on a roll to fact fluency games for k - 2 - Box Cars and One

Box Cars and One-Eyed Jacks
ON A ROLL TO FACT FLUENCY
GAMES FOR K - 2
STEPHANIE GARCIA
FCTM Conference
Tampa Bay, FL
October 23-25, 2014
[email protected]
phone 1-866-342-3386 / 1-780-440-6284
fax 1-780-440-1619
boxcarsandoneeyedjacks.com
BoxCarsEduc
BoxcarsEducation
Betweeners
Roll
Least
Between
Greatest
1
2
3
4
5
6
7
8
9
10
1. Three players, each need the same type of dice.
2. Each player rolls their dice.
3. Players arrange the three numbers: Least, Between, Greatest.
4. Between WINS the round and scores one point
5. Record the rolls.
6. In the event of a tie, no points are awarded.
ROCK & ROLL
ROLL REGULAR DICE TO BUILD PLACE VALUE AS FOLLOWS
2 DICE:
TENS /
ONES
HUNDREDS /
TENS /
ONES
THOUSANDS /
HUNDREDS /
TENS /
ONES
TEN THOUSANDS /
THOUSANDS /
HUNDREDS /
TENS /
ONES
TEN THOUSANDS /
THOUSANDS /
HUNDREDS /
TENS /
ONES
3 DICE:
4 DICE:
5 DICE:
6 DICE:
HUNDRED THOUSANDS /
Roll dice, arrange for greatest possible number
First to call ROCK & ROLL scores 5 POINTS
All other players must freeze their dice when ROCK & ROLL is called.
If a player's number is greater than the player who called ROCK & ROLL, they also get 5 POINTS
ROLL
1
2
3
4
5
6
7
8
9
10
NUMBER
EXPANDED NUMBER
ADDITION TIC TAC TOE
0
1
2
3
4
5
6
7
8
9
0
0
1
2
3
4
5
6
7
8
9
1
1
2
3
4
5
6
7
8
9
10
2
2
3
4
5
6
7
8
9
10
11
3
3
4
5
6
7
8
9
10
11
12
4
4
5
6
7
8
9
10
11
12
13
5
5
6
7
8
9
10
11
12
13
14
6
6
7
8
9
10
11
12
13
14
15
7
7
8
9
10
11
12
13
14
15
16
8
8
9
10
11
12
13
14
15
16
17
9
9
10
11
12
13
14
15
16
17
18
Adapted From Dice Works page 44. Use cards 0 (K) through 9. Mix the cards up. Players take turns flipping over two cards at a time.
One card is located at the top, the other is located at the left side. Players trace their fingers from the two numbers to the sum
(answer) on the board. For example 3 and 7 are flipped over. 3 is placed on the top and 7 is placed on the left. The player runs their
left finger along the "7" row and runs their right finger down the "3" column" until they meet at the "10". They place a chip at that
location. The player then switches the cards and places the 7 at the top and the 3 on the left side. The player runs their left finger
along the "3" row and runs their right finger down the "7" column until they meet at "10". They place a chip at that location. Most
turns will have players place two chips. Players continue to alternate turns until one player places a chip that completes 3-in-a-row, 4in-a-row or 5-in-row Tic Tac Toe. When this happens, the player removes the chips for that Tic Tac Toe and places them into their
"point pile". Tic Tac Toes usually occur two at a time. Stealing points - If a player has a turn where an answer already has a chip on
it, the player.removes that chip, places it into their point pile and then places a new chip on the answer. For example, if a player
flipped a 3 and 7 and the 10 answer already has a chip on it.
2
1
3
three
4
four
Roll 2 dice and add.
Record math sentence above answer.
First to "Reach the Top" wins.
two
one
5
five
6
six
8
eight
9
nine
10
ten
6+2=8
6-2 =4
6÷2=3
6 x 2 = 12
Record all 4.
K's use 1-12 die or spotted 12 sided die.
Can use multi-operations: e.g. roll 6 and 2
7
seven
Box Cars & One-Eyed Jacks inc.
