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?
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