Box Cars and One-Eyed Jacks MATH GAMES FOR TEACHING
Transcription
Box Cars and One-Eyed Jacks MATH GAMES FOR TEACHING
Box Cars and One-Eyed Jacks MATH GAMES FOR TEACHING PLACE VALUE, OPERATIONAL FACT FLUENCY AND FRACTIONS John Felling Our Lady of the Assumption School Atlanta, GA October 2014 john@boxcarsandoneeyedjacks.com phone 1-866-342-3386 / 1-780-440-6284 fax 1-780-440-1619 boxcarsandoneeyedjacks.com BoxCarsEduc BoxcarsEducation 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. 2 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". 3 PRIMARY SUPER MUSH _________________ _________________ 4 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! 5 6 KNOCK YOURSELF OUT LEVEL: 2–6 SKILLS: adding, subtracting, probability, problem solving, multiplication, division for variation, creating outcomes charts, analyzing outcomes PLAYERS: 2 (1 vs 1) or 4 (2 vs 2) EQUIPMENT: GOAL: tray of dice (each player needs 6 dice of their own color plus 2 of their opponent’s color, and one half of the tray for their gameboard) to be the first player to remove all six of their dice from their side of the tray. GETTING STARTED: Players set up the gameboard as follows: PLAYER ONE PLAYER TWO The dice in the tray are arranged in a numeric sequence 1 – 6 and remain in that order for the entire game. Once the tray is set up, play can begin. Players alternate turns and play as follows: The two extra dice are rolled on each player’s turn. The dice may be either added for a sum OR subtracted for a difference. The answer must be a number from one to six. A player can choose which operation to perform and remove only one die per turn. The removed die must not be changed, i.e. if the die removed is the (three), it must remain a three, and it must be placed back into the third position if required during the course of the game. 7 KNOCK YOURSELF OUT If a player is unable to either add or subtract to equal any of the numbers left on their side of the tray, the player receives a STRIKE and they must CHOOSE and REPLACE any die that has been earlier removed. If there are no dice to replace, the player simply misses that turn. ROLL WARNING: Double 6’s, double 5’s and double 4’s are automatic strikes. The player will either miss a turn or put a die back if these rolls occur. EXAMPLE: Player One only Roll 1: 6 & 2 6 – 2, removes 4 5 4 3 1 2 Roll 2: 3 & 2 3 + 2, removes 5 Roll 3: 2 & 1 2 + 1, removes 3 Roll 4: 6 & 5 6 – 5, removes 1 Roll 5: 6 & 1 6 – 5 = 1, which is already out 6 + 1 = 7, which is not an option Player must now put a die back. Player chooses 1 Players continue to alternate turns rolling, analyzing, adding and subtracting combinations until one player has successfully removed all six of their dice at once. 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 10 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 11 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) 12 13 Rolls 17 X 23 X X X X X X X X X X X X Round Example 1 2 3 4 5 6 7 8 9 10 11 12 380 391 Actual Total Differences = Estimate 10 Difference Name: _______________________ Date: ________________ Multiplication Estimation – Recording Sheet 14 Rolled 30 and 12. 30÷12 = 2 R6 see pictures to right to see how to do this on a number line. 100 Board Wipe Out Level: Grade 3 and up Skills: Multi-operations ( + - x ÷ √ X2 ), Order of Operations Players: 2-3 players working together as a team Equipment: Dice Tray, pencil, recording sheet per player/team Objective/Goal: To make equations for 1-100 in fewest rolls Getting Started: Team One decides whether to roll 3, 4 or 5 dice and records the roll in the Roll 1 space on the recording sheet. Team One then creates math sentences using the numbers rolled that have the numbers 1-100 as answers. They record each math sentence on the recording sheet in the space for the answer. Each math sentence must use each number rolled. For example, if 4, 4, 2 and 6 are rolled then each math sentence must