FAMILY MATH GAMES ARDROSSAN ELEMENTARY September 2016 [email protected] phone 1-866-342-3386 1-780-440-6284 boxcarsandoneeyedjacks.com BoxCarsEduc BoxcarsEducation Addition Face-Off LEVEL: Grades 2 and up SKILLS: Addition PLAYERS: 2 EQUIPMENT: 1 deck of cards Ace – 9 (Ace = 1) GETTING STARTED: Players divide the cards evenly between themselves. Then each player turns two cards over and adds them together. The player with the highest sum wins all the cards. In the event of a tie, players have a “face-off.” Each player deals out three more cards face down, then turns over two more cards and adds them together. The player with the highest sum wins all the cards. Play continues until decks are empty, then the player with the most cards wins the game. EXAMPLE: VARIATION: A 5 3 Player One Player Two 2 3 2+3=5 4 A 4+1=5 4 3 4+3=7 4 5 4+5=9 Both players draw the same sum, so a face-off starts. Each player deals three face down cards, then draws again. Player Two wins with a sum of 9. Draw more cards and arrange them as two or three-digit numbers for more difficult math. Three cards: a twodigit number (15) added to a singledigit number (3). 5 3 4 Or... 2 3 Five cards: a threedigit number (534) added to a twodigit number (23). ©Box Cars and One-Eyed Jacks 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. ©Box Cars and One-Eyed Jacks Add dice to the track along a curving path to simulate the race! What Time Is It, Mr. Wolf? LEVEL: Kindergarten – Grade 2 SKILLS: Telling time to the hour, addition PLAYERS: 2 or more EQUIPMENT: 2 dice, paper and pencil GETTING STARTED: Each player needs their own clock with the “o'clock” (minute) hand drawn in at 12. Player one rolls the dice and adds them together, then uses the result to fill in a time on their clock. For example, a roll of 3 and 5 lets a player fill in 8:00 on their clock. Players alternate rolling and filling in times on their clocks until only 1:00 remains. Once only 1:00 is left, a player may roll a single die and try to roll a 1. The first player to complete their clock is the winner. VARIATION: The minute hand can be drawn to quarter-past, half-past, or quarter-to the hour. PLACE VALUE FACE OFF LEVEL: Kindergarten - Grade 1 SKILLS: read, compare and order numbers to 100 PLAYERS: 2 EQUIPMENT: cards (Ace=1) - 9, gameboard; for variation use 0-9 dice, 00-90 dice GOAL: to be the player with the greatest number and collect the most cards by the end of the game GETTING STARTED: Players divide cards evenly between themselves. Each player turns over two cards and places them onto the gameboard. The first number turned over is the tens number and the second is the ones. Both players say their numbers. Have them verbalize, for example, “six tens and two ones equals sixty-two”. The player with the largest number gets all cards. In the event of a tie (ie. each player has the same number) FACE OFF is declared. First, each player places three cards face down. Then, each player turns over two cards, building a two digit number. The player with the largest number gets all of the cards. Play continues until one player has collected all of the cards. EXAMPLE: FACE OFF IS DECLARED! Player One 43 Player Two “forty-three” 43 “forty-three” three cards face down for “TIE BREAK” 6 tens, 2 ones 62 “sixty-two” 1 ten, 9 ones 19 “nineteen” Player One verbalizes “sixty-two is greater than nineteen” and collects all of the cards. 10 20 PLAYER ONE TENS 00 ONES 30 40 50 60 80 90 PLAYER TWO TENS 70 PLACE VALUE FACE OFF GAMEBOARD ONES 100 PRIMARY SUPER MUSH LEVEL: K–2 SKILLS: fact fluency, addition facts to 12, number patterns PLAYERS: 2 (cooperative team) EQUIPMENT: GOAL: 1 tray, recording sheet to fill up the tray with 36 dice matching the selected fact family GETTING STARTED: The teacher selects a fact family for teams to work on: Simple Sixes Successful Sevens Easy Eights Nifty Nines Terrific Tens Enormous Elevens Tremendous Twelves All dice are removed from the tray and “super mushed” – i.e. scrambled all together and rolled for about 20 – 30 seconds. The teacher calls stop and the dice are then set for the activity. Together both players now hunt for combinations of dice that match the set fact family and place them into the tray. EXAMPLE: Round of Easy Eights: ©Box Cars and One-Eyed Jacks PRIMARY SUPER MUSH _________________ _________________ ©Box Cars and One-Eyed Jacks