Reach For The Top
11
eleven
12
twelve
SLAM DUNK DIFFERENCES
MY ROLLS
MY ROLLS
STEP 1
STEP 1
STEP 2
STEP 2
MY ROLLS
MY ROLLS
STEP 1
STEP 1
STEP 2
STEP 2
PRIMARY SUPER MUSH
LEVEL:
K–2
SKILLS:
fact fluency, addition facts to 12, number patterns
PLAYERS:
2 (cooperative team)
EQUIPMENT:
GOAL:
1 tray, recording sheet
to fill up the tray with 36 dice matching the selected fact family
GETTING STARTED:
The teacher selects a fact family for teams to work on:
Simple Sixes
Successful Sevens
Easy Eights
Nifty Nines
Terrific Tens
Enormous Elevens
Tremendous Twelves
All dice are removed from the tray and “super mushed” – i.e. scrambled all together and rolled for
about 20 – 30 seconds. The teacher calls stop and the dice are then set for the activity. Together
both players now hunt for combinations of dice that match the set fact family and place them into the
tray.
EXAMPLE:
Round of Easy Eights:
PRIMARY SUPER MUSH
_________________
_________________
HORSE RACE - PRIMARY ADDITION
LEVEL:
K-2
SKILLS:
adding to 12, commutative property of addition, fact families
PLAYERS:
2 (1 vs 1)
EQUIPMENT:
GOAL:
tray of dice (each player needs 18 of their own color), gameboard
to have the greatest number of dice on your side of the “racetrack” at the end of the game
GETTING STARTED:
Each player takes 18 dice of one color and picks a side of the dice tray to be their “racetrack”. Each
player picks up a pair of dice, rolls, and calculates their sum. The player with the greatest sum puts
their dice into their side of the racetrack. Both players verbalize their sums.
EXAMPLE:
+ +
= 8
PLAYER ONE
MATH TALK
+
+
=
6
PLAYER TWO
Player One says “8 is a greater sum than 6”
The player with the greatest sum places their dice in their side of the racetrack. The player with the
least sum tosses their dice into the lid.
Players each pick up another pair of dice, roll and compare their next sums. In the event of a
EQUAL SUM – both players put their two dice into their side of the racetrack.
TIE
or
Play continues until both players’ 18 dice have been rolled out. The player with the greatest number
of dice on their side of the racetrack wins.
Level 1 : Addition to 12 - Players roll two
dice and add them
Player One
Player Two
Level 2 : Addition to 18 - Players roll three
dice and add them.
Level 3: Multiplication to 36 - Players roll
two dice and multiply them
Level 4: Multiplication to 72 - Players roll
three dice, choose two to add together,
then multiply the sum by the third.
Add dice to the track
along a curving path
to simulate the race!
What's Under My Thumb?
Copyright Box Cars and One-Eyed Jacks 2013
Level: Grades K-3
Concepts: Missing Addend, Subtraction, Counting On or Back
Players: 1 vs 1
Equipment: Stratedice Tray, One Game board, pencil
Goal: To figure out the number under the other player's finger.
Setting Up: Each player has their own color dice. Player One turns their back to Player Two and secretly
rolls two of Player Two's dice (rolled 5 and 1, covered the 1 with a finger), adds the two dice together to get
the sum of 6. Player One then turns back around so Player Two can see the 5 and the other covered die (1).
Player One then says "Six is my sum! What's under my thumb?" Player Two figures out that 1 added to 5
equals 6 and says "ONE".
Player Two records the 5 on the line for one addend, records the 1 in the box for the missing addend and
records the sum (6) into the sum location. Since player Two was correct, Player Two places both dice into
their side of the Black Tray. Players continue to alternate turns secretly rolling two of the other player's dice,
adding them and saying the rhyme. If players say the correct missing addend, they get to put their dice into
the Black Tray. If they are incorrect, they place their dice into the clear lid. The player with the most dice in
the Black Tray at the end of 9 rounds wins the game.
Example:
Player One rolled 1 and 5 and covered the 1 and said "Six is my sum! What's under my thumb?"
Player Two filled in the 5
+ 1
=
6 on the paper and said "ONE".
Since Player Two was correct, they placed their dice into the Black Tray. (incorrect answers go in lid)
Player One
Player Two
____ + ____ =
____ + ____ =
____ + ____ =
____ + ____ =
____ + ____ =
____ + ____ =
____ + ____ =
____ + ____ =
____ + ____ =
____ + ____ =
____ + ____ =
____ + ____ =
____ + ____ =
____ + ____ =
____ + ____ =
____ + ____ =
____ + ____ =
Total Dice in
Black Tray =
____ + ____ =
Total Dice in
Black Tray =
WARP 18
PLAYER
ONE
PLAYER
TWO
Explore Associative Property of Addition.
Each player takes 18 dice of their own color.
Each player rolls 3 dice and adds.
Player with the greatest sum places them into their side of the tray, least sum places in lid.
Players need to verbalize how they calculated sums.
