Box Cars and One-Eyed Jacks K-3 MATH JOURNAL GAMES JANE FELLING MATH IN THE MOUNTAINS August 2016 [email protected] phone 1-866-342-3386 / 1-780-440-6284 fax 1-780-440-1619 boxcarsandoneeyedjacks.com BoxCarsEduc BoxcarsEducation Standards for Mathematical Practice COMMON CORE STATE STANDARDS for MATHEMATICS 1. Make sense of problems and persevere in solving them. 2. Reason abstractly and quantitatively. 3. Construct viable arguments and critique the reasoning of others. 4. Model with mathematics. 5. Use appropriate tools strategically. 6. Attend to precision. 7. Look for and make use of structure. 8. Look for and express regularity in repeated reasoning. Why Games are an Excellent Way to Connect Mathematical Content to Mathematical Practice: Students are engaged with subject matter. Students must communicate their thinking with other players. Students use flexibility in operations during play. Students analyze their own choices and those of their opponents. Students reason inductively using the generated data in play. Students must record their mathematical expressions. Box Cars and One-Eyed Jacks, 2012 2 Games & Strategies in Your Classroom 1. To Teach or Introduce Concepts, Develop Math Vocabulary 2. Provide Starting Point for Planning Differentiated Instruction, Guided Math 3. Quick Math Warm Ups / Practice & Review Concepts 4. Assessment Opportunities 5. Linking and Revisiting Concepts for Review, Practice and Assessment 6. Cross-Graded Groupings – Kids Teaching Kids – Peer & CrossGraded Support 7. After School Programs 8. Math Back Packs / Family Math / Home Connections 9. Centers / Inside Days / Full Moon Fridays 10.Math Clubs / Inventing Games MATH GAMES = POWERFUL TEACHING STRATEGY 3 Teaching Tips from Box Cars And One-Eyed Jacks Box Cars And One-Eyed Jacks Inc. Organizing Your Cards & Card Management Use three large buckets (1 gallon or 4 liter each}. Gather a lot of decks of cards. Approximately 1 deck per student but 1 deck per 3 students is a good start (purchase, donated, brought from home}. The joke "not playing with a full deck" applies here. We don't play with full decks as it's not important to the math of the games. Full decks are not necessary when organizing the cards, and not worrying about full decks speeds getting cards out and putting them away (as seen below) at the beginning and end of classes. In the first bucket, put your low cards. For example, John likes to put his 1's, 2's, 3's, 4's and 5's. The cards match the fingers on the hand, keeps sums to 10, products to 25, denominators to 1/5s. On the other hand, Jane likes to have 1's through 6's as this allows matching the cards to a typical 6-sided die. This also allows sums to 12, products to 36 and fraction denominators to 1/6s. The key here is that as teacher, decide what cards go into your buckets based on your classroom routines. In the second bucket, put the rest of your single-digit cards. John - 6's, 7's, 8's, 9's, and 0's (Kings for 0 if using a regular deck). Jane - 7's, 8's, 9's, and 0's (Kings for 0 if using a regular deck). The cards in this bucket along with cards in the first bucket allow for Place Value (0-9 digits), sums to 18, products to 81 and fraction denominators to 1/9s. In the last bucket, put everything else- 10's 11's 12s (Jacks for 11, Queens for 12 if using regular decks) and any wild cards or jokers . GETTING CARDS OUT Once a teacher has identified a game and shown how to play,the students are told to get a "small" or "big" handful of cards from either a specific bucket or buckets SHUFFLING AND DEALING Cards are "mushed up" and quickly separated into as many groups as players (typically 2 for 2 players, 3 for 3 players). The player Mushing the cards is the last to pick a pile (piles do not have to be exactly equal. If "winning" is important, the winner is whoever has the most cards in their "point pile" at the end}. CLEANING UP Players quickly place the cards into 3 piles. First pile has 1s 2s 3s 4s and 5s. Second pile has 6s 7s 8s 9s and 0s. Last pile has 10s 11s 12s Wild Cards,Jokers,etc. The piles are then placed into their corresponding bucket Organizing Your Dominoes & Dominoes Management A typical class will need a minimum of one set of dominoes for every two students (about 12 sets). If feasible , 1 set per student is even better. First and Foremost Use Dominoes of Different COLORS! This makes it easier to determine each student's