Algebra: Euler’s dice

Students classify prisms and pyramids, derive algebraic rules for faces, vertices, and edges, and discover Euler’s rule for polyhedra. The sequence is built around a game designer who needs custom dice for the world’s most significant lucky and unlucky numbers.

AUS Year 7 NSW Stage 4 WA Year 7 VIC Level 7

'Algebra: Euler’s dice' is a reimagining of classic V8 sequence 'Algebra: Prisms and Pyramids''

  • On the 'In this sequence' tab you'll find all the lessons in this sequence, a suggested implementation plan and curriculum alignment.
  • The 'Behind this sequence' tab shows how key mathematical ideas develop over the sequence.
  • Have you taught this sequence? Use the Feedback button to let us know how it went!

Lessons in this sequence

Year 7

Task 1 • What is a polyhedron?

Students build definitions of “polyhedra”, “prisms” and “pyramids” by sorting objects and testing their ideas against tricky examples. They then turn their definitions into a classification algorithm.

Year 7

Task 2 • Patterns and pronumerals

Students count faces, edges, and vertices across a range of prisms and pyramids, record their findings in a shared class table, and use those findings to write algebraic rules. They then discover Euler's rule from their own data.

Year 7

Task 3 • Design your die

Students respond to a brief from a game designer who needs dice with unusual numbers of faces (e.g. 7-faced or 13-faced dice). They choose a face count, use their algebraic rules to identify what polyhedron their die needs to be, verify it using Euler’s rule, and build it.

The Australian Academy of Science supports and encourages broad use of its material. Unless indicated below, copyright material available on this website is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) licence.

Curriculum and syllabus alignment

Year 7

Algebra

Space