Family Math Night handbook JMA 2016

Family Math Night
Handbook
Thank you for attending our evening of
learning. We hope that the activities
included will help to keep you thinking
Mathematically all summer long!
Websites and Apps
4 Dice: Fraction Games – a great iOS app for learning how to add,
subtract, multiply, and divide fractions. This game has blue tooth
capabilities to allow for two players across multiple devices.
5 Dice: Order of Operations Game – a neat iOS app for
practicing ‘order of operations’ where the answer is given and students
need to figure out the equation. Some nice features include; the email
feature for teachers to track students ability, and a nice interactive
whiteboard to figure out the problem (at school)
ABCYA – a wonderful site/apps for educational games
AplusMath – a nice site for math games, worksheets and flashcards
Axiom – A fun iOS app where students tilt the mobile device to guide
their ship to collect different numbers and operations to solve math
problems
BuzzMath Middle School – a fantastic iPad app for students to
learn and practice math skills. Some nice features include; when a
student gets an answer wrong, BuzzMath shows the correct answer and
how to solve it, it supports ‘differentiated instruction’ for different
learning levels, and it has a website with a teacher portal for managing
and tracking student work at school.
Clever Island – A nice site with lots of educational math games that
cover areas such as counting, classification, ordering and more
DragonBox – an excellent multi-platform site for teaching algebra in a
fun and unique way by starting out with pictures instead of numbers
FunBrain – One of the most popular educational gaming sites on the
web
Funschool – A cool site with lots of math games
Gamequarium – one of the most robust sites around for math games
and resources
GazziliMath – a wonderful app for younger students learning to count,
add, subtract and more. This site has a high replay value as kids need
to complete levels to unlock more features
Lure of the Labyrinth – a site designed for pre-algebra students to
go on an amazing adventure to rescue their lost pet and avoid monsters
Mangahigh – a site for anime styled math games where students earn
rewards and badges
Marble math – an iOS app that has students playing the old
fashioned marble tilt puzzle game solving basic math problems
(addition, subtraction, etc.,), as well as decimals and fractions. A use
can tilt an iOS device to move the marble or use a finger to guide the
marble to the desired spot. Not only is this game engaging, it gets
rather challenging in the upper levels.
Math Champ – a very innovative iOS app that turns a student’s iPad
into a ‘buzzer’ to answer questions before other players.
Math Chimp – a wonderful site for finding games, videos, and
worksheets on a wide variety of math concepts
Math Dojo – A fun iOS app for addition in the style of a fighting
game. The paid version unlocks all the different operations and levels
MathFrog – a University of Waterloo site in English and French with
resources and games for students grades 4-6 and their parents
Math Minute Madness – a wonderful iOS app that focuses on basic
math skills and has students trying to solve as many questions as
possible in a minute to earn stars so they can add animals to their
virtual zoo.
Mystery Math Town - this unique iOS app is for building math
skills. Ideally for students ages 6-12, this app focuses on addition,
subtraction, multiplication and division. Students enter a town and try
to unlock levels and characters not only by solving equations but also
finding variable to solve the given equation as well. This game has a
high replay value.
Numbers League – a fantastic iPad app for students ages 5+ that
uses basic math skills to defeat a legion of evil super heroes. This
interactive comic style game can be used by students of all ages as it
gets harder and harder.
Operations Math – this is a very fun iPad app that focuses on the
basic skills of math while trying to stop an evil villain from stealing
numbers by solving equations and blocking his escape route. Operation
Math is a great game for kids aged 5-12 with a high replay value as it
takes players to lots of geographical locations.
Ordered Fractions – a fun iOS game that uses dice to roll random
numbers and then have students put them in boxes to create fractions.
Students then have to compare these fractions to put into ascending
order.
Skip Math: skip counting games – a fun iOS app similar to Doodle
Jump where students jump from platform to platform to count by
numbers, (eg., 2,4,6,8, etc.,) Another neat feature is the ability to
take a picture of yourself and put it on the game character.
