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Family Math Games Great ways to learn at home with your kindergarten through grade 3 kids! Content Game Grade Page(s) Tug of War Preschool 2 Flip and Roll K 3‐4 Gel Bag Numbers K 5 Capture Ten 1 6‐8 Rolling for Tens 1 9‐10 Plus 1 or 2 Bingo 1/2 11‐13 Leapfrog 2 14‐16 Salute! 2/3 17 Close to 20 2/3 18‐19 The Jump, Jump Game 3 20 Close to 100 3 21‐22 Multiplication Draw 2/3 23‐24 Suggested websites for math learning 25 Math practice for fourth grade 26 The contents of this file were presented at the MRH Family Math Night on February, 28, 2011

Family math games

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Page 1: Family math games

FamilyMathGames

Greatwaystolearnathomewithyourkindergartenthroughgrade3kids!

Content

Game Grade Page(s)TugofWar Preschool 2FlipandRoll K 3‐4GelBagNumbers K 5CaptureTen 1 6‐8RollingforTens 1 9‐10Plus1or2Bingo 1/2 11‐13Leapfrog 2 14‐16Salute! 2/3 17Closeto20 2/3 18‐19TheJump,JumpGame 3 20Closeto100 3 21‐22MultiplicationDraw 2/3 23‐24

Suggestedwebsitesformathlearning 25Mathpracticeforfourthgrade 26

The contents of this file were presented at the MRH Family Math Night on February, 28, 2011

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TUGOFWAR

Pre‐SchoolMaterials

• Counters/markers• Dice• Gameboard(seebelow)

HowtoPlay:1.Placethecounteronthesmileinthecenterofthegameboard.2.Player1rollsthediceandmovesthecountertotheright.3.Player2rollsthediceandmovesthecountertotheleft.4.Thefirstpersontogetthecountertotheedgeoftheirgameboardwins!Wewantthestudenttolearn:‐One‐to‐onetagging‐One‐to‐onecorrespondence‐Counting‐Cardinality

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FLIPANDROLL2playersKindergarten

Whatyouneed:

o FlipandRollgameboard(mathbag)o numbercards1‐12(mathbag)o 1dotdie(mathbag)o paperandpencilforrecording

Directionsforplaying

o Putthecardsinapilefacedown.o Flipoveracardfromthepileputitinthefirstboxonyourgameboard.o Rollthedieandputitinthesmallerboxo Figureouttheanswer.

*Encourageyourchildto“counton”tofigureouttheanswer.Forexampleifyouflipa4androlla3,DON’Thaveyourchildputup4fingersand3fingersandthencountallthefingers,insteadencourageyourchildtostartat4andcounton,4,5,6,7.Theycantouchthedotsonthedieforadditionalsupportincountingon.

o Thenwritethenumbermodelonapieceofpaper.Forexampleifyouflipovera4androlla3youwouldwrite:4+3=7

o Worktogetheruntiltherearenomorecardsinyourdrawpile!Whatisthemathbehindthisgame?

o Recognizingnumbersandpatternsofadiefaceo Countingon,animportantearlynumberstrategyo Beginningtorecognizenumbermodelsandmaybemovingintoquickly

knowingmathfacts.

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GELBAGNUMBERSKindergarten

Materials

o Gelbags(madeatmathnight)o Numbercardsorpencilandpaper

Directions:

o Askyourchildtowriteanumberwiththeirfingeronthegelbag.Iftheyarehavingdifficultymodelwritingthenumberonapieceofpaperorshowanumbercard.

*Focusonteennumbers,astheseareusuallythemostdifficultforchildrentowrite.

Whatisthemathinthisgame?

o Afunwaytohavechildrenpracticewritingtheirnumbers.

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CAPTURETEN2PLAYERS1STGRADE

Capture10providesopportunitiestomakeequations.Itsupportsthemakingtenstrategy–animportantstrategyforautomatizingthebasicfacts.Forexample:9+6ismucheasiertorecallwhenachildthinksofitasbeingequivalentto10+5.Directions:

• Childrenplayinpairs.• Placecardsfacedowninthecenter.• Eachplayerturnsoveranumbercard.• Togethertheplayersdeterminethesumofthecardsanddeterminewhichbox

theequationbelongs.(Forexample:8+5=13belongsinthe10+3box)• Ifthesumofthetwocardsislessthan10playersputthecardsbackinthedeck

andreshuffle.MaterialsNeeded:

• Deckofcards• Recordingsheet

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ROLLINGFORTENS2PLAYERS1stGRADE

RollingforTenspromotestheexplorationofequivalenceandcombinationsthatmaketen.Theobjectofthegameistouseallthecubesrolledtomake10inavarietyofways.Apair’sscoreisbasedonthequantitythatremains.Toobtainthelowestpossiblescore,apairofplayersneedstoconsideravarietyofwaystomake10.Thisbuild‐inincentivepusheschildrentothinkaboutavarietyofequivalentexpressions.

