Cartesian Coordinate Grid

 
Investigate the plotting of coordinates on the Cartesian Coordinate Grid by sinking

Enemy Vessels

 Curriculum Integration
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Identifying and plotting coordinates

Time Frame
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2-3 Class Periods

Materials
bulletCartesian Coordinate Grid - graph paper and metric ruler
bulletCalculator
bulletPair of Dice 
bulletFile Folder
Student Grouping
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Cooperative  groups

 
Student Learning
bulletunderstand the use of the cartesian coordinate plane
bulletremember the plotting of (x,y) coordinates
 
Assessment
bulletProject-each student will lay out a fleet configuration with each dot of the vessel corresponding to an ordered pair on the grid
bulletChart-each student will keep a chart of hits, misses and sinking of vessels
bulletCalculations- students will calculate the hit to miss ratio
 
 
 Lesson: Locating Enemy Vessels
Background 
bulletYour 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 
bulletA deployment layout for your fleet 
bulletCoordinates for possible enemy ship locations 
bulletThe score for your team based on the most points 
bulletThe ratio of hits to misses for your team 

Directions 
bulletUse a metric ruler and graph paper 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) 
bulletWhen each team has deployed their fleet, play begins according to the rules 
bulletEach 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. 
bulletContinue play for the time allotted 

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

Scoring 

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

Playing the Game 
 
bullet 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. 
bulletThe 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. 
 
bulletEach side takes turns until the time allotted has expired or all of one team's fleet has been sunk  
bulletThe final score is calculated, and a winning team is declared. That constitutes a round. 
bulletYou 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:

printable chart with graph

          Plotting Coordinates on a Graph  

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This lesson plan was created by Rose M. Briggs

Adapted from Teacher's Resource Guide

AM II by Jerald D. Duncan

Reproduced and adapted by mrskingsbioweb to fit the format of this site