Option A: 16 oz for $3.20 $0.20 / oz
\(\frac{\$3.20}{16} = 0.20\) dollars per ounce (or 20¢ per ounce).
Option B: 24 oz for $4.32 $0.18 / oz
\(\frac{\$4.32}{24} = 0.18\) dollars per ounce (or 18¢ per ounce).
Better Buy Answer: Option B is the better buy because it costs $0.18 per ounce compared to $0.20 per ounce for Option A (saving $0.02 on every ounce).
| Hours Worked (\(x\)) | 2 | 5 | 8 |
|---|---|---|---|
| Earnings in Dollars (\(y\)) | $32 | $80 | $128 |
Part A Answer: \(k = \$16\) per hour
\(\frac{32}{2} = 16\) and \(\frac{80}{5} = 16\). The rate is constant.
Part B Answer: \(y = \$128\)
Substitute \(x = 8\) into \(y = 16x\): \(16 \times 8 = 128\).
Step 1: Sale Price
Discount amount = \(0.20 \times \$50.00 = \$10.00\)
Sale Price = \(\$50.00 - \$10.00 =\) $40.00
Step 2: Sales Tax & Total
Tax amount = \(0.06 \times \$40.00 = \$2.40\)
Final Total = \(\$40.00 + \$2.40 =\) $42.40
Common Misconception Alert: Students often calculate 6% tax on the original $50 instead of the discounted $40, or subtract the tax instead of adding it. Remind them: "Discount reduces the bill; tax adds to the bill."
Teacher Key • Grade 7 Resource Period Key Page 2 of 4
TEACHER KEY
Answer Key • Page 3: Reading Comprehension (Video Games)
FACILITATION GUIDE
Reading Standards: RI.7.1 (Cite Text Evidence), RI.7.2 (Central Idea), RI.7.4 (Domain Vocabulary)
1 Question 1: Central Idea
Correct: B
Why Choice B is correct: The entire article argues that video games are engineered learning environments designed to build cognitive flexibility, persistence, and problem-solving. Choices A, C, and D are either factually contradicted by the text (scientists support gaming; games are not banned) or narrow, inaccurate generalizations.
2 Question 2: Vocabulary in Context ("calibrate")
Correct: A
Why Choice A is correct: In paragraph 2, the text states developers calibrate challenges so that obstacles are neither too easy nor impossibly hard. This context makes clear that to calibrate means to carefully adjust, fine-tune, and balance measurements.
3 Question 3: Short Response Exemplar & Text Citation
Exemplar
"According to paragraph 2, game designers balance difficulty because if a task is too easy, players lose interest, but if it feels impossible, they quit in frustration. Balancing the challenge keeps players in their optimal learning zone where they learn to view mistakes as helpful feedback."
Scoring Note: Full credit (2 pts) requires identifying both sides of the balance (avoiding boredom and avoiding quitting/frustration) or mentioning the optimal challenge zone.
Resource Room Reading Accommodations
• Personal Connection: Ask students to name a boss battle or level they failed multiple times before beating; connect this directly to "adaptive difficulty."
• Key Word Highlighting: Have students box the words "adaptive difficulty" and "cognitive" before answering questions.
Teacher Key • Grade 7 Resource Period Key Page 3 of 4
TEACHER KEY
Answer Key • Page 4: Writing Workshop (CER Model & Rubric)
FACILITATION GUIDE
Writing Standard Alignment: W.7.1 (Argumentative Writing) • W.7.9 (Drawing Evidence from Informational Texts)
Claim Video games provide meaningful cognitive benefits because their design actively trains players to solve complex problems and build mental resilience.
Evidence 1 The text points out that game developers use "adaptive difficulty" to keep players in an optimal learning zone where they repeatedly test, fail safely, and revise strategies. Reasoning 1 This shows that games promote perseverance by teaching students to treat mistakes as useful learning tools rather than reasons to give up.
Evidence 2 Additionally, paragraph 3 notes that fast-paced and multiplayer games require quick navigation and collaborative communication, leading to superior spatial awareness and focus. Reasoning 2 These mechanics strengthen executive functioning skills, confirming that purposeful gaming provides an active workout for the brain rather than passive entertainment.
| Element | Exemplary (3-4 pts) | Developing / Needs Support (1-2 pts) |
|---|---|---|
| Claim (C) | Clearly takes a definitive stance stating whether video games build cognitive skills. | Vague, unfocused, or restates the prompt without taking a clear stance. |
| Evidence (E) | Includes at least 2 distinct, accurate details from the text (adaptive difficulty, focus). | Only 1 piece of evidence cited, or relies purely on personal gaming anecdotes. |
| Reasoning (R) | Explains how game mechanics translate into cognitive skills and resilience. | Restates evidence without explaining its importance or connection to the claim. |
Tier 2/3 Resource Room Writing Accommodations
• Sentence Stem Fill-In: For students experiencing writer's block, provide: "Video games help the brain because they teach players to ________ and improve ________."
• Oral Rehearsal: Have students verbally explain how failing in a game helped them beat a level before drafting their reasoning sentence.
Teacher Key • Grade 7 Resource Period Key Page 4 of 4