Games_ENS_FM_4812 3/15/07 12:09 PM Page i Games for Early Number Sense A Yearlong Resource CAT H E R I N E T WO M E Y F O S N O T A N T O N I A CA M E R O N Games_ENS_FM_4812 3/15/07 12:09 PM Page ii firsthand An imprint of Heinemann A division of Reed Elsevier, Inc. 361 Hanover Street Portsmouth, NH 03801–3912 firsthand.heinemann.com Harcourt School Publishers 6277 Sea Harbor Drive Orlando, FL 32887–6777 www.harcourtschool.com Offices and agents throughout the world ISBN 13: 978-0-15-360561-1 ISBN 10: 0-15-360561-8 ISBN 13: 978-0-325-01009-0 ISBN 10: 0-325-01009-9 © 2007 Catherine Twomey Fosnot All rights reserved. Except where indicated, no part of this book may be reproduced in any form or by any electronic or mechanical means, including information storage and retrieval systems, without permission in writing from the publisher, except by a reviewer, who may quote brief passages in a review. The development of a portion of the material described within was supported in part by the National Science Foundation under Grant No. 9911841. Any opinions, findings, and conclusions or recommendations expressed in these materials are those of the authors and do not necessarily reflect the views of the National Science Foundation. Library of Congress Cataloging-in-Publication Data CIP data is on file with the Library of Congress Printed in the United States of America on acid-free paper 11 10 09 08 07 ML 1 2 3 4 5 6 Acknowledgements Photography Herbert Seignoret Mathematics in the City, City College of New York Schools featured in photographs The Muscota New School/PS 314 (an empowerment school in Region 10), New York, NY Independence School/PS 234 (Region 9), New York, NY Fort River Elementary School, Amherst, MA Games_ENS_FM_4812 3/15/07 12:09 PM Page iii Contents Overview . . . . . . . . . . . . . . . . . .1 Bear Tracks . . . . . . . . . . . . . . . .6 Part-Whole Bingo . . . . . . . . . .8 Bunk Beds . . . . . . . . . . . . . . . .10 Hide-and-Peek . . . . . . . . . . . .12 Capture Five . . . . . . . . . . . . . .13 Leapfrog . . . . . . . . . . . . . . . . . .15 Fly Capture . . . . . . . . . . . . . . .16 Capture Ten . . . . . . . . . . . . . . .17 The Shoe Game . . . . . . . . . . . .19 Finding Doubles . . . . . . . . . . .21 Doubles More or Less . . . . . .22 Passenger Pairs . . . . . . . . . . .23 Bus Stops . . . . . . . . . . . . . . . . .24 Going to School . . . . . . . . . . .25 Bag It . . . . . . . . . . . . . . . . . . . .26 Hexagons (Version I) . . . . . .28 Hexagons (Version II) . . . . .30 Rekenrek Bingo . . . . . . . . . . .31 Chip Change . . . . . . . . . . . . . .33 Target . . . . . . . . . . . . . . . . . . . .35 Rack Ten . . . . . . . . . . . . . . . . . .36 Rolling for Tens . . . . . . . . . . .37 Closer To (Version I) . . . . . . .38 Closer To (Version II) . . . . . .39 APPENDIXES A: Bear Tracks game board . . . . . . . . . . . . . . . . . . . .40 B: Part-Whole Bingo game boards . . . . . . . . . . . . . . . . . . .41 C: Student recording sheet for Part-Whole Bingo . . . . . .49 D: Bunk Beds game board . .50 E: Up and Down the Ladder game cards . . . . . . . . . . . . . . .51 F: Student recording sheet for Hide-and-Peek . . . . . . . . .52 G: Number cards (Set I) . . . .53 H: Instructions for making arithmetic racks . . . . . . . . . . .54 I: Leapfrog game board . . . .55 J: Leapfrog game cards . . . .56 K: The Shoe Game game board . . . . . . . . . . . . . . . . . . . .57 L: Finding Doubles game board . . . . . . . . . . . . . . . . . . . .59 M: Passenger Pairs game cards . . . . . . . . . . . . . . . . . . . . .61 N: Bus Stops game cards (addition) . . . . . . . . . . . . . . . .64 O: Bus Stops game cards (subtraction) . . . . . . . . . . . . .65 P: Going to School game board . . . . . . . . . . . . . . . . . . . .66 Q: Student recording sheet for Bag It . . . . . . . . . . . . . . . . .67 R: Hexagons game board . . . . . . . . . . . . . . . . . . . .68 S: Number cards (Set II) . . .69 T: Rekenrek Bingo game boards . . . . . . . . . . . . . . . . . . .70 U: Student recording sheet for Chip Change . . . . . . . . . . .73 V: Target game board . . . . . .74 W: Student recording sheet for Target . . . . . . . . . . .75 X: Student recording sheet for Rolling for Tens . . . . . . . .76 Y: Closer To game board . . . .77 Z: Student recording sheet for Closer To (Version II) . . .78 Games_ENS_Overview_4812 3/15/07 1:32 PM Page 1 Overview I n contrast to the other units in this series, which consist of two-week sequences of investigations and related minilessons, this unit is meant