Grade 2: Exchange Game

Grade 2:
Exchange
Game
CCSM Domain: Number and Operation Base Ten
CCSM Standard: Understand place value
Specific Objective: recognize place value representations of three-digit numbers.
Participants: student pairs
Materials: Place value mat with 1’s, 10’s, and 100’s. Twenty red chips, twenty white
chips, 1 blue chip, and one pair of dice.
Directions: Students play with a partner. Students rotate turns rolling the die, and
adding the two dice together. After finding the sum, students place the appropriate
chips on the place value mat with white chips representing 1’s, and red chips
representing 10’s. Students continue to combine the chips, making exchanges when
necessary.
For example, a student rolls a 5 and 7. The student adds 5 and 7 to get 12. The
student then places one red chip in the 10’s, and two white chips in the 1’s place. On
his or her next turn, the student rolls a 7 and a 3. The student places one red chip in
the 10’s place, and no exchange is required.
Play continues until one of the students makes an exchange for a blue chip (100).
Variation: Students may roll the dice, and use one die to represent 1’s and one die
for 10’s.
© 2012 Hull, Harbin Miles, and Balka
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