contain 4, another 4, 2 and 6. Once the team has exhausted all the possibilities for Roll 1, they can take Roll 2. At the beginning of each roll, the team can decide to roll 3, 4 or 5 dice. In other words, they don’t always have to roll the same number of dice for every roll. Example: The team rolled 4, 4, 2 and 6 and made the following math sentences, (utilizing the rules for Order of Operations where necessary - see examples with answers = 10 and = 12): 4 x 4 x 2 + 6 = 38 (6 – 4 + 4) x 2 = 12 6 – 4 + 4 x 2 = 10 42 x 4 + 6 = 70 etc In the examples, the team first rolled 4 dice and using those numbers, made equations for 30 answers before rolling a second time. For the second and third rolls, they rolled 5 dice and had written math sentences for 61 answer before the math period ended (they said they could have kept going). Variation: (1) Teams can use dice other than regular spotted dice, such as 10-sided 0-9, 12-sided 1-12, 20-sided 1-20 or 30-sided 1-30 dice. (2) Teachers may place restrictions on equations to make it more challenging such as “Every math sentence must include at least one multiplication component”. 15 100 Board Wipe Out – Recording Sheet Team Members _______________ _______________ Roll One: __________ Roll Two: __________ Roll Five: __________ Roll Six: __________ _______________ Date: __________ Roll Three: __________ Roll Seven: __________ Roll Four: __________ Roll Eight: _________ = 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 16 ROUND ONE PLAYER ONE ROUND TWO PLAYER ONE ROUND THREE ROLL ON PLACE VALUE PLAYER ONE PLAYER TWO PLAYER TWO PLAYER TWO Roll on Place Value (from Stratedice) The goal of the game is to create the largest number. Players take turns rolling a die, placing it into the tray and announcing its 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 value in that place. A third "upside down" bonus point is awarded to the player with the biggest number when the tray is turned upside down and the numbers are compared. 17 ROCK & ROLL ROLL REGULAR DICE TO BUILD PLACE VALUE AS FOLLOWS 2 DICE: TENS / ONES HUNDREDS / TENS / ONES THOUSANDS / HUNDREDS / TENS / ONES TEN THOUSANDS / THOUSANDS / HUNDREDS / TENS / ONES TEN THOUSANDS / THOUSANDS / HUNDREDS / TENS / ONES 3 DICE: 4 DICE: 5 DICE: 6 DICE: HUNDRED THOUSANDS / Roll dice, arrange for greatest possible number First to call ROCK & ROLL scores 5 POINTS All other players must freeze their dice when ROCK & ROLL is called. If a player's number is greater than the player who called ROCK & ROLL, they also get 5 POINTS ROLL NUMBER EXPANDED NUMBER 1 2 3 4 5 6 7 8 9 10 18 Batters Up! Skills: Place Value to 100 000s, Addition with Expanded Notation Equipment: Cards 0-9. Place Value System die, paper/pencil Goal: Greatest total sum after ten rounds wins Getting Started: Each player builds a number in the 100 000s with their cards Build in order from 100 000s place to 1s place (Example 230 516) Each player reads their number to the other players. One player rolls the PV System die and calls out the place value Players identify the value at that place value in their number (this is their score for the round) and record their score for that round. Example: ten thousands is rolled, 3 is in the 10 000s place, score for that round is 30 000 Play 10 rounds, (rotate roller) then total your score. BATTERS UP! Round Number Roll Value/Points/Score 1 2 3 4 5 6 7 8 9 10 Total Score = Copyright Box Cars and One Eyed Jacks Inc. 19 20 • • • • Ten Millions Millions Hundred Thousands Ten Thousands Thousands Hundreds Tens Ones My Number Use 0-9 Dice Roll and then record on sheet to build number. Compare numbers with opponent at end of round. Largest number wins. For 3 players, the between number wins (ie not largest or smallest) Randomly choose specific place value, compare with opponent. Largest number wins. Hundred Millions What's My Number Fraction Horse Race Middle Muddle Box Cars Stratedice Book page 34 (Adapted) Box Cars "Piece It Together With Fractions" page 28 Concepts: Comparing Fractions Equipment: Stratedice Tray, Chart, Fraction Pieces Goal/Object: To have the smallest fraction, have most dice in the racetrack at the end Each player has their own color of dice. Players roll 2 dice and create a proper fraction. Players build their fraction with fraction pieces (or find their fraction on the chart) and compare. Player with the SMALLEST fraction wins the round and places their dice in the "racetrack" (black grid). Losing player places their dice into the lid (clear grid). In the case of a tie or equivalent fraction, both players put their dice into the black tray. Play continues until all of the dice have been used. Player with the most dice in the black tray at the end wins. Variation: Each player rolls 3 dice and creates a mixed fraction (whole number and fraction) like 2¾. Concepts: Comparing & Ordering Fractions Equipment: Stratedice Tray / Player Goal/Object: to be the between fraction, have the most dice in the racetrack at the end. Players roll 2 dice and create a proper fraction. Players build their fraction with fraction pieces (or find their fraction on the chart) and compare. Player with the SMALLEST fraction DOES NOT WIN. Player with the LARGETS fraction DOES NOT WIN. Player with the IN-BETWEEN FRACTION WINS THE ROUND. Winner places their dice into their black tray, losers place their dice into their lids. In the case of a tie of 2 or 3 players or equivalent fractions for 2 or 3 players, all players put their dice into their lids (they all lose because no one is "between"). Play continues until all of the dice have been used. Player with the most dice in the black tray at the end wins. Variation: Each player rolls 3 dice and creates a mixed fraction (whole number and fraction) like 2¾. Rainbow Fractions Order In The Court Box Cars "Piece It Together With Fractions" page 49 Box Cars "Double Dare You" page 15 (Adapted) Concepts: Fraction Number Sense, Equivalent Fractions Equipment: Fraction Pieces (circles) Goal/Object: Find as many ways as possible of creating the whole (1) using at least two different kinds of fraction piece sizes. Players create a circle using at least two different colored fraction pieces. They then color in a circle on their page showing the different color pieces used and record the size of fraction pieces used (ie keep track of what sizes are used on the sheet). EACH "Rainbow" must be different for other "Rainbows" on the answer page. Concepts: Comparing and Ordering Fractions Equipment: 1 double regular die & gameboard per player Goal/Object: To place all 5 fractions in order in 7 or less rolls. Each player has a gameboard showing 5 places (left to right) to place fractions and 2 places for rejected fractions. Player one rolls a double die and makes a proper fraction from the roll. Player one records the fraction on their gameboard. Player two rolls their double die, makes a proper fraction and records it on their gameboard. Player one rolls again and makes another proper fraction and records it on their gameboard. Player two rolls again and records their second fraction as well. Players continue to roll and record fractions IN ORDER FROM LEAST to GREATEST on their gameboards until one player wins in even turns or both players bust. Player One 1/6 1/4 1/2 ___ 3/3 rolls 3/4 "OK" Previous Rejects = 1/5 Player Two 1/5 2/5 ___ 3/6 5/6 rolls 1/3 "Reject" Previous Rejects = 4/4 Player One wins the game, Player two can't play 1/3 between 2/5 and 3/6 (it's smaller than 2/5) 21 BASIC FRACTION HORSE RACE BASIC FRACTIONS WORK AND SCORE SHEET RECORD AND CIRCLE WHICH GAME NUMBER MY ROLLED FRACTION MY REDUCED FRACTION (if necessary) MY MY PLAYER HAS THE PARTNER'S FRACTION PARTNER'S REDUCED FRACTION LEAST FRACTION ME MY PARTNER (if necessary) 1 2 3 4 5 6 7 8 9 10 POINT TOTAL 22 ORDER IN THE COURT Reject Rolls Reject Rolls Reject Rolls Reject Rolls Reject Rolls Reject Rolls Use Double Sided Dice, 6-sided Dice, or 1-12 Dice Goal: To get as many fractions in a row as possible Roll one die at a time. (Variation: You may roll all the dice at once and race your partner to line them up) Write the fraction into the chain or put into the reject boxes. Points are awarded at the end of 7 rolls. 