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Director:
Ms. Tina L. Forté
Office Phone:
402-557-2470
Email:
tina.forte@ops.org
U.S. Mail:
Title I, Omaha Public Schools
Teacher Administrative Center
3215 Cuming Street
Omaha, NE 68131-2024
Director:
Ms. Tina L. Forté
Office Phone:
402-557-2470
Email:
tina.forte@ops.org
U.S. Mail:
Title I, Omaha Public Schools
Teacher Administrative Center
3215 Cuming Street
Omaha, NE 68131-2024
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Featured Math Games
Number Star Journey
For Primary and Intermediate ages
Number of players: 1, 2, or 2 teams
What you need: Cards-(Ace=1) through 6, 1 die, crayons or colored pencils, paper.
What to do: Shuffle cards. Randomly arrange four columns with six cards face up in each. Each player or team draws a five-pointed star on a piece of paper, numbering the points 1-5. Player(s) roll the die and try to take away all the cards before coloring all five star points.
Example: A player rolls the die. The player or team takes away any card or combination of cards that equals the die. Only cards at the bottom of each column may be taken away. Addition, subtraction, or a combination of the two may be used, but a maximum of only three cards may be removed in one turn. For example, a 3 is rolled. The bottom cards are 2, 1, 4, 6. Cards 2 and 1 are removed, leaving two new bottom cards for the first two columns. If a player or team cannot remove any cards, one point of their star must be colored in. Play continues until a whole star is colored. Make four new columns as needed, or play a designated length of time.
Variation: Allow multiplication and division to be used.
High or Low
For grades 3 and up
Number of players: 2
What you need: Cards (Ace=1) through 9, die, paper, pencil
What to do: One player rolls the die to determine if players will build the smallest or largest number. An odd-numbered roll means create the smallest number, an even roll means create the largest number. Players draw four cards each and make their numbers. They then verbalize their numbers to their opponents.
Example: An even number is rolled, meaning the largest number possible is to be created. Player 1 draws 2, 4, 6, 1. Player 2 draws 3, 5, 1, 9. Player 1 makes 6421. Player 2 makes 9531. Players verbalize the numbers. Player 2 has the largest number and scores a point. Players continue with new cards each turn until a set number of points is reached.
Variation: Use five or six cards for numbers in the 10,000's or 100,000's.
Bonus News Flash! Here's a cool website that will help you enjoy math: http://www.mathforum.org/students. You'll find math games for a wide variety of ages to play online.
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- Math Games: January 2007
- Math Games: October 2006
- Math Games: February 2006
- Math Games: December 2005
- Math Games: November 2005
- Math Games: May 2005
- Math Games: February 2005
- Math Games: October 2004
- Math Games: May 2004
- Math Games: March 2004
- Math Games: January 2009
- Math Games: February 2009
Subtraction Snap
For Primary Ages Number of players: 2 of equal skill level What you need: Deck of cards with face cards removed leaving (Ace=1) through 10. What to do: Players divide cards evenly between themselves. Each player turns over a card at the same time. Both players subtract the smaller number from the larger number cards together as quickly as possible and say the difference out loud. The player who gives the correct answer first collects both cards. Play continues until one player collects all of the cards. In the event of a tie, players leave their cards down and let the pile build. Play resumes until one player gives a correct difference before the other and takes all of the accumulated cards. Example: Player 1 turns over a 9. Player 2 turns over a 1. Player 2 says "8" first. Player 2 collects both cards. Variation: Add another player. Two players are assigned the addition cards. The third player's card will be the one subtracted. An example for three cards turned over: 2, 9, 1 could be 2 9-1=10. Player three says "10" first and collects all three cards. You might want to use two decks of cards if you feel that the game ends too soon.
Doubles Snap
For Intermediate Ages Number of players: 2 of equal skill level What you need: Deck of cards, face cards removed (Ace=1) - 9. What to do: The deck is placed between the two players. One card is turned over and the players double it to find the sum. The first player to say the correct sum out loud collects the card. Play continues until one player collects all of the cards. In case of a tie, the card is left on the table, play continues until one player says the correct answer before the other. The winner collects all the accumulated cards. Example: Player 1 turns over a 7. The first player to say "14" collects the card. Variation: Players must double then add 1 to find the correct answer. Once players are comfortable with adding 1 to the doubles, try doubles minus 1.
Subtraction Snap
For Primary Ages Number of players: 2 of equal skill level What you need: Deck of cards with face cards removed leaving (Ace=1) through 10. What to do: Players divide cards evenly between themselves. Each player turns over a card at the same time. Both players subtract the smaller number from the larger number cards together as quickly as possible and say the difference out loud. The player who gives the correct answer first collects both cards. Play continues until one player collects all of the cards. In the event of a tie, players leave their cards down and let the pile build. Play resumes until one player gives a correct difference before the other and takes all of the accumulated cards. Example: Player 1 turns over a 9. Player 2 turns over a 1. Player 2 says "8" first. Player 2 collects both cards. Variation: Add another player. Two players are assigned the addition cards. The third player's card will be the one subtracted. An example for three cards turned over: 2, 9, 1 could be 2 9-1=10. Player three says "10" first and collects all three cards. You might want to use two decks of cards if you feel that the game ends too soon.
