MATH MATTERS • GRANDMA’S BUTTON BOX • PRINTABLE PAGE 1 • WWW.KANEPRESS.COM THAT’S ME! (BEST PLAYED WITH A SMALL GROUP) rint page 2 and cut out the game cards. Set aside the blank cards. You P should make enough copies of page 2 to give each child 1 or 2 blank cards. Shuffle the cards and place them facedown on a table. ave children sit in a circle in chairs or on the floor. Choose a child to be the H first leader LET’S PLAY • The leader draws a card and reads it. • Anyone who thinks the card describes him or her stands and says, “That’s Me!” Then everyone sits back down. • The child to the right of the first leader becomes the next leader and repeats the first two steps. Copyright © 2014 Kane Press, Inc. • Play continues until all of the cards have been used. For Fun! Have each child write one or two of their own cards to use in the game. Have them write about something they are wearing or something they like to do for fun. If needed, help children write the cards. Then add these cards to the other game cards and play the game again. See whom the new cards describe. 1 MATH MATTERS • GRANDMA’S BUTTON BOX • PRINTABLE PAGE 2 • WWW.KANEPRESS.COM Copyright © 2014 Kane Press, Inc. For use with THAT’S ME! I’M WEARING PANTS. I’M WEARING SHORTS. I’M WEARING A SKIRT. I’M WEARING SOMETHING BLUE. I’M WEARING SOMETHING GREEN. I’M WEARING SOMETHING WHITE. I’M WEARING I’M WEARING SNEAKERS. FLIP FLOPS. I LIKE TO RIDE THE BUS. I LIKE TO RIDE A BICYCLE. 2 I LIKE TO RUN. I LIKE TO RIDE IN A CAR. MATH MATTERS • GRANDMA’S BUTTON BOX • PRINTABLE PAGE 3 • WWW.KANEPRESS.COM GUESS THE RULE! (BEST FOR TWO PLAYERS) Print page 4 and cut out the game cards. layers should note that the traits, or attributes, are color (purple, blue, P green), shape (triangle, square, circle), and size (small and large). Print page 5, the Rule Keeper Chart. This chart will be used by both players. or the first half of each round, one player is the Rule Keeper and one player is F the Rule Guesser. The players change roles for the second half of the round. PLAY GUESS THE RULE The object of this game is to guess the Rule Keeper’s sorting rule using the fewest number of buttons, or cards, as clues. • Players decide who will be the first Rule Keeper. • The Rule Keeper continues to place clue cards, one at a time, on both columns of the chart. At any time, the Rule Guesser may say, “Stop!” and guess the rule. • The Rule Keeper first decides upon a sorting rule but keeps it secret from the Rule Guesser. For example, the sorting rule could be “all blue buttons” or “all square buttons.” • When the Rule Guesser correctly identifies the rule, both partners count the button cards on the Rule Keeper Chart. The number of button cards becomes the Rule Guesser’s score. Rules may include: Copyright © 2014 Kane Press, Inc. Purple Blue Green Triangle Square Circle Small Large • The Rule Keeper then places a button card that fits the rule on the Fits the Rule side of the Rule Keeper Chart and a button card that does not fit the rule on the Does Not Fit the Rule side of the chart. • Players switch roles. The new Rule Keeper chooses a sorting rule, and the new Rule Guesser uses the button cards to guess the rule. The player who uses the fewest number of buttons to guess a rule wins the round. • The Rule Guesser guesses at the rule or asks for more clues (cards). • Continue with other rules. 3 MATH MATTERS • GRANDMA’S BUTTON BOX • PRINTABLE PAGE 4 • WWW.KANEPRESS.COM PURPLE GREEN BLUE GREEN BLUE PURPLE PURPLE GREEN BLUE GREEN PURPLE 4 BLUE BLUE Copyright © 2014 Kane Press, Inc. GREEN PURPLE BLUE GREEN PURPLE For use with GUESS THE RULE and COUNT ON WITH COLORS MATH MATTERS • GRANDMA’S BUTTON BOX • PRINTABLE PAGE 5 • WWW.KANEPRESS.COM For use with GUESS THE RULE! RULE KEEPER CHART Copyright © 2014 Kane Press, Inc. FITS THE RULE DOES NOT FIT THE RULE 5 MATH MATTERS • GRANDMA’S BUTTON BOX • PRINTABLE PAGE 6 • WWW.KANEPRESS.COM COUNT ON WITH COLOR FIGURES DIAGRAM SORT Print page 4 and cut out the attribute buttons. As an alternative, you could use attribute blocks. Using two long lengths of yarn, create the two circles of a Venn diagram as shown. On pieces of paper create labels for two categories, and place the labels near the top of each circle. The labels “Purple” and “Square” are just examples. You can use any attribute of the buttons you like. PURPLE SQUARE WHERE DO THE BUTTONS GO? Copyright © 2014 Kane Press, Inc. • Take turns placing a button in a section of the diagram. The other players give “thumbs up” or “thumbs down” to show whether or not they agree with the placement, according to the button’s attributes. Discuss the placement, and change it if needed. • When you have used all the buttons that fit in the diagram, think about what buttons might belong in the middle section (In the example shown, they would be purple squares.). • Explain why you have placed certain buttons in different areas of the diagram. • Choose different labels for the diagram and repeat the activity. 6
© Copyright 2026 Paperzz