Sushi Monster – a nice iOS app for practicing addition and
multiplication facts
YodelOh Math Monster – a super-fun iOS app that focuses on the
basic skills of math such as addition, multiplication, subtraction and
division. This game is a hoot and is a bit like the Price is Right
Keep Math Skills Sharp All year With Fun Games!
Research shows that children learn through play. What better way to practice
math skills than by playing games! If you are looking for a quick, easy and fun way
to help your child improve or maintain math skills over the summer, start with this
list of board, card, domino, and dice games!
Board Game
• Chutes and Ladders
• Hi Ho Cherry-O!
• Checkers/Chess/Connect 4
• Sorry!
• Trouble
• Uno
• Shut The Box
• Monopoly Jr.
• Memory, Guess Who?
• Battleship
• Blokus
• jigaw puzzles
• Card Games (Go Fish, War,
Rummy)
• Dominoes
Skills Learned/Practiced
• counting, recognizing numbers on a
spinner, probability
• counting, recognizing numbers on a
spinner, adding, subtracting
• Strategy, spatial awareness
• number recognition, counting forward
and backward
• group recognitions (pips on dice),
counting
• number recognition, patterns
• group recognition (pips on dice),
addition facts, combinations
• group recognition (pips on dice),
counting, counting money
• memory skills
• memory skills, coordinate points on a
grid
• spatial relationships, strategy,
area/perimeter
• spatial relationships, geometry
• group recognition (symbols on cards),
counting, adding, subtracting,
multiplying, patterns, memory
• group recognition (pips on dice,
counting, adding, subtracting, even/odd
numbers, patterns, strategy
Games To Play With A Deck Of Cards
Aces=1, remove face cards
Game
• Go Fish!
• War
(addition or
multiplication)
• First To 21
• Hit The
Target
Instructions
Skills
Learned/Practiced
• cards per player
• take turns asking other players
for cards to try to get 4 of a
kind.
• each player flips over 2 cards
• add or multiply the 2 numbers
together
• player with the highest answer
wins that round and keeps the
pair of cards in a separate pile
• winner of the game has the most
pairs of cards at the end
• players take turns flipping over
cards and adding them together
• the first player to reach 21 or
more wins
• deal 5 cards to each player
• flip over a ‘target’ number
• each player uses any
combination of addition,
subtracting, multiplying or
dividing to use as many cards as
possible to make the target
number
• number recognition
• turn taking
• basic fact recall
• adding on
• computation
• critical thinking
Games To Play With Dominoes
Game
• Domino Line Up
• Domino War
• Domino Flash
Instructions
Skills
Learned/Practiced
• split the dominoes into
equal groups
• one player starts by
laying a domino
• other players have to
connect to the domino by
playing a domino with a
matching number
• first player out of
dominoes (or left with
the least) wins!
• each player takes a
domino and either adds
or multiplies the 2 sides
together
• larger answer wins!
• use dominoes as
flashcards for
combination recognition
• hold up a domino and
ask how many dots the
other person sees
• encourage your child to
count the dots only when
necessary
• matching, recognizing
combinations, recognizing
small sets (pips on dice)
without counting
• recognizing
combinations, basic facts
recall
• recognizing
combinations
Games To Play With Dice
Game
• Dice War
• First to 100
Instructions
• each player rolls 2 dice
and either adds or
multiplies the 2 together
• larger answer wins!
• players take turns
rolling 2 dice
• player adds amount
shown on dice to their
following rolls and
records on a piece of
paper
• the first player to
reach 100 or more wins!
