Math Activities
2
Counting/Number Recognition
Turn Overs
Math Skills: Recognize numerals, group recognition, match numerals
with concrete
representations
Materials: 2 sets of 0-9 dot cards, 1 10 sided die
Directions: Place the cards in a pile, face down. Each player turns
over one card from the pile. Players alternate rolling the die. If
the dots on any players' card matches the roll of the die, that
player keeps the card. If there is a tie, the cards are returned to
the bottom of the pile. If there is no match, the player may roll
the die two more times. If still no match, cards are returned to the
bottom of the pile, new cards are turned over and a new player rolls
the die. When all cards from the deck have been used, players count
their cards. The player with the most cards is the winner.
Variations: The range of numbers represented may be larger or
smaller, depending of the abilities of the children. The game may
also be played with a six sided dot die and numeral cards.
--------------------------------------------------------------------------------
Ten In a Circle
Math Skills: Counting 1-10 objects, One to one correspondence
Materials: A small number of counters (15-20) such as beans or
pennies, one counter
different from the others
Directions: Place the counters in a circle. One counter should be
different from the others (ex. one white bean in a group of red
beans). Starting from any counter in the circle, each player takes a
turn counting and touching each object as it is counted. If the
counter touched at the count of ten is an ordinary one (red bean),
it is removed from the circle. If it is the different counter (white
bean), that player is out. The different counter (white bean) is not
removed from the circle. The last player left is the winner. If all
the counters are gone and only the different counter remains, then
all the players left are winners. Variation: Rather than eliminate
players, they keep the bean they land on. If they land on the
different counter, they must give away a counter. At the end of the
game, the child with the most beans is the winner.
--------------------------------------------------------------------------------
Count Up
Math Skills: counting, writing and reading numbers, problem solving
Materials: paper and pencil, counters or base-10 blocks are optional
Directions: Choose a range of 20 counting numbers. For example, 1-20
or 195-215 or
985-1005 etc. On a single sheet of paper, players take turns writing
and reading the
numbers in sequential order. On each turn, the player may choose to
write and read one or two numbers, always starting from where the
other player left off. The player who writes and reads the final
number in the range is the winner. This is a strategy game.
Encourage students to figure out how they can win every time.
Variations: Have the students write the word names rather than the
numbers. Allow students to write and read from 1 to 10 numbers on a
turn. The player who writes and reads the last number can lose
rather than win.
--------------------------------------------------------------------------------
Yut
Math Skills: Counting, One to one correspondence, problem solving
Materials: Yut Gameboard, 1 die, 1-4 counters for each player
Directions: This is adapted from a Korean game similar to Parcheesi.
Each player starts with his/her counters in one of the deck ovals.
The object of the game is to be the first player to move all four of
one's counters around the board and back to the start position. On a
player's turn, he/she rolls the die. The number rolled is the number
of spaces a counter may be moved on the board. The moving is always
counterclockwise around the outside lines of the board unless a
player lands on one of the bottom corner points. These corner points
allow a diagonal shortcut. If one lands on the center dot while
using a diagonal shortcut, the counter may go directly back to
start. Each time one rolls the die, he/she can choose which counter
to move, or take a new counter from the deck, move it to start, and
start it's move around the board. If one lands on an opponent's
counter, the opponent's counter is sent back to the deck. If one
lands on his/her own counter or counters, the counters may be
piggybacked and moved as if a single counter. Variations: When
children are first learning the game, they may only have 1 or 2
counters. Additional counters may be added as children gain more
experience.
--------------------------------------------------------------------------------
Number Relationships
Find the Prize
Math Skills: Ordinal numbers, spatial visualization, problem solving
Materials: 10 cards or paper cups, numbered 1-10, 1 prize to be
hidden under one of the cards or cups
Directions: The object of the game is to guess the location of the
hidden prize in 4 guesses or less. The person guessing must use an
ordinal number in their guess. For example: Is it under the 3rd cup?
The person who hid the prize responds by telling if the prize is
closer or further than the guess. Variation: The cups or cards which
are eliminated by a guess may be turned over to help the child
narrow his/her guess. Children with advanced skills may play the
game mentally without concrete manipulatives.
--------------------------------------------------------------------------------
More or Less
Math Skills: Comparison, problem solving
Materials: More or Less Gameboard, Spinner labeled with: less than
<, greater than >, equals =, does not equal, 1 less than, 1 more
than, 1 die, colored counters for each player.
Directions: Players take turns spinning the symbol spinner and
rolling the die to make a math statement such as < 5. The player
covers one open number on the board that fits the statement created.
Once placed, the counter may not be moved. If no open number fits
the statement, the player loses that turn. The first player with
three counters in a row horizontally, vertically, or diagonally,
wins the game. Variations: Instead of trying to get 3 in a row,
players may keep track of points covered on the board with the
player with the most points winning. The size of the numbers used on
the board and die may be adjusted to change the difficulty of the
game. Players may roll more than one die to form multidigit numbers.
Four in a row can be the object rather than three in a row.
