Fun sorting activities

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
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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
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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.
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• 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.
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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.
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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,
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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
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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:
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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.
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MATH MATTERS • GRANDMA’S BUTTON BOX • PRINTABLE PAGE 4 • WWW.KANEPRESS.COM
PURPLE
GREEN
BLUE
GREEN
BLUE
PURPLE
PURPLE
GREEN
BLUE
GREEN
PURPLE
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BLUE
BLUE
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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
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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?
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• 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.
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