Welcome to the 1st and 2nd grade Math Madness Night… Our goal this evening is for you to see the fun ways math games can be integrated at home. Many of the games found in this packet have been played in your child’s classroom and are adaptable to varying skill levels. Tonight please proceed around the tables at your own pace. Try to get through as many tables and games as you can. All the directions for the games are located in this packet. The materials and directions will be set out at the tables. Thank you for joining us tonight! We hope that you all enjoy the Math Madness games and are able to go home with lots of fun and exciting ideas! Math Madness Table of Contents Addition Top-It Basketball Addition Beat the Calculator Beat the Calculator with Fact Triangles Clock Concentration Coin Top-It Digit Game Dime, Nickel, Penny Grab Domino Top-It Fact Power Game Fraction Top-It Number-Grid Game Penny-Cup Penny, Nickel, Dime Exchange Pick-a-Coin Tens-and-Ones Trading Game Math Web Sites to Visit 6.1 Addition Top-It Players: 2-4 Materials: deck of number cards (4 cards for each number 0-9) Math Journal 2, p. 134 (addition/subtraction facts table) Shuffle the deck and place it on the desk with the cards face down. At each turn, players turn over two cards and call out the sum. If they don’t know the sum, they may look it up in the Addition/Subtraction Facts Table. Players should check each other’s sums in the table. The player with the higher sum takes all the cards. In case of a tie, players turn over two more cards and call out the sum. The player with the higher sum takes all the cards from both plays. Play continues until there are fewer than 4 cards left in the deck. The player who took more cards wins. **Encourage children to try to find the sums without looking them up in the table. Basketball Addition Materials: basketball addition scoreboard, 3 dice Object of the game: To score a greater number of points than the other team. Directions: Players on opposite teams take turns rolling the 3 dice. Each player enters the sum of the numbers on the 3 dice in the Points Scored table. After each player on a team has rolled the dice, each team finds the total number of points score by their team for the first half of the game and enters the Team Score in the table. Players repeat Steps 1-3 to find their team’s score for the second half of the game. Each team adds their team totals from both halves of the game to find their team’s total score. The team with the greater number of points wins the game. Beat the Calculator (Addition) Materials: Game master 29 (Fact Power Table), number cards 1-10, 4 of each, 1 calculator Object of the game: To beat the calculator in finding the answer to an addition basic fact. Directions: One player is the “Caller,” one is the “Calculator,” and one player is the “Brain.” One player shuffles the cards and places them with the numbers facedown. The “Caller” draws 2 cards from the number deck and asks for the sum of the numbers. The “Calculator” solves the problem using the calculator. The “Brain” solves it without a calculator. As soon as a player has found the sum, he or she says it aloud. The “Caller” decides who got the correct answer first. Players trade rolls every 10 turns or so. Variation: Players limit the facts used to those with sums through 10 or to the facts in the unshaded section of the Game Master 29. The caller selects one of the facts in the unshaded section of Game Master 29 rather than drawing 2 cards. Beat the Calculator (addition) Materials: 1 calculator per team, Number cards (1-10, 4 of each) OR Fact Card Triangles OR Flash Cards (can be purchased at a dollar store) Object of the game: To beat the calculator in finding the answer to an addition basic fact. Directions: 1. One player is the “Caller,” one is the “Calculator,” and one player is the “Brain.” 2. One player shuffles the cards and places them with the numbers facedown. 3. The Caller draws 2 cards from the number card deck (or one “Fact Triangle,” if playing with these instead) and asks for the sum of the two numbers. 4. The Calculator solves the problem using the calculator. The Brain solves it without a calculator. As soon as a player has found the sum, he or she says it aloud. The Caller decides who got the correct answer first. 5. Players trade roles every 10 turns or so. Clock Concentration Materials: Time cards from Game Master 38, stamp pad, envelope, scissors Preparation: Players use Time Card Deck or make a set of clock concentration cards by doing the following: 1. 2. 3. 4. 5. 6. 