Doubles Snap
For Intermediate Ages Number of players: 2 of equal skill level What you need: Deck of cards, face cards removed (Ace=1) - 9. What to do: The deck is placed between the two players. One card is turned over and the players double it to find the sum. The first player to say the correct sum out loud collects the card. Play continues until one player collects all of the cards. In case of a tie, the card is left on the table, play continues until one player says the correct answer before the other. The winner collects all the accumulated cards. Example: Player 1 turns over a 7. The first player to say "14" collects the card. Variation: Players must double then add 1 to find the correct answer. Once players are comfortable with adding 1 to the doubles, try doubles minus 1.
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Addition Snap
For primary Ages Number of players: 2 What you need: Deck of cards with face cards removed leaving (Ace=1) through 9. What to do: Players divide cards evenly between themselves. Each player turns over a card at the same time. Both players add the two cards together as quickly as possible and say the sum out loud. The player who gives the correct answer first collects both cards. Play continues until one player collects all of the cards. In the event of a tie, players leave their cards down and let the pile build. Play resumes until one player gives a correct sum before the other and takes all of the accumulated cards. Example: Player 1 turns over a 9. Player 2 turns over a 1. Player 2 says "10" first. Player 2 collects both cards. Variation: Add another player to increase the level of difficulty. An example for three cards turned over: 2, 9, 1 could be 2 9 1=12. Player three says "12" first and collects all three cards. You might want to use two decks of cards if you feel that the game ends too soon.
What's That Place?
For Intermediate Ages Number of players: 2 or more What you need: Deck of cards, face cards removed (Ace=1) - 9, die, button or other kind of marker. What to do: Each player takes five cards and makes a five-digit number face up. Then each player places a marker somewhere in the number to represent a decimal point. Note: The decimal point should move to a different value position each hand played. The number is shown to the opponent. The opponent rolls the die to determine which place value must be identified. If the opponent is able to identify the place value, then a point is scored. Another point is given if the entire number is said correctly. Players continue, alternating turns, until a set score is reached. Example: Player 1 has 65132 and places the marker between the 3 & 2, (ie. 6513.2). The number is shown to Player 2. Player 2 rolls a 4 and says, "five one hundreds " (counting four numbers from the right). Player 2 then says, "Six thousand five hundred thirteen and two tenths." Both answers are correct, so two points are awarded. Player 1 then takes a turn. Play continues until a set number of points is reached. Variation: Use six, or more, cards per player. Also, write the numbers as standard numerals (ie. 6000 500 10 3 .2=6513.2)
Addition Snap
For primary Ages Number of players: 2 What you need: Deck of cards with face cards removed leaving (Ace=1) through 9. What to do: Players divide cards evenly between themselves. Each player turns over a card at the same time. Both players add the two cards together as quickly as possible and say the sum out loud. The player who gives the correct answer first collects both cards. Play continues until one player collects all of the cards. In the event of a tie, players leave their cards down and let the pile build. Play resumes until one player gives a correct sum before the other and takes all of the accumulated cards. Example: Player 1 turns over a 9. Player 2 turns over a 1. Player 2 says "10" first. Player 2 collects both cards. Variation: Add another player to increase the level of difficulty. An example for three cards turned over: 2, 9, 1 could be 2 9 1=12. Player three says "12" first and collects all three cards. You might want to use two decks of cards if you feel that the game ends too soon.
What's That Place?
For Intermediate Ages Number of players: 2 or more What you need: Deck of cards, face cards removed (Ace=1) - 9, die, button or other kind of marker. What to do: Each player takes five cards and makes a five-digit number face up. Then each player places a marker somewhere in the number to represent a decimal point. Note: The decimal point should move to a different value position each hand played. The number is shown to the opponent. The opponent rolls the die to determine which place value must be identified. If the opponent is able to identify the place value, then a point is scored. Another point is given if the entire number is said correctly. Players continue, alternating turns, until a set score is reached. Example: Player 1 has 65132 and places the marker between the 3 & 2, (ie. 6513.2). The number is shown to Player 2. Player 2 rolls a 4 and says, "five one hundreds " (counting four numbers from the right). Player 2 then says, "Six thousand five hundred thirteen and two tenths." Both answers are correct, so two points are awarded. Player 1 then takes a turn. Play continues until a set number of points is reached. Variation: Use six, or more, cards per player. Also, write the numbers as standard numerals (ie. 6000 500 10 3 .2=6513.2)
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Subtraction War
For primary Ages Number of players: 2 What you need: Deck of cards with face cards removed leaving (Ace=1) through 10, pencil, paper What to do: Players divide cards evenly between themselves. Each player turns over two cards and subtracts the smaller number from the larger number. The player with the smallest difference wins all four cards. In the event of a tie, WAR is declared. In that case, each player deals out three more cards face down, then turns over two more cards. Subtraction is performed. The player with the smallest difference wins all of the cards. Play continues until one player has collected all of the cards. Example: Player 1 turns over a 9 & 1; 9-1=8. Player 2 turns over a 7 & 2; 7-2=5. Player 2 collects all four cards. If there was a tie, both players would be dealt three more cards face down and then turn over two of them. The smallest difference wins. Variation: Vary the number of cards that are turned over to modify the level of difficulty. An example for three cards turned over: 2, 9, 1 could be 21-9=12. For five cards: 9, 3, 2, 1, 4, could be 321-94=227.