or group's set while playing and when putting dominoes away. If you already have sets of the same color, get an adult (parent?) volunteer with 6 colors of permanent spray paint. The adult volunteer takes one set, lays them face-down on newspaper (outside or other well-ventilated area) and sprays the back of the set all one color (for example "green"). The volunteer then takes the other sets and repeats the same process but with a different color for each set until the first 6 sets are done. The volunteer continues to do sets of 6 in this way until the entire collection of dominoes has been done. Keep the dominoes in their sets inside easily opened and closed see-through containers such as Mesh Bags, Traveling Soap containers, heavy duty sandwich sized freezer bags etc. 4 For each week that the students are using the Dominoes, have the students make sure they have a complete set by using their set to fill in the Dominoes Outcomes Chart (page 78 in Domino Games - Connecting The Dots, page 77 in Domino Games - Linking The Learning). When students are done using the dominoes for the class, have them make stacks of 4 dominoes (a complete set of 28 double-6 dominoes will have 7 stacks). If they have a complete set, they put the dominoes into the container and then put the container away. If a set is missing a domino, it is important that the teacher knows so it can either be found or, if all else fails, the container for the set is marked as "incomplete" until a replacement can be found. Younger students may find it easier to put them into stacks of 2 (14 stacks for a complete set). Organizing Your Dice & Dice Management Keep dice that are the same together in one container (for example 0-9 dice in one containe r, + and - dice in another container, 1-12 dice Iin a third container, etc.). See-through re-sealable Tupperware containers or heavy duty mid-sized freezer bags work well. One student per group or game gets the dice for the game and returns the dice at the end of the game. Have the students roll the dice into their hands! Roll their dice into the "Hockey Net", "Soccer Goal", "Dug out" etc. In other words the dice rolled by one hand and are blocked from going too far by the other hand. Another effective example is to have the students roll the dice with both hands, "trap" the dice in both hands and then "hide" the dice as they fall the 2 cms from their hands onto the playing surface. The roll is "revealed" when they remove their hands from over the dice. For noisy dice -roll on somethi ng " soft" Fun Foam, Felt liners or pads, table setting mats etc all work well. In a pinch, have the students roll on 5-10 sheets of paper stacked on top of each other. The stacked paper muffles a lot of the sound. Organizing & Managing Your Dice Trays (36 dice in a tray) When taking the dice out of the tray. Remove the tray from the bag, turn the tray upside-down (black on top) and take the black tray off of the clear lid (the dice remain in the lid). The dice are now easily "poured out" of the lid onto the playing surface. Play on the floor when possible. The dice don't "fall off' the floor and most students enjoy the experience of playing on the floor as it gives them room to "spread out". Have the students roll the dice into their hands! Roll their dice into the "Hockey Net", "Soccer Goal", "Dug Out" etc. In other words the dice rolled by one hand and are blocked from going too far by the other hand. Another effective example is to have the students roll the dice with both hands, "trap" the dice in both hands and then "hide" the dice as they fall the 2 cms from their hands onto the playing surface . The roll is "revealed" when they remove their hands from over the dice. For noisy dice - roll on something "soft". Fun Foam, Felt liners or pads, table setting mats etc all work well. In a pinch, have the students roll on 5-10 sheets of paper stacked on top of each other. The stacked paper muffles a lot of the sound. When putting the dice back into the trays at the end of a class have the students start with the lid, using one hand to "separate" one half of the lid from the other. The students take all of ONE COLOR of the dice and pour them into ONE HALF of the lid. They spread the dice into the half, "patting down" the dice so the dice are flat and in place. Then all of the dice of the OTHER COLOR are poured into the other half of the lid. Again, the students "pat down" the dice so the dice are flat and in place. The black tray is then fitted on to the top of the dice in the lid. The tray is now complete and can be slipped back into the ziplock bag. Use rubber bands to separate parts of the tray. This is useful when using the trays for place value and you want to limit size to less than 100,000 or you want to have a "decimal place". 