1 point for each fraction in the chain. Use Fraction Circles or Fraction Bars to check accuracy. Copyright Box Cars and One Eyed Jacks Inc. 23 24 One Twelfth 1/12 0.083 8% One Eleventh 1/11 0.091 9% One Tenth 1/10 0.10 10% Two Elevenths 2/11 0.182 18% Seven Twelfths 7/12 0.583 58% Ten Twelfths 10/12 0.83 83% Eleven Twelfths 11/12 0.92 92% Twelve Twelfths 12/12 1.00 100% Eleven Elevenths 11/11 1.00 100% Ten Tenths 10/10 1.00 100% Nine Ninths 9/9 1.00 100% Eight Eighths 8/8 1.00 100% Ten Elevenths 10/11 0.909 91% Nine Tenths 9/10 0.90 90% Eight Ninths 8/9 0.888 89% Nine Elevenths 9/11 0.818 82% Nine Twelfths 9/12 0.75 75% Eight Elevenths 8/11 0.727 73% Eight Twelfths 8/12 0.667 67% Seven Elevenths 7/11 0.636 64% Eight Tenths 8/10 0.80 80% Seven Ninths 7/9 0.777 78% Seven Tenths 7/10 0.70 70% Six Ninths 6/9 0.666 67% Six Tenths 6/10 0.60 60% Six Elevenths 6/11 0.545 55% Six Twelfths 6/12 0.50 50% Five Elevenths 5/11 0.454 45% Five Twelfths 5/12 0.417 42% Four Elevenths 4/11 0.364 36% Five Tenths 5/10 0.50 50% Five Ninths 5/9 0.555 56% Seven Eighths 7/8 0.875 87.5% Seven Sevenths 7/7 1.00 100% Six Sixths 6/6 1.00 100% Five Fifths 5/5 1.00 100% Four Fourths 4/4 1.00 100% Three Thirds 3/3 1.00 100 Six Sevenths 6/7 0.857 86% Five Sixths 5/6 0.833 83% Six Eighths 6/8 0.75 75% Five Sevenths 5/7 0.714 71% Four Sixths 4/6 0.666 67% Two Halves 2/2 1.00 100% Four Fifths 4/5 0.80 80% Three Fourths 3/4 0.75 75% Five Eighths 5/8 0.625 62.5% Four Sevenths 4/7 0.571 57% Three Fifths 3/5 0.60 60% Two Thirds 2/3 0.666 67% Four Eighths 4/8 0.50 50% Four Ninths 4/9 0.444 44% Four Tenths 4/10 0.40 40% Four Twelfths 4/12 0.33 33% Three Elevenths 3/11 0.273 27% Three Tenths 3/10 0.30 30% Three Twelfths 3/12 0.25 25% Two Tenths 2/10 0.20 20% Two Ninths 2/9 0.222 22% Three Eighths 3/8 0.375 37.5% Three Sevenths 3/7 0.429 43% Three Ninths 3/9 0.333 33% Two Sevenths 2/7 0.286 29% Three Sixths 3/6 0.50 50% Two Fourths 2/4 0.50 50% Two Fifths 2/5 0.40 40% Two Sixths 2/6 0.333 33% Two Eighths 2/8 0.25 25% Two Twelfths 2/12 0.166 17% One Ninth 1/9 0.111 11% One Eighth 1/8 0.125 12.5% One Seventh 1/7 0.143 14% One Sixth 1/6 0.166 17% One Fifth 1/5 0.20 20% One Fourth 1/4 0.25 25% One Third 1/3 0.333 33% One Half 1/2 0.50 50% One Whole 1/1 1.00 100% Copyright Box Cars And One-Eyed Jacks Inc. Fractions Decimals Percents Fractions “Cents” copyright 2014 Box Cars And One-Eyed Jacks Grades: Concept: Players: Equipment: Object / Goal: Grade 6 and up Converting fractions to equivalent percent or decimal, mental math, division, estimation 1 vs 1 Cards 1 to 12, Number Line 0-100, fraction/decimal/percent chart Earn points by having the most accurate answer when converting a fraction to its decimal or percent equivalent. Set Up and Play: Each player begins with a deck of about half the cards in the game. Play begins with each player turning turn over the top card of their deck at the same time. Players count out loud “1, 2, 3 point”. While they are counting, they are mentally arranging the cards into a “Proper Fraction (numerator/top smaller than or equal to denominator/bottom), and calculating the percent equivalent. When they say “point” each player places one finger on the number line at the percent equivalent they think is correct (it is possible for both players to be on the same point) and says what their answer is. They check their accuracy by referring to the Fraction/Decimal/Percent chart or by using a calculator to divide the numerator by the denominator. If a player is exactly correct, they collect the cards from that round and place them into their point pile. In the case of a tie both players place the card they turned over into their point pile. If neither player is exactly correct, the player closest to the correct answer wins the round and places the cards into their point pile. Example: Player One turned over a 5 and Player Two turned over an 8. When they said “point” Player One pointed to 63 and said “five eighths of 100 is 63”. Player Two pointed to 65 and said “five eighths of 100 is 65. 