to be used as a resource throughout the year. As such, it includes 24 games that you can choose from as you consider the needs of your students. The unit includes notes for each game describing the mathematical landscape—the possibilities and openings for learning that can occur as children play. Sample classroom episodes (titled“Inside One Classroom”) are interspersed throughout this unit to help you anticipate what learners might say and do, and to provide you with images of teachers and children at work. Games as a Context for Learning Play is a natural behavior that is characteristic of all young children, across all cultures. They wake in the morning and begin playing. They explore their surroundings and the physical nature of objects in those surroundings. They construct with cans, stones, or blocks; engage in sociodramatic and language play; and eventually (around the age of four or five) become intrigued with games that have rules, such as running games (e.g. Tag, Hide-and-Seek, Giant Steps) and board and card games. Where commercially marketed games are unavailable, children make their own. Often they even incorporate their own rules into their play for novelty, structure, and challenge (Piaget 1962). Play serves, in fact, as young children’s lived experience, providing many opportunities for mathematizing, activity, and reflection. It is a powerful context for learning. The value of play for young children has been researched and written about extensively. Play provides a medium for exploration and creativity (Garvey 1990), for bridging sensory-motor schemas to conceptual schemas (Piaget 1962), for developing autonomy and reasoning (Kamii and Devries 1980), for constructing early number sense (Kamii 1982, 1985), and even for developing early algebraic reasoning about functions, change, and exchange (Forman and Hill 1980). Emergence vs. Reinforcement Although games have been used for years in many early childhood programs as a context for learning, often the guiding purpose underlying their use has been to make practice and reinforcement of skills fun. The approach we have taken in this resource unit is quite different. We think of games as openended—providing potential for several strategies and rich conversation around them. Play is a powerful medium precisely because it allows for experimentaA YEARLONG RESOURCE 1 Games_ENS_Overview_4812 3/15/07 1:32 PM Page 2 tion. To harness the generative power of play as a medium for learning, games should support the emergence of new strategies and new insights, rather than simply providing a context to practice and reinforce skills. Maximizing Openings and Possibilities for Learning Each of the games described within this resource unit has been crafted to allow for experimentation—to provide openings for a variety of mathematical strategies to emerge. At the same time, they have been designed to maximize the potential for certain landmark strategies and ideas on the landscape of learning to develop. Some traditional games (such as Bingo, Go Fish, and Dominoes) have been used but with new twists, to maximize the potential for learning. Other games in this unit were designed to be included in specific context-based units in this series. Still others were developed and refined by several of the Mathematics in the City staff and the creative teachers with whom we have the opportunity to work with in classrooms across New York City (Mathematics in the City, located at City College of New York, is a national inservice provider for mathematics educators, K–8.) Most specifically, they were designed to support the development of several of the strategies and big ideas on the landscape of learning for early number sense. A simple card game in which children compare numbers to ten can be turned into a mathematically rich experience for young children. Let’s listen in as this unit’s co-author, Cathy Fosnot, changes the rules slightly from other versions on the market to maximize the openings and possibilities. She is teaching the game to Julia and Susie (each age five). This version is called Bag It. (See page 26.) Cathy distributes one card to each girl in turn from a deck of number cards (see Appendix G, page 53). She says while passing out the cards,“One for Julia, one for Susie, one for Julia, one for Susie,”until all forty cards have been distributed. When she finishes, she ponders,“Hmm, do you think it’s fair? Do you each have the same number of cards?”Julia begins to count hers. Cathy asks her to wait:“Before you count, what do you think?” “I think yes,”Susie posits.