Player with the most dice in their side of the tray at the end of the game wins.
PRIMARY RACE WITH RULES
DIFFERENCE
OF 1
ODD
SUM
PLAYER TWO
PLAYER ONE
EVEN
SUM
Each player takes 18 dice of own color.
Players will be cycling through the following: EVEN SUM, DIFFERENCE OF 1, ODD SUM
Each player rolls 2 dice each turn, first looks for EVEN SUM. If EVEN, they can place into their side.
Next roll they need a DIFFERENCE OF 1 answer and so on.
First player to fill in entire side is the winner.
Nine Plus
LEVEL:
Grade 2 and up
SKILLS:
Addition facts, adding with 9
PLAYERS:
2
EQUIPMENT:
1 deck of cards Ace – 9 (Ace = 1)
GETTING STARTED: Each player plays on their own gameboard. Each
player draws a card and puts it onto the square
space on their gameboard. Players add the number
on the card to the 9 on the board. Players should
notice that the number in the ones place of their
answer is one less than the number they drew (3 +
9 = 12, 2 is one less than 3).
Players can write their equations down, or say
them out loud. They can also say or write down
what they notice about the number they drew and
the ones digit of their answer. For example, a
player who draws 4 would say or write: “4 + 9 = 13”
and “3 is one less than 4.” Play through a certain
number of cards, or for a period of time.
VARIATION:
You can also use the rules to Addition Snap. Use
one gameboard and pile of cards for both players.
Nine Plus
KNOCK YOURSELF OUT
LEVEL:
2–6
SKILLS:
adding, subtracting, probability, problem solving, multiplication, division for variation,
creating outcomes charts, analyzing outcomes
PLAYERS:
2 (1 vs 1) or 4 (2 vs 2)
EQUIPMENT:
GOAL:
tray of dice (each player needs 6 dice of their own color plus 2 of their opponent’s
color, and one half of the tray for their gameboard)
to be the first player to remove all six of their dice from their side of the tray.
GETTING STARTED:
Players set up the gameboard as follows:
PLAYER ONE
PLAYER TWO
The dice in the tray are arranged in a numeric sequence 1 – 6 and remain in that order for the entire
game.
Once the tray is set up, play can begin. Players alternate turns and play as follows: The two extra
dice are rolled on each player’s turn. The dice may be either added for a sum OR subtracted for a
difference. The answer must be a number from one to six. A player can choose which operation to
perform and remove only one die per turn. The removed die must not be changed, i.e. if the die
removed is the
(three), it must remain a three, and it must be placed back into the third position if
required during the course of the game.
KNOCK YOURSELF OUT
If a player is unable to either add or subtract to equal any of the numbers left on their side of the tray,
the player receives a STRIKE and they must CHOOSE and REPLACE any die that has been earlier
removed. If there are no dice to replace, the player simply misses that turn.
ROLL WARNING: Double 6’s, double 5’s and double 4’s are automatic strikes. The player will either
miss a turn or put a die back if these rolls occur.
EXAMPLE:
Player One only
Roll 1: 6 & 2
6 – 2, removes 4
5
4
3
1
2
Roll 2: 3 & 2
3 + 2, removes 5
Roll 3: 2 & 1
2 + 1, removes 3
Roll 4: 6 & 5
6 – 5, removes 1
Roll 5: 6 & 1
6 – 5 = 1, which is already out
6 + 1 = 7, which is not an option
Player must now put a die back.
Player chooses 1
Players continue to alternate turns rolling, analyzing, adding and subtracting combinations until one
player has successfully removed all six of their dice at once.
Session Evaluation
Title : _____________________________ Presenter: _________________ Length: _____
The next time you do this workshop:
Keep:
Discard:
Add:
I
would /
Tear Here
would not
recommend this workshop / speaker because:
------------------------------------------- -------------
Tear Here
Action Plan (Don't forget the other side) - You Keep
What's Working for me:
What's Not Working for me:
Because of this workshop, there are things I'd like to do right away.
Because of this workshop, there are things I'd like to do in the next little while.
Because of this workshop, there are things that I would eventually like to do.
Tear Here
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Tomorrow I will :
This Week I will:
This Month I will:
This Year I will:
Friends I can't wait to tell about what I'm going to do.
(these are your cheerleaders who will keep you motivated)
Allies who I will need to see this through.
(these are people who will enable you to implement your new strategies)
Acquaintances who need to be kept informed.
(usually bosses or supervisors that need to be kept in the loop so they are not "surprised")
Tear Here