5 divided by 8 is 62.5. Player One was the closest and wins, placing both cards into their point pile. Variation: 1. The number line is considered “1”. Players say the decimal equivalent when they voice their answer. In the example, Player One would have pointed to 63 and said “Five eighths of one is 0.63”. Player Two would have pointed to 65 and voiced “Five eighths of one is 0.65”. Exact answer is 0.625, Player One wins. 2. The number line is considered 100%. Players say the percent equivalent when they Voice their answer. In the example, Player One would have pointed to 63 and said “Five eighths of 100% is 63%.” Player Two would have pointed to 65 and voiced “Five eighths of 100% is 65%.””. Exact answer is 62.5%, Player One wins. Round Fraction Equivalent Example 5 8 62.5 Player 1 Player 2 63 65 Observations / Comments Both of us were close! 1 2 3 4 5 6 7 8 9 25 Balanced Equations © Box Cars And One-Eyed Jacks Inc. Concepts: Problem Solving, Linear Equations Equipment: Two 3-in-a-Cube Dice / Game Goal/Object: Be the first player to create a balanced equation. A player shakes both 3-in-a-Cube dice and places them on the table so all players can see them. Each player (or team of two - if that is the way the teacher has set them up) races to create a balanced equation with the numbers from one die on one side of the equation and the numbers from the other die on the other side of the equation. A player says "Balanced" when they have a balanced equation. Other players verify the "Balanced" player's equation. If correct, that player earns a point. In the case of a tie, if both players have a balanced equation (they could be different but still correct) they both earn a point The player with the most points at the end of the time wins. All players record all the winning answers for each round. Example: 3, 2, and 6 as well as 1, 2, and 5 2 3 - 6 = 5 - (1 x 2) OR 6 - 2 + 3 = 1 x 5 + 2 Betweeners (Traditional) 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 Each player shakes their own 3inCube die and secretly look 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) Three addend addition. The between sum (add all 3 numbers) wins. (2) Use 12-sided die on a ruler, 30-sided die on a yardstick, 10s 1's on a meter stick (1-100) Variation of Betweeners From Math Attack © Box Cars And One-Eyed Jacks (unpublished) 26 TIC TAC OH NO! Box Cars And One-Eyed Jacks 2014 © 6 (1,6) (2,6) (3,6) (4,6) (5,6) (6,6) 5 (1,5) (2,5) (3,5) (4,5) (5,5) (6,5) 4 (1,4) (2,4) (3,4) (4,4) (5,4) (6,4) 3 (1,3) (2,3) (3,3) (4,3) (5,3) (6,3) 2 (1,2) (2,2) (3,2) (4,2) (5,2) (6,2) 1 (1,1) (2,1) (3,1) (4,1) (5,1) (6,1) 5 6 Y Use The Clear Lid X 1 2 Dice are placed on the X and Y to the right to verify which will represent the X coordinate and Y coordinate 3 4 (X,Y) Roll 2 dice Place "Y" coordinate into clear lid. "X" goes back into pile. Game ends when one player has less than 2 dice remaining. st If you land on a space already occupied, pull out the 1 die and discard into black tray. Put your "Y" in clear lid in its place. Scoring dice in play = 1 point each. Dice in Tic Tac Toes also count 2 points each. 27 TIC TAC OH NO! Player One Type of Tic Tac Toe Game ________ Game ________ Score 1 2 3 4 5 6 7 8 Total Dice (1 point/die) Total Score Player Two Type of Tic Tac Toe Score 1 2 3 4 5 6 7 8 Total Dice (1 point/die) Total Score 28 COMMIT AND CAPTURE 1. X 2. + ( - ) - ÷ X = = 2 3. - 4. + 5. X X - = ÷ X = ( + ) ( - 3 = - )] = 6. [ 7. ÷ + X = 8. ÷ X - = X Quick Version: Teams of two competing against