--------------------------------------------------------------------------------
More or Less
Guess My Number
Math Skills: Classifying, comparing and ordering whole numbers,
problem solving
Materials: A 100's board and counters for each player.
Directions: The leader secretly chooses a number of the 100's board.
The other players try to guess the secret number. Players take turns
asking the leader questions which may be answered with yes or no.
For example: Is the number even? Is the number greater than 50? Does
the number have a 5 in the ones place? After a question is answered,
all players can cover numbers on their board which can be eliminated
as the secret number. The first player who guesses the secret number
on his/her turn, earns a point for that round. Variations: For
younger children, have them use fewer rows on the hundreds chart.
For example, row 1 only or rows 4 and 5 only. Instead of yes/no
questions, players could ask a question which could be answered less
than, greater than, or equal to. For example: Is it 25? It's greater
than 25. The leader could respond with symbol cards labeled <, >, =.
It is also possible to earn points for the number of guesses used
before the number is revealed. The person with the least number of
points wins. Children can also play this game without concrete
manipulatives and could expand the secret number to 3-4 digits.
--------------------------------------------------------------------------------
Sandwiches
Math Skills: Comparison, ordering
Materials: Two sets of 0-9 cards
Directions: Each player draws two cards from a pile and arranges
them on the table smallest to largest. A third card is drawn. The
player scores one point if the third number is sandwiched between
the two already arranged on the table. Play continues to a set
number of points. Variations: For children who are having difficulty
ordering their cards, provide a number line. The child can place
counters on the line to represent the cards drawn. The game may also
be played with 2- and 3-digit numbers. The children should be
encouraged to arrange their cards to form the largest range between
the first two numbers.
--------------------------------------------------------------------------------
Multiple Representations
Pyramid
Math Skills: Identify combinations of numbers which sum to 10,
problem solving
Materials: 3 sets of 0-9 cards or 1-10 cards
Directions: Place 15 cards face up in 5 rows in a pyramid formation
with 1 card in the first row, covered by 2 cards in the second row,
etc. with the 5 cards in the 5th row on top The remaining cards are
placed face down in an undealt pile to be drawn later. The object of
the game is to remove as many cards as possible from the pyramid.
You can only remove cards that are not covered by any other card in
the pyramid. You can only remove a pair of cards that add to ten or
one card with a value of ten. Begin by moving, to a tens pile, any
tens or sums of ten that are uncovered. Next turn over the top card
from the extra pile. If it is a ten or if it can be matched with any
uncovered card to form a ten, move them to the tens pile. If you
cannot use the top card, place it face up in a discard pile. Keep
turning over the top card from the undealt pile, moving tens or sums
of ten to the tens pile. You may match cards from the pyramid, from
the undealt pile, and from the discard pile. When you have gone
through all of the cards from the undealt pile, go through those in
the discard pile again. The game is over when you have used up all
of the extra cards or removed all
cards from the pyramid. Variations: A list of numbers that sum to 10
may be provided for children who need them. The game may be made
more difficult by including face cards. You would deal 28 cards into
7 rows and would look for sums of 13.
--------------------------------------------------------------------------------
Five Cards Make Ten
Math Skills: Identify equations which can be used to make ten,
problem solving
Materials: 3 or 4 sets of 0-9 or 1-10 cards
Directions: Deal 5 cards to each player. Using the numbers in their
hand, players try make equations which equal ten. To make an
equation, you can add or subtract any of the 5 cards but can't use a
number more than once in a single equation. You may only use a
combination of numbers one time. For example if you have used 1 + 2
+ 7, you cannot use 7 + 2 + 1. Players record each equation as it is
identified and score 1 point for each equation identified.
Variations: You can limit the operation to only addition or allow
all four operations. You can allow the use of fact families so that
2 + 8 and 8 + 2 would each earn a point. You can deal 6 cards
instead of 5 to allow for more combinations.
--------------------------------------------------------------------------------
From 1-12
Math Skills: Represent the numbers 1-12 in a variety of ways
Materials: Two dice
Directions: The object of the game is to be the first person to
throw the dice in order from 1 to 12. The first person rolls both
dice and tries to get a 1 on either die. If a 1 is rolled, a 2 is
needed on the next round. Each player only gets one roll per round.
To get a 2,3,4,5, or 6 you can use either the number on only one of
the dice or the total of the numbers on both dice. For the remaining
numbers, 7 through 12, you will need to use the total of the numbers
on both dice. Variations: To simplify the game, the winner can be
the first person to get to 6 or any agreed-upon number. The game can
be expanded to include all four operations.
--------------------------------------------------------------------------------
Running Sum
Math Skills: Represent a predetermined sum in a variety of ways.
Materials: Seven sets of 0-9 cards.
Directions: Select a target number between 10 and 20. Deal each
player 15 number cards. Each player places two or more cards face up
in a line on the table. The numbers in the run must add up to the
target number. The next player adds more cards to the table in a
manner similar to Scrabble. Each new run must be connected to a card
in the previous run. Also the sum of the new cards plus the
interconnecting card must equal the target number. If a player
cannot play, he/she must pass. Extra cards may be drawn to replace
those played. The game ends when one player has no more cards or
when all players have passed and none can play any of their
remaining cards.
