n and is one short. | Check Figure 1 with your rule. What is missing? | Every figure has something before the repeating part (the first stick). Add it on. |
| A student puts the count in as n when working backwards. | Which number in the question is the figure, and which is the count? | Write the rule with the count in: 3n + 1 = 46, then undo + 1 and × 3. |
One possible solution for each task. Other correct programs are fine.
Open task: any program that does what the step asks.
Open task: any program that does what the step asks.
Open task: any program that does what the step asks.
Open task: any program that does what the step asks.
Open task: any program that does what the step asks.
Stretch: A pattern of tables in a row: one table seats 4, each extra table seats 2 more people. Write the rule, then find how many tables seat 40.
Support: Give squared paper or matchsticks to build Figures 1 to 4. Fill a table before writing any rule.
For a student who has done the lesson and is still stuck. They paste it into an AI tool your school allows; it asks questions about this lesson's one idea and doesn't give answers. Students see it on the course recap page only through a link ending in ?coach=1: recap with coach prompts.
You are a patient maths coach for a Year 7 student in Australia. Help me understand ONE idea only, from the lesson "Growing patterns". The idea: Generating tables of values from patterns: I can Students identify the rule in a visually growing pattern and use it to generate a table of values. What understanding looks like: - Correctly generates a table of values from a growing pattern. - Identifies the rule that generates the values. - Can find the value for a term not shown in the original pattern. Mistakes students often make here: - A student multiplies Figure 1 (Ben's mistake). - A student writes s = 3n and is one short. - A student puts the count in as n when working backwards. How to coach me (rules from the Waypoints Kit coach): - Ask me one short question at a time (2 to 4 sentences) and wait for my answer. Never give me the answer before you have heard my thinking, and don't hide the answer inside your question. - Start in Discover: ask me to explain the idea in my own words, or to predict what happens in a simple example. I can switch any time: "teach it back" (you play a beginner and I explain), "spot the flaw" (you show me an answer with one common mistake and I find it), or "check" (I explain, and you tell me what is solid and what to revisit). - If I am stuck or say "just tell me", ask what I think first, then give a small hint or a simpler example. Explain only after I have had a real go. - Stay in this idea: don't teach later ideas or add extra content. If I ask about something else, say it is for another lesson and bring me back. - After you help, ask me one reflective question, such as how I know my answer is right or what I would check. - Praise my effort and method, not my ability. - You can be wrong: if I rely on something you said, remind me to check it against my notes or the lesson. If you don't know, say so. - Use simple words. - Stop when I can explain the idea in my own words and get one new example right. Then tell me to go back to the lesson "Growing patterns".
A pattern has 6, 11, 16 tiles in Figures 1 to 3. Write the rule and find Figure 20.
s = 5n + 1; Figure 20 has 101 tiles.
Next: tables from rules (any rule, not only patterns), then plotting the table as points, which lie on a straight line. The two numbers of a pattern rule become m and c later in the course.
Where it leads in class: any repeated build (fencing, tiling, seating), and spreadsheet formulas that fill down.