Technologies K–10 · Years 3–4

Higher or lower: finding a number from 1 to 100 in 7 guesses

Design and Production (NSW Science and Technology K–6, 2017) (algorithms); Digital Technologies: Processes and production skills, Generating and designing (ACARA v9)

Practical, model not builtLow risk

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The idea

Comparing each guess with the secret number (higher or lower) and always guessing the middle of what is left halves the search each time, so any number from 1 to 100 is found in at most 7 guesses.

What you need

  • 1 number line from 1 to 100 per pair, with 2 pegs to mark the lowest and highest numbers still possible
  • Mini whiteboard and marker for the secret number
  • Recording sheet: round, secret number, guesses in order, number of guesses

How to do it

  1. The chooser writes a secret whole number from 1 to 100 on the whiteboard and hides it.
  2. The guesser always guesses the middle number between the two pegs (start with 50). The chooser answers 'higher', 'lower' or 'correct'.
  3. Move one peg to just past the guess after each answer, so the pegs always show the numbers still possible.
  4. Record every guess and count them. Play 5 rounds, then swap roles.
  5. Play 2 rounds with a different method: guess 1, 2, 3 and so on in order. Count the guesses.
  6. Describe the halving method as numbered steps that another pair could follow.

What you should see

With the halving method the guesser never needs more than 7 guesses for 1 to 100, and needs 5.8 on average over all 100 possible secrets; the secret 30 is found by guessing 50, 25, 37, 31, 28, 29, 30. Guessing 1, 2, 3 in order needs up to 100 guesses and 50.5 on average. For 1 to 1000 the halving method needs at most 10 guesses. The learner knows it worked when no round with the halving method takes more than 7 guesses.

What changes

This activity lists no variables to change, measure and keep the same.

Common misconceptions

Each of these ideas is wrong, and the activity is a chance to test it.

  • Guessing lucky numbers is as good as halving (halving guarantees at most 7 guesses; luck does not).
  • A range ten times bigger needs ten times more guesses (1 to 1000 needs only 3 more guesses than 1 to 100).
  • The halving method works on a jumbled list (it needs the numbers in order).

Safety card

Low riskLearners carry it out

Hazards

  • None beyond normal classroom activity

Controls

  • Not applicable

Note

No chemicals or heat.

Curriculum references

The NSW syllabus outcomes and Australian Curriculum v9 codes this activity supports. They are references, not a verified or complete curriculum alignment.

  • Science and Technology K–6 Syllabus (2017), NESA. The syllabus taught in 2026; the 2024 syllabus replaces it from 2027. Code read from the official syllabus document (DOCX) on 2026-09-22.ST2-3DP-T
  • Science and Technology K–6 Syllabus (2024), NESA. Implementation from 2027, so this code describes the future syllabus. Code read from the outcomes page on 2026-09-22.ST2-DDT-02
  • Australian Curriculum v9AC9TDI4P02

Sources

The pages the author read to write this activity.

  1. www.nsw.gov.au/education-and-training/nesa/curriculum/science/science-and-technology-k-6-2017
  2. curriculum.nsw.edu.au/learning-areas/science/science-and-technology-k-6-2024/outcomes
  3. www.csunplugged.org/en/topics/searching-algorithms
  4. classic.csunplugged.org/activities/searching-algorithms

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