Skills
Learned/Practiced
• basic fact recall
• adding on, counting
Number Sense Curriculum Flow By Grade
Kindergarten: using, reading and representing whole numbers and number relationships to 10,
counting with 1:1 correspondence (touch one item for each number), recognizing some quantities
without having to count, counting concepts of stable order (1 is always followed by 2, etc.),
exploring coins, composing and decomposing numbers to 10 (breaking numbers into parts and putting
them back together, e.g., 5+2=7, 4+3=7), investigating addition and subtraction
Grade 1: representing and ordering whole numbers to 50, establishing the conservation of
number, representing money amounts to 20¢, decomposing and composing numbers to 20,
establishing a one-to-one correspondence when counting the elements in a set, counting by 1’s, 2’s,
5’s, and 10’s, adding and subtracting numbers to 20
Grade 2: representing and ordering numbers to 100, representing money amount to $1.00,
decomposing and composing two-digit numbers, investigating fractions of whole, counting by 1’s, 2’s,
5’s, 10’s and 25’s, adding and subtracting two-digit numbers in a variety of ways, relating equal-sized
groups to multiplication and relating sharing equally to division
Grade 3: representing and ordering numbers to 1000, representing money amounts to $10,
decomposing and composing three-digit numbers, investigating fractions of a set, counting by 1’s, 2’,
5’, 10’s, 25’, and 100’s, adding and subtracting three-digit numbers in a variety of ways, relating onedigit multiplication and division by one-digit divisors to real-life situations
Grade 4: representing and order numbers to 10,000, representing money amounts to $100,
developing the concept of place value to tenths, representing and comparing fractions using
fractional notation,, adding and subtracting three-digit numbers in a variety of ways, multiplying and
dividing two-digit whole numbers by one-digit whole numbers, relating halves, fifths, and tenths to
decimal.
Grade 5: representing and ordering numbers to 100,000, representing money amounts to $1000,
developing the concept of place value to hundredths, comparing and ordering fractional amounts
with like denominators, adding and subtracting decimal amounts to hundredths, multiplying two-digit
whole numbers by two-digit whole numbers, dividing three-digit whole numbers by one-digit whole
numbers, relating simple fractions to decimals
Grade 6: representing and ordering numbers to 1,000,000, developing the concept of place value
to thousandths, comparing and ordering fractional amounts with unlike denominators, estimating
10%, 25%, 50%, 75% of a quantity, adding and subtracting decimal amounts to thousandths,
multiplying and dividing four-digit whole numbers by two-digit whole numbers, multiplying and
dividing decimals to tenths by whole numbers and two-digit by two-digit whole numbers, dividing
three-digit whole numbers by one-digit whole numbers, applying order of operations in expressions
without brackets, relating simple fractions, decimals and per cents
Patterning and Algebra Curriculum Flow By Grade
Kindergarten: identifying, creating, reproducing and extending repeating
patterns, identifying and describing the repeating nature of patterns in everyday
contexts
Grade 1: creating and extending repeating patterns involving one attribute,
introducing the concept of equality using only concrete materials
Grade 2: identifying and describing repeating patterns and growing and shrinking
patterns, developing the concept of equality using the addition and subtraction of
numbers to 18 and the equal sign, using the commutative property and the property
of zero in addition to facilitate computation
Grade 3: creating and extending growing and shrinking patterns, representing
geometric patterns with a number sequence, a number line and a bar graph,
determining the missing numbers in equations involving addition and subtraction of
one- and two-digit numbers, investigating the properties of zero and one in
multiplication
Grade 4: relating the term and the term number in a numeric sequence,
generating patterns that involve addition, subtraction, multiplication and
reflections, determining the missing numbers in equations involving multiplication of
one-and two-digit numbers, using the commutative and distributive properties to
facilitate computation
Grade 5: representing a pattern using a table of values, predicting terms in a
pattern, determining the missing numbers in equations involving addition,
subtraction, multiplication or division, and one-or two- digit numbers, investigating
variables as unknown quantities, demonstrating equality using multiplication or
division in equations with unknown quantities on both sides
Grade 6: representing patterns using ordered pairs and graphs, describing
pattern rules in words, calculating any term when given the term number,