“Because you gave one to Julia, and one to me, one to Julia . . . like that. Unless you made a mistake.” 2 “What do you think, Julia, about what Susie said?”Cathy asks, attempting to get Julia to consider one-to-one correspondence in relation to the resulting numbers. Julia just shrugs. “Do you want to check?” Both girls check by counting. Julia struggles after fourteen, and Susie helps her. They report that they each have twenty cards. “See,” Susie says with a toss of her head,“I was right. And you didn’t make a mistake!”She smiles at Cathy. “Okay, so let’s play.” Cathy begins to explain the game.“Here’s how you play. Julia, you turn over a card, and then, Susie, you do too. And we see which is more.” Julia turns over a six; Susie, a five. “Which is more?”Cathy inquires. Both girls respond in chorus,“Six.”(Even children who cannot read the numerals can play this game. They can count the objects on the cards and compare them. Even if they double-tag or do not count synchronously, they can match one for one. Also, they often correct each other.) “How do you know that six is more than five?” Cathy probes. Susie shows with her finger how there is one symbol on the “6” card for every one on the “5” card, plus one additional symbol. Julia agrees and explains, “When you count, you go past five to get to six. One, two, three, four, five, six. So six is more.” Cathy continues to explain the game.“So the six captures the five, and we’ll put both cards in the six bag.”Cathy has provided ten small paper bags, labeled with the numerals from one through ten. In the traditional version, Julia, the winner, would keep the two cards herself. Using the bags lessens the sense of competition, but it also maximizes the potential for the idea of hierarchical inclusion to emerge: each bag should contain only numbers contained within the amount specified by the numeral on the bag. Play continues. Julia turns over a ten.“Wait,”Cathy says, stopping Susie from turning over her next card. “Before you go, do you think you can beat that?”Cathy wants to encourage the children to think about hierarchical inclusion, not just to count. Both girls think. Julia then says,“No, because ten is the biggest in here!”Susie agrees and turns over a six. Both cards are placed in the bag labeled 10. Play continues until all the cards are played. Then the bags are examined to see what numbers were captured by the numeral labeled on the bag. Games for Early Number Sense Games_ENS_Overview_4812 3/15/07 1:32 PM Page 3 “Hey, the one bag has no cards!”Julia exclaims. “Because one is the littlest. It can’t beat anybody,” Susie explains. Julia continues exploring the bags.“Four doesn’t have any cards either.” “Could it?”Cathy asks. “It could have captured three,”Julia responds. Susie completes the inclusion sequence.“And two and one! How come it didn’t?”She opens other bags. “Oh, look, here’s some fours. There’s one in the five bag, two in the eight bag, and one in the ten bag.” Questions asked during these games can facilitate the development of particular ideas and strategies. In the vignette above, Cathy focuses her questions on hierarchical inclusion and uses the bags to provide an opening for that idea to emerge in conversation. Tweaking the traditional game rules and crafting new materials and structures (like using the bags) can turn a ho-hum game into a powerful learning medium. Bag It can also be turned into Capture Ten: instead of turning over one card each, each player turns over two cards and determines if the sum can capture a ten. For example, 9 and 7 can capture 10 and 6 (see page 17). Bingo is another traditional game that has been used frequently in early childhood classrooms. Usually it is played to practice numeral recognition (a number is drawn and the corresponding numeral is covered), sometimes to reinforce addition facts (when two numbers are drawn, the sum must be covered). In our version, called Part-Whole Bingo, we have added twists to maximize openings and possibilities for learning. Each pair of children has a game card with tracks of various lengths drawn on it (see Appendix B, page 41). Two regular number cubes are rolled and the total is called out. Players must use that number of connecting cubes either to cover a single track that matches the total or to cover two or more smaller tracks that add up to the total.Tracks must be covered completely in a single turn. For example, if a child rolls 6 and 4, totaling 10, ten cubes must be used. They can be used to cover the 10 