ADDITION TIC TAC TOE 0 1 2 3 4 5 6 7 8 9 0 0 1 2 3 4 5 6 7 8 9 1 1 2 3 4 5 6 7 8 9 10 2 2 3 4 5 6 7 8 9 10 11 3 3 4 5 6 7 8 9 10 11 12 4 4 5 6 7 8 9 10 11 12 13 5 5 6 7 8 9 10 11 12 13 14 6 6 7 8 9 10 11 12 13 14 15 7 7 8 9 10 11 12 13 14 15 16 8 8 9 10 11 12 13 14 15 16 17 9 9 10 11 12 13 14 15 16 17 18 Adapted From Dice Works page 44. Use cards 0 (K) through 9. Mix the cards up. Players take turns flipping over two cards at a time. One card is located at the top, the other is located at the left side. Players trace their fingers from the two numbers to the sum (answer) on the board. For example 3 and 7 are flipped over. 3 is placed on the top and 7 is placed on the left. The player runs their left finger along the "7" row and runs their right finger down the "3" column" until they meet at the "10". They place a chip at that location. The player then switches the cards and places the 7 at the top and the 3 on the left side. The player runs their left finger along the "3" row and runs their right finger down the "7" column until they meet at "10". They place a chip at that location. Most turns will have players place two chips. Players continue to alternate turns until one player places a chip that completes 3-in-a-row, 4in-a-row or 5-in-row Tic Tac Toe. When this happens, the player removes the chips for that Tic Tac Toe and places them into their "point pile". Tic Tac Toes usually occur two at a time. Stealing points - If a player has a turn where an answer already has a chip on it, the player.removes that chip, places it into their point pile and then places a new chip on the answer. For example, if a player flipped a 3 and 7 and the 10 answer already has a chip on it. ©Box Cars and One Eyed Jacks Multiplication Face-Off LEVEL: Grade 4 and up SKILLS: Multiplication facts to 81 PLAYERS: 2 EQUIPMENT: 1 deck of cards Ace – 9 (Ace = 1) GETTING STARTED: Players divide cards evenly between themselves. Both players turn over two cards and multiply them together. The player with the largest product collects all four cards. In the event of a tie, each player deals three more cards face down, then turns two more cards face up and multiplies them together. The player with the largest product collects all the cards. Play continues until decks are empty. The player who takes the most cards wins. EXAMPLE: Player One 2 6 2 x 6 = 12 A 9 VARIATION: 1x9=9 Player Two 3 4 3 x 4 = 12 5 6 5 x 6 = 30 Player One draws 2 and 6, while Player Two draws 3 and 4. Both products are 12, so the players face off. Each deals three cards face down. Player Two beats Player One with a product of 30 versus Player One's product of 9. Player Two takes all fourteen cards! To increase difficulty, have players draw more cards and use them to make and multiply two and threedigit numbers. ©Box Cars and One-Eyed Jacks 36 / 72 SLAM DUNK PLAYER ONE PLAYER TWO Each player takes 18 dice of own color. Each player rolls 2 or 3 dice, multiplies. Player with greatest product places them into their side of the tray, least product places in lid. Player with the most dice in their side of the tray at the end of the game wins. ©Box Cars and One-Eyed Jacks 38526-insides09:Nov 2004 RadMath 8/19/09 9:49 AM Page 45 MULTIPLICATION SCRAMBLE SKILLS: Multiplication facts to 144, probability PLAYERS: 1 to 2 EQUIPMENT: Two twelve-sided (1-12) dice or cards Ace - King (Ace = 1, Jack = 11, Queen = 12, King = 0), gameboard (see reproducibles) GETTING STARTED: The goal of this game is to fill in every line on the scramble grid. Each player rolls two dice and multiplies the numbers. Players write down their product in the appropriate space on their gameboard (e.g. 4 x 9 = 36, so 36 would go in the space for 30 - 39). If a player rolls a product and that space has already been filled in, that player now misses their turn (i.e. no space is filled in for that roll). Play continues until one player successfully fills in all of the spaces on their gameboard. EXAMPLE: Player One 0 10 20 30 40 50 60 70 80 90 100 110 120 130 140 - 9 19 29 39 49 59 69 79 89 99 109 119 129 139 149 __________ __________ 7 X 4 = 28 __________ 4 X 8 = 32 __________ 9 X 5 = 45 __________ __________ __________ 9 X 8 = 72 __________ 11 X 8 = 88 __________ __________ 10 X 10 = 100 __________ __________ __________ __________ __________ ©Box Cars and One-Eyed Jacks Player Two __________ 6 X 2 = 12 __________ 5 X 5 = 25 __________ 5 X 6 = 30 __________ __________ __________ 10 X 5 = 50 __________ __________ __________ __________ __________ __________ __________ __________ __________ 38526-insides09:Nov 2004 RadMath 8/19/09 9:49 AM Page 46 Player One rolls or turns over 7 X 4 = 28 Player Two rolls or turns over 5 X 6 = 30 Player One rolls or turns over 9 X 5 = 45 Player Two rolls or turns over 5 X 6 = 30 does not fill in anything Player One rolls or turns over 10 x 10 = 100 Player Two rolls or turns over 10 X 5 = 50 VARIATION I: To decrease the level of difficulty, use cards from Ace - 9 (Ace = 1) and use grid only up to 80 - 89. _____________ _______________ _______________ _______________ _______________ _______________ _______________ _______________ _______________ VARIATION II: Add rounding to the skill level of the game by using the following gameboard: 0 10 20 30 40 50 60 70 80 90 100 110 120 130 140 EXAMPLE: ____________ ____________ ____________ ____________ ____________ ____________ ____________ ____________ ____________ 8 x 11 = 88 ____________ ____________ ____________ ____________ ____________ ____________ Players roll two twelve-sided (1-12) dice, multiply them and round their product off to the nearest ten. The player now records this in the appropriate space. The first player to fill in their gameboard wins. 8 x 11 = 88, rounds to 90 THOUGHT PROVOKERS: Have students figure out the average number of rolls to fill in all spaces on the scramble grid. ©Box Cars and One-Eyed Jacks Three-Digit Scramble LEVEL: Grade 2 – 3 SKILLS: Place value to 1000, betweeness PLAYERS: 2 EQUIPMENT: 1 deck of cards Ace – 9 (Ace = 1), paper and pencil GETTING STARTED: Each player needs their own gameboard. Each player turns over three cards and makes a three-digit number. Players call their number out loud, then write the number down in the appropriate space on their gameboard. For example, if a player draws 1, 3 and 5, they can put 135 or 153 in the 100 – 199 space, 315 or 351 in the 300 – 399 space, or 513 or 531 in the 500 – 599 space. The first player to fill all ten spaces is the winner. VARIATIONS: To increase the difficulty, have players fill in their gameboards in order from lowest to highest. For longer playing time, add more blanks to be filled in. The game can also be played as a solitaire, “3 strikes and you're out.” Three-Digit Scramble TICK TOCK ROLL A CLOCK WHAT YOU'LL NEED Each Double Dicer needs one Three-in-a-Cube Die, paper, pencil. TO BEGIN Each player needs to draw a clock as illustrated below. THE GOAL To be the first Double Dicer to circle all the numbers on their clock. LET'S ROLL Player One rolls the die and may now add, subtract, multiply or divide the three numbers to target any number between 1-12. EXAMPLE: • • • Roll is Player One can circle on their clock, either: 2 3 6 (2 x 3)+6= 12 OR 2+3+6=11 OR (6 ÷ 2)+3=6 etc. Players can circle only one number per roll. Players alternate rolling the die, analyzing their combinations, trying to be the first player to circle all the numbers on their clock. If a player is unable to find a combination for any of the remaining numbers, play continues to their opponent. ©Box Cars and One-Eyed Jacks To Sum It Up LEVEL: Grade 3 and up SKILLS: Adding 3 digit numbers PLAYERS: 2 or more EQUIPMENT: 1 deck of cards Ace – 10 (Ace = 1, 10 = zero), paper and pencil GETTING STARTED: Each player draws a 3 by 3 grid as a gameboard and the cards are shuffled. Then a card is drawn and placed face up. All players write the number on the card into a space on their gameboard. Eight more cards are drawn and players fill in the rest of their gameboards. Once all nine spaces are full, players add the three numbers they've made together. The player with the greatest sum scores a point. Play to 10 points. EXAMPLE: VARIATION: The nine cards drawn, in order, are 5, 7, 4, 6, 5, 10, Ace, 3 and 9. Three players build their gameboards as follows. Player Three wins with a sum of 2,326. Player One Player Two 7 3 4 7 5 0 Player Three 7 3 5 6 5 0 6 5 1 6 4 0 + 5 =1, 9 9 1 4 9 9 5 1 7 5 + 3 =1, 7 5 0 =2, 3 2 6 + For less experienced students, you can draw six cards and make two three-digit numbers, or draw only four cards and make two two-digit numbers. ©Box Cars and One-Eyed Jacks = = ©Box Cars and One-Eyed Jacks + +

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