COUNT TO 20 - Math Inspirations
Transcription
COUNT TO 20 - Math Inspirations
Hands on Math A collection of incredibly awesome math games Edited by Emily Dyke and Joe Dyke “A mind is not a vessel to be filled but a fire to be kindled.” - Plutarch Hands-On Math “Knowing mathematics means being able to use it in purposeful ways. To learn mathematics, students must be engaged in exploring, conjecturing, discovering and thinking rather than only in rote learning of rules and procedures. Mathematics learning is not a spectator sport. When students construct personal knowledge derived from meaningful experiences, they are much more likely to retain and use what they have learned. This fact underlies teachers’ new role in providing experiences that help students make sense of mathematics, to view and use it as a tool for reasoning and problem solving.” - Standards for School Mathematics: Executive Summary National Council of Teachers of Mathematics Copyright © 2014 by J&E Dyke Enterprises, LLC All rights reserved. Limited reproduction permission. The publisher grants permission to individuals, including teachers and parents, who have purchased this book or whom have received it directly from Math Inspirations or one of its approved affiliate partners as a promotional product to reproduce the pages as needed for use with their own students and families. Reproduction for an entire school or school district or for any commercial use is prohibited. Questions can be mailed to: Math Inspirations 37914 N. Kyle St. Queen Creek, AZ 85140 Or emailed to: info@mathinspirations.com Visit our website at www.mathinspirations.com Printed in the United States of America. First printing August 2013. 2 Hands-On Math A Note to Parents and Teachers Dear Parents and Teachers, You are about to see an incredible transformation in your students! The foundation for all learning and success in education is laid by establishing a love of and passion for learning. Math is no different. It all starts with fun! There are so many games and activities available to teachers and parents to supplement their student’s math experiences. However, not all of those games and activities encourage deep, intense logical thinking and rarely are able to be easily adapted and enjoyed and explored by every ability level of math student. We have searched far and wide to collect games that meet the above criteria. We use all of these games on a frequent basis with our very own students and children. In playing these games please adapt and create new variations and rules that help meet the specific needs of your students. We have had incredible experiences by simply letting our students create nuanced versions of the games, and with our older students we often ask “What rules can we change to make this more challenging?” and they love it! These games have been specifically included in this book to do three things: 1. Help you identify when your young ones are ready to begin engaging higher level math and move into operations. Look for your student’s ability to strategize and to recognize that the outcome of the games is based on superior strategy rather than simple chance. Strategic thinking is the sign of readiness for critically analyzing, problem solving and formal math. Until then, it’s all for fun and exposure and to develop a love and passion for math! 2. Develop powerful and unique thinkers. The purpose of mathematics is not to memorize endless rules, procedures or concepts, rather it is to aid us in developing our abilities to logically reason, problem solve and think critically. These are the skills that our students need to be successful in our world, not computation and calculation. These games provide incredible opportunities for our students to think deeply, identify difficult patterns and create brilliant strategies. 3. Supplement your curriculum by providing students with fun, engaging opportunities to practice in place of mundane worksheets. Your students will actually enjoy mastering their math facts with these games rather than by simply memorizing them with flash cards, especially if you couple their practice with using manipulatives to demonstrate the operations and thinking in a visual and physical manner. The key to maximizing the success of these games is allowing your student to think independently and strategize on their own- YES THIS MEANS DON’T TELL THEM WHAT TO DO OR WHAT THE BEST STRATEGY IS! They will figure it out!!! They will, through repetition and observation, create incredibly unique and brilliant strategies that will blow your mind and often outwit your best strategies. Our students all have brilliant, unique and powerful minds, our role as their mentors and teachers is not to create their fire; rather it is to provide the kindling and elements to grow their flames into wildfires! Enjoy! Joe and Emily 3 Hands-On Math In loving memory of Candace Ralphs (1947-2009) Thank you for always inspiring us with your passion for learning and life. 4 Hands-On Math Table of Contents *Personal Favorites 100 and Out…………………………………………………………………………………………………………………..7 *All Aboard!......................................................................................................................8 Alquerque.........................................................................................................................10 Awithlaknannai................................................................................................................12 *Casino..............................................................................................................................14 *Contig 60........................................................................................................................16 Contig Jr. ........................................................................................................................18 *Count to 20...................................................................................................................20 Cover Up...........................................................................................................................21 *Dice War.......................................................................................................................23 Digit Place Game............................................................................................................24 *Double Digit..................................................................................................................25 Even and Odd..................................................................................................................26 Fan Tan............................................................................................................................27 Four in a Row..................................................................................................................28 How Close Can You Get?..............................................................................................30 How Long? How Many?.................................................................................................31 *Krypto............................................................................................................................33 *Krypto Bingo.................................................................................................................34 *Leftovers!......................................................................................................................36 Mastermind…………………………………………………………………………………………………………………37 Nimbi................................................................................................................................38 *Number Smack!............................................................................................................39 Pattern Creation............................................................................................................40 *Pig....................................................................................................................................41 Pigtails!.............................................................................................................................42 Place Value Game...........................................................................................................43 *Poison..............................................................................................................................44 *Producto........................................................................................................................45 5 Hands-On Math *Save Twenty.................................................................................................................47 Say No To Triangles!....................................................................................................48 Shape Dominoes.............................................................................................................49 *Target Addition...........................................................................................................52 *The Coyote and the Hares........................................................................................54 The Factor Game...........................................................................................................56 The Perimeter Stays the Same.................................................................................58 The Subtraction Game.................................................................................................60 Thirty-One Game...........................................................................................................61 Three Corners................................................................................................................62 *Uno Memory..................................................................................................................64 *War!................................................................................................................................65 Other Recommendations……………………………………………………………………………………….…66 6 Hands-On Math 100 and Out Focus: Operations, Number Sense Prerequisites: Basic Addition Materials: Partner(s), cards (4 sets of 1-9: Uno, Rook, playing cards, 3x5 index cards all work great), paper, pencil Objective: To have a final total score as close to 100 without going over. 100 is the highest possible score. How To Play: 1.) Shuffle the cards and put them in a stack, face down. 2.) Each player draws a score sheet. The score sheet should appear as: 3.) Take turns taking a card from the stack. One card at a time. 4.) Players place the cards they draw in either the ten’s or the one’s place. Cards cannot be changed once placed. 5.) Players take turns drawing cards from the deck for six turns and then find the sum of the numbers. For example, a player having a 1, 5, 3 in the ten’s place and a 5, 2, 2 in the one’s place, would have a sum of 99. 6.) The player who comes the closest to a final sum after 6 cards of 100 without going over wins. A score of 100 is the highest possible score. Follow-Up: After several games, begin a discussion with your student as to which cards they put in the tens column and why. Students can also grow their data collection skills by keeping track of and identifying patterns in winning scores, tens-column values of winners, and so on. Change things up by adding a hundreds column and setting the target score as 500. 7 Hands-On Math All Aboard! Focus: Number Sense, Operations, Probability Prerequisites: Basic Addition Materials: Partner(s), two dice for each player, game board (attached at the end) for each player, markers (candy like Smarties makes this a lot of fun) to cover numbers Objective: Be the first to remove all of the markers from the game board. How To Play: 1.) Each player plays by themselves, at the same time as the other players, in a race format. 2.) Each player places markers on each of the numbers 2-12 on their game board so that every number has one and only one marker. 3.) Each player rolls their two dice, they add up the sum and remove the marker from the corresponding number on the game board. For example, if they roll a “3” and a “6” they would remove the “9” marker from the board. 4.) Players roll and remove as fast as they can. If a rolled sum has a marker that has already been removed, the player cannot remove a new marker and must roll again. 5.) The player who removes all of the markers the fastest wins! Follow-up: Discuss with other players the numbers that were rolled the most often. Ask “Why are some totals rolled more than others?” Some younger children may need assistance recognizing sums using dice (aka connecting the dot pictures with numbers). An effective way to help is to ask “Ok (student), you have an “11” left on the board, what will that look like when you roll it?” Once they show you the dice as a “5” and “6” have them continue rolling looking for the dice with those two dot pictures. 8 Hands-On Math All Aboard! Game Board Player 1: 2 3 4 5 6 7 8 9 10 11 12 Player 2: 2 3 4 5 6 7 8 9 10 11 12 Player 3: 2 3 4 5 6 7 8 9 10 11 12 Player 4: 2 3 4 5 6 7 8 9 10 11 12 Player 5: 2 3 4 5 6 7 8 9 10 11 12 9 Hands-On Math Alquerque History: Alquerque is played on one of the oldest game boards known to man. The game board was carved on roofing slabs of the Temple of Qurna in Egypt. This board is a basic pattern for battle games which have been played in Spain, North Africa, Egypt, Madagascar, Malaysia and the U.S. Focus: Logical Reasoning, Geometry Prerequisites: None Materials: A partner, game board (attached at the end), two differentcolored sets of 12 markers for covering spots on the board Objective: Capture all of your opponent’s markers (like checkers) How To Play: 1.) Arrange the markers as seen in the picture above, the center is left open (each player has 12 pieces each) 2.) Take turns. On each turn, players can move one of their markers to an empty circle. They can jump the other player’s maker if it is next to one of theirs and the space beyond it, along a line, is empty. A player must jump if there is a jump to be made. 3.) Players can only jump one of their opponent’s marker’s per turn 4.) The player who captures all of his partner’s markers wins. There can be a tie game if neither player is able to get all their partner’s markers. Follow-up: Discuss your strategies. To vary the game, allow jumping of multiple markers. 10 Hands-On Math Alquerque Game Board 11 Hands-On Math Awithlaknannai Focus: Logical Reasoning Prerequisites: None Materials: Partner, game board, two different-colored sets of 12 markers (24 total) Objective: Capture all of the other player’s markers How To Play: 1.) Arrange your markers on the board as shown below. 2.) Take turns. Players move their pieces to empty spots. 3.) There are two types of moves, capturing and non-capturing. In a non-capturing move (i.e. no jump), a player may move one marker to any adjacent space. In a capturing move, a player jumps over the other player’s piece only if they are adjacent and there is an empty space on the other side of their piece. 4.) Jumping over an opponent’s piece allows a player to capture the other player’s piece. Only one piece can be captured in a single jump, however, if possible, multiple jumps are allowed on a single turn. 5.) Only one piece can be moved per turn. 6.) Play continues until one player captures all of the other’s markers or one player cannot make a move (this would happen if their markers were all blocked from moving or jumping). 12 Hands-On Math Awithlaknannai Game Board 13 Hands-On Math Casino Focus: Number Sense, Logical Reasoning, Probability Prerequisites: Basic addition Materials: Partner(s), two dice, game board (attached at the end) for each person, markers to cover numbers Objective: Players try to cover as many of the numbers on the game board as possible. The score for a round is the sum of the uncovered numbers. Player with the lowest total wins. How To Play: 1.) Take turns throwing the dice. Players add the total of the dice throw and decide which numbers they will cover. For example, if they threw a 9, they could either cover the 9 or the 8&1 or the 7&2 or the 6&3 or the 5&4. 2.) Players may only put one marker on each number. 3.) If a player cannot place the sum or BOTH addends, they cannot play. For example, if they roll a 3&1, but the 1, and 4 are covered, they cannot place a marker on just the 3. 3.) Players continue taking turns until they cannot find any more combinations that match the numbers they have left. 4.) Add up the total of numbers left uncovered, this is each player’s final score. The player with the lowest score wins. Follow-up: Discuss with other players the strategies you can use to help you win. For a slight variation, roll the dice and cover either the difference or two numbers that have the same difference. 