Ready set go

 

“18” Game (Gr. 3-5)

Rolling 3 dice, players get 19 chances to make numbers 1-18 using addition, subtraction, multiplication and division.

 

Pig (Gr. 1-3)

Rolling a die and following some simple rules allow players to accumulate points to the goal of 100.

 

Stuck in the Mud (Gr. 1-3)

The aim of the game is to achieve the highest score. You can only score on a roll of 5 dice which does not include the numbers 2 and 5. Any dice which show a 2 or a 5 become“stuck in the mud”.

 

36 (Grades 1-3)

This game is played in 10 rounds and the goal of the game is to get as close as possible to 36, but not to go over it. When you do get over 36 you are out for that round.

 

Get There by 4’s (Grades 4-6)

Roll two dice. Use the larger number for the ten’s value, and the smaller number for the one’s value. For example, 6 and 3 makes 63. Now, get to 63 using four 4’s along with these mathematical operations: addition, subtraction, multiplication, division, exponent and factorial. You could say 4

3

- 4

0

+ 4

0

- 4

0

= 63. (That’s 64 - 1 + 1 -1 =

63).

 

Dueling Exponents (Grades 4-6)

Roll two dice. Square each number and subtract the larger number from the smaller. For example, if you roll 5 and 3: 5 squared is 25; 3 squared is 9; 25 - 9 = 16. 16 is the answer. First person to state the answer wins.

 

Close to 20 (gr. 1-2)

 

Close to 100 (gr. 1-3)

 

Close to 1000 (gr. 1-4)

 

Close to 0 (gr. 2-4)

 

I Spy Sums (gr. 1-3)

 

Finders Keepers (gr. 1-5)

 

Reading Addition Minds (gr. 1-5)

 

Over-Under (gr. 3-6)

 

Hit the Target (gr. 4-8)

 

The Chosen One (gr. 5-8)

 

Reading Multiplication Minds (gr. 3-6)

 

Give Some Percent (gr. 4-6)

 

Mean, Median, Mode Game (gr. 3-6)

 

Exponent War (gr. 4-6)

 

Prime Time (gr. 3-6)

 

Close to 20 (Gr. 1-2)

Deal 5 cards to each player.

Player chooses three cards that when added together get as close to 20 as possible. The score is the difference between his number and 20. After several rounds, the lowest score wins.

 

Close to 100 (Gr. 1-3)

Deal 6 cards to each player.

Player chooses any four of his cards to make two numbers that when added together get as close to

100 as possible. The player writes down his score as the difference between his cards and 100.

 

Close to 1000 (Gr. 2-5

)

Player uses 6 cards to make two (2) 3-digit numbers that when added together come close to 1000. The player writes down his score as the difference between his total and 1000.

 

Close to 0 (Gr. 2-4)

Deal 8 cards to each player.

Player chooses any 6 cards to make two (2) 3-digit numbers that when subtracted, give you a difference that is close to 0. The player writes down his score as the difference between his total and 0.

 

 

I Spy Sums (Gr. 1-3)

One player challenges another to find all of a certain sum from a 13 x 4 array. Cards making the sums must be adjacent to each other in the array.

 

Finders Keepers (Gr. 1-5)

Players use subtraction, addition, sequence and order to grab cards in the pile based on one of 4 rules…One More, Same Number, One less, and Double it rules.

 

Reading Addition Minds (Gr. 1-5)

Two players hold up a card they cannot see, but a third person announces the sum and the two players try to figure out his card without looking.

 

Over-Under (Gr. 3-6)

Two players, 1 “Under 30”, 1

“Over 30” turn over cards and the two numbers are multiplied together. The cards go to the player with the correct label.

 

Hit the Target (Gr. 4-8)

Players decide on a target number, say “20”. Five cards are turned up and all students work independently to use all 5 cards and any operation to come up with the answer of 20.

 

The Chosen One (Gr. 5-8)

Two players each hold two cards. One plays a card and states its value—it can be positive or negative. Player 2 then plays his card making it a positive or negative number. The person to reach positive “1” wins the cards.

 

Reading Multiplication Minds (Gr. 3-6)

Two players each draw a card and, without looking at it, hold it up to their foreheads so that everyone else can see it, but themselves. A 3 rd

player announces the products of the two cards, and each player makes a guess at his card.

The winner gets the cards and gets to be the announcer.

 

Give Some Percent (Gr. 4-6)

Players decide on a percent…say 50%. As top card is turned over, players race to determine the percentage (50%) of that card.

The winner gets the cards.

 

Mean, Median, Mode Game (Gr. 3-6)

Players are given 7 cards and are asked to find the mean, median, and mode of the 7 cards. They receive a score for each, and the highest score wins.

 

Exponent War (Gr. 4-6)

Two players each turn over two cards. The 2 nd

number acts as the exponent to the 1 st

.

The players, using calculators , figure out their number.

The highest number wins the cards.

 

Prime Time (Gr. 3-6)

Players take turns discarding cards, face up and one at a time, into a discard pile.

Players may only discard prime numbers or a group of cards whose sum is a prime number. If they are unable to play, they draw until they can.

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