Your Place or Mine?
For Intermediate Ages Number of players: 2 What you need: Deck of cards, face cards removed (Ace=1) - 9, two dice, button or other kind of marker, paper, pencils. What to do: Each player takes six cards and makes a six-digit number face up. Each player rolls a die to determine where to place the decimal point in their number, using a button or other marker. The decimal point is determined by counting in from the right using the number indicated on the die. Players then verbalize their numbers to each other. Next, a die is rolled to determine who scores a point. An even roll means that the player with the larger number scores, while an odd roll means that the lower number scores. Example: Player 1 has 641329, rolls a 2 and places the marker between the 3 & 2. Player 1 says, "six thousand four hundred thirteen and twenty nine hundredth." Player 2 has 526914, rolls a 4 and places the marker between the 6 & 2. Player 2 says, "fifty two and six thousand nine hundred fourteen ten thousandths." (Saying the "and" denotes the decimal point.) A 5 is rolled by the die, so player number two scores one point. Players reshuffle the cards and a new round begins. Play continues until a set number of points has been reached.
Subtraction War
For primary Ages Number of players: 2 What you need: Deck of cards with face cards removed leaving (Ace=1) through 10, pencil, paper What to do: Players divide cards evenly between themselves. Each player turns over two cards and subtracts the smaller number from the larger number. The player with the smallest difference wins all four cards. In the event of a tie, WAR is declared. In that case, each player deals out three more cards face down, then turns over two more cards. Subtraction is performed. The player with the smallest difference wins all of the cards. Play continues until one player has collected all of the cards. Example: Player 1 turns over a 9 & 1; 9-1=8. Player 2 turns over a 7 & 2; 7-2=5. Player 2 collects all four cards. If there was a tie, both players would be dealt three more cards face down and then turn over two of them. The smallest difference wins. Variation: Vary the number of cards that are turned over to modify the level of difficulty. An example for three cards turned over: 2, 9, 1 could be 21-9=12. For five cards: 9, 3, 2, 1, 4, could be 321-94=227.
Your Place or Mine?
For Intermediate Ages Number of players: 2 What you need: Deck of cards, face cards removed (Ace=1) - 9, two dice, button or other kind of marker, paper, pencils. What to do: Each player takes six cards and makes a six-digit number face up. Each player rolls a die to determine where to place the decimal point in their number, using a button or other marker. The decimal point is determined by counting in from the right using the number indicated on the die. Players then verbalize their numbers to each other. Next, a die is rolled to determine who scores a point. An even roll means that the player with the larger number scores, while an odd roll means that the lower number scores. Example: Player 1 has 641329, rolls a 2 and places the marker between the 3 & 2. Player 1 says, "six thousand four hundred thirteen and twenty nine hundredth." Player 2 has 526914, rolls a 4 and places the marker between the 6 & 2. Player 2 says, "fifty two and six thousand nine hundred fourteen ten thousandths." (Saying the "and" denotes the decimal point.) A 5 is rolled by the die, so player number two scores one point. Players reshuffle the cards and a new round begins. Play continues until a set number of points has been reached.
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Hundreds Chart Tic-Tac-Toe
For primary Ages Number of players: 2 What you need: Deck of cards with face cards removed leaving (Ace=1) through 9, chart of numbers 1-100 (row 1 is 1-10, row 2 is 11-20, and so on.), pencil, paper, markers (buttons, beans, pennies) What to do: Players select a marker. The goal of the game is for a player to get three of more markers in a row either vertically, horizontally or diagonally. Player one begins by drawing two cards and making a two-digit number, verbalizing this number to player two. Player one covers this number on the hundreds chart with a marker. Player one then verbalizes the other number that can be made from the two cards and places a marker on the chart. Player two then takes a turn using the same procedure. The game continues until a player gets three or more markers in a row. Score two points for each marker in a row. Example: Player 1 draws a 4 and a 9 and says, "four tens and nine ones equals forty-nine." A marker is placed on the "49" square of the chart. Player one gives the other number that can be made from the cards, i.e. "94" and puts a marker on the chart. Now player two takes a turn. Variation: Steal your opponents space! When a player makes a number already occupied by their opponent, they can replace it with their own marker. For each number stolen, they receive five points.
What's Your Number?