investigating variables as changing quantities, solving equations using concrete
materials and guess and check
Geometry Curriculum Flow By Grade
Kindergarten:
exploring, sorting and comparing traditional, non-traditional and 3D
figures, identifying and describing 2D and 3D shapes, composing pictures and building
designs, shapes and patterns using 2D shapes, building 3D structures and recognize the 3D
shapes used, investigating the relationships between 2D and 3D shapes, understanding
spatial relationships and movements (positional language such as between and under)
Grade 1:
sorting and classifying 2D shapes and 3D figures by attributes, recognizing
symmetry, relating shapes to other shapes, designs and figures, describing location using
positional language
Grade 2: distinguishing between attributes that are geometric properties and
attributes that are not geometric properties, classifying 2D shapes by geometric
properties (number of sides and vertices), classifying three-dimensional figures by
geometric properties (number and shape of faces), locating a line of symmetry, composing
and decomposing shapes, describing relative locations and paths of motion
Grade 3:
using a reference tool to identify right angles and to compare angles with a
right angle, classifying 2D shapes by geometric properties (number of sides and angles),
classifying 3D figures by geometric properties (number of faces, edges and vertices),
relating different types of quadrilaterals, naming prisms and pyramids, identifying
congruent shapes, describing movement on a grid map, recognizing transformations
Grade 4: identifying geometric properties of parallelograms, classifying 2D shapes by
geometric properties (number of sides, angles, and symmetry), identifying a straight angle,
a right angle and half a right angle, classifying prisms and pyramids by geometric
properties, constructing 3D figures in a variety of ways, describing location using a grid
system, performing and describing reflections
Grade 5: distinguishing among polygons and among prisms, identifying acute, right,
obtuse and straight angles, measuring angles to 90 ° with a protractor, constructing
triangles, constructing nets of prisms and pyramids, locating objects using the cardinal
directions, performing and describing translations
Grade 6: classifying quadrilaterals by geometric properties, sorting polygons by lines of
symmetry and by rotational symmetry, measuring angles to 180° with a protractor,
constructing polygons, representing figures using views and isometric sketches, performing
and describing rotations, plotting points in the first quadrant
Measurement Curriculum Flow By Grade
Kindergarten:
comparing and ordering objects by an appropriate measure, using
measurement terms, using standard and non-standard measuring devices, understanding
that no-standard units of the same type are not always the same size
Grade 1:
measuring using non-standard units, telling time to the nearest half-hour,
developing a sense of area, comparing objects using measurable attributes, comparing
objects using non-standard units, investigating the relationship between the size of a unit
and the number of units needed to measure the length of an object
Grade 2: measuring length using centimetres and metres, telling time to the nearest
quarter-hour, measuring perimeter, area, mass and capacity using non-standard units,
describing and establishing temperature change, choosing personal referents for the
centimetre and metre, comparing mass and capacity of objects using non-standard units,
relation days to weeks and months to years
Grade 3: measuring distance using kilometres, telling time to the nearest 5 minutes,
identifying temperature benchmarks, measuring perimeter using standard units, measuring
mass in kilograms and capacity in litres, measuring area using grid paper, comparing the
length, mass and capacity of objects using standard units, relating minutes to hours, hours
to days, days to weeks, and weeks to years
Grade 4: measuring length using millimetres, measuring time intervals to the nearest
minute, determining elapsed time, measuring mass in grams and capacity in millilitres,
measuring volume using concrete materials, determining area and perimeter relationships
for rectangles, comparing the mass and capacity of objects using standard units, relating
years to decades and decades to centuries
Grade 5: measuring time intervals to the nearest second, determining elapsed time,
measuring temperature, converting from metres to centimetres and from kilometres to
metres, relating the 12-hour clock to the 24-hour clock, developing and applying area and
perimeter relationships for a rectangle, relating capacity and volume, developing and
applying the volume relationship for a right rectangular prism
Grade 6: measuring quantities using metric units, converting from larger to smaller
metric units, including square metres to square centimetres, developing and applying area