5 Group 4 Group 3 Group Group 1 First Meeting Second Meeting Tuesday Whole Group Monday Tuesday Small Group Lessons Wednesday Wednesday Whole Group PIan Group 4 Members ________________________________________ Group 3 Members ________________________________________ Group 2 Members ________________________________________ Group 1 Members ________________________________________ Thur sda y Thursday Whole Group Friday Week ______________________ Concept ____________________________________________ Maintain________________ 6 By: 7 Table of Contents GAME NUMBER GAME NAME CONCEPTS COVERED 8 Math Glossary WORD MEANING OR EXAMPLE 9 Game Number: Title: Players: Skills: Equipment: How to Play: Goal: 10 MATH JOURNAL PROMPTS AT THE BEGINNING.... FIRST THEN.... AFTER THAT... NEXT.... FINALLY LAST AT THE END 11 –Noodling (note taking + doodling = noodling) (aka Sketch Noting, Visual Notes, etc.) What do you need in your math icon library? PRIMARY NOODLING DICE CARDS DOMINOES ADD SUBTRACT NUMBER LINE TAKE TURNS PLAYERS SUPER MUSH MATH TALK MATH THINKING GOAL PLACE VALUE RULE TWIST BONEYARD 12 PATTERN PUT AWAY LEVEL: 3–8 SKILLS: developing and describing patterns, pre-algebra, operations PLAYERS: 2 (cooperative team) EQUIPMENT: GOAL: 36 dice, tray, recording sheet to create mathematical patterns using all 36 dice GETTING STARTED: In this activity, students will work in pairs to fill up their trays with patterns. Students can set their dice to any number and use any combination of number and color to create their patterns. As students discuss and plan their patterns they can slot their dice into the slots of the tray to begin arranging their ideas. This activity generates a lot of opportunity for discussion, planning, and playing with patterns. The following is an example and description of a primary pattern. The initial description is fairly basic, but as the student analyzed it more deeply, they noticed that by creating a diagonal pattern, they created others. In discussion, it was noted: “I see 1 through 6 on all 4 sides, flipped and reversed” “I can add diagonally like 1+1+1+1+1+1= 6 2 + 2 + 2 + 2 + 2 = 10 3 + 3 + 3 + 3 = 12” This led to an exploration of multiples and introducing multiplication: 6 x 1, 5 x 2, 4 x 3. This sample is from a 7 year old, beginning of grade 2. ©Box Cars and One-Eyed Jacks 13 PATTERN PUT AWAY RECORDING SHEET Partners Names: The name for our pattern is: The way we would describe our pattern is: We think our pattern is interesting because: ©Box Cars and One-Eyed Jacks 14 Doubles 1+1=2 Goal Post Double (one finger each hand - goalposts like a referee) 2+2=4 Bunny Ears Double (two fingers up by the head like bunny ears) 3+3=6 Dentist Double (Kids Lose a lot of front teeth around 6 years old) 4+4=8 Spider / Octopus Double (Spiders and Octopuses have 8 Legs) 5 + 5 = 10 Ten Tickly Fingers 6 + 6 = 12 Box Cars (Rolling double 6’s with dice known as Box Cars) After the students know their first 6 doubles then tackle the rest 7 + 7 = 14 Valentine’s (February 14 is Valentine’s Day) 8 + 8 = 16 Driver’s Double (Age when most kids can get their license to drive) 9 + 9 = 18 Adult Double (Old enough to vote – considered an adult) 15 Adding and Subtracting Strategies With Cards and Dice 1. Adding with Cards • • • • • Counting on >Addend / bracelets on the left Fun Foam Mats Making tens / missing part +9 visual / -9 extension with manipulatives 2. Subtracting with Cards • Concrete • Counting back • Missing part / fact families 3. Adding with Dice • Squeezing out the greatest addend "birthday" • Belly button dice / double regular • Identify > • Identify>and name number • Identify>and count on from>to get the sum 4. Doubles • Master the doubles • Nicknames, knocking the doubles out • Doubles +1, +2, -1, -2 16 SALUTE Box Cars "All Hands On Deck" Mystery Number (adapted) 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) 4 Players (one General, 3 soldiers) Red = neg integers / Black = pos integers ©Box Cars and One-Eyed Jacks 17 HORSE RACE - PRIMARY ADDITION LEVEL: K-2 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! 