For Intermediate Ages Number of players: 2 or more (3 or 4 players would make the game more fun). What you need: Deck of cards, face cards removed (Ace=1) - 9, paper, pencils. What to do: Each player makes a chart as follows:
1000|100|10|1|0.1|0.01|
Shuffle the deck and place cards face down. First player draws a card and places it face up. All players write this number under any place value on their chart, i.e. under the tenths, ones, hundreds, etc. Players continue in turn to draw cards and enter numbers until chart is filled. A number can't be erased once it is put on the chart. The player with the largest number earns ten points. Play until a score of 100 is reached.
Example: 1000|100|10 | 1 | 0.1|0.01| Player 1 6 4 5 3 1 2 Player 2 3 5 4 6 2 1
Player 1 arranged the cards, in the order they were turned over, to create a higher number, 6453.12. Player 1 scores 10 points. Variation: Add another place value (10,000) to the chart.
Hundreds Chart Tic-Tac-Toe
For primary Ages Number of players: 2 What you need: Deck of cards with face cards removed leaving (Ace=1) through 9, chart of numbers 1-100 (row 1 is 1-10, row 2 is 11-20, and so on.), pencil, paper, markers (buttons, beans, pennies) What to do: Players select a marker. The goal of the game is for a player to get three of more markers in a row either vertically, horizontally or diagonally. Player one begins by drawing two cards and making a two-digit number, verbalizing this number to player two. Player one covers this number on the hundreds chart with a marker. Player one then verbalizes the other number that can be made from the two cards and places a marker on the chart. Player two then takes a turn using the same procedure. The game continues until a player gets three or more markers in a row. Score two points for each marker in a row. Example: Player 1 draws a 4 and a 9 and says, "four tens and nine ones equals forty-nine." A marker is placed on the "49" square of the chart. Player one gives the other number that can be made from the cards, i.e. "94" and puts a marker on the chart. Now player two takes a turn. Variation: Steal your opponents space! When a player makes a number already occupied by their opponent, they can replace it with their own marker. For each number stolen, they receive five points.
What's Your Number?
For Intermediate Ages Number of players: 2 or more (3 or 4 players would make the game more fun). What you need: Deck of cards, face cards removed (Ace=1) - 9, paper, pencils. What to do: Each player makes a chart as follows:
1000|100|10|1|0.1|0.01|
Shuffle the deck and place cards face down. First player draws a card and places it face up. All players write this number under any place value on their chart, i.e. under the tenths, ones, hundreds, etc. Players continue in turn to draw cards and enter numbers until chart is filled. A number can't be erased once it is put on the chart. The player with the largest number earns ten points. Play until a score of 100 is reached.
Example: 1000|100|10 | 1 | 0.1|0.01| Player 1 6 4 5 3 1 2 Player 2 3 5 4 6 2 1
Player 1 arranged the cards, in the order they were turned over, to create a higher number, 6453.12. Player 1 scores 10 points. Variation: Add another place value (10,000) to the chart.
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Addition War
For primary Ages Number of players: 2 What you need: Deck of cards with face cards removed leaving (Ace=1)- 5 for Grade 1, Ace-9 for Grade 2. What to do: Players divide cards evenly between themselves. Each player turns over two cards and adds them together. The highest sum gets all of the cards. In the event of a tie (ie. each player has the same sum), WAR is declared. Each player deals out three more cards face down and then turns over two more cards. These two cards are added together. The highest sum wins all of the cards. Play continues until one player has collected all of the cards. Example: Player 1 deals a 2 and 3. Player 2 deals a 4 and 1. Both equal 5 so War is declared. Each player deals three additional cards. Player one turns over a 4 and a 3, equaling 7. Player 2 turns over a 6 and a 2, equaling 8. Player 2 collects all of the cards. Variation: Increase the level of difficulty by increasing the number of cards per player. For example, three cards per player: 23 6. Five cards per player: 534 43.
Place Value War
For Intermediate Ages Number of players: 2 What you need: Deck of cards, face cards removed (Ace=1) - 9. What to do: Players divide cards evenly between themselves. Each player turns over two cards. The first number turned over is the tens number and the second is the ones. Both players call out their numbers (for example, you may say "six tens and two ones equals sixty-two"). The player with the largest number gets all cards. In the event of a tie (ie. each player has the same number) WAR is declared. First, each player places three cards face down. Then, each player turns over two more cards and adds this second number to the first. The player with the largest sum gets all of the cards. Play continues until one player has collected all of the cards. Example: Player one turns over a 6 and 8, a 68. Player two turns over a 7 and a 2, a 72. Player two collects. Next round, player one and two are both dealt a 4 and a 3, a 43. WAR is declared. Each player places three cards face down. Player one turns up a 6 and a 2, a 62. That is added to the 43 to total 105. Player two turns over a 1 and a 9, a 19. That is added to the 43 to total 62. Player one collects all the cards. Variation: Players turn over three cards and build numbers into the hundreds.