relationships for a parallelogram and a triangle, developing and applying the volume
relationships for a triangular prism, determining and applying surface area relationships
for rectangular and triangular prisms, relating square metres and square centimetres
Data Management and Probability Curriculum Flow By Grade
Kindergarten: sorting, classifying, and comparing objects and describing the
attributes used, collecting objects and data and making representations of
observations in concrete graphs, responding to and posing questions about data
collection and graphs, using mathematical language to describe probability
Grade 1: organizing objects into categories using one attribute, collecting and
organizing categorical data, reading and displaying data using concrete graphs and
pictographs, describing the likelihood that an event will occur
Grade 2: organizing objects into categories using two attributes, collecting and
organizing categorical and discrete data, reading and displaying data using line
plots and simple bar graphs, describing probability, in simple games and
experiments, as the likelihood that an event will occur
Grade 3: organizing objects into categories using two or more attributes,
collecting and organizing categorical and discrete data, reading and displaying data
using vertical and horizontal bar graphs, understanding mode, predicting the
frequency of an outcome, relating fair games to equally likely events
Grade 4: collecting and organizing discrete data, reading and displaying data
using stem-and-leaf plots and double bar graphs, understanding median, comparing
two related sets of data, predicting the frequency of an outcome, investigating
how the number of repetitions of a probability experiment affects the conclusion
drawn
Grade 5: collecting and organizing discrete and continuous data, displaying data
using broken-line graphs, sampling data from a population, understanding mean,
comparing two related sets of data, representing probability using fractions
Grade 6: collecting and organizing discrete and continuous data, displaying data
using continuous line graphs, selecting appropriate graphical representations, using
continuous line graphs and mean to compare sets of data, finding theoretical
probabilities, predicting the frequency of an outcome based on the theoretical
probability
Name of Activity
Age/Grade Level
Goal:
Materials
Needed:
How to Play:
10s Race
JK/SK
• learn to play co-operatively (take
turns rolling the dice)
• begin to make use of one-to-one
correspondence in counting objects
(each space of the game board
• recognize some quantities without
having to count (dice)
• 10s Race game board
• dice
• jewels (or any type of counter)
• this game can be played in pairs,
threes or fours
• each player has a jewel that is put in
the Start position
• each player takes turns rolling the
dice and moving the jewel (counter)
the corresponding number of spaces
• the first player to get exactly on
the Star (finish) wins
• to win, the player must land exactly
on the star, for example, if the
counter is 2 spaces away, only move
when a 1 or 2 is rolled.
• variation: continue play by going
back down the column.
10s Race
Start
Start
Start
Start
Name of Activity
Age/Grade Level
Goal:
Materials
Needed:
How to Play:
Numbers Treasure Hunt
JK/SK
• reading numbers
• 100 chart
• counters or buttons in 2 different
styles
• paper and pencil
• each player will write down 3 sets of
3 numbers that are connected to each
other on the 100 chart (e.g., 3,4,5 or
10,19,28)
• these numbers represent your buried
treasure chests. Keep these numbers a
secret from the other players.
• the first player will call a number on
the hundred chart. The opponent will
tell them if it was a treasure or a miss.
• cover the called number with one
style of marker to show a miss, and a
second style to show the found
treasure.
• the first player to uncover all 3 of
the opponent’s treasure chest wins!
• variation: Try the game in French!
You will be surprised at how quickly you
will remember the words!
100 Chart
1
2
3
4
5
6
7
8
9
10
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
31 32 33 34 35 36 37 38 39 40
41 42 43 44 45 46 47 48 49 50
51 52 53 54 55 56 57 58 59 60
61 62 63 64 65 66 67 68 69 70
71 72 73 74 75 76 77 78 79 80
81 82 83 84 85 86 87 88 89 90
91 92 93 94 95 96 97 98 99 100
Name of Activity
Age/Grade Level
Goal:
Materials
Needed:
How to Play:
Math Trains
K-Grade 1
•to give students practice adding
different numbers to total 15
• to help students see that different
combinations of numbers all equal 15
• train worksheet
• different train lengths (see next
page)
• record number of cm (length) on
each train
• make at least 3 copies of each
length of train
• place different length trains in the
first empty rectangle so that it is
filled exactly to the end
• record the lengths of each train
below the rectangle. Add them up,
e.g., 5+6+4=15.