14 Hands-On Math Casino Game Board Player 1: 1 2 3 4 5 6 7 8 9 10 11 12 Player 2: 1 2 3 4 5 6 7 8 9 10 11 12 Player 3: 1 2 3 4 5 6 7 8 9 10 11 12 Player 4: 1 2 3 4 5 6 7 8 9 10 11 12 Player 5: 1 2 3 4 5 6 7 8 9 10 11 12 15 Hands-On Math Contig 60 Focus: Logical Reasoning, Probability, Operations Prerequisites: Basic Operations (add/subtract/multiply/divide) Materials: A partner, three dice, markers, Contig 60 game board Objective: Be the first player to connect four (horizontally, vertically, or diagonally) How To Play: 1.) Take turns. A player rolls 3 dice. The player then uses any combination of addition, subtraction, multiplication, or division to find a value. For example, the player may add all three dice values, or add two and multiply by the third, or multiply two and subtract the third, etc. 2.) All three dice must be used once and only once each turn. 3.) The player marks their final value on the game board. 4.) The second player takes their turn and follows steps 1-3. 5.) If a player’s roll does not have any available combination available on the board, they lose their turn. 6.) Play continues until one player connects four markers horizontally, vertically, or diagonally. Variations: Play can be modified to accommodate three players. Use three kinds of markers and instead of connecting four to win, a connection of three wins. 16 Hands-On Math Contig 60 Game Board 1 2 3 4 5 6 7 8 28 29 30 31 32 33 34 9 27 55 60 64 66 72 35 10 26 54 125 144 150 75 36 11 25 50 120 216 180 80 37 12 24 48 108 100 96 90 38 13 23 45 44 42 41 40 39 14 22 21 20 19 18 17 16 15 17 Hands-On Math Contig Jr. Focus: Logical Reasoning, Number Sense, Operations Prerequisites: Basic Understanding of Addition and Subtraction Materials: Three dice, markers game board, a partner Objective: The first player to gain 15 points wins. How To Play: 1.) Take turns. A player rolls 3 dice. The player then uses any combination of addition and/or subtraction to find a total value. For example, the player may add all three dice values, add two and subtract one or subtract two values from the third. 2.) All three dice must be used once and only once. 3.) The player marks their value on the game board and scores one point for the round. 4.) The second player takes their turn and repeats the same process. 5.) If player two places their marker on a number adjacent to one of player one’s markers, then player two scores an additional point. 6.) Play continues until one player reaches 15 points. Follow Up: Have the student add/subtract aloud, using counters to model their addition and subtraction. Use positive reinforcement and excitement as they think in new ways. Assist them in seeing new combinations by finding a final value that could be useful on the board and saying “looks like a ___ could really help you. Is there any way for you to create a ___?” To mix things up, a fourth die may be added, remember, however, the game board only contains values 0-18 so some totals might not work. For students working with other values (integers, products, etc…) the game board can easily be adapted. Play can be adjusted to follow “Connect 4,” i.e. to win you must get four markers in a row. No points are scored in this version. 18 Hands-On Math Contig Jr. Game Board 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 0 1 2 3 4 5 6 19 Hands-On Math COUNT TO 20 Focus: Logical Reasoning, Problem Solving Prerequisite: Counting Materials: None Objective: Be the person who says “20” How to Play: 1.) Take turns counting. Start with the number 1. 2.) On a player’s turn, they may say one or two numbers. For example, to start the game, the first player could say 1 or 1, 2. Let’s assume they say 1,2. Then, the next player can either say 3 or 3,4. 3.) Play continues back and forth in like manner. The person who says the number “20” wins. Follow-up: Discuss your strategies. Is there a way to predict the outcome every time? Change it up and count by one, two or three or more numbers. You can also change the target number to begin creating a strategy that works no matter what number you have as a target. 20 Hands-On Math Cover Up Focus: Logical Reasoning Prerequisites: None Materials: Partner(s), game board, markers Objective: Place your marker on the last available square. How To Play: 1.) Take turns. On a player’s turn, they place 1 or 2 markers on the board (one marker for each square). If they are placing 2 markers they must be side by side either horizontally or vertically, but not diagonally. 2.) Players continue placing markers on the game board until the last square is covered. 3.) The player who covers the last available square wins. Follow Up: After several rounds and after playing on several different sized and shaped game boards, discuss the different strategies or approaches you might use for each of the different game boards. To create/facilitate this discussion, try playing on a board with only 3 squares and discuss the strategies. Then move up to a board with 4 squares and discuss, growing the board until they recognize patterns and more complex stratagem. Variations: Create your own game boards using different sizes and shapes. 21 Hands-On Math Cover Up Game Board (a) Cover Up Game Board (b) 22 Hands-On Math Dice War! Focus: Operations Prerequisites: Counting Materials: Partner(s), five dice per person Objective: Possess all the dice How To Play: 1.) All players roll all five dice. Each player totals the sum of all of their five dice. 2.) The player with largest sum steals one die from the player with the lowest sum. 3.) Players roll again. This time, the player with the 6 dice only totals their four highest dice and compares them with the sum of the other player’s four remaining dice. If the player with the six dice had a higher sum, they would steal another die from the player with four, leaving them with only 3 dice. In the next round, the player with the more dice would then only compare the sum of their three highest against the three of the other player. 4.) In the case of a tie, the player with fewer dice wins the round and steals a die from the player with the most dice. 4.) Play continues in this manner until one player possesses all of the dice. They are declared the winner. Variations: In a game of more four or more players, the players with the two largest sums steal one dice from the two players with the lowest sums. 23 Hands-On Math Digit Place Game Focus: Number Sense, Logical Reasoning Prerequisites: None Materials: A partner, paper, pencil Objective: Guess the number in as few guesses as possible. How To Play: 1.) One of the two players picks a two digit number and secretly writes it down on a piece of paper. (The digits should be different). 2.) The other player then says a two digit number, trying to guess the original number. 3.) For each guess, the first player tells how many digits in the guess are the same as in the number he picked and how many of the digits are in the same place as the digits in their number. - Do not tell which digit is correct…just how many! 4.) Use a chart to record the results, if for example the original number were 43: Guess Digit Place 27 0 0 13 1 1 14 1 0 Variations: Increase the difficulty by starting with a three or four digit number. You can also allow repetition of numbers to increase difficulty. Change it up entirely by playing Letter Place by using three or four letter words instead of numbers. 24 Hands-On Math Double Digit Focus: Number Sense, Logical Reasoning Prerequisites: Place Value Basics Materials: Partner(s), pencil, paper, Uno cards (1-9 only) Objective: Have a final sum closer to 100 than your partner without going over. How To Play: 1.) Each player draws their own score sheet. The score sheet looks like this: 2.) Take turns. The first player picks a card from the top of the deck, which is face down. They write their number in either the ones or the tens column of the score sheet. Once a card is placed in a column it cannot be changed. If they put the number in the tens column make sure to also put a place holder 0 in the ones column. If they put the number in the ones column make sure to also put a place holder 0 in the tens column. 