Addition War
For primary Ages Number of players: 2 What you need: Deck of cards with face cards removed leaving (Ace=1)- 5 for Grade 1, Ace-9 for Grade 2. What to do: Players divide cards evenly between themselves. Each player turns over two cards and adds them together. The highest sum gets all of the cards. In the event of a tie (ie. each player has the same sum), WAR is declared. Each player deals out three more cards face down and then turns over two more cards. These two cards are added together. The highest sum wins all of the cards. Play continues until one player has collected all of the cards. Example: Player 1 deals a 2 and 3. Player 2 deals a 4 and 1. Both equal 5 so War is declared. Each player deals three additional cards. Player one turns over a 4 and a 3, equaling 7. Player 2 turns over a 6 and a 2, equaling 8. Player 2 collects all of the cards. Variation: Increase the level of difficulty by increasing the number of cards per player. For example, three cards per player: 23 6. Five cards per player: 534 43.
Place Value War
For Intermediate Ages Number of players: 2 What you need: Deck of cards, face cards removed (Ace=1) - 9. What to do: Players divide cards evenly between themselves. Each player turns over two cards. The first number turned over is the tens number and the second is the ones. Both players call out their numbers (for example, you may say "six tens and two ones equals sixty-two"). The player with the largest number gets all cards. In the event of a tie (ie. each player has the same number) WAR is declared. First, each player places three cards face down. Then, each player turns over two more cards and adds this second number to the first. The player with the largest sum gets all of the cards. Play continues until one player has collected all of the cards. Example: Player one turns over a 6 and 8, a 68. Player two turns over a 7 and a 2, a 72. Player two collects. Next round, player one and two are both dealt a 4 and a 3, a 43. WAR is declared. Each player places three cards face down. Player one turns up a 6 and a 2, a 62. That is added to the 43 to total 105. Player two turns over a 1 and a 9, a 19. That is added to the 43 to total 62. Player one collects all the cards. Variation: Players turn over three cards and build numbers into the hundreds.
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Odd or Even
For primary Ages Number of players: 2 or more What you need: Deck of cards with face cards removed leaving (Ace=1) - 10, 2 dice, paper, pen or pencil. What to do: Each player gets cards 1-10. Each player arranges cards as follows:
1 3 5 7 9
2 4 6 8 10
Before play begins, players predict which set of numbers they will eliminate first, either the odds or the evens. Successful predictions will earn bonus points at the end of the game. Players then take turns rolling one or two dice and begin eliminating sums of their rolls. Example: If you roll 2 and 4 then you take away a 6 card. Roll a 5 and a 3, take away an 8. Players continue to take turns until one player has removed all of the cards. The winner receives ten points. If the winner also made a correct prediction (odd or even set first) then an additional five points are earned. Play continues to 50 points. Move the limit to 100 points as players get more proficient.
Adding Decimals
For Intermediate Ages Number of players: 2 or more What you need: Deck of cards, face cards removed (Ace=1) - (10=0), paper, pen or pencil. What to do: Each player turns over four cards. The black cards represent whole numbers and the red cards are decimals. Players compare their sums and the player with the greater sum earns one point. Players may choose to keep a running tally of their sums and add all ten scores to determine who had the greatest sum at the end of ten rounds. Example: Player one turns over a red 8, a black 8, a black 1 and a black 2. The numbers would be arranged and added as follows: Digit #1 is 8.8. Digit #2 is 21. Remember, you are trying to arrange and add to make the highest number. Player two's four cards are black 1, red 7, black 4, red 3. Digit #1 is 1.7, digit #2 is 4.3. For a variation, have the least number be the winner.
Odd or Even
For primary Ages Number of players: 2 or more What you need: Deck of cards with face cards removed leaving (Ace=1) - 10, 2 dice, paper, pen or pencil. What to do: Each player gets cards 1-10. Each player arranges cards as follows:
1 3 5 7 9
2 4 6 8 10
Before play begins, players predict which set of numbers they will eliminate first, either the odds or the evens. Successful predictions will earn bonus points at the end of the game. Players then take turns rolling one or two dice and begin eliminating sums of their rolls. Example: If you roll 2 and 4 then you take away a 6 card. Roll a 5 and a 3, take away an 8. Players continue to take turns until one player has removed all of the cards. The winner receives ten points. If the winner also made a correct prediction (odd or even set first) then an additional five points are earned. Play continues to 50 points. Move the limit to 100 points as players get more proficient.
Adding Decimals
For Intermediate Ages Number of players: 2 or more What you need: Deck of cards, face cards removed (Ace=1) - (10=0), paper, pen or pencil. What to do: Each player turns over four cards. The black cards represent whole numbers and the red cards are decimals. Players compare their sums and the player with the greater sum earns one point. Players may choose to keep a running tally of their sums and add all ten scores to determine who had the greatest sum at the end of ten rounds. Example: Player one turns over a red 8, a black 8, a black 1 and a black 2. The numbers would be arranged and added as follows: Digit #1 is 8.8. Digit #2 is 21. Remember, you are trying to arrange and add to make the highest number. Player two's four cards are black 1, red 7, black 4, red 3. Digit #1 is 1.7, digit #2 is 4.3. For a variation, have the least number be the winner.