track or the 2 and 8 tracks or perhaps four short tracks: 2, 2, 3, and 3. The objective is to cover the complete card, as in Bingo. Although young children often begin by counting out the cubes and covering up only the track matching the total, they quickly begin to see that if they break up the whole into parts, they will be able to cover more tracks. Part-whole relationships begin to emerge—numbers can be decomposed in a A YEARLONG RESOURCE variety of ways and the quantity is still conserved. Even children who struggle to count can play, because after they count the connecting cubes they must lay them on the corresponding tracks. The tracks match the size of the connecting cubes, and children help and correct each other. Even after children are quite familiar with the game, questions emerge: if you roll 2 sixes and you have a 12 track on your board, is it better to cover the 12 track or to cover several smaller tracks whose sum equals 12? How many ways can you get 12? Which numbers will be the hardest to get? Which are the easiest? Why? Even simple games like Hide-and-Seek can be tweaked to become a rich context for learning. This version is called Hide-and-Peek (see page 12). Ten connecting cubes are used. One child closes his eyes while the other takes some of the ten in each hand. When the first child opens his eyes, he sees some of the ten cubes still on the table, and he can peek into one hand to see what is in it. Using this information, he must try to determine the amount in the second hand. Cooperative Play vs. Competitive Play All our games are played cooperatively rather than competitively. There are several reasons for this. First, young children often have little understanding of the role of chance in games and they experience losing as a personal failure. Tears, anger, and arguments are often the result, as well as cheating and lying to win. All these behaviors can be avoided simply by making the end goal dependent on collaboration at the start. Instead of “the first player out of cards wins,”the goal is“play continues until all cards are used.” Or, in Part-Whole Bingo, instead of “first player to cover a card wins,” it’s “to win, all boards must be covered.”In Bag It, the bags (instead of the players) are the winners. Second, when competition is replaced by collaboration, the result is often an increase in conversation on the math involved. Players want to help each other use good strategies. They offer helpful suggestions and explanations.They justify their reasoning to convince others of their thinking. In contrast, in competitive games players keep their strategies to themselves. Games used during math workshop should be opportunities for learning, not opportunities for winning. 3 Games_ENS_Overview_4812 3/15/07 1:32 PM Page 4 Using Games in the Math Workshop Usually the games are introduced in the meeting area. Children can sit in a circle and you can sit in the center with one or two children and model how the game is played. Most of the games are played in pairs. After introducing the game, pass out materials, and ask children to find a place in the room to play. Move around and confer with children to support and challenge them. Observe their strategies and comment when helpful to focus reflection on a specific strategy. Engage children in conversation about their strategies. Encourage them to help each other. As you observe the strategies being tried and the ideas being discussed, consider the landscape of learning. Do you see any landmarks emerging? These will be important to discuss in a math congress. To help children prepare for the congress, you can ask them to consider one or two helpful strategies they tried and come to math congress prepared to explain and discuss them. Use the math congress discussions to support development. Invite children to consider the strategies shared and ponder with them whether they work, and if so, why. Encourage children to share interesting things they have noticed as they played. Patterns noticed can often lead to interesting inquiries, and some important mathematical ideas usually underlie those patterns. Storing the Games The games in this resource can be made quite durable by gluing cards and boards onto oaktag and laminating them (or using clear adhesive paper). Lamination allows you to use overhead markers on them and wipe off the writing at the end of the session. Some teachers use manila file folders as game boards. They glue or redraw the boards onto the inside of the file folder, lying open and flat.They write