7. Cut out the cards on Game Master 38. Draw an hour hand and a minute hand on the face of each clock to show the time. Write the matching digital time on the other half. Check one another’s work. Cut the card in half. Write “C” on the back of each card with a clock face. Write “T” on the back of each card with a time. Choose a mark to use to identify your cards. Make that mark in the same corner on the back of every card. Directions to play: One player shuffles the cards and places them facedown in an array on the playing surface. Players take turns. For each turn, a player turns a “C” card and a “T” card faceup. If the cards match, that player takes both cards and takes another turn. If the cards do not match, the player puts them back in the array facedown. Then the next player takes a turn. Play continues until the time is up or until all the cards have been taken. The player with the most cards wins. If the players made the cards from Game Master 38, they can store them in an envelope until they play again. Coin Top-It Materials: Game Master 39 (2 copies) Object of the game: To collect more cards than the other player. Directions: Players use the money cards deck or each player cuts apart a copy of Game Master 39. Players combine their cards. Players mix the cards and place them facedown between them. Each player draws a card and says the total amount of the coins shown on it. The player with the greater amount collects and keeps both cards. In case of a tie, players take two more cards. The player with the larger amount then takes all of the cards. The game ends when there are no cards left to draw. The winner is the player who collects more cards Digit Game Materials: number cards 0-9 (4 of each) Object of the game: To collect more cards than the other player. Directions: One player shuffles the deck and places it with the numbers facedown on the playing surface between the players. Each player draws 2 cards from the deck and uses them to make the largest number possible. The player who makes the larger number takes all the cards. The game is over when all of the cards have been used. The player with more cards wins. Advanced Version (recommended for 2nd grade) Players draw 3 cards at a time. Each player makes the largest 3-digit number possible. Dime-Nickel-Penny Grab Materials: Game master, 20 pennies, 10 nickels, 10 dimes (combined to become the “pot”) Players figure out the value of the coins that they start with (To make this game fit different learning levels, players may start with less coins than listed in materials). Quarters can be added for enrichment and higher levels. Players record the starting total value coins in the appropriate space on the board labeled, “I started with…” Players mix the coins together. One player grabs a handful of coins; the other player takes the coins that are left. Players help each other count the coin collections. Players record the coin collections and amount (value of the coins) on the recording sheet. Players determine which player has more money. The player with more money wins the game and records his/her name on the recording sheet in the appropriate space. 3.14 Domino Top-It Materials: Partners, sets of dominos from Math Journal 1, Activity Sheets 3 & 4 Place all of the dominoes facedown on the table. Each player turns over a domino and finds the total number of dots. The player with the larger total takes both dominos. In case of a tie, each player takes another facedown domino…and the player with the larger total then takes al the face up dominoes. Play continues until all the dominoes have been played. The player who has more dominoes wins. 6.4 Fact Power Game Players: 2 players or small groups Materials: die, markers to mark places on board fact power game mat (math journal 2, p. 140) Players place their markers on START. They take turns rolling a die and moving their markers the correct number of spaces across the rows, as indicated by the arrows on the game mat. When players land on a space, they say the sum. The others in the group check to see if the sum is correct. If correct, the player marks the space with his or her color or initials. Players who land on a marked space skip over that space. A round is over when a player reaches or passes END. At that point, there will be some spaces marked and some not. Players then start again at the beginning. When time is up or all spaces have been marked, players count their marked spaces. The player with the greatest number of marked spaces wins the game. Fraction Top-It (VERSION 1) Materials: 32 Fraction Cards (2 sets cut from Game Master 167) Object of the game: To collect more cards than the other