• repeat, using different train
lengths, for each empty rectangle.
Train Match
Name:
__________________________
Train #1:
My Equation:
_____________________________________________
Train #2:
My Equation:
_____________________________________________
Train #3:
My Equation:
_____________________________________________
Pick two equations and show that they are equal:
______________________________________________
10
9
8
7
6
5
4
3
2
1
Name of Activity
Age/Grade Level
Goal:
Materials
Needed:
How to Play:
Make 20, Take 20
JK-Grade 2
• reading numbers on dice
• adding and subtracting numbers
• Make 20 board
• 20 counters or buttons
• 1 die
• roll the die and place that number of
counters on the game board
• continue to roll until the spaces are
covered. The exact number must be
rolled in order to fill the board.
• roll the die again and remove or
subtract the counters until all of the
counters are removed.
• this game can be played alone or
with a partner.
Make 20, Take 20
Name of Activity
Age/Grade Level
Goal:
Materials
Needed:
How to Play:
Race to 100
Grades 1-3
• to practice adding on
• to cooperate together to get to the
end
• one-to-one correspondence (counting
one for each item counted/touched)
• dice
• counters (game pieces for the
number of players)
• 100 chart
• play rock, paper, scissors to see who
goes first
• each player takes a turn and rolls a
die
• player moves the playing piece that
many spaces
Variations: you can also play with two
dice. Each player rolls both dice and
adds the dice together and moves the
total amount. Or, you could also
reverse the game and race back to 0
to practice subtracting numbers!
100 Chart
1
2
3
4
5
6
7
8
9
10
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
31 32 33 34 35 36 37 38 39 40
41 42 43 44 45 46 47 48 49 50
51 52 53 54 55 56 57 58 59 60
61 62 63 64 65 66 67 68 69 70
71 72 73 74 75 76 77 78 79 80
81 82 83 84 85 86 87 88 89 90
91 92 93 94 95 96 97 98 99 100
Name of Activity
Age/Grade Level
Goal:
Materials
Needed:
How to Play:
Adding Challenge
K-Grade 2
2 players
• increase mental math skills
• counting up/on
• deck of cards
• pencil and paper for each player
• hundred chart to help with counting
for younger players
• divide the deck into two equal sets.
Place face down.
• opponents flip at the same time, and
compare the cards. They add the value
of the cards together and enter the
value on the winner’s tally list.
• the person whose card has the higher
value is the one who gets to take the
points. First one to 100 wins.
• if two cards are the same value, then
they flip again. All of the values must
be added together.
• card values are assigned as follows:
-king=12
-queen=11
-jack=10
-ace=1
• variation: older children can play the
game to 200 or 500!
100 Chart
1
2
3
4
5
6
7
8
9
10
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
31 32 33 34 35 36 37 38 39 40
41 42 43 44 45 46 47 48 49 50
51 52 53 54 55 56 57 58 59 60
61 62 63 64 65 66 67 68 69 70
71 72 73 74 75 76 77 78 79 80
81 82 83 84 85 86 87 88 89 90
91 92 93 94 95 96 97 98 99 100
Name of Activity
Age/Grade Level
Goal:
Materials
Needed:
How to Play:
Newspaper Search!
K-Grade 3
• to help students recognize how
numbers are broken down, and patterns
within a hundreds chart
• scissors
• newspaper/flyers
• glue
• blank 100 chart
• have your child search through the
newspaper or flyers to see which
numbers he or she are able to find and
recognize
• give your child a blank 100 chart
• help your child cut out numbers and
glue them in the correct place
• ask your child if he or she can
identify any patterns in the numbers,
(e.g., that everything in the 10’s column
ends with zero). You might like to ask
your child to circle any numbers that
contain a 5, and so on.