3.) Draw a card and record the number in either the tens or the ones column 7 times (aka there are seven rounds) 4.) After seven rounds, add up each player’s score. The player whose sum is the closest to 100 without going over wins! Follow-up: Choose a different number such as 1000 in order to utilize the larger place values. For a student familiar with decimals, you can play to get as close to 1 as possible by counting by tenths, hundredths or thousandths. 25 Hands-On Math Even and Odd Focus: Number Sense Prerequisites: Counting Materials: Partner(s), one die, paper, pencil Objective: Reach at least 20 first to win. How To Play: 1.) Take turns. All players start with 0 points. 2.) The first player rolls the die. If the die is even they add the die value to their score. For example, if they role a 4, because it is even they add +4 to their score. However, if the die value is odd, they subtract that amount from their score. For example, if a player has 15 points and rolls a 1, they subtract one from their score to get 14 because one is odd. 3.) A player’s score cannot go below 0 points. 4.) The first player to reach or surpass 20 points wins. Variations: If a student has experience with negatives, allow them to go below 0 and allow surpassing positive 20 to win and negative 20 to win as well. To really mix things up with the previous variation, if a player’s score is positive allow the player to accept or reject even rolls, odds are still mandatory. If the player’s score is negative, allow the player to accept or reject odds, evens are still mandatory. In doing this, require an exact score of -20 or +20 to win. 26 Hands-On Math Fan Tan Focus: Number Sense, Operations Prerequisites: Counting, Basic Addition and Subtraction Materials: One to three players, paper, beans (or other small counters), a stick (a pencil will do but the Chinese use a chopstick) Objective: At the end of the round, have the number of remaining beans equal your corner number. How To Play: 1.) Number each corner of a piece of paper 0 through 3 2.) Each player picks a number from 0 to 3 and writes their initials next to that number on the paper 3.) Players take turns grabbing a handful of bean counters and put them in a pile in the center of the paper. The first player uses their stick and counts the beans into four piles. Each pile needs to be equal. Leftovers (remainders) are put in the center. 4.) The player whose number is the same as the number of beans leftover wins that round. Put a tally mark by that number on the paper. 5.) After 10 rounds, whichever player has the most tally marks wins. Follow-up: Since this is a great division game, you could have your students write the number sentence for each round. (For example, if you had 27 beans in your handful, you could write 27 ÷ 4 = 6 and 3/4 or 6 r. 3, the former is will be better for them conceptually). Also, at the end of a round with the beans in equal amounts in the four corners and with either 1, 2 or 3 beans in the center, have the student find out how many total counters there are on the paper. 27 Hands-On Math Four in a Row Focus: Logical Reasoning, Probability Prerequisites: None Materials: Partner(s), inch squared paper, markers/counters for each player (one color for each player) Objective: Get four of your markers in a row horizontally, vertically, or diagonally. How To Play: 1.) Take turns. 2.) The first player places a marker on the game board inside a square. 3.) Player two follows, along with any other players. 4.) Play continues until a player is able to place four in a row horizontally, vertically, or diagonally. As soon as a player has four in a row, they win! Variations: You can increase the level of difficulty by requiring five in a row or by using a bigger game board. 28 Hands-On Math Four In a Row Game Board 29 Hands-On Math How Close Can You Get? Focus: Logical Reasoning, Operations Prerequisites: Two-Digit Subtraction Materials: Partner(s), Deck of cards (1-9’s only), paper, pencil Objective: Choose two pairs of cards whose difference is closest to the target number How To Play: 1.) Deal four cards to each player face down. Turn the next two cards in the deck up. These two cards form the target number. The first card goes in the tens’ place and the second in the ones’ place. For example, if a player turns up a 3 and then a 6, the target number for the round is 36. 2.) All players turn their cards up and form two two-digit numbers so that their difference (subtraction) is as close to the target number as possible. For example, if I was dealt the cards “4, 8, 2, and 1” and my target number was 36, the difference of 81 and 42 has a difference of 39, which is three away from the target number. 3.) Players then share their expressions and compare their differences. The player with the difference closest to the target number wins. Variations: Play five rounds, adding up the differences between each rounds’ target number and your expressions’ differences. For example, if the target number for round one was 36 and my expression has a difference of 39, my score for the round would be 3, because I was three off the target number. Add up each players scores over five rounds and the lowest total score wins. For younger players, modify the game to dealing three cards to each player and only turning over one card for the target number, creating a single digit target number. You can choose to allow only using two of the three cards dealt to you to get the closest to the target number or you can have them create a one-digit and a twodigit number. 30 Hands-On Math How Long? How Many? Focus: Number Sense, Logical Reasoning Prerequisites: None Materials: Partner(s), one die, set of Cuisenaire rods, game sheets Objective: Have as few open squares as possible when the game ends. How To Play: 1.) Each player uses a different 10 by 10 grid on the record sheet. Ideally, these are 10 cm x 10 cm. 2.) Take turns. The first player rolls the die once. This number tells them what length of Cuisenaire rod (how long) to use. Roll the die again. This second roll determines “how many” rods of the previous length to take. 3.) The first player then arranges the rods into a rectangle on their grid. They then trace the shape (or leave the rods in place if you have sufficient supply). 4.) The second player repeats steps 1-3, and the game continues in this manner until each player is unable to place their new rectangle on the board. Their game is now over. However, if one player runs out of options, the other can keep going as long they can place their rectangles on the board. 5.) When players have failed to place a rectangle on the board, they total the remaining uncovered squares. Players compare totals and the lowest total wins. Follow-up: After a few games, discuss placement of their initial rectangles on their grids and where they believe the most effective places are (corners, middle, etc…). Also, help them make the connection to multiplication by having them write the multiplication sentence for each rod rectangle inside the shape. For example, a group of 3 rods of length 4 laid out in a rectangle is 3x4. Help students make the connection to finding area as well. 31 Hands-On Math How Long? How Many? Game Board Covered_________ Uncovered_______ Covered_________ Uncovered_______ 32 Hands-On Math KRYPTO Focus: Logical Reasoning, Number Sense, Algebra Prerequisite: Basic Operations (+ - x ÷) Materials: Deck of UNO cards (or any cards 0-10), paper, pencil Objective: To use all 5 number cards dealt to you to create the target number turned up from the deck. How To Play: 1.) Deal 5 cards to each player, and then turn one card from the deck face up. The number on that card is the number each player is trying to “target.” (In UNO cards, skips are 10’s) 2.) Each player, using any combination of addition, subtraction, multiplication or division, manipulates the five numbers to reach a “target” number on their game board. Each of the five cards must be used once and only once. For example, if the cards read “3, 4, 1, 6, 8” in no particular order, I could reach the target number of 11 by 3 x 4 + 1 – (8 - 6) = 11. There is a way, usually more than one, to reach the target number with any set of five numbers. 