Box Cars and One-Eyed Jacks MIDDLE YEARS "CATCH UP" BASIC GAMES FOR BASIC SKILLS Grades 6-8 John Felling INDIANAPOLIS NCTM October 29-31, 2014 [email protected] phone 1-866-342-3386 / 1-780-440-6284 fax 1-780-440-1619 boxcarsandoneeyedjacks.com BoxCarsEduc BoxcarsEducation 2 0 3 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Box Cars & One-Eyed Jacks inc. 0 - 20 Graph© HORSE RACE SKILLS: adding to 12, commutative property of addition, fact families PLAYERS: 2 (1 vs 1) EQUIPMENT: GOAL: tray of dice (each player needs 18 of their own color), gameboard to have the greatest number of dice on your side of the “racetrack” at the end of the game GETTING STARTED: Each player takes 18 dice of one color and picks a side of the dice tray to be their “racetrack”. Each player picks up a pair of dice, rolls, and calculates their sum. The player with the greatest sum puts their dice into their side of the racetrack. Both players verbalize their sums. EXAMPLE: + + = 8 PLAYER ONE MATH TALK + + = 6 PLAYER TWO Player One says “8 is a greater sum than 6” The player with the greatest sum places their dice in their side of the racetrack. The player with the least sum tosses their dice into the lid. Players each pick up another pair of dice, roll and compare their next sums. In the event of a EQUAL SUM – both players put their two dice into their side of the racetrack. TIE or Play continues until both players’ 18 dice have been rolled out. The player with the greatest number of dice on their side of the racetrack wins. Level 1 : Addition to 12 - Players roll two dice and add them Player One Player Two Level 2 : Addition to 18 - Players roll three dice and add them. Level 3: Multiplication to 36 - Players roll two dice and multiply them Level 4: Multiplication to 72 - Players roll three dice, choose two to add together, then multiply the sum by the third. Add dice to the track along a curving path to simulate the race! 4 HORSE RACE PLAYER ONE START PLAYER TWO START 5 ROUND ONE PLAYER ONE ROUND TWO PLAYER ONE ROUND THREE ROLL ON PLACE VALUE PLAYER ONE PLAYER TWO PLAYER TWO PLAYER TWO The goal of the game is to create the largest number. Players take turns rolling a die, placing it into the tray and announcing it's place value for that roll. After 6 rolls, players compare numbers. A point is earned by the player with the largest number. A Place Value Systems die is rolled to identify a specific place value (for example 100's) . A second point is earned by the player with the highest place value in that place. A third "upside down bonus point" is awarded to the player with the biggest number when the tray is rotated 180 degrees and the numbers are compared. 6 7 Tens 10 20 Here Look Ones 30 Player One Stay? Or Round Up? 00 • • • • 40 60 Use cards 0-9 only. Deal two cards, a ten's and a one's, lay on board. Place your marker at the closest 10's place (eg 38 would put marker at 40) Roll Target, whoever is closer wins the cards. 50 FLIPPIN' OUT 80 Here Look Ones 90 100 Player Two Stay? Or Round Up? Tens 70 Betweeners © Box Cars And One-Eyed Jacks. 4 Player Version – Highest doesn't win. Lowest doesn't win. The two between numbers win. Betweeners Variation of Betweeners From Math Attack © Box Cars And One-Eyed Jacks Concepts: Number Sense, Ordering Numbers (whole and decimal) Equipment: One 3inCube die / player Goal/Object: record a number that is between the highest and lowest for the round Traditional- Each player shakes their own 3inCube die and secretly looks at it, mentally determining the possible answers they could use. Each player then secretly records one of their possible answers. Once all the players have recorded their answer, they reveal it to the other players. All players copy all other players' answers onto their own score sheet. The answers are compared, lowest doesn't win, highest doesn't win, between number (or numbers if 4 player game) wins. Variations: (1) Players are allowed to create numbers with