• note: based on the child’s age, he or
she may only be able to create numbers
up to 20 or 30. The quality from this
activity comes from talking about
patterns and positions of numbers, not
from the amount of numbers created.
100 Chart
1
2
3
4
5
6
7
8
9
10
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
31 32 33 34 35 36 37 38 39 40
41 42 43 44 45 46 47 48 49 50
51 52 53 54 55 56 57 58 59 60
61 62 63 64 65 66 67 68 69 70
71 72 73 74 75 76 77 78 79 80
81 82 83 84 85 86 87 88 89 90
91 92 93 94 95 96 97 98 99 100
Name of Activity
Age/Grade Level
Goal:
Materials
Needed:
How to Play:
Dice Challenge
Grade 3+
• multiplication and addition practice
• all you need is 5 dice, and at least 1
partner
• Objective; to roll the highest score.
• players take turns rolling the dice. On
each players turn, they are allowed to roll
the dice 3 times.
• the goal on each turn is to have the same
number rolled on each dice
• on their turn, players can keep aside
desired numbers and do not have to roll all
5 dice on their second roll.
• once they have rolled the dice 3 times,
they record their total in one of the boxes
on the sheet that applies to the number
that they rolled. For example, on my first
turn I rolled 4 6’s. I would record that in
the 6’s column. I would not be able to roll
6’s again for the rest of the game.
• each player will get 6 turns with the dice
and try to roll the highest score possible
• after their 6th turn, players are to
multiply their number rolled in each column
by the value of that column. For example,
if I rolled 4 6’s, then I would multiply
4x6=24.
• Add up all scores, and receive bonus
points if the score is above 60.
Dice Challenge Game Board
Example
Total 1’s (x1)
2x1=2 (rolled 2
Total 2’s
(x2)
2x4=8
Total 3’s
(x3)
3x4=12
Total 4’s
(x4)
4x4=16
Total 5’s
(x5)
5x1-5
Total 6’s
(x6)
6x3=18
61
Bonus:
add 25
to your score if
it is above 60
25
Total score
86
Example
Total 1’s (x1)
2x1=2 (rolled 2
Total 2’s
(x2)
2x4=8
Total 3’s
(x3)
3x4=12
Total 4’s
(x4)
4x4=16
Total 5’s
(x5)
5x1-5
Total 6’s
(x6)
6x3=18
1’s)
61
Bonus: add 25 25
to your score if
it is above 60
Total score
Player
Player
Player
Player
Player
1’s)
Score
Score
Player
86
Name of Activity
Age/Grade Level
Goal:
Materials
Needed:
How to Play:
Money Wheel
Grades 2-5
• to help your child identify,
understand, and apply knowledge of
Canadian coins
• trading coins in for larger amounts
(e.g., 2 dimes and a nickel can be
traded in for a quarter)
• different types of coins in a pile
• Money Wheel game board
• paper clip
• pencil
• use the pencil to hold a paper clip
spinner in place
• on the first turn, a player spins and
takes the coin landed on from the pile
• on the next turns, players will spin
and take another coin. Add the two
coin values together.
• the first player to $10 wins!
• variation: try playing backwards and
subtracting coins from $10
Race to $10
$0.01
14%
$5.00
15%
$0.05
14%
$2.00
15%
$0.10
14%
$1.00
14%
$0.25
14%
Name of Activity
Age/Grade Level
Goal:
Materials
Needed:
How to Play:
Decimal Money
Grade 3+
• addition and decimal practice
• 1 die
• coins to show values
• paper and pencil
• each player takes a turn rolling the
die twice
• the number on the first roll shows
the number of dimes. The second roll
shows the number of pennies.
• the player records the money
amount as a decimal number. For
example, by rolling a 3 and then a 5, a
player has 3 dimes and 5 pennies and
records $0.35.
• after both players have recorded
their decimal numbers, they decide
which player has the greater amount.
The player with ‘more money’ earns a
point.