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Place Value Comparisons
For primary Ages Number of players: 2 or more What you need: Deck of cards, face cards removed (Ace=1) - 9, die, paper, pen or pencil. What to do: The deck is placed face down. Each player turns over two cards from the deck and makes a two digit number. The die is rolled by one player. If the roll is even, the bigger number scores. If it is odd, the smaller number scores. Example: Player 1 turns over a 7 and 3 (73). Player 2 turns over a 5 and 4 (54). A 2 is rolled on the die. Player 1 scores the point. If a 5 was rolled, player 2 would get the point. For a variation, have each player turn over three cards to work with three digit numbers.
Place Value Snap
For Intermediate Ages Number of players: 2 What you need: Deck of cards, face cards removed (Ace=1) - 9, paper, pen or pencil. What to do: Two players sit side by side and divide cards evenly between themselves. At the same time, each player turns over one card. Player one is assigned the tens number place. Player two is assigned the ones number place. The player who names the correct number first gets to keep the cards. In the event of a tie, players leave their cards in a "tie pile". This pile builds until one player gives a correct answer before the other and takes all of the cards in the tie pile plus the two cards just turned over. Play continues until one player has collected all of the cards. Example: Player one turns over a 5 and player two turns over a 7. The first to say "57" get to keep both cards. For a variation, play with three or four cards to build numbers into the hundreds or thousands.
Place Value Comparisons
For primary Ages Number of players: 2 or more What you need: Deck of cards, face cards removed (Ace=1) - 9, die, paper, pen or pencil. What to do: The deck is placed face down. Each player turns over two cards from the deck and makes a two digit number. The die is rolled by one player. If the roll is even, the bigger number scores. If it is odd, the smaller number scores. Example: Player 1 turns over a 7 and 3 (73). Player 2 turns over a 5 and 4 (54). A 2 is rolled on the die. Player 1 scores the point. If a 5 was rolled, player 2 would get the point. For a variation, have each player turn over three cards to work with three digit numbers.
Place Value Snap
For Intermediate Ages Number of players: 2 What you need: Deck of cards, face cards removed (Ace=1) - 9, paper, pen or pencil. What to do: Two players sit side by side and divide cards evenly between themselves. At the same time, each player turns over one card. Player one is assigned the tens number place. Player two is assigned the ones number place. The player who names the correct number first gets to keep the cards. In the event of a tie, players leave their cards in a "tie pile". This pile builds until one player gives a correct answer before the other and takes all of the cards in the tie pile plus the two cards just turned over. Play continues until one player has collected all of the cards. Example: Player one turns over a 5 and player two turns over a 7. The first to say "57" get to keep both cards. For a variation, play with three or four cards to build numbers into the hundreds or thousands.
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Sandwiches
For primary Ages Number of players: 2 What you need: playing cards (Ace=1) - 10, paper, pen or pencil. What to do: Each player takes two cards and arranges them smallest to largest. The idea is to get as large a spread as possible between the two numbers. After the players have arranged their numbers, one more card is turned over. Players score a point if this number is between the two that they already have. Example:Player 1 gets 3 & 8. Player 2 gets 2 & 6. Card turned over:7. Player one scores a point because 7 falls between 3 & 8. Player 2 does not score a point as 7 is not between 2 & 6. Players select two new cards and arranges them smallest to largest. Again, a third card is turned over for comparison. Play continues to a set number of points.
Pyramid
For Intermediate Ages Number of players: 2 or more. What you need: Deck of cards, face cards removed; paper, pen or pencil. What to do: Shuffle cards. Set up a pyramid, cards face up, with one card at the top, two cards overlapping the bottom edge of that card, three cards overlapping the bottom edge of the two cards, and so on, until there are six cards at the bottom of the pyramid. The object is to pick up cards with number combinations that equal 10. Only cards that are fully uncovered can be used. Example: At first, players use only two cards at a time that represents addends such as 3 & 7. Once play is understood, players then move on to more flexible thinking by using as many cards as possible. One combination might be 9 3-2=10. Another could be 2x3 4=10
Sandwiches
For primary Ages Number of players: 2 What you need: playing cards (Ace=1) - 10, paper, pen or pencil. What to do: Each player takes two cards and arranges them smallest to largest. The idea is to get as large a spread as possible between the two numbers. After the players have arranged their numbers, one more card is turned over. Players score a point if this number is between the two that they already have. Example:Player 1 gets 3 & 8. Player 2 gets 2 & 6. Card turned over:7. Player one scores a point because 7 falls between 3 & 8. Player 2 does not score a point as 7 is not between 2 & 6. Players select two new cards and arranges them smallest to largest. Again, a third card is turned over for comparison. Play continues to a set number of points.