18 HORSE RACE STRATEDICE PLAYER ONE PLAYER TWO ____ + ____ = ___ ____ + ____ = ___ ____ + ____ = ___ ____ + ____ = ___ ____ + ____ = ___ ____ + ____ = ___ ____ + ____ = ___ ____ + ____ = ___ ____ + ____ = ___ ____ + ____ = ___ ____ + ____ = ___ ____ + ____ = ___ ____ + ____ = ___ ____ + ____ = ___ ____ + ____ = ___ ____ + ____ = ___ ____ + ____ = ___ ____ + ____ = ___ 19 WARP 18 LEVEL: K-3 SKILLS : adding to 18 with three addends , fact families , associative property of addition, working with patterns PLAYERS: 2 (1 vs EQUIPMENT: 1) tray of dice (each player needs 18 of their own color), gameboard GOAL: to have the most dice in the "racetrack" at the end of the game GETTING STARTED : MATH TALK Introduce the associative property of addition, which states:"the sum stays the same when the grouping of addends is changed" (6 + 4) + 2 - 10 + 2 = 12 6 + (4 + 2) - 6 + 6 = 12 Each player takes 18 dice of one color and picks a side of the dice tray to be their "racetrack". Each player picks up three dice, rolls, and calculates their sum. The player with the greatest sum puts their dice into their side of the racetrack , and the player with the least sum tosses their dice into the lid. Both players verbalize their sums and the winner verbalizes : MATH TALK "15 is a greater sum than 12." More importantly, we have students move their dice and set them how their brain put it together . Players each pick up three more dice, roll and compare their next sums. In the event of a TIE or EQUAL SUM both players put their three dice into their side of the tray . Play continues until both players' 18 dice have been rolled out. The player with the most dice on their side of the "racetrack" wins . 20 21 What Time Is It, Mr. Wolf? LEVEL: Kindergarten – Grade 2 SKILLS: Telling time to the hour, addition PLAYERS: 2 or more EQUIPMENT: 2 dice, paper and pencil GETTING STARTED: Each player needs their own clock with the “o'clock” (minute) hand drawn in at 12. Player one rolls the dice and adds them together, then uses the result to fill in a time on their clock. For example, a roll of 3 and 5 lets a player fill in 8:00 on their clock. Players alternate rolling and filling in times on their clocks until only 1:00 remains. Once only 1:00 is left, a player may roll a single die and try to roll a 1. The first player to complete their clock is the winner. VARIATION: The minute hand can be drawn to quarter-past, half-past, or quarter-to the hour. 22 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 GRAPHICALLY SPEAKING 23 24 two 2 one 1 3 three 4 four 5 five 6 six 7 seven 8 eight Box Cars & One-Eyed Jacks inc. 9 nine 10 ten 11 eleven 12 twelve PRIMARY SUPER MUSH LEVEL: K–2 SKILLS: fact fluency, addition facts to 12, number patterns PLAYERS: 2 (cooperative team) EQUIPMENT: GOAL: 1 tray, recording sheet to fill up the tray with 36 dice matching the selected fact family GETTING STARTED: The teacher selects a fact family for teams to work on: Simple Sixes Successful Sevens Easy Eights Nifty Nines Terrific Tens Enormous Elevens Tremendous Twelves All dice are removed from the tray and “super mushed” – i.e. scrambled all together and rolled for about 20 – 30 seconds. The teacher calls stop and the dice are then set for the activity. Together both players now hunt for combinations of dice that match the set fact family and place them into the tray. EXAMPLE: Round of Easy Eights: 25 PRIMARY SUPER MUSH _________________ _________________ 26 What's Under My Thumb? Copyright Box Cars and One-Eyed Jacks 2013 Level: Grades K-3 Concepts: Missing Addend, Subtraction, Counting On or Back Players: 1 vs 1 Equipment: Stratedice Tray, One Game board, pencil Goal: To figure out the number under the other player's finger. Setting Up: Each player has their own color dice. Player One turns their back to Player Two and secretly rolls two of Player Two's dice (rolled 5 and 1, covered the 1 with a finger), adds the two dice together to get the sum of 6. Player One then turns back around so Player Two can see the 5 and the other covered die (1). Player One then says "Six is my sum! What's under my thumb?" Player Two figures out that 1 added to 5 equals 6 and says "ONE". Player Two records the 5 on the line for one addend, records the 1 in the box for the missing addend and records the sum (6) into the sum location. Since player Two