other teams of two. Each team has their own gameboard, there can be a variety of dice to use or just use standard 6-sided dice. Teams take turns choosing a die and rolling it. They must fill in an open space of the math sentence with the number they rolled. Teams fill in one math sentence at a time. When the sentence is complete for both teams, the team with the greatest value as an answer wins the round. Quicker Version: Played the same as above but the roll that one team makes must be used by both teams. There is a possibility for a lot of ties with this method. Most Math Version: Played the same as Quicker Version except each team may place the roll on any open space on any math sentence. Scoring is not performed until the entire sheet has been filled in. Thought Provokers: 1. Since it is possible for negative answers who wins when the outcome is -34 for one team and +19 for the other team (-34 has a greater absolute value compared to +19)? 2. What about playing for the smallest possible value? 3. What about playing for the middle value in a game of 3 teams? 29 What's My Number Salute Box Cars "All Hands On Deck" Mystery Number (adapted) Concepts: Place Value to 100,000.000s Equipment: One 0-9 die and gameboard Goal/Object: build largest number Players take turns rolling a 0-9 die. All players use the number rolled and record it on their gameboard (or blank paper with 9 dashes). Players continue to take turns rolling the die with all players recording each roll in such a way that they build the largest number they can (their numbers will likely be different as each player may record their rolled number in a place different than the other players). Once all of the spaces have been filled in (after 9 rounds), the players compare their numbers. The player with the largest number wins the round. Variations: (1) Roll the die 9 times quickly to create a target number. Players then play the normal way but try to create a number closest to the target number. (2) Three players but trying to create the “between” value ie between other two players 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 From: All Hands On Deck - Family Edition Balanced Equations © Box Cars And One-Eyed Jacks Inc. Concepts: Problem Solving, Linear Equations Equipment: Two 3-in-a-Cube Dice / Game Goal/Object: Be the first player to create a balanced equation. A player shakes both 3-in-a-Cube dice and places them on the table so all players can see them. Each player (or team of two - if that is the way the teacher has set them up) races to create a balanced equation with the numbers from one die on one side of the equation and the numbers from the other die on the other side of the equation. A player says "Balanced" when they have a balanced equation. Other players verify the "Balanced" player's equation. If correct, that player earns a point. In the case of a tie, if both players have a balanced equation (they could be different but still correct) they both earn a point. The player with the most points at the end of the time wins. All players record all the winning answers for each round. Example: 3, 2, and 6 as well as 1, 2, and 5 2 3 - 6 = 5 - (1 x 2) OR 6 - 2 + 3 = 1 x 5 + 2 Throw an Equation Concepts: Solving Linear Equations Equipment: Solve for X dice, Exponent Dice and various other dice. Goal/Object: Create an equation that you can solve that is hard for your opponent to solve. Two teams of 2 players each. Each team selects some dice (number, operation, and either Solve for X or Exponent dice). The team then rolls the dice and using the ALL the items rolled, create a linear equation and solve it. Meanwhile, the other team chooses their own dice, creates their own sentence with their roll and solves their own equation. Once each team has solved their own equation, they make a new copy of the equation (unsolved) on a separate piece of paper. On "go", teams hand their equation to the other team. Teams