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Some math games will be put on this web page. Play any of these games and your child can earn
two goldslips if I am notified.
Read/Say the rhyme:
1,2 Buckle my shoe.
3,4 Shut the door.
5,6 Pick up sticks.
7,8 Lay them straight.
9,10 A big fat hen.
Play Monster Squeeze
For this game, the leader thinks of a mystery number and then calls out two numbers such that
the mystery number is somewhere between the two numbers. Your child can then try to guess
the mystery number. For example, the leader chooses 5 as the mystery number and says: I am
thinking of a number between 1 and 9. What's my number?
You and your child are the bracket holders. (You might also call the brackets monsters.) One
child covers the 1 on the number line with a bracket; the other person covers the 9.
The leader calls on someone to make a guess. The child guesses 7. The leader says: No, my
number is smaller than (or less than) 7, or 7 is more than (or bigger than or greater than) my
number. The right bracket is then moved to cover the 7.
*If your child needs another copy of the Monster Squeeze pages let me know and I will send it
home with you youngster.
Penny-Dice Game
You need about 20 pennies for this game. This game involves rolling a die. Shake the die in both
hands, open your hands within 4 or 5 inches of the tabletop, and let the die drop. Take turns
rolling the die and picking up as many pennies as indicted on the die until all of the pennies
are used.
Play Bunny Hop
Each player needs a number line and a bunny marker. Players take turns rolling the die and
moving the bunny the number of spaces shown on the die.
Both players hop to the carrot -20- by rolling the exact number. Then they hop back to the
bunny's hole -0- by rolling the exact number.
The first player to get to the carrot and back to the bunny hole wins.
*If your child wants to play this game and needs the Bunny Hop special paper let me know and I
will send home another a copy.
Top-It
Use two different color sets of the 0-22 number cards for each two children.
Combine and shuffle the two sets of number cards separately. Put the
shuffled deck face down in the middle of the group.
Each player draws a card, reads the number aloud, and shows it to the other
players. The player with the highest card takes the other players' cards.
Ties are resolved by another draw and the high card takes all. Play ends
when time runs out or no cards remain to be drawn.
(This game is similar to the card game called War.)
Two-Fisted Pennies
Children count out 10 pennies and split them between their two hands.
Please help your child identify his/her left and right hands.
For example: My left hand has 1 and my right hand has 9; left hand 3 and
right hand 7; left hand 4 and right hand 6; left hand 5 and right hand 5,
etc.
Penny Plate
This game is played with 2 players. Each player needs 10 pennies (more can be used, when
applicable) and 1 plate to share.
Players take turns. Player A turns the plate upside down, hides some of the pennies under the
plate, and places the rest of the pennies on top of the plate.
Player B counts the pennies on top of the plate and guesses how many are hidden underneath. If
the guess is correct, Player B gets a point.
Players trade roles and keep a tally of their points. The player who has more points at the end
of 5 rounds wins.
A variation of this game can have the players working together to guess how many pennies are
under the plate. If their joint guess is correct, they both get a point. The team plays 10
rounds. Their goal is to improve the team score after each round.
Penny/Nickel Exchange Game
Partners make a pile of 20 pennies and 10 nickels. This pile is the bank.
Players take turns rolling a die and collecting the number of pennies shown on the die from the
bank. Whenever players have at least 5 pennies, they say, "Exchange!" and trade 5 pennies for a
nickel from the bank. The game ends when there are no more nickels in the bank. If players have
the same number of nickels, the player with more pennies wins.
Variation of this game is to add the dime and quarter to this game when your child is ready.
Eventually, see if your child can play this game using the half dollar and dollar.
Play High Roller
Each player will need a copy of High Roller recording sheet and 2 dice. (Have your child see me
for a copy of this)
Players take turns. The first player rolls 2 dice and records the roll in the first two
squares. He/She keeps the die with the larger number (the High Roller) and crosses out the
smaller number on the recording sheet.
The first player rolls the other (smaller) die again and records the roll. He/She counts on
from the number rolled on the first die to get the sum of the two dice.
The first player records the sum on the line.
The second player repeats the process.
Players continue to take turns until this is no more time.
Play Coin Top-It
This game is for 2 players. Each player cuts seven 3" by 5" index cards in half and draws a
combination of nickels and pennies on each card. Players can use the circles on their Pattern-
Block Templates to draw coins. (Have players label the circles N for nickel and P for pennies.)
Each player should make a card for each amount from 7 cents to 20 cents.
Combine both sets of cards. Mix them and place them facedown in a stack.
Each player draws a card and counts the coins shown on the card. The player with the larger
amount takes both cards.
In case of a tie, each player takes one more card. The player with the larger amount takes all
of the cards.
The game ends when all of the cards in the stack have been played. The winner is the player
with more cards.
Domino Top-It Game
Place all the dominoes face down between partners. Each player chooses a
domino and finds the total number of dots. The player with the larger total
gets both dominoes. Play until the dominoes are gone!
Go Forward, Go Back
This is a fun game to reinforce addition and subtraction facts. You will
need a Game Mat, a die, and a red/green die. Each player needs a marker.
Players put their game markers on "Start." If the colored die lands green
side up, the child moves forward the number of squares indicated by the
regular die; if the colored die lands red side up, the child moves back the
number of squares indicated by the regular die. They then take turns rolling
the regular die and the red/green die and moving their markers on their game
boards. The winner is the child that reaches the "End" first.
Egg-Carton Digits Game
Partners need a prepared egg carton that has a number 1-12 in each section.
Also needed are 2 or 3 small objects, such as pennies or paper clips. Take
turns shaking the objects inside the closed carton. Open the carton and
record the digits where the objects have landed. Next use these digits to
make the smallest number possible and the largest number possible. For
example, with a 5, 0, and 1, the smallest number is 105; the largest number
is 510.
If your child successfully reads 2 and 3 digit numbers, add a fourth object
to generate a 4-digit number.
Beat the Calculator
This game works best when at lest three children are playing. One child selects at random an
addition or subraction fact. The other child tries to put it in the calculator before the answer
is called out. Then switch places until all of the children have had a turn. Play it again with
a different addition and subtraction fact. This is a great game to encourage learning addition
and subtraction facts.
Number-Grid Game
Each partner needs a number grid, a die, and 2 game markers. Players place their markers at
zero on the number grid. Player One rolls the die and moves 10 spaces if a "1" is thrown, 20 if
a 2 is thrown, and the face value number of spaces for any other number that is thrown. Player 2
follows in turn. Play ends when one players gets to 110 or beyond.
Rolling for 50
The purpose of playing Rolling for 50 is to provide practice navigating along a number grid.
Children use the gameboard on Journal 1, page 7 or a portion of the number grid. The rules of
the game are simple. Players place their markers on 0. They take turns rolling a die and
moving their markers the number of spaces specificed by the table. If you are using a number
grid, just use up to the number 50. The first player to reach 50 wins.
Shaker Addition Top-It
For each round, players take turns shaking and rolling the dice, adding the numbers using any
method (except a calculator), and stating the sum.
Saying the wrong sum disqualifies a player for that round. This encourages children to check
every sum, not just their own. A disqualified player may still check others' responses.
(The children really enjoy this game!)
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