was correct, Player Two places both dice into their side of the Black Tray. Players continue to alternate turns secretly rolling two of the other player's dice, adding them and saying the rhyme. If players say the correct missing addend, they get to put their dice into the Black Tray. If they are incorrect, they place their dice into the clear lid. The player with the most dice in the Black Tray at the end of 9 rounds wins the game. Example: Player One rolled 1 and 5 and covered the 1 and said "Six is my sum! What's under my thumb?" Player Two filled in the 5 + 1 = 6 on the paper and said "ONE". Since Player Two was correct, they placed their dice into the Black Tray. (incorrect answers go in lid) Player One Player Two ____ + ____ = ____ + ____ = ____ + ____ = ____ + ____ = ____ + ____ = ____ + ____ = ____ + ____ = ____ + ____ = ____ + ____ = ____ + ____ = ____ + ____ = ____ + ____ = ____ + ____ = ____ + ____ = ____ + ____ = ____ + ____ = ____ + ____ = Total Dice in Black Tray = ____ + ____ = Total Dice in Black Tray = 27 To Sum It Up LEVEL: Grade 3 and up SKILLS: Adding 3 digit numbers PLAYERS: 2 or more EQUIPMENT: 1 deck of cards Ace – 10 (Ace = 1, 10 = zero), paper and pencil GETTING STARTED: Each player draws a 3 by 3 grid as a gameboard and the cards are shuffled. Then a card is drawn and placed face up. All players write the number on the card into a space on their gameboard. Eight more cards are drawn and players fill in the rest of their gameboards. Once all nine spaces are full, players add the three numbers they've made together. The player with the greatest sum scores a point. Play to 10 points. EXAMPLE: VARIATION: The nine cards drawn, in order, are 5, 7, 4, 6, 5, 10, Ace, 3 and 9. Three players build their gameboards as follows. Player Three wins with a sum of 2,326. Player One Player Two 7 3 4 7 5 0 Player Three 7 3 5 6 5 0 6 5 1 6 4 0 + 5 =1, 9 9 1 4 9 9 5 1 7 5 + 3 =1, 7 5 0 =2, 3 2 6 + For less experienced students, you can draw six cards and make two three-digit numbers, or draw only four cards and make two two-digit numbers. 28 + = + = 29 What's the Difference? LEVEL: Grade 2 - 5 SKILLS: Subtraction of three-digit numbers PLAYERS: 2 or more EQUIPMENT: 1 deck of cards Ace – 10 (Ace = 1 and 10 = zero), 1 gameboard for each player. GETTING STARTED: Each player draws a 3 by 2 grid as a gameboard and the cards are shuffled. Then a card is drawn and placed face up. All players write the number on the card into a space on their gameboard. Five more cards are drawn and players fill in the rest of their gameboards. Once all six spaces are full, players subtract the bottom number they made from the top number. The player with the smallest difference scores a point. If the bottom number is larger than the top, they “strike out” and can't score for the round. Play to ten points. The six cards drawn, in order, are 6, Ace, 7, 4, 10 and 8. Three players build their gameboards like below. Player One strikes out, while Player Three wins with a difference of 141. EXAMPLE: Player One 6 4 0 – VARIATION: 8 7 – 4 8 Player Three 7 8 1 4 0 – 6 = 1 9 1 Strikeout! = 1 4 1 For less experienced players, draw only four cards and build two two-digit numbers. Source: All Hands on Deck for Families copyright Box Cars and One Eyed Jacks Inc. www.boxcarsandoneeyedjacks.com 1 Player Two 6 7 1 0 30 36 SLAM DUNK PLAYER ONE PLAYER TWO Each player takes 18 dice of own color. Each player rolls 2 or 3 dice, multiplies. Player with greatest product places them into their side of the tray, least product places in lid. Player with the most dice in their side of the tray at the end of the game wins. 31 Place Value Teaching Tips Games support the instruction of place value concepts with baseten manipulatives. Always sit players side by side so they are reading numbers properly; use tens bracelets, thousands bracelets, playing mats / fun foam for building place values. For cards, sort out all tens, Jacks, Queens and Kings and use cards from 0-9 only. Place Value dice come in a variety of values which you can use to build differentiation and a variety of concepts into your instruction. Use number lines: 0 - 9, 0-100, or tape ten together for a 0-1000 line. Use chunking place value strategies with regular dice or in 3in-a-cube dice. Foam mats/ Dry Erase Boards 32 NUMBER LINE STRATEGIES 1. Placing Dice, Cards or Dominoes on Number Lines (0-12), (0-20), (0-100) • Greatest / Least • Greatest / Between / Least • Benchmark Rounding Strategies Dice, dominoes or cards on Number Line Fingers down on benchmarks Round to nearest decade • Estimating Sums/Differences Using Benchmarks 2. 