decimals meaning answers can range from 0.111 to 666. (2) Players create multi-operation math sentences trying to have the between answer example 3+2x1=5 (3) Players create mixed fractions example 3 2 1 makes 3½ or 1⅔ or 2⅓ 2 1 1 can only make 1½ (4) For simpler version of the game, each player can use a 1-12 die ( or 1-20 die/player or 1-30 die/player ) (5) Division: Make 2-digit number, divide it by the remaining number. (Rolled 2, 3, 5 made 35 ÷ 2 = 17.5) 8 Multiplication Board 1 2 3 4 5 6 7 8 9 10 11 12 1 1 2 3 4 5 6 7 8 9 10 11 12 2 2 4 6 8 10 12 14 16 18 20 22 24 3 3 6 9 12 15 18 21 24 27 30 33 36 4 4 8 12 16 20 24 28 32 36 40 44 48 5 5 10 15 20 25 30 35 40 45 50 55 60 6 6 12 18 24 30 36 42 48 54 60 66 72 7 7 14 21 28 35 42 49 56 63 70 77 84 8 8 16 24 32 40 48 56 64 72 80 88 96 9 9 18 27 36 45 54 63 72 81 90 99 108 10 10 20 30 40 50 60 70 80 90 100 110 120 11 11 22 33 44 55 66 77 88 99 110 121 132 12 12 24 36 48 60 72 84 96 108 120 132 144 Box Cars & One-Eyed Jacks inc Multiplication Tic Tac Toe Player one rolls 2 x 0-9 or 2 x 1-12 dice and finds the product (eg 4x6=24; 6x4=24) Cover spaces with bingo chips (one space only would be covered if doubles are rolled) Player Two takes their turn. Players continue to alternate turns Build Tic Tac Toe, three or more in a row horizontally, vertically or diagonally One point per chip and remove from board so spaces are open again Roll your partner's space and capture for 2 points per chip Play for a set period of time 9 MULTIPLICATION SCRAMBLE From "Dice Works" page 69. Roll two special 1-12 dice at a time. Multiply the factors, place the math sentence on the appropriate space on your side. If the space is already filled, then no space is filled in for that turn. First player to fill in their side is the winner. 0 - 9 10 - 19 20 - 29 30 - 39 40 - 49 50 - 59 60 - 69 70 - 79 80 - 89 90 - 99 100 - 109 110 - 119 120 - 129 130 - 139 140 - 149 0 - 9 10 - 19 20 - 29 30 - 39 40 - 49 50 - 59 60 - 69 70 - 79 80 - 89 90 - 99 100 - 109 110 - 119 120 - 129 130 - 139 140 - 149 THE BIG ROUND UP From "Dice Works" page 72. Roll two special 1-12 dice at a time. Multiply the factors and round the product to the nearest 10's place. Circle the answer on your row. If the space is already filled, then no answer is circled for that turn. First player to fill in their side is the winner. 0 10 20 30 40 50 60 70 80 90 100 110 120 130 140 0 10 20 30 40 50 60 70 80 90 100 110 120 130 140 Reach For The Top Salute Box Cars "Dice Works" Page 56 (adapted) Box Cars "All Hands On Deck" Mystery Number (adapted) Concepts: Adding to 12 Equipment: 2 Regular Dice, 1 gameboard/team Goal/Object: See which sum "reaches" the top The goal is to fill in a column (12 answers) in as few rolls as possible. A team rolls 2 dice and adds the two numbers to find a sum. They record the math sentence on their gameboard in a space above the sum. The continue to roll, add and record until one of the columns above a sum reaches the top. Variations: (1) Add or Subtract the roll and record in both locations. (2) See which team can be the first to have at least one answer for each sum (1 row) filled in. (3) Use a 0-18 Chart and use 0-9 dice Concepts: Missing Addend, Factor Equipment: Cards 0-12 (J=11 Q=12 K=0) Goal/Object: Figure Out value of the card on your head Usually 3 players with one player taking the role of "General". The General says "salute". The other two players take the card from the top of their deck and WITHOUT LOOKING AT IT place it on their forehead so everyone else can see what the card on their forehead is. The General Adds the two cards together and says "The sum of your two cards is...." The two players then use the sum and the card they can see on their opponent's forehead to try and figure out their own card. Variations: (1) Multiplication (take out 0s) (2) 4 Players (one General, 3 soldiers) (3) Red = neg integers / Black = pos integers 10
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