3.) The first player to reach the target number yells “Krypto!” and shows their cards and explains the process they took to reach that number. Follow-up: Discuss your processes, even if you lost. We allow all players to find a krypto before each player reveals how they solved the problem. To decrease difficulty, allow students to use at least 2 but not require all of the cards to be used to reach the target number. For example, if the cards are 2, 4, 8, 8, and 9 and the target number is 4, a young student could use 8-8+4 to reach the target number. To increase difficulty, increase the range of numbers to 1-25. You can, as students become familiar with, include other operations such as squares and square roots or try to be super-human by not moving your 5 cards around but by keeping them in the order they are laid out. 33 Hands-On Math Krypto Bingo Focus: Logical Reasoning, Operations Prerequisites: Basic Operations (+ - x ÷) Materials: Partner(s), pencil, 5 x 5 bingo sheet, Uno cards Objective: Mark five bingo spaces in a row horizontally, vertically, or diagonally How To Play: 1.) Every player is given their own blank bingo game board. Each player writes their own choice of numbers from 1-25 in each of the 24 squares, excluding the center square. Numbers can be used only once. The center square is marked as a free space. 2.) Five Uno cards are drawn from the deck and placed face up. 3.) Each player, using any combination of addition, subtraction, multiplication or division, manipulates the five numbers to reach a “target” number on their game board. Each of the five cards must be used once and only once. For example, if the cards read “3, 4, 1, 6, 8” in no particular order, on my bingo game board I could mark the number 11 because 3 x 4 + 1 – (8 - 6) = 11. 4.) Each player should use the five cards to reach whatever “target” number they need to complete a bingo. Thus, every player will likely be trying to reach different numbers. Once a player has created an expression that reaches their “target” number, they should write that expression down in the box of the “target” number. 5.) Allow enough time for every player to mark a square (this will vary depending on ability) and then draw 5 new Uno cards from the deck and repeat steps 2-5 until a player marks 5 “target” numbers or spaces in a row horizontally, vertically, or diagonally. Variations: For some younger players, drawing 5 new cards for each round can be overwhelming. In these cases, allow players to mark up to 3 “target” number squares per each set of 5 Uno cards. To decrease difficulty, allow students to use at least 2 but not require all of the cards to be used to reach the target number. 34 Hands-On Math Krypto Bingo Game Board Free Space 35 Hands-On Math Leftovers! Focus: Logical Reasoning, Operations Prerequisites: None Materials: Partner(s), one die, 20 counters/beans/markers, 6 cups or 6 index cards or 6 separate pieces of paper Objective: Have the most counters/beans at the end of the game. How To Play: 1.) Place the 20 counters in a pile on the table. 2.) The first player rolls the die and then lays out that many cups or pieces of paper. 3.) Then, the player divides the counters/markers evenly among the cups or pieces of paper. For example, if I roll a 3 then I lay out three cups and divide the 20 markers evenly into the three cups. Each cup would have 6 markers and there would be 2 leftover. 4.) The player then verbally states the division expression that describes what just took place. For example, I would say 20 divided by 3 equals 6 with 2 leftover. 5.) The player keeps the leftovers from their round. 6.) The second player now begins their turn with all of the counters that were previously placed in the cups. For example, remember the first player took the 2 that were leftover, so the second player will begin their round with only 18 counters. 7.) Play continues until there are no beans left. Players total their beans and the player with the most wins! Variations: For players familiar with fractions, instead of keeping leftover whole beans, write down the fraction remainder. In the example above, player one would have 2 beans out of the 20 so their fraction would be 2/20 or 1/10. At the end of the second player’s turn, if there were leftovers, they would write a fraction with 18 as their denominator. When there are no beans left, each player sums their fractions and the person with the largest value wins! 36 Hands-On Math Mastermind Focus: Logic, Problem Solving Prerequisites: None Materials: Partner(s), Cuisenaire rods (other colored counters may work) Objective: Deduce the hidden selection of rods in as few guesses as possible. How To Play: 1.) Place the entire set of Cuisenaire rods on the table. A player is chosen as the pattern maker. The rest of the players close their eyes. The pattern maker chooses three Cuisenaire rods (no repeating colors) and hides them from the other players. 2.) The other players open their eyes and present possible solutions to the pattern maker. In this version, each player will present a set of three rods as their guess to the pattern maker. 3.) The pattern maker then tells that player how many rods in the guess match the rods that are hidden. For example, if the pattern maker chose blue, red and yellow rods and the player presents a guess of red, green and brown rods, then the pattern maker would say “You have one correct color.” 4.) The player then presents a new guess, using the information gathered in the previous guess and the pattern maker states how many rods in the new guess match the hidden rods. 5.) Play continues until the player correctly identifies all three rods that were hidden, in other words, the pattern maker would say “All three colors are correct.” Count how many guesses it takes to find the pattern and this is the player’s score. Variations: To increase difficulty increase the number of hidden rods to 4 or 5. For even a higher difficulty, allow repetition of colors. Finally, for super advanced Masterminders require the correct order of the rods. In this final version, the pattern maker would divulge two pieces of information for each guess: 1.) How many colors are correct, and 2.) How many colors are in the right location. With multiple players, the players present guesses back and forth, racing to be the first to identify the hidden pattern. 37 Hands-On Math Nimbi History: A Danish mathematician found that he could figure out how to solve the ancient Chinese game of Nim with a mathematical formula. He worked to create a game that could not be solved with a formula, but with sound logical thinking: a new game experience each time. Focus: Logical Reasoning Prerequisites: None Materials: Partner, 16 markers (toothpicks, beans, rocks, sticks, candy…) Objective: Force the other partner to take the last marker How To Play: 1.) Place the markers in four straight rows and four straight columns in this manner: 2.) Take turns. The first player may take any number of markers (from 1-4) from any row or column. The only rule is that the markers need to be adjacent (horizontally or vertically - NOT diagonally adjacent). 3.) The person who takes the last marker loses. Follow Up: Monitor the number of moves it takes to win the game. After several games, discuss with your student methods/strategies to make the game shorter or longer. What is the least amount of moves needed to win? The most? If needed, start with a 2 x 2 board and discuss these patterns and then build up to a 3 x3 and a 4 x 4. Are there strategies that can be applied across the different sizes? What changes in strategy are there as you change the size of the board? 38 Hands-On Math Number Smack! Focus: Number Sense Prerequisites: None Materials: Deck of cards (Uno or face cards will do), a partner, a moderator (parent) Objective: Collect the largest number of cards as possible How To Play: 1.) The moderator does not play but is important to keep everyone on track, it can get a little crazy! 2.) The moderator holds the deck face down and flips a card face up, laying on the table. 3.) The two (or more) players, as fast as they can, say the name of the number shown on the card and slap the card on the table. The player who slaps first and says the correct number keeps the card. 4.) Play continues in this format until the deck is used up. At the end, whomever has the most cards wins! Variations: There are several variations for this game, however, the core purpose is to help the student(s) develop their number recognition and operations. Instead of using cards that display the cardinal number (1, 2, 3…) use cards that show pictures of objects. For example, instead of an Uno card that displays a two, show the student a 2 of hearts and white-out the 2 so all they see is the two hearts. For students who are studying basic operations, flip two cards and have them add or multiply or find the difference as fast as they can. For more advanced students, add or multiply 2, 3 or 4 cards at a time. Students can also simplify fractions with the top card being the numerator and the bottom card being the denominator 39 Hands-On Math Pattern Creation Focus: Logical Reasoning, Patterns Prerequisites: None Materials: Partner(s), colored blocks/markers (5-10 different colors) Objective: Identify the pattern and place the next five blocks/markers How To Play: 1.) Take turns. The first player uses as many blocks as they’d like to create a pattern. They lay out the first 10 blocks/markers for the other player to see. 2.) The other player then adds 5 more blocks/markers to the end of the line of blocks to continue the pattern. 