Directions:

• Childrenplayinpairs.• Eachpairhas20numbercubesinacup.• Rollall20numbercubes.• Figureoutallthedifferentwaystomake10.• Thenumbersthatarenotusedtobecome10areaddedandbecomethescore

ofthepairfortheround.Goal:AchievethelowestpossiblescoreMaterialsneeded:

• 20numbercubesperpairofchildren• Smallcups/plasticbags• Recordingsheet(appendixx)perpairofchildren

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PLUS1OR2BINGO2players

1st/2ndGRADE

Thisgameisgoodforpracticingearlymathfactsinvolvingaddingoneortwo.Materials:deckofPrimaryNumberCards(WithoutWildCards),2kindsofcounters(20perplayer),gameboardDirections:

1. Player1turnsoverthetopcardinthedeck.2. Player2adds1or2tothatnumber,andcoversthesumonthegameboard.3. Player2turnsoverthetopcard.4. Player2adds1or2tothatnumber,andcoversthesumonthegameboard.5. Keeptakingturns.Ifallofthepossiblesumsarecovered,takeanothercard.6. Thegameisoverwhenallofthenumbersinonerowarecovered.Thenumbers

cangohorizontal(across),vertical(up&down),ordiagonally(cornertocorner).

MoreWaystoPlay:‐PlaywithWildCards.WildCardscanbeanynumber.‐Playtofillmorethanonerow.‐Playasateam.Trytofilltheentiregameboard.

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LEAPFROG2players2ndGRADE

Thepurposeofthegameistosupportthedevelopmentoftheadditionstrategyof

keepingonenumberwholeandtakingleapsoften.Materials:2dice,2distinctmarkers(“frogs”),gameboard,leapcardsDirections:Childrenplaythegameinpairsandtaketurnsrollingthedice.Therollofthecubesdeterminesthenumberofstepstomove.Forexample,ifPlayer1rollsa3anda4,thefrogmarkerjumps7spacesandPlayer1writes7inthecorrespondingboxonthegameboard.Player1thenturnsoveracardfromthedeckofLeapfrogcards.Thecardindicateshowmanyleapsoftentotake.Forexample,ifthecardsays“Leap2tens,”Player1jumpsto17andwrites17inthebox,thenjumpsto27andrecords27.NowitisPlayer2’sturn.Player2rollsthedice,takesacard,andmarkshisgameboardaccordingly.Player1thenrollsagain,takesacard,andmarkshergameboard.Forexample,ifsherollsa4anda2andthecardsays,“Leap1ten,”shemovesthefrogpieceto33(ie,27+6)andthento43,orfrom27to37andthen6moreto43.Playcontinuesinthiswayuntilbothfrogsreachtheendoftheirtracks.

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SALUTE!3players

2nd/3rdGRADE

Thisgamehelpsstudentsunderstandtheinverserelationshipbetweenadditionandsubtraction.Italsohelpsthemwithbasicfactrecall.

Materials:adeckofcards—nojokersDirections:Player3dealstheentiredeckofcardsevenlyandfacedown,tothetwootherplayers.Players1and2count,“1,2,3Salute!”Astheysay,“Salute!”theybringthecardfromthetopoftheirpilestotheirforeheads,number‐sidefacingout,fortheotherstosee.Important:Players1and2maynotlookattheirowncards.Thetwoplayerslookatoneanother’sforeheadsasPlayer3addsorsubtractsthenumbers.Player3thensays,“Thesumis_____”or“Thedifferenceis______”.(It’simportanttousethevocabularytermssumanddifference.)Thenthefirsttwoplayerstrytobethefirsttoguesstheirownnumberbyaddingorsubtractingtheotherplayer’snumberfromthesum/differencereportedbyPlayer3.Theplayerwhoguesseshisownnumberfirsttakestheotherplayer’scardandtheprocessrepeats.Thewinneristheonewiththemostcardsattheend.ThatplayerthenbecomesPlayer3.

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CLOSETO202or3players2nd/3rdGRADE

Thisgamehelpschildrenlearn“complimentsoften”.

Materials:4DecksofNumberCards0‐10withthewildcardsremoved;StudentSheet6,Closeto20ScoreSheet;countersDirections:Theobjectofthisgameistochoosethreecardsthattotalascloseto20aspossible.

1. Dealfivecardstoeachplayer.2. Taketurns.Useanythreeofyourcardstomakeatotalthatisascloseto20as

possible.3. WritethesenumbersandthetotalontheCloseto20ScoreSheet.4. Findyourscore.Thescorefortheroundisthedifferencebetweenthetotaland

20.Forexample,ifyouchoose8+7+3,yourtotalis18andyourscorefortheroundis2.

5. Afteryourecordyourscore,takethatmanycounters.6. Putthecardsyouusedinadiscardpileanddealthreenewcardstoeachplayer.

Ifyourunoutofcardsbeforetheendofthegame,shufflethediscardpileandusethosecardsagain.