1000 Number Line Work • Greatest / Least • Greatest / Between / Least • Walking the Number Line • Rounding Strategies To the nearest 100 To the nearest 10 3. Relay on the Number Line 33 Rounding Recording Sheet Turn Rolled Standard Rounded To 10's Rounded to 100's example 400 , 20 , 7 427 430 400 Notes 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 © Box Cars And One Eyed Jacks 2014 34 Place Value Patterns Students typically begin pattern work in the early primary grades and it often remains a challenge throughout their elementary years. Pattern counting is an excellent way to practice place value and explore number patterns. When doing this activity with students, it is best to go through several examples, and allow for plenty of practice. To Model: Roll a decade die (00-90) and a ones (0-9) die. Example : 60 + 8 = 68 Players now verbalize a plus (+) 1 pattern 68, 69, 70, 71. Players now verbalize a minus (-) 1 pattern 68, 67, 66, 65. Players now verbalize a plus (+) 2 pattern 68, 70, 72, 74. Players now verbalize a plus (+) 10 pattern 68, 78, 88, 98. Players now verbalize a plus (+) 5 pattern 68, 73, 78, 83. Any additional numeric patterns can be introduced once the students are ready. Using a hundreds board with this activity may be beneficial as students will begin to see and understand the patterns that appear. This will extend into addition and subtraction strategies once 2-digit concepts are introduced. Once players have mastered these patterns, more complex scenarios can be introduced and practiced. Roll a hundreds die (000-900), decade die (00-90) and a ones (0-9) die. Example 300 + 20 + 4 = 324 Players now verbalize a plus (+) 1 pattern 324, 325, 326, 327. Players now verbalize a plus (+) 10 pattern 324, 334, 344, 354. Players now verbalize a minus (-) 10 pattern 324, 314, 304, 294. Players now verbalize a plus (+) 50 pattern 324, 374, 424, 474. Players now verbalize a minus (-) 50 pattern 324, 274, 224, 174. The bonus to students rolling dice is that combinations will come up where they must make logical predictions and expand their knowledge of number sense. These place value activities can be explored using decimal dice as well. Teaching Tip: Players can record all of their patterns for future practice. 35 10’s AND 1’s HORSE RACE PLAYER ONE TENS ONES FILL ME IN FIRST BOTH PLAYERS TENS ONES PLAYER TWO TENS ONES FILL ME IN FIRST 36 100’s, 10’s AND 1’s HORSE RACE PLAYER ONE HUNDREDS TENS PLAYER TWO ONES HUNDREDS TENS ONES 37 ROLL ON PLACE VALUE – PRIMARY ROLLS ROUND ONE PLAYER ONE ROUND TWO PLAYER ONE ROUND THREE HUNDREDS PLAYER ONE TENS STANDARD FORM ONES HUNDREDS TENS ONES PLAYER TWO PLAYER TWO PLAYER TWO 38 ROLL ON PLACE VALUE RECORDING SHEET My Name ROUND # My Partner's Name MY NUMBER >=< MY PARTNER'S NUMBER 39 SUPER SIX SHOWDOWN LEVEL: 2 up SKILLS: identifying 100's and 10's and 1's, greatest/least, probability PLAYERS: 2 (1 vs 1) EQUIPMENT: GOAL: tray of dice (each player needs 18 of their own color), gameboard to build greater numbers than your opponent in each of your six rows/rounds GETTING STARTED: Each player selects their own color of dice and removes all 18 from the tray. Player One begins by rolling a die and placing it into any row on their side of the tray. Player Two then rolls a die, and places it into any place on their side of a tray. *Players can place any roll into any space on their side of the tray throughout the game, it does not have to be played out one row at a time. Players continue to alternate turns, building hundreds-place numbers in all six rows on their side of the tray. When all 36 dice have been rolled out, players compare the numbers they have built. The player with the largest number in each row scores a point for that row. Players may wish to place markers on their side beside winning rows to keep track of points. In the event that the numbers are equal, both players score a point. The player with the most points at the end of the game wins! If players are tied for points, the player who builds the biggest number wins. EXAMPLE: Students can record these math sentences in their journals 661 > 253, Player One scores Row 1 652 = 652, Both players score Row 2 242 < 544, Player Two scores Row 3 253 < 643, Player Two scores Row 4 152 < 452, Player Two scores Row 5 122 < 322, Player Two scores Row 6 Player Two wins, 5 points to 2. 