3.) If they follow the pattern correctly, they receive one point. If they make a mistake they receive no points. 4.) Players then switch and the other player creates a new pattern. First one to 10 points wins. Variations: Utilize fewer colors for younger mathematicians, and more colors for older mathematicians. Encourage more complicated patterns for older mathematicians, such as every third color in the pattern is the color mix of the previous two. For example, Red, White, and Pink, then Yellow, Blue, and Green. Other complicated patterns could include every fifth being blue and the ones in-between are lined up warmest to coolest. Obviously, with patterns like this it will be difficult to predict the next iterations; however, the challenge with more complicated patterns is to deduce the rules and logic that govern the existing pattern. 40 Hands-On Math Pig Focus: Number Sense, Statistics and Probability Prerequisites: Basic Addition Materials: Partner(s), two dice, paper and pencil Objective: Be the first person to reach 100 (or a smaller number for little mathematicians) How To Play: 1.) Take turns. The first player rolls the pair of dice as many times as they want, adding what comes up in their head (or on paper or using counters or using a calculator). 2.) If the player rolls and a 1 comes up on one of the dice, they do not get any points and it is the next player’s turn. 3.) If the player rolls and a 1 comes up on both dice, all of their points for this and previous rounds are lost, their total goes back to 0 and it is the next players turn. 4.) If a player chooses to stop rolling before a 1 comes up, they write their score down and add it to their total. The first player to pass a total score of 100 wins. Follow-up: Play at least 5 games and discuss strategies with your partner(s). Talk about the likelihood of rolling a 1 on one die and two 1’s as well. Talk about short term vs. long term probabilities of getting a 1. To increase difficult or to deepen your discussion, roll three dice and discuss strategies. How is rolling three dice different from rolling two. 41 Hands-On Math Pigtails! Focus: Number Sense, Statistics and Probability Prerequisites: Basic Addition Materials: Partner(s), coin, paper and pencil Objective: Be the first person to reach 10 points. How To Play: 1.) Take turns. The first player takes their turn and flips a coin. 2.) If the coin is heads, they get a point and they can choose to keep flipping or stop. If it is tails they lose all of their points for the round and their turn ends. 3.) As long as they keep flipping heads, they can continue to flip as much as they’d like but when they flip a tails they automatically end their turn and lose all of this round’s points. 4.) If they choose to stop and keep their points, their points are now protected and can’t be lost, even if they flip a tails later on. 5.) The player who reaches 10 points first wins! Follow-up: Play at least 5 games and discuss strategies with your partner(s). Talk about the likelihood of flipping a heads/tails. Talk about short term vs. long term probabilities of getting a heads. To increase difficult or to deepen your discussion, talk about flipping two coins instead of one. How will this change the game and your strategy? 42 Hands-On Math Place Value Game Focus: Logical Reasoning Prerequisites: Place value Materials: Partner(s), 1 die, paper and a pencil Objective: Create the largest number. How To Play: 1.) Each player needs their own record sheet, it should look like this: ______ , ________ ________ ________ ________ Reject 2.) Take turns rolling the die. Each player will write the number rolled in one of the five spaces, before the next player rolls the die. (Once you write the number, you are not allowed to change it) 3.) The goal is to try to place the digits so that you will end up with the largest number possible. 4.) Players may place the result of one of their die rolls in the reject space, therefore not counting it as part of their number. 5.) Players then compare their number with the other players’ numbers. Decide which player has the bigger number. They win! Follow-up: Discuss strategies with your student, specifically discuss what to do with small die rolls vs. large die rolls to create the largest number. Variations: For beginners start with two spaces and work up to larger numbers. You can also play a simpler version of rolling 5 dice and creating the largest or smallest number possible with the dice values Instead of creating the largest number, you can also aim to create the smallest number possible 43 Hands-On Math Poison Focus: Number Sense, Logical Reasoning, Problem Solving Prerequisites: Counting Materials: A partner, counters or beans Objective: Get your partner to take the last counter/bean How To Play: 1.) Set out 13 counters/beans. 2.) Take turns. 3.) On their turn, players may take one or two counters/beans. They cannot take zero or more than two per turn. 4.) The player who “gets stuck” taking the last counter/bean loses. Follow-up: Play several times but don’t share any strategies with your students. Allow them to struggle through and hypothesize and test their ideas on their own. Once you see them start to repeat a process, like always leaving the same amount of beans near the end or always taking just one bean, talk to them about it and ask them why they are following that strategy. Then, test it out with them. Try to beat their strategy and encourage them to develop a new one until they find one that works no matter what you throw at them! Variations: Vary the number of counters/beans that are laid out. Use different values of even and odd numbers. If you’d really like to go crazy, take more than two beans. For example, allow players to take up to 4 or 5 beans per turn. 44 Hands-On Math Producto Focus: Number Sense, Logical Reasoning, Problem Solving Prerequisites: Basic Multiplication Materials: A partner, two dice, counters or beans, game board for each player Objective: Get five in a row horizontally, vertically or diagonally How To Play: 1.) Take turns. Roll the two dice and find their product. 2.) Mark their product value on the game board. Some numbers occur more than once, however, players can choose only one space to mark per turn. 3.) Play continues until one player marks five in a row (like BINGO), at which point they win! Variations: Create a ten by ten board and use 10 sided dice or Uno cards instead, flipping two cards over and multiplying them. Play “black-out” Producto in which all players play on one game board, using different markers, taking turns rolling the dice and marking their number. If the number is unavailable they lose their turn (or roll again) Play continues until all spaces are filled in and then players add their individual totals – the player with the largest total wins. 45 Hands-On Math Producto Game Board Dice Values 1 2 3 4 5 6 1 1 2 3 4 5 6 2 2 4 6 8 10 12 3 3 6 9 12 15 18 4 4 8 12 16 20 24 5 5 10 15 20 25 30 6 6 12 18 24 30 36 46 Hands-On Math Save Twenty Focus: Probability, Number Sense, Operations, Logical Reasoning Prerequisites: Addition Materials: Partner(s), 5 dice, paper, pencil Objective: Have the highest score after five rounds How To Play: 1.) Each player rolls five dice to get a score as close to 20 as possible without going over. 2.) The players can roll up to four times each round. 3.) On each of the four rolls, the player may save as many of the dice as they would like and, on the next roll, they role only the dice they have not set aside and saved. 4.) After the four dice rolls, the player adds the total of the five dice 5.) If the total is 20 or less, they record that score on the paper. This is the total score for round one. However, if the total is more than 20, they record a 0 for the round. 