7. Afterfiverounds,totalyourscoreandcountyourcounters.Thesetwonumbersshouldbethesame.TheplayerwiththeLOWESTscoreandthefewestcountersisthewinner.

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THEJUMP,JUMPGAME2players3rdGRADE

Materials:numberscards0‐9,mathnotebookorlinedpaper,pencil,apartnerDirections:Theobjectiveofthegameistojumpfrom0toa2‐digitnumberusingonlyjumpsof1,10,and100inthefewestjumpspossible.

1. Putdeckfacedownbetweenthetwopartners.2. Playeroneturnsovertwocards.Thesecardsareusedasdigits.Forexample,ifI

turnedover5&2,player1usesthesecardstomakeatwo‐digitnumber.Playeronecouldmakeeither52or25.

3. Choosethetwo‐digitnumberthatyouandyourpartnerwilljumpto.4. Drawanumberlineinyournotebook.Write0to52or0to25torecordwhat

numberyouarejumpingto.5. Atthesametime,bothpartnersmakejumpsonthenumberlineof1,10,or100

tothenumberinthefewestpossiblejumps.6. Partnerscomparethenumberofjumps.Iftheamountofjumpsisdifferent,

partnerseachsharetheirstrategy.7. Recordthenumberofjumpsinyournotebook.Thisisyourscore.8. Playertwoturnsover2cardsandplaybeginsagain.9. Attheendofthegame,partnersadduptheirtotalscore.Thepartnerwiththe

LEASTscorewins.

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CLOSETO1001‐4players3rdGRADE

Thisgamehelpsstudentswithdouble‐digitadditionandsubtraction.Materials:digitcards‐deckof44,Closeto100RecordingSheetforeachplayerDirections:

1. DealoutsixDigitCardstoeachplayer.2. Useanyfourcardstomaketwonumbers;forexample,6and5couldmake

either56or65.Wildcardscanbeusedasanynumeral.Trytomakenumbersthat,whenadded,giveyouatotalthatiscloseto100.

3. WritethesetwonumbersandtheirtotalontheCloseto100RecordingSheet;forexample,42+56=98.

4. Findyourscore.Yourscoreisthedifferencebetweenyourtotaland100.Forexample,ifyourtotalis98,yourscoreis2.Ifyourtotalis105,yourscoreis5.

5. Putthecardsyouusedinadiscardpile.Keepthetwocardyoudidnotuseforthenextround.

6. Forthenextround,dealfournewcardstoeachplayer.Makemorenumbersthatcomecloseto100.Whenyourunoutofcards,shufflethediscardpileandusethosecardsagain.

7. Fiveroundsmakeonegame.Totalyourscoresforthefiverounds.TheplayerwiththeLOWESTscorewins!

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MULTIPLICATIONDRAW2or3players2nd/3rdGRADE

Thisisafunwaytopracticemultiplicationfacts.Materials:1MultiplicationDrawRecordSheet,NumberCards‐fourofeach#s1,2,3,4,5,&10Directions:Aplayershufflesthecardsandplacesthedecknumber‐sidedownontheplayingsurface.

Grade2Game:Eachplayer,onhersectionoftheRecordSheet,records2asoneofthefactorsforeachdrawinRound1;5asoneofthefactorsforeachdrawninRound2;and10asoneofthefactorsforeachdrawinRound3.The,ateachturn,aplayerdrawsacardfromthedeckinordertogenerateamissingfactor,recordsthenumberdrawnonhisorherpartoftheRecordSheet,andwritetheproduct.Forexample,ifinRound1aplayerdrawsa3,theplayersolvesthefact2x3or3x2.Grade3Game:Ateachturn,aplayerdrawstwocardsfromthedeckinordertogeneratetwofactors,andthenrecordsbothofthefactorsandtheirproduceonhispartoftheRecordSheet.Forexample,ifinRound1aplayerdrawsa3anda4,thenthatplayerrecordsthefact4x3=12or3x4=12.

After5turns,allplayersfindthesumsoftheirfiveproducts.Theplayerwiththehighestsumwinstheround.Grade2Variations:Makeoneofthefactorsanumberotherthan2,5or10.Draw2cardsateachturninordertogeneratebothfactors.Grade3Variations:Includesetsof4cardsfornumbersotherthan1,2,3,4,5&10.

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SUGGESTEDWEBSITESFORMATHLEARNINGwww.fLuu.nl/rekenweb/en/http://illuminations.nctm.orghttp://www.linkslearning.org/Home/Jndex.htmlhttp://www.eduplace.com/kids/hmm/quiz/g_4.htmlwww.amathsdictionaryforkids.comwww.freerice.comwww.mathslice.comwww.multiplication.comwww.mathcats.comwww.funbrain.com(matharcade)www.coolmath4kids.com

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