Pyramid
For Intermediate Ages Number of players: 2 or more. What you need: Deck of cards, face cards removed; paper, pen or pencil. What to do: Shuffle cards. Set up a pyramid, cards face up, with one card at the top, two cards overlapping the bottom edge of that card, three cards overlapping the bottom edge of the two cards, and so on, until there are six cards at the bottom of the pyramid. The object is to pick up cards with number combinations that equal 10. Only cards that are fully uncovered can be used. Example: At first, players use only two cards at a time that represents addends such as 3 & 7. Once play is understood, players then move on to more flexible thinking by using as many cards as possible. One combination might be 9 3-2=10. Another could be 2x3 4=10
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Making Necklaces
For Primary Ages Number of players: 1 or 2 What you need: cereal such as Cheerios or Fruit Loops, string, die. What to do: Player rolls the die. If the player rolls a three, the player takes three pieces of cereal and strings them. Each player gets ten rolls to complete the necklace. A helper then ties it around the neck. Parents may keep track of the events on paper. Next comes the subtraction or "take away" . Each player again gets ten rolls. Players eat as many pieces of their necklaces as each roll of the die determines. Everyone wins in this game. Both the minds and tummies of the young players are enriched.
Fraction War
For Intermediate Ages Number of players: 2 What you need: Deck of cards, face cards removed: paper, pen or pencil. What to do: Shuffle cards. Deal out cards equally among the players. Players turn over two cards each, the first card being the numerator and the second being the denominator. Players say the name of the fraction out loud. The player with the larger(greater) fraction takes all four cards. Players may decide this by finding the common denominator of both fractions. In the event both fractions are equal, each player deals out three more cards face down. Two more are turned over to make a new fraction. The player with the greater fraction collects all face-up cards. Play continues until one player has collected all of the cards. Example: Player one is dealt a 3 and a 4. Player 2 is dealt a 5 and an 8. Player one takes all cards.
Making Necklaces
For Primary Ages Number of players: 1 or 2 What you need: cereal such as Cheerios or Fruit Loops, string, die. What to do: Player rolls the die. If the player rolls a three, the player takes three pieces of cereal and strings them. Each player gets ten rolls to complete the necklace. A helper then ties it around the neck. Parents may keep track of the events on paper. Next comes the subtraction or "take away" . Each player again gets ten rolls. Players eat as many pieces of their necklaces as each roll of the die determines. Everyone wins in this game. Both the minds and tummies of the young players are enriched.
Fraction War
For Intermediate Ages Number of players: 2 What you need: Deck of cards, face cards removed: paper, pen or pencil. What to do: Shuffle cards. Deal out cards equally among the players. Players turn over two cards each, the first card being the numerator and the second being the denominator. Players say the name of the fraction out loud. The player with the larger(greater) fraction takes all four cards. Players may decide this by finding the common denominator of both fractions. In the event both fractions are equal, each player deals out three more cards face down. Two more are turned over to make a new fraction. The player with the greater fraction collects all face-up cards. Play continues until one player has collected all of the cards. Example: Player one is dealt a 3 and a 4. Player 2 is dealt a 5 and an 8. Player one takes all cards.
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LINE UP!
For primary Ages Number of players: 2 to 4 What you need: Deck of cards, face cards removed. What to do: Each player gets one set of cards numbered from one (ace) to ten. The set is shuffled face down. At the command of Go!, each player turns his cards face up and tries to put them in numerical order. The winner is the first player to win three rounds.
Fabulous Fives
For Intermediate Ages Number of players: 2 to 4 What you need: Deck of cards, face cards removed; paper, pen or pencil, watch or timer. What to do: Shuffle cards. Deal out four cards face up and one face down to each player. Each player writes down the four numbers that are face up. Set the timer for five minutes (or use a watch and a designated timekeeper).Flip over the fifth card and start time. Each player makes up and writes down as many equations as possible that use the numbers on the first four cards that equal the number on the fifth card. The time limit is five minutes. How to score: Equations using one of the four cards=0 points. Equations using two of the four cards=4 points. Equations using three of the four cards=9 points. Equations using all four cards=16 points. Each player checks all the other player's equations. It's OK if some have the same equations. If a player makes a mistake, the person who finds the mistake gets 7 points-and the person making the mistake gets 0 points for that equation. The highest score wins. Example: Suppose the four cards are: 4, 9, ace (which is 1), and 2. The fifth card is a 7. How would you make an equation that equals 7 using 4,9,1,and 2? Here are some possibilities: 9-2=7, 4 2 1=7, 9-(4-2)/1=7
LINE UP!
For primary Ages Number of players: 2 to 4 What you need: Deck of cards, face cards removed. What to do: Each player gets one set of cards numbered from one (ace) to ten. The set is shuffled face down. At the command of Go!, each player turns his cards face up and tries to put them in numerical order. The winner is the first player to win three rounds.