6.) The other player(s) takes their turn repeating steps 1-4. This is the end of round one. 7.) Play five rounds. Add the total of each of the five rounds. The player with the highest total wins. The maximum score for the game is 100. Follow Up: After several games, begin to discuss strategies with your student(s). Strategies could include always keeping the two highest dice after the first roll, or keeping four dice that add up to fifteen and then rolling the fifth die and so on. Encourage your student to explore their strategy, and to try other strategies and compare the overall point totals of each game. Variations: For a similar experience with younger mathematicians, roll three dice instead of five. Use the target number of 12. You can also adjust the number of allowable rolls based on how many dice you use. 47 Hands-On Math Say No to Triangles! Focus: Geometry, Logical Reasoning Prerequisites: None Materials: A partner, two colored pencils/pens, paper Objective: Force your opponent into creating a triangle. How To Play: 1.) Each player needs a different colored pencil/pen. On the paper, draw the 6 dots that make up the game board below. 2.) Take turns. Each player has a different colored pen/pencil. Player one draws a line that connects any two dots. Player two then does the same with another pair of dots. 3.) During play, players should avoid drawing three lines in their color that connect to make a triangle. If a player makes a triangle in their color, they lose. If a player makes a triangle but not all three sides are the same color, it doesn’t count as a loss. 4.) The game ends when one player connects three of the same colored lines to form a triangle. They lose! Follow Up: After several rounds, begin to track relationships between the numbers of lines drawn and how fast the game is won. Talk with your student about creating predictions based on this data and strategies based on these patterns. For example, if your games are consistently ending after each player has drawn 7 lines, then try to formulate strategies that will decrease this number or help your student recognize about how many moves they have before the game should be ending. Variations: Create your own game boards using different numbers of dots. Try placing a dot in the center of the shape. 48 Hands-On Math Shape Dominoes Focus: Geometry, Logical Reasoning Prerequisites: None Materials: A partner, cut outs of each of the shape dominoes Objective: Play all of the dominoes in your hand. How To Play: 1.) Place all of the dominoes face down on the table and mix them up. 2.) Each player takes 6 dominoes (For games of more than 3 players, take less dominoes or use two full sets of shape dominoes) 3.) The remaining dominoes are left on the table, these are “sleeping dominoes.” 4.) The first player places one of their dominoes face up on the table. 5.) The second player tries to place one of their own dominoes on the table that matches one side of the previously played domino. 6.) If a player cannot play (i.e. they have no matches available) they must draw from the “sleeping dominoes” pile. If the domino they draw is playable, they can play it. 7.) Play continues with each player placing a domino or drawing an extra domino from the “sleeping dominoes.” 8.) The first player to play all of their dominoes wins. Follow Up: If a player matches non-exact dominoes, take the time to discuss the similarities and differences between the shapes and the characteristics that make the shape unique. If a player matches a square to a rectangle, remember that squares belong to the rectangle family so this could be a valid play. Allow the player to “prove/defend” their logic. This game is easily modified for more advanced students by creating new tiles with new shapes. 49 Hands-On Math Shape Dominoes 50 Hands-On Math 51 Hands-On Math Target Addition Focus: Number Sense, Logical Reasoning Prerequisites: Addition Materials: A partner, one game board (attached at the end), markers to cover up numbers on the game board Objective: Outsmart your opponent to reach the target How To Play: 1.) Players choose a target number between 25 and 55 2.) Players take turns placing a marker on one of the numbers on the board. They state the total of the covered numbers each time they place a new marker. For example, if the first person covered a 5, they would say 5. If the other player then covered a 3, they would then say 8 because the 5 and the 3 are covered. 3.) Each square may be used only once. 4.) The person who reaches the target number exactly wins. If players are unable to exactly reach the target number, the result of the game is a tie. Follow-up: Play several times and then discuss strategy with your partner. To increase difficulty pick a target number between 0 and 10 and start subtracting your numbers from 50. If you are comfortable with integers (positive and negative whole numbers) change the numbers on the game board to negatives and choose a target number between -25 and -55. 52 Hands-On Math Target Addition Game Board 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1 1 1 53 Hands-On Math The Coyote and The Hares Focus: Logical Reasoning, Problem Solving Prerequisites: None Materials: A partner, 12 “hare” markers and 1 “coyote” marker, game board How To Play: 1.) Arrange the markers as seen in the picture below. One partner is the 12 “hares” and the other player is the single “coyote.” 2.) Take turns. Both the coyote and the hares can move one circle at a time, along a line, in any direction, as long as there is an empty circle adjacent to it. 3.) The coyote can capture a hare by jumping over it (along a line to the next circle which must be empty). Multiple jumps during a turn are allowed. Captured hares are removed from the board. 4.) A hare cannot jump over a coyote, but can win if the hares corner the coyote so that he cannot move. 5.) The coyote wins if he captures enough hares so that they cannot corner him. Follow-up: As you play, perhaps after several games, discuss with your student how many hares is “enough hares so that they cannot corner him?” In other words, what is the minimum number of hares needed for the hares to win? Discuss other observed patterns and thoughts as the game proceeds, such as the coyote having to wait and rely on the hares to make an offensive move in order to make a capture. Who has the advantage in this game? Why? Is there a way for the hares to always win? Or will the coyote inevitably win every game? 54 Hands-On Math The Coyote and The Hares Game Board 55 Hands-On Math The Factor Game Focus: Number Sense, Logical Reasoning, Problem Solving Prerequisites: Basic Multiplication, Factorizing Materials: A partner, colored pencils or crayons, a sheet of paper with the numbers from 1 – 30. Objective: Have the largest score at the end of the game. How To Play: 1.) Each player uses a different color pencil or crayon. 2.) One player selects a number and circles it with their crayon. The other player then finds all the factors of that number, circling each factor with their crayon. 3.) The process continues, alternating between the two players until there are no factors left for the remaining numbers. 4.) Players total the numbers they circled. The winner is the player with the larger score. **Caution**: Selecting a number with no factors left is an illegal move. If you make an illegal move, you get to add the number to your score, however, you lose your next turn to select a number. Follow-up: You can increase or decrease the range of values available to increase exposure to the factors of larger numbers. For example, instead of using 1-30, use 150. Discuss strategies with your student, especially any patterns in the numbers that are consistently still remaining at the end of the game. 56 Hands-On Math The Perimeter Stays the Same Focus: Geometry, Logical Reasoning Prerequisites: Area, Perimeter of Rectangles Materials: Centimeter squared paper (attached at the end), scissors Objective: Find three different shapes that have the same characteristics How To Play: Draw three different shapes on the centimeter squared paper following three rules: 1.) Stay on the lines when you draw. 2.) You must be able to cut out each shape and have it remain all in one piece. 