race to solve the other team's equation first. Variation of game in Radical Math © Box Cars And One-Eyed Jacks (unpublished) 30 Rolling 6's copyright 2013 Box Cars And One-Eyed Jacks Grades: Concept: Players: Equipment: Object / Goal: Kindergarten or greater (best fit is grade 6 and higher) Comparing Theoretical and Experimental Probability 2 to 3 players working together Dice Tray with 36 dice, Chart (or blank paper) and pencil To predict number of 6's rolled each round. Set Up and Play: Players start out with 36 dice and predict how many of the dice will end up as 6 once they have been "rolled" by mixing them. They write their prediction for that round on their chart. Players then mix the dice (super mush). The dice that show 6 are counted. The score is recorded next to the prediction and then the dice are placed into the tray. The players now predict how many of the REMAINING dice will show 6 in the next round of rolling. The prediction for the next round is recorded, then the dice are mixed (super mush). The dice that show 6 are counted. The score is recorded next to the prediction and then the dice are placed into the tray. The sequence of predicting 6's for the remaining dice, writing the prediction, mixing the dice, counting 6's, recording the score and placing the dice into the tray continues until all the dice are in the tray. Variation: 1. The players build a graph each round by lining the dice up (similar to a bar graph). The graph builds as each round is completed. Thought Provokers: 1. How did you figure out your prediction before each roll? 2. Do you think it matters if you rolled each die individually for a round as opposed to "mixing" using a super mush? Why do you think that? Players: ____________________ ____________________ ____________________ Round Prediction Actual Difference Observations / Comments 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 31 Salute Sweet 16 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) (2) 4 Players (one General, 3 soldiers) (3) Red = neg integers / Black = pos integers Concepts: Mixed Operations, Order of Operations Equipment: 1x1-30 die, Cards 0-12 (J=11 Q=12 K=0) Goal/Object: Remove all your cards 1st Each player makes a grid of 4 cards by 4 cards. One player rolls a 30-sided die to identify a target answer that both players must try to get. Each player takes turns creating math sentences that equal the target answer, using cards in their own grids. Players can add, subtract, multiply, divide, and use square roots or exponents. Players may use a few as 2 cards and as many as 5 cards per math sentence. First player to completely remove all their cards (in equal turns). If neither player can remove all their cards, then the player with the fewest cards left wins. From: Math Attack Flippin' Out Box Cars series "Deca Dice" page 86 Concepts: Rounding, Probability Equipment: Cards 0-9, 00-90 die, 2 Bingo Chips and gameboard Goal/Object: To be the closest to the target number and to have the most cards in their point pile. Each player turns over 2 cards and arranges them to make their number. They round their numbers to the nearest 10's place and place their own bingo chip on the 10's place they rounded to. After the bingo chips are placed, one player rolls the decade (00-90) die to get their target and places the die on the 10's place target. Whomever has their bingo chip closest to the target die, wins all the cards and places them into their point pile. If there is a tie, both players keep their own cards. Example: Player one's cards are 4 and 7 makes 47 (could have made 74). Player two's cards are 9 and 3 makes 39 (could have made 93). Player one rounds to 50 player two rounds to 40. The decade die was rolled and showed 30. Player two was closest. Player two wins all 4 cards. Thought Provoker: What would have happened if one or both players chose to go with their other possibility and the decade die still rolled 30? 32