• the first player to earn 10 points
wins the game.
The Place Value Path
Use 3 dice: 1-6, 1-6, and 4-9
(see paper template next page)
Roll all three dice and decide which one
represents hundreds, tens and ones. If
I roll 6,4,3, I can use the 6 in the
hundreds, tens or ones place.
100
Arrange the dice to make a
number that can be placed
between any numbers that have
already been played.
Play cooperatively or independently.
The game is over when the path is
completed or a player is unable to place
a number in order on an oval.
1000
Use this template to create your own 4-9 die. You can use this to also make a numbered 16 die if you do not wish to use regular dice with pips.
Name of Activity
Age/Grade Level
Goal:
Materials
Needed:
How to Play:
Multiplication Challenge
Grade 3+
• multiplication practice
• a deck of cards
• pencil and paper to record
multiplication facts
• the dealer passes out all of the
cards
• players don’t look at their cards
• each players turns up 2 cards at the
same time
• the player with the highest product
wins both pairs of cards. For
example, 6x6=36 beats 8x3=24.
• play continues until one player has
won more cards
• variation: you can choose to include
face cards as an extra multiplication
challenge
Joker = 0
Ace = 1
Jack = 11
Queen = 12
King = 13
Card Games
Playing card games are a fun way to practice number quantities and to learn numerals and
number order. These games are all for at least 2 players.
7 Up!
• goal; to get the number cards 1 through 7 in order
• place 7 cards face down in front of each player as place holders, in a row like this:
1
2
3
4
5
6
7
• place the remaining cards face down in a draw pile between the players.
• take turns drawing cards from your choice of the draw pile or the discard pile. If you
draw a number between 1 and 7, you can place it in that number spot in your row of cards
and put the card you replaced on the discard pile. For example, if you draw a 2, put in in
the place your 2nd card is holding, and put that place holder card in the discard pile.
• the player that gets the cards from 1-7 first is the winner!
• variation: why stop at 7? Play to 8,9, or 10.
Add It Up!
This game is great practice for composing and decomposing numbers. It helps to be able
to count the quantities on the cards as you add because playing cards have built in
counters!
• in this game, you will only need the Ace, 2, 3, 4, and 5 cards.
• deal 4 cards to each player.
• place the remaining cards in a draw pile.
• on your turn, try to put down a card or a combination of cards that totals 5. For
example, you could put down a single 5, or you could put down a 2 and a 3, or an ace and a 4,
etc. Keep a separate pile in front of you for each pile totalling 5, so that you will be able
to count them at the end of the game.
• if you cannot play, pick up a card from the discard pile. If you still cannot play, say
“pass”.
• the winner is the person who has the most piles totalling 5 in front of him/her at the end
of the game
• variation: when you get good at 5, try adding in the 6 cards and make combinations to 6.
Then add in the 7 cards and make combinations to 7, and work towards 10!
Name of Activity
Age/Grade Level
Goal:
Materials
Needed:
How to Play:
What’s in My Pocket?
Grades 2-5
• to help your child identify, understand,
and apply knowledge of Canadian coins
• different types of coins
• a pocket or envelope to hide them
• choose a few different coins and hide
them in a pocket or envelope
• tell your child how many coins you have,
and the value of the coins in your pocket
• have your child guess the coins that you
have chosen. It might be helpful to have a
few other coins on display to use to come
up with the answer.
Here are a few ideas:
-I have 3 coins in my pocket, and they are
worth 7 cents. What do I have? (1 nickel
and 2 pennies)
-I have 3 coins in my pocket, and they are
worth 16 cents. What do I have? (1 dime, 1
nickel, 1 penny)
-I have 3 coins in my pocket, and they are
worth 30 cents. What do I have? (3 dimes)
-I have 6 coins in my pocket, and they are
worth 30 cents. What do I have? (1
quarter and 5 pennies, or 6 nickels). This
problem has more than 1 answer!
-I have coins in my pocket which have a
value of 11 cents. How many coins could I
have?