player. Directions: Mix the Fraction Cards and put them in a stack so that all the picture sides (the sides with the strips) are facedown. Each player turns over a card from the top of the stack. Players compare the shaded parts of their cards. The player with the larger (higher) fraction takes both cards. If the shaded parts are equal, the fractions are equivalent. Each player turns over another card. The player with the larger fraction takes all the cards from both plays. The game ends when all of the cards have been taken from the stack. The player who took more cards wins. Fraction Top-It (ADVANCED VERSION) Materials: 32 Fraction Cards (2 sets cut from Game Master 167) Object of the game: To collect more cards than the other player. Directions: Mix the Fraction Cards and put them in a stack so that all the picture sides (the sides with the strips) are facedown. Each player turns over a card from the top of the stack but DOES NOT TURN IT OVER. Players take turn. When it is your turn, compare the fractions on the two cards. Say one of the following: o My fraction is more than your fraction. o My fraction is less than your fraction. o The fractions are equivalent. Turn the cards over and compare the shaded parts. If you were correct, take both cards. If you were not correct, the other player takes both cards. Number-Grid Game Materials: die, number grid, game marker per player (play as partners) Players take turns Players put marker on 0 on number grid. Roll the die. Use the table to see how many spaces to move the marker. Continue. The winner is the first player to get 100 or to get past 110. ROLL SPACES 1 or 10 2 or 20 3 4 5 6 Penny-Cup Materials: Penny-Cup Record Sheet, 20 pennies, a cup or can per group Object of the game: To identify the number of pennies hidden under a cup Directions: Player 1 turns the container upside-down, hides some of the 20 pennies under the cup, and puts the rest on top of the cup. Player 2 counts the pennies on top of the cup and figures out, or guesses, how many pennies are hidden under the cup. If the number is correct, player 2 gets a point. Players trade roles and repeat. Each player keeps a tally of his or her points. The first player to get 5 points is the winner. 5.13 Penny-Nickel-Dime Exchange Materials: 20 pennies, 10 nickels, 10 dimes in a pile Partners take turns. At each turn, a player rolls two dice and collects the amount shown on the dice from the bank. Whenever players have at least 5 pennies, they say “Exchange” and trade 5 of their pennies for a nickel in the bank. Whenever a players has at least 2 nickels or 5 pennies and 1 nickel, he says “Exchange” and trades them for a dime. The game ends when there are no more dimes in the bank. The player who has more DIMES is the winner. If players have the same number of dimes, the player who has the greater amount of money wins. Pick-a-Coin Materials: Pick-a-Coin Record Table, 1 die, 1 calculator per player Object of the game: To be the player with the largest sum. Directions: Players take turns. For each turn a player does the following: o Rolls the die 5 times. o After each roll, records the number that comes up on the die in any cell on his or her part of the Record Table. o Uses the calculator to find the total amount for that turn. o Records the total on the Record Table. After 4 turns, each player uses a calculator to add the 4 totals. The player with the largest sum wins. Tens-and-Ones Trading Game Materials: a die, base-10 blocks (longs and cubes), a Tens-and-Ones mat (journal p. 96) for each player Take turns rolling the die. Roll 1=take 1 long Roll 2=take 2 longs Roll 3=take 3 cubes Roll 4=take 4 cubes Roll 5=take 5 cubes Roll 6=take 6 cubes Put your blocks on your Tens-and-Ones Mat. If you can, trade 10 cubes for 1 long. The winner is the first player to get 10 longs. Alternate Way to Play: Place 10 tens on your Tens-and-Ones Mat. Take turns rolling the die and taking pieces off the mat. You must get the exact number to take the last pieces off. The winner is the first to take all of the pieces off. Math Madness Web Sites to Visit AAA Math: http://www.aaamath.com Cool Math: http://www.coolmath.com Math is Fun: http://www.mathisfun.com A+ Math: http://www.aplusmath.com Fact Monster http://www.factmonster.com Math Fact Café: http://www.mathfactcafe.com/ Math Playground: http://www.mathplayground.com Everyday Math Online Games: http://www.everydaymathonline.com Math Cats Story Problems: http://www.mathcats.com/storyproblems.html Math Magician: http://www.oswego.org/ocsd-web/games/Mathmagician/cathymath.html

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