--------------------------------------------------------------------------------
Place Value
Trading Game
Math Skills: Counting, addition, regrouping
Materials: A place value mat for each player, two dice, base-ten
blocks or pennies, dimes, and dollars
Directions: Each player takes a turn rolling the dice, adding the
numbers, and taking that number of pennies or unit blocks. They are
placed in the penny or ones column. As soon as 10 of them are
collected, the player trades for a dime or long block. On each turn
the player should say the number represented on the mat. If the
player does not trade when able to do so and another player notices,
the other player receives a penny or unit block from the first
player. The first player to reach a dollar or a flat wins the game.
Variation: Start with a dollar or a flat and have students subtract
the amount rolled on the dice. The first to reach zero wins. Players
can be asked to record their progress.
--------------------------------------------------------------------------------
Hundreds Tens Ones Dollar Dimes Pennies OR
Double Digit
Math Skills: Place value, addition, subtraction, estimation and
mental computation
Materials: Place value mat for each player, one die.
Directions: Each person takes a turn rolling the die. The number may
be written in the tens column or the ones column of the place value
mat. When a number is entered in the tens column, zero is written
next to it in the ones column. After each player has rolled the die
seven times, the players add their numbers. The player who is
closest to 100 without going over is the winner. Variations:
Students could also model the numbers with base-ten blocks. Dimes
and pennies may be substituted for base-ten blocks. Have students
start with 100 or one dollar. They subtract tens or ones with the
goal being closest to zero after seven rolls.
--------------------------------------------------------------------------------
Place My Digits
Math Skills: Place value, problem solving
Materials: Paper and pencil
Directions: The goal is to guess the leader's secret three-digit
number. The digits in the secret number must be all different. The
leader gives clues after each written guess. For example
None of the digits are correct.
A __ number of the digits are correct, but are in the wrong place.
A __ number of the digits are correct and in the correct place.
Variations: Play with 2 digits or more than 3 digits.
--------------------------------------------------------------------------------
Computation
Make Ten
Math Skills: Addition with concrete objects
Materials: A Ten frame for each player, 10 counters for each player,
one die
Directions: The players take turns rolling the die and placing that
number of counters on the first column of the ten frame. The winner
is the first to completely fill their ten frame. Players may be
encouraged to verbalize how many spaces are filled and how many more
are needed. Variation: Start with all of the spaces filled and play
Take Ten (subtract the number rolled). The first to clear the board
is the winner. For younger children use a five frame. For older
students fill in several ten frames.
--------------------------------------------------------------------------------
Ten FrameFive Frame Target Addition
Math Skills: Mental addition, problem solving
Materials: Target Addition gameboard, colored counters
Directions: Choose a target number between 25 and 55. Players take
turns placing a
marker on the board each time announcing the total of the covered
numbers. The first player to reach the target number EXACTLY wins.
If a player goes over the target number he or she is out of the
game. Variations: Change the size of the target number. Use counters
to help with the addition if needed.
Target Addition
5 5 5 5 5
4 4 4 4 4
3 3 3 3 3
2 2 2 2 2
1 1 1 1 1
--------------------------------------------------------------------------------
Race to the Nineties
Math Skills: mental computation
Materials: 100 board, a counter for each player, four each of arrow
cards (up, down, left, right, diagonal left down, diagonal right
down, diagonal left up, diagonal left down,
double down, 1 right, 1 down, 1 left, one down)
Directions: Each player starts on the first square of the 100 board.
Players take turns
drawing a card and following the arrow on the board. If a playing
piece is moved onto a space already taken by another piece, the
piece that was on the space first is bumped back to the first square
on the board. If a card's move would make the player go off the
board, another card is selected. During the turn players must state
and/or write the equation the corresponds to their move. For example
if the player is on 25 and draws an up arrow, the equation is
25-10=15. The winner is the first player to reach the bottom row of
the game board. Variation: Use a smaller game board. for example,
1-50.
--------------------------------------------------------------------------------
Circles and Stars
Math Skills: Create a repeated addition model for multiplication
facts
Materials: paper and pencil, two dice
Directions: Each player rolls the dice. The first die tells the
player how many circles to
draw. The second tells how many stars go in each circle. The player
counts the total
number of stars and records the number on the paper. The player with
the most stars wins one point for the round. Play continues for a
designated number of rounds. Variation: Players can record the
multiplication equation. Players can keep track of the total number
of stars drawn. The player with the most stars wins.
--------------------------------------------------------------------------------
Build a Rectangle
Math Skills: Create an array model for multiplication facts
Materials: Grid paper, crayons, two dice
Directions: Each player rolls the dice. The first die tells the
player how wide to draw the rectangle. The second die tells how tall
to draw the rectangle. The player counts the total number of squares
in the rectangle and records the number inside. He/she records 1
point per square. The player with the most points after a designated
number of turns is the winner. Variation: Players can record the
multiplication equation.