Roll the dice
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5 Evergreen Games
Evergreen games are games that have general rules that never
change. Once you teach children those rules you can use the
game for every math concept. For example, the rules of Memory
never change….but what “matches” they are looking for can
change with each new concept you want to focus on. This
document gives you the general rules of the 5 Evergreen Games
along with three examples for each game.
1)
2)
3)
4)
5)
Bump
Memory
I Have/Who Has
Capture 4
Difference To...
If you want an “editable” version go here to make a copy of the Google Doc:
https://docs.google.com/presentation/d/1uNuBgwfcyfa0l-BhxUtLDWlZZl4HUEUY5G6LPebTTWQ/edit?us
p=sharing
Compiled by Christina Tondevold
for Build Math Minds
Bump
Directions
Each child takes 8 unifix cubes of one color. Their partner should
have 8 of a different color. The first child rolls 2 dice (or 1,
depending upon the game you are playing) and puts a cube on
that number. If the other player’s cube is on that number, they
get to BUMP it off. If your own cube is already on that number,
link another cube with it and it freezes that spot.
Any time there are two cubes of the same color on a spot, that
freezes that spot and you cannot bump that person’s marker off.
The winner is the player that uses all of their markers first.
One More Than
BUMP
2
7
Roll the die. Then, put your marker on
the spot that is “1 more than” the amount
you rolled.
5
4
3
6
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One Less Than
BUMP
2
0
Roll the die. Then, put your marker on
the spot that is “1 less than” the amount
you rolled.
5
4
3
1
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Make Ten
BUMP
Roll the die. Then, put your marker on the spot that has
the ten frame you would need in order to “Make Ten.”
For example, if I roll a 4, I would place my marker on the
ten frame showing 6 because 4 + 6 makes 10.
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Memory
Directions
**Print the sheet out and cut the cards apart.
Lay the set of cards out, face down in columns &
rows. Take turns flipping over 2 cards at a time to
see if they make a “match.” If they do match, they
keep the cards. If they do not match, they flip them
back over and it is the next player’s turn.
”
0
1
e
k
s
a
e
M
h
“ atc
M
15
17
11
19
14
16
18
12
13
20
s
e
h
c
t
a
15
M
11
17
19
14
16
18
12
13
20
32
20 + 12
13
10 + 3
9 + 20
33
23 + 10
69
60 + 9
29
43 + 10
53
24 + 20
44
58 + 10
35
15 + 20
66
50 + 16
68
s
e
h
c
t
a
32
20 + 12
13
10 + 3
9 + 20
23 + 10
69
60 + 9
29
43 + 10
53
24 + 20
44
58 + 10
35
15 + 20
66
50 + 16
68
M
33
I Have/Who Has
Directions
Hand out a card to each student. There are 6 cards for 1 game as these are
designed to be done in a small group setting. Some students may need to
have 2 depending upon how many kids are in your group. It is important to use
all the cards in a set or else it won’t make it back around to the starting card
Choose a student to go first, and have her read her card aloud.
The student who has the card with the answer then reads that answer aloud: “I
have __”. This student will then read the question at the bottom of their card –
‘Who has ___?’ Then the student with the card that answers the question
responds. Every card in the set is connected to a card before it and a card
after it.
Play continues in this fashion until all of the cards have been played. The game
will end with the same student who started play.
I have
I have
I have
32
48
26
Who has
Who has
16 + 10
10 + 15
I have
I have
I have
25
34
29
Who has
Who has
Who has
24 + 10
20 + 9
20 + 12
Who has
30 + 18
I have
I have
I have
16
12
11
Who has
Who has
10 + 1
10 + 5
I have
I have
I have
15
13
14
Who has
Who has
Who has
10 + 3
10 + 4
10 + 6
Who has
10 + 2
I have
I have
I have
6
9
10
Who has
Who has
I have
I have
I have
8
7
5
Who has
Who has
Who has
Who has
Capture 4
Directions
These are meant to be played with a partner, but you could also
do students versus teacher.
Students have to think strategically to capture 4 spaces in a row,
either horizontally, diagonally, or vertically.
*Print these off and then students can place cubes on the spots
they capture (each student would need their own color) or you
can put it in a sheet protector and have them mark off the spots
they capture with whiteboard markers (each student would need
their own color).
Capture 4: Add 2
Roll the die. Then, put your marker on the spot that is “2 more than” the
amount you rolled.
FREE
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Capture 4: Add 10
Roll a regular die, then add 10 to the amount you rolled. Then place your marker on that
amount to capture it. Play moves to the other player. First person to capture 4 in a row
(horizontal, vertical, or diagonal) wins.
FREE
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Capture 4: Roll two, Add 20
26
29
26
31
22
27
32
25
28
28
29
FREE
24
30
25
26
27
23
29
32
28
29
30
27
Roll 2 regular dice, then add 20 to it. Place your marker on that amount to capture it. Play
moves to the other player. First person to capture 4 in a row (horizontal, vertical, or diagonal)
wins.
24
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Difference To…
Directions
Students roll dice, add amounts together, and then
find the difference to a predetermined number.
The sheets for this game are designed to be
printed out and slipped into sheet protectors.
There are blank parts in the directions of each
game to allow you to change certain parts of the
game depending upon what you want your
students to focus on. Plus, students can write on
the sheet protector with whiteboard markers and
wipe it off for each new game.
Player 1
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Player 2
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
1) Roll the dice ____ times.
2) Use the number path to record the amount you rolled.
3) Find the difference from ____.
4) The player with the smallest difference wins.
5) Wipe off your work and PLAY AGAIN.
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Player 1
e
l
p
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
m
a
x
E
Player 2
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
1
1) Roll the dice ____ times.
2) Use the number path to record the amount you rolled.
8
3) Find the difference from ____.
4) The player with the smallest difference wins.
5) Wipe off your work and PLAY AGAIN.
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Player 1
1
2
3
4
5
6
7
8
9 10 11 12 13 14 15 16 17 18 19 20
5
6
7
8
9 10 11 12 13 14 15 16 17 18 19 20
Player 2
1
2
3
4
1) Roll the dice ____ times.
2) Use the number path to record the amount you rolled.
3) Find the difference from ____.
4) The player with the smallest difference wins.
5) Wipe off your work and PLAY AGAIN.
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Player 1
1
2
3
4
5
7
8
e
l
p
9 10 11 12 13 14 15 16 17 18 19 20
7
8
9 10 11 12 13 14 15 16 17 18 19 20
6
m
a
x
E
Player 2
1
2
3
4
5
6
2
1) Roll the dice ____ times.
2) Use the number path to record the amount you rolled.
10
3) Find the difference from ____.
4) The player with the smallest difference wins.
5) Wipe off your work and PLAY AGAIN.
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Player 1
Player 2
1) Roll the dice ____ times.
2) Use the number line to record the amount you rolled.
3) Find the difference from ____.
4) The player with the smallest difference wins.
5) Wipe off your work and PLAY AGAIN.
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Player 1
m
a
x
E
Player 2
e
l
p
3
1) Roll the dice ____ times. Add them, then add 50.
2) Use the number line to record your total amount.
100
3) Find the difference from ____.
4) The player with the smallest difference wins.
5) Wipe off your work and PLAY AGAIN.
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