the name of the game on the tab, and they use small plastic zippered bags for game pieces, attaching it to the folder by staples or a paper clip. When closed, the file folder is easy to store. Other teachers have used small storage boxes covered with colorful adhesive paper. Whatever method you use to make the game equipment durable, think about a way (and place) to store the games that will be easily accessible to children. Low shelves or plastic bins or milk crates work well. Having to find and distribute math materials before each 4 math workshop can be time-consuming. Making the materials accessible will allow children to get what they need without your help. Differentiating Instruction After many games have been taught and children are accustomed to playing them, you may decide to use them for differentiating instruction. For example, you may assign different children to play different games at the same time. Choose games that will provide the most helpful openings and possibilities for learning to the children you assign to them. The notes provided for each game will help you make good choices. Before math workshop, you can post a list of math partners and the game they will be playing. When math workshop begins, you need only go over the list with the children, who can then collect the accessible equipment and go off to play. No time is wasted. You will also need to think about which children to pair. Will the conversation be rich enough for learning? Will they challenge and support each other? Doise, Mugny, and Perret-Clermont (1975) found that slight differences in levels was the most beneficial to rich conversation and learning—more beneficial than two children at the same level and even more beneficial than the teacher and a child! At other times you might decide to provide a menu and allow children to choose the game they wish to play. Just as you would help children choose an appropriate book to read, you will need to support children in selecting an appropriate game. A Few Words of Caution As you work with the games in this resource book, it is very important to remember two things. First, the purpose of the games is to support development. Honor children’s strategies. Accept alternative solutions and explore why they work. Do not try to get every child to use your strategy.The intent is not to get all learners to use the same strategy at the end of the game or to practice a skill. That would simply be rote learning. The games are crafted to encourage children to take risks and try out new strategies. Look for rich moments when you can maximize discussion, reflection, and inquiry. Games for Early Number Sense Games_ENS_Overview_4812 3/15/07 1:32 PM Page 5 Second, do not assume that the rules of the games cannot be altered. Consider the landscape of learning for early number sense. Are there variations to the games that might be helpful in supporting further learning? Try them out and see. Eleanor Duckworth (1987), an education researcher from Harvard, once wrote that good teachers are like good researchers. They try things out and study the effect on learning. Look for moments and ways to maximize learning. References and Resources Doise, Willem, G. Mugny and A. Perret-Clermont. 1975. Social interaction and the development of cognitive operations. European Journal of Social Psychology 5(3), 367–383. Dolk, Maarten and Catherine Twomey Fosnot. 2004. Fostering Children’s Mathematical Development, Grades PreK–3: The Landscape of Learning. CD-ROM with accompanying facilitator’s guide by Sherrin B. A YEARLONG RESOURCE Hersch, Antonia Cameron, and Catherine Twomey Fosnot. Portsmouth, NH: Heinemann. Duckworth, Eleanor. 1987. The Having of Wonderful Ideas and Other Essays on Teaching and Learning. New York, NY: Teachers College Press. Forman, George E. and Fleet Hill. 1980. Constructive Play: Applying Piaget in the Pre-school. Monterey, CA: Brooks/Cole Publishing Company. Garvey, Catherine. 1990. Play. Cambridge, MA: Harvard University Press. Kamii, Constance. 1982. Number in Preschool and Kindergarten. Washington, DC: National Association for the Education of Young Children. Kamii, Constance. 1985. Young Children Reinvent Arithmetic. New York, NY: Teachers College Press. Kamii, Constance and Rheta Devries. 1980. Group Games in Early Education: Implications of Piaget’s Theory. Washington, DC: National Association for the Education of Young Children. Piaget, Jean. 1962. Play, Dreams, and Imitation in Childhood. NewYork, NY: WW Norton and Company, Inc. 5
© Copyright 2025 Paperzz