Fabulous Fives
For Intermediate Ages Number of players: 2 to 4 What you need: Deck of cards, face cards removed; paper, pen or pencil, watch or timer. What to do: Shuffle cards. Deal out four cards face up and one face down to each player. Each player writes down the four numbers that are face up. Set the timer for five minutes (or use a watch and a designated timekeeper).Flip over the fifth card and start time. Each player makes up and writes down as many equations as possible that use the numbers on the first four cards that equal the number on the fifth card. The time limit is five minutes. How to score: Equations using one of the four cards=0 points. Equations using two of the four cards=4 points. Equations using three of the four cards=9 points. Equations using all four cards=16 points. Each player checks all the other player's equations. It's OK if some have the same equations. If a player makes a mistake, the person who finds the mistake gets 7 points-and the person making the mistake gets 0 points for that equation. The highest score wins. Example: Suppose the four cards are: 4, 9, ace (which is 1), and 2. The fifth card is a 7. How would you make an equation that equals 7 using 4,9,1,and 2? Here are some possibilities: 9-2=7, 4 2 1=7, 9-(4-2)/1=7
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For Primary Ages
Number of players: one (K-Grade 2)
What you need: One die, pencil, paper, counters (pennies, buttons or beans).
What to do: Player gets twenty five counters to keep track of rolls. Player rolls the die and takes away one counter. Player identifies the number on the die and records it on the graph. Player continues to roll and record numbers, remembering to take away a counter for each turn. After twenty five rolls, the player locates the number rolled the least and the most and colors them in.
Example: List the numbers on the die (1-6), either horizontally or vertically, and record each roll accordingly.
1 • • •
2 • • • • •
3
4 • •
6 • • • • • • • •
Continue until twenty-five rolls are completed. Assign your child a color to use for the most and the least frequent numbers and then color in that column or row.
Variation: Record the results numerically (1,2,3,etc.) or by printed word (one, two, three, etc.). Or, try playing with a partner. Players try to fill in at least one number in sections 1-6 before the other contestant.
Rock and Roll
For Intermediate Ages
Number of players: 2 - 4
What you need: Five dice for each player
What to do: All players roll their dice at the same time. Players then begin arranging their dice to make the largest five digit number possible. The first player to finish calls out "rock and roll" and verbalizes the result. The other players freeze their numbers in their current order. If the first player done is correct, he earns ten points. If he is incorrect, he earns five points and the remaining player with the highest number receives five points. All other players earn zero. The first player to score fifty points is the winner.
For Primary Ages
Number of players: one (K-Grade 2)
What you need: One die, pencil, paper, counters (pennies, buttons or beans).
What to do: Player gets twenty five counters to keep track of rolls. Player rolls the die and takes away one counter. Player identifies the number on the die and records it on the graph. Player continues to roll and record numbers, remembering to take away a counter for each turn. After twenty five rolls, the player locates the number rolled the least and the most and colors them in.
Example: List the numbers on the die (1-6), either horizontally or vertically, and record each roll accordingly.
1 • • •
2 • • • • •
3
4 • •
6 • • • • • • • •
Continue until twenty-five rolls are completed. Assign your child a color to use for the most and the least frequent numbers and then color in that column or row.
Variation: Record the results numerically (1,2,3,etc.) or by printed word (one, two, three, etc.). Or, try playing with a partner. Players try to fill in at least one number in sections 1-6 before the other contestant.
Rock and Roll
For Intermediate Ages
Number of players: 2 - 4
What you need: Five dice for each player
What to do: All players roll their dice at the same time. Players then begin arranging their dice to make the largest five digit number possible. The first player to finish calls out "rock and roll" and verbalizes the result. The other players freeze their numbers in their current order. If the first player done is correct, he earns ten points. If he is incorrect, he earns five points and the remaining player with the highest number receives five points. All other players earn zero. The first player to score fifty points is the winner.
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3 Addend Snap
For Grades 2-6
Number of players: Three
What you need: Cards (face cards removed, Ace=1), pencil, paper.
What to do: Players divide the cards evenly between themselves. Players then each turn over a card at the same time. The first person to correctly add them together and say the sum out loud collects all three cards. In the event of a tie, all players keep their own cards. If two players say the answer at the same time, they keep their own cards. The third player's card is removed from the game. Play continues until one player loses all of their cards. The other two players count their cards to determine a winner. The player with the most cards is the winner.
Variation: Use only two players. Divide the cards evenly between the two players. Players alternate turning over three cards from their hand. Whoever says the correct sum out loud first collects the cards. Players continue alternating turning over the cards. The player who collects all of the cards is the winner.
3 Addend Snap
For Grades 2-6
Number of players: Three
What you need: Cards (face cards removed, Ace=1), pencil, paper.
What to do: Players divide the cards evenly between themselves. Players then each turn over a card at the same time. The first person to correctly add them together and say the sum out loud collects all three cards. In the event of a tie, all players keep their own cards. If two players say the answer at the same time, they keep their own cards. The third player's card is removed from the game. Play continues until one player loses all of their cards. The other two players count their cards to determine a winner. The player with the most cards is the winner.
Variation: Use only two players. Divide the cards evenly between the two players. Players alternate turning over three cards from their hand. Whoever says the correct sum out loud first collects the cards. Players continue alternating turning over the cards. The player who collects all of the cards is the winner.
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