40 Betweeners Roll Least Between Greatest 1 2 3 4 5 6 7 8 9 10 1. Three players, each need the same type of dice. 2. Each player rolls their dice. 3. Players arrange the three numbers: Least, Between, Greatest. 4. Between WINS the round and scores one point 5. Record the rolls. 6. In the event of a tie, no points are awarded. 41 Star 99 / Two Digit Scramble 00 - 09 __________ 00 - 09 __________ 10 - 19 __________ 10 - 19 __________ 20 - 29 __________ 20 - 29 __________ 30 - 39 __________ 30 - 39 __________ 40 - 49 __________ 40 - 49 __________ 50 - 59 __________ 50 - 59 __________ 60 - 69 __________ 60 - 69 __________ 70 - 79 __________ 70 - 79 __________ 80 - 89 __________ 80 - 89 __________ 90 - 99 __________ 90 - 99 __________ Fill in Frenzy / Three Digit Scramble 000 - 099 __________ 000 - 099 __________ 100 - 199 __________ 100 - 199 __________ 200 - 299 __________ 200 - 299 __________ 300 - 399 __________ 300 - 399 __________ 400 - 499 __________ 400 - 499 __________ 500 - 599 __________ 500 - 599 __________ 600 - 699 __________ 600 - 699 __________ 700 - 799 __________ 700 - 799 __________ 800 - 899 __________ 800 - 899 __________ 900 - 999 __________ 900 - 999 __________ Draw 2 (or 3) cards or roll 2 (or 3) place value dice to make a two (or three) digit number. Player can choose how to set their number and then write the number in the appropriate space on gameboard. If a player cannot use their roll, it counts as a strike and play moves to the next player. The first player to fill all 10 spaces is the winner. 42 ROCK AND ROLL LEVEL: 3-6 SKILLS: comparing place value, expanding numbers PLAYERS: 2 – 4 (1 player as referee) EQUIPMENT: GOAL: 2 – 6 dice per player (# of dice determines size of number), recording sheet to be the first player to order their dice and to create the greatest number possible GETTING STARTED: The referee calls players to “Rock and Roll”. All players shake their dice and hide the roll with their hands until the referee calls “Reveal”. Players then begin arranging their dice to make the largest number possible. The first player to finish calls out “Rock and Roll”. All other players must immediately freeze their work in their current order and pull their hands off their dice. The first player verbalizes their number to the other players. If the first player to finish has correctly ordered and read their number, they earn 5 points. If they are also the largest number of the group they earn another 5 points for a total of 10 points. All other players earn zero. If any player in the group has a number greater than the first to call “Rock and Roll” they earn 5 points for the round as well. MATH TALK Don’t let students use AND when reading their numbers. AND is the decimal. EXAMPLE: Playing to ten thousands ROLL: ARRANGE: 5 READ: 5 , 4 2 1 Fifty-five thousand, four hundred twenty-one 43 ROCK AND ROLL VARIATIONS: 1. Students play for the least possible number. 2. Students play on the decimal game sheet. 3. Arrange and write all your numbers in ascending order. MATH JOURNAL WORK AND EXTENSIONS: 1. Why is it important to see place value represented in many different ways? 2. What is the largest possible number that can be rolled? The least? How close were you on any roll to either of these possibilities? 3. What strategy did you use to tell which number is greatest in the round? Do you use the same strategy when the numbers are very close? 4. This game is excellent for teaching expanded notation. After each round have players slot their dice into the black tray on top of the Stratedice place value chart. This provides the language for the students. After the dice are slotted in, have players expand them out as follows: <<SAMPLE>> The blank spaces in the trays represent zeroes. Students can put their fingers right into the empty slots. From this physical expanding of the number we then have students record on their math journal recording sheet. 44 ROCK AND ROLL RECORDING SHEET ROLL NUMBER EXPANDED NUMBER 1 2 3 4 5 6 7 8 9 10 11 12 13 14 45 ROUND ONE PLAYER ONE ROUND TWO PLAYER ONE ROUND THREE PLAYER ONE ONES TENS HUNDREDS THOUSANDS TEN THOUSANDS HUNDRED THOUSANDS ROLL ON PLACE VALUE PLAYER TWO PLAYER TWO PLAYER TWO 46
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