3.) Each shape must have a perimeter of 30 centimeters. Write the area on each shape. Cut out the shape that has the greatest area and the shape that has the least. Follow-up: Discuss with each other how the perimeter can be constant yet the area can change. Have the student find the 30-centimeter perimeter shape with the largest possible area and the smallest possible area. For a variation, change the required perimeter or start by giving the area instead and find the perimeters of a few of those shapes. 57 Hands-On Math The Perimeter Stays the Same Centimeter Board 58 Hands-On Math The Subtraction Game Focus: Logic, Operations, Number Prerequisites: Basic subtraction Materials: Partner(s), One die or a 0-9 spinner, paper, pencil Objective: Have the lowest sum after 5 rounds How To Play: 1.) On the piece of paper, draw the boxes as seen below, one set for each player: __ ___________ REJECT 2.) Take turns rolling the die (or rolling the spinner). After each roll write the number rolled/spun in one of the boxes. Once it has been written, it cannot be moved and only one number can go in each box. 3.) Players are able to place one of the rolls/spins into the reject box, which removes it from being subtracted. 4.) After four rolls/spins, players subtract the one digit number from the two digit number and record the difference. 5.) Play 5 rounds and add all of the differences from each round together to create a final sum. The player with the lowest sum wins. Variations: Add a hundreds or thousands place to the top number, make sure to always have at least one less digit in the bottom number so as to avoid negatives. For more advanced students, have them average the 5 rounds together and compare averages to determine the winner Allow more or less rejections to decrease/increase difficulty 59 Hands-On Math Thirty-One Game Focus: Logical Reasoning, Addition Prerequisites: None Materials: Partner(s), 24 cards (playing, Uno or Rook or home-made) 1-6 of each of 4 suits or colors. Objective: Be the player who reaches the sum of exactly 31. How To Play: 1.) Lay out the 24 cards, face up. 2.) Take turns. The first player turns any card face down and says that number out loud. 3.) The second player turns over any other card, adding that number to the first one. 4.) Continue taking turns turning a card face down and keeping a running total. 5.) Whoever reaches the sum of exactly 31 wins. If neither player hits 31, or if some one goes over 31 then no one wins that round. Variations: Version 2: Designed for beginning adders. - Use a number grid (attached) to help your student keep the running total. It can also be helpful to use base 10 blocks, or counters such as beans or cubes. Version 3: Designed for beginning subtractors. - Place 31 counters in a pile in the center of the table. As you choose a card and turn it face down, subtract that amount from the pile of counters. This method emphasizes the concept of subtraction being the removal or taking away a group from an initial group. 60 Hands-On Math 61 Hands-On Math Three Corners Focus: Number Sense Prerequisites: Counting Materials: Partner (3 players is ideal), four dice for each player (two of one color and two of another), poster board/paper Objective: Choose the corner with the largest sum. How To Play: 1.) This game is most effective with at least 3 players. Post a sheet of paper/poster board in three corners of the room. For this example, we will assume your dice are white and red. Label one corner “White White,” another “White Red,” and the last “Red Red.” 2.) Sit down at a table in the center of the room together with all players. Each player chooses which corner they think will have the largest sum at the end of the game. (At this point it’s a total guess, just for fun) 3.) Each player is given 2 white dice and 2 red dice. All players roll their dice and identify the two largest values. For example, if I roll a red 2, white 4, red 5, white 6 I would set aside the red 5 and white 6. If there is a tie for one of the two largest, for example if a 5, 3, 3, and 2 were rolled, then roll again. 4.) Every player then stands up and goes to the poster that matches their roll. For my red 2, white 4, red 5, white 6 roll above I would go to the “White Red” corner because of my high red 5 and white 6. If my largest were two white dice, I would have gone to the “White White” corner and so on. 5.) On the paper, each player writes the sum of their two largest dice. 6.) Players return to the table and repeat the process 10 times. 7.) After 10 rounds, players find the sum of each corner and the player who, in the beginning, chose the corner with the highest sum wins! Follow-up: After a few games, discuss with your student any strategies they see in choosing a corner. Is there one corner that always wins? Always loses? 62 Hands-On Math Variations: Write the sum of all of the dice on the paper instead of only the largest two. Set a timer and play for 3 minutes, rolling, running, adding and writing as fast as possible. Play stops after 3 minutes and each corner is summed. Choose the two smallest dice instead, having the lowest final sum win and follow this up by comparing patterns between this game and the original. This game can be adapted for nearly any operation, even division. Have the students write the largest fraction they can with the two largest dice and then sum the fractions at the end. For different ability groups, have an addition corner, multiplication corner and so on, assigning each student to an operation of their ability. They only go to that corner after each roll. 63 Hands-On Math UNO Memory Focus: Number Sense, Logical Reasoning, Problem Solving Prerequisites: Counting Materials: Partner(s), a deck of UNO cards (or face cards or Phase 10 or Rook cards) Objective: Find as many matches as you can that have a sum of 10 How To Play: 1.) Take out 2 sets of 0-9 UNO cards and 2 skips (these will be used as 10’s). There should be 22 cards. Shuffle. 2.) Spread out the cards face down. 3.) Take turns finding matches that add up to 10. 4.) If you find a match your turn continues. If your two cards do not add up to ten, your turn ends and it is the other player’s turn. Variations: To mix things up, try finding pairs that have a difference of 5. You can also choose a different target sum or difference, however, in this variation, not all the cards will be able to have matches. 64 Hands-On Math War! Focus: Operations, Number Sense Prerequisites: Counting Materials: A partner, Deck of UNO cards (or other numbered cards) Objective: Possess all of the cards in the deck. How To Play: 1.) Deal each player half of the deck, face down. Players are not allowed to view the cards. Play begins with each player flipping over one card. The player with the highest value wins both cards and sets them aside into their “winning pile.” 2.) If the cards are the same value, each player then places the next 3 cards face down on the table and flips the fourth. Whichever player has the highest value between the fourth cards then takes the original two, the 6 face down and the two fourth cards for a total of 10 cards. If the fourth cards are ties again, the process is repeated until one player wins that group of cards. 3.) When a player uses their whole original deck, they take the “winning pile” and shuffle and then use those cards to draw from. 4.) Play ends when one player possesses all of the cards, meaning the other player has no more cards left to play in their hand or in their “winning pile.” Variations: War is extremely adaptable for all ages and abilities and math concepts. For example, instead of flipping one card, flip two or three or more! Instead of the largest value winning, have the smallest, or let the winner of the previous flip decide what will win the next. The possibilities are endless. Some other variations include: Flip over two cards and add, subtract, multiply, or divide them Flip over two cards, one for the numerator and the other for the denominator, then compare the two fractions Flip over two pairs of cards, each pair making a different fraction and then adding, subtracting, multiplying or dividing them and comparing Flip over two cards to make a fraction and one other for a whole number and multiply or divide 65 Hands-On Math Other Great Games and Activities That Every Home Should Have Board Games: Yahtzee Master Mind Chess Mancala Checkers Uno Set Risk Stratego Parchisi Open Source: (All of these resources can be found for free by doing a search online) Tangrams Tic-Tac-Toe Logic Puzzles Sodoku Number Grids Rosetta Puzzles Cryptograms 66