Math Activities
3
Place Value
PLACE VALUE RACE:
Materials needed: 2 or more sets of blue, yellow, orange and red
cards numbered 0 - 9.
Directions: Split students up into two teams (more teams may be made
for bigger
groups.) Provide each group with a set of cards in each color (1 or
more card per
student). Allow the students to choose which colors represent the
different place values (i.e. Red = ones place, Blue = tens place,
etc.). The same color/place value combinations will be used by the
entire group. The teacher selects a number at random (such as 5096)
and the teams race to produce the number with their cards. The first
team to produce the number correctly gets a point. The teacher
determines how many rounds to play. Options: This game can be
modified to fit different grade levels by either adding or removing
sets of different colored cards numbered 0 - 9, making 3 digit
numbers or 5 digit numbers. Another option is to add a decimal point
for work with decimal numbers.
--------------------------------------------------------------------------------
PLACE VALUE BINGO
Place Value Bingo is a game in which students can increase their
place value skills.
Materials needed: 70 3" by 5" index cards, 12 5" by 7" poster board
or card stock for
bingo cards, items to use as markers (bingo markers, corn, beans,
etc.), markers for
writing.
Directions to make the game:
To make the calling cards use the 70 index cards. On each card write
examples like:
"the seven in seven thousand four hundred ten" Under this phrase
write: "7,410"
"the three in one hundred three 103"
"the four in thirteen dollars and forty cents $13.40"
To make the bingo cards divide the card into 5 columns:
ten-thousands, thousands,
hundreds, tens and ones (or alternatively, hundreds, tens, ones,
tenths, hundredths).
Under each heading there are five rows, so you end up with a 5 by 5
grid. Place the
numerals 0 - 9 in each square randomly. Make sure each card is
different.
Directions for playing the game:
2 - 12 may play (if you use both sets of cards)
Each player gets a bingo card and several markers. Players take
turns drawing a "call card" and read the words aloud. All players
who have that number in the correct place mark it. The number on the
call card is there as a check. The first player to get five in a row
(vertically, horizontally or diagonally) wins! Be sure to check the
winner's card to be positive that he/she marked the numbers
correctly.
--------------------------------------------------------------------------------
PUPPY PLACE (PLACE VALUE GAME)
This game is designed for two to six players.
Materials needed: a game board which has four digit numbers on dog
bone shapes.
Players follow the path from "start" to "finish." A sample set of
numbers to be placed on the bones is: 4715, 8602, 3954, 7028, 1369,
5471, 6290, 2836, 9547, 6183, 5082, 7351, 4608, 1529. In addition
you need game pieces for each player, score cards and a spinner with
the numerals 0 to 9.
Directions: All players place their pieces on start. To decide the
first player, spin the
spinner and the person with the highest number moves first. To move,
spin the spinner. Then move your game piece to the nearest dog bone
with that number on it. You score the place value amount represented
by the number. (For example, if you spin a 7 and the nearest bone
has the number 3710 on it, you score 100 points because the 7 is in
hundreds place.) On each play players score 1, 10, 100 or 1000
points. Keep a tally on the score sheet. When players get their game
pieces to finish, they total their scores. The highest score wins!
Alternatives: Player with the lowest score wins. The player that
reaches finish first wins. The player that reaches finish last wins.
You may adjust the game board to only deal with 1, 10 and 100, or
you could add places up to millions. You could include decimal
places. The play is meant to follow a path from start to finish, but
you could allow students to move either forward or backward along
the path. You could attach penalties or bonuses
for landing on certain bones or getting certain scores (if you get
exactly 10,000 points -at the end- you get to double your score OR
if you have exactly 5,000 points, you lose 2,000).
--------------------------------------------------------------------------------
UP, UP AND AWAY
Materials needed: balloon notepad paper serves as the "gameboard"
for students. Four white squares have been placed on the balloons
with the labels of thousands, hundreds, tens and ones (or
alternatively, tens, ones, tenths, hundredths). The balloons are
laminated. A spinner numbered 0 to 9 and mark-on wipe-off markers
are needed.
Directions: Each player selects a balloon. The students take turns
spinning the spinner. Each time a student spins a number all
students must choose a place on the balloon where they want to put
that number. A number may only be placed in one value and may not be
changed later. The player with the highest number after four spins
wins the game. The numbers on the balloons may be erased and the
game played again. Variations: Spin a total of 6 times and each
player may skip 2 numbers of their choice. Pick a certain number of
spins (5 - 10). Use the decimal balloons. Use an overhead spinner
and do this as a class project. Follow up with a graph showing how
many students "made" the same number.
--------------------------------------------------------------------------------
GLYPHS
What is a GLYPH? According to the 1992 Webster's College Dictionary
a glyph is a
pictograph or hieroglyph; any symbol bearing information
non-verbally such as a handicap accessible symbol in the restroom.
Why use glyphs? Glyphs allow students to collect, display, and
interpret data about
themselves and other meaningful topics. This activity will also
allow the student to
practice using a legend in the creation of the glyph.
How to create a glyph:
1 Choose a topic for data collection and analysis
2 Choose clip art items to represent the topic, or create your own
designs
3 Introduce the concept of glyphs, show examples of what a glyph
might look like,
then present the topic to be used in the creation of the glyph.
4 Data collection process will be determined by the ability of the
students. For the
younger student you will want to present the survey/legend one step
at a time. In
an older group all the material may be presented in one step, with
the
survey/legend on one sheet of paper
5 Go through the steps of the legend to create the glyph
6 Once the glyphs are completed, you may begin to analyze the data
collected by
"reading" the glyphs.
7 To provide an extension of the readings you may graph the
information on bar
charts, Venn diagrams, number lines, or circle graphs.
--------------------------------------------------------------------------------
Mk DELI GLYPH
Each student chooses one item from each of the five areas shown on
the menu (below). Glue pictures of the food items to a small paper
plate. Create a bar graph of the Main Dish choices (or any other
category). Create a three-circle Venn diagram labeled: strawberries,
ice cream, salad bowl. Students place their plates in the
appropriate circle or one of the intersection points or outside the
diagram, as appropriate. Extensions: find the cost for your plate of
food; figure your change if you paid for your food with a $10.00
bill; figure the total cost of the food chosen by your group if the
principal decided to pay for all the meals; and create a circle
graph showing the total group cost of the meal.
WELCOME TO Mk DELI
Today's food choices are:
Main Dish pizza (1 slice) $2.00 Vegetable corn on the cob $0.80
hamburger $2.75 carrots $0.45
chicken $3.25 salad bowl $1.35
Fruit apple $0.80 Dessert pie $1.75
strawberries $1.25 ice cream $1.25
grapes $1.00 cupcake $0.80
Beverage Milk $1.10
Punch $1.00
Coffee $0.90
--------------------------------------------------------------------------------
MULTIPLICATION
This is a way of showing the concept of multiplication and of
memorizing the
multiplication facts. Materials needed: pipe cleaner hoops (about 10
per student) and a large number of small objects to be used as
counters (centimeter cubes from base ten blocks work well!)
Directions: Explain -- In the multiplication problem 4 x 3, the 4 is
the number of groups and the 3 is the number in each group. To
"make" this problem students would put out four hoops and place
three counters in each hoop:
XXX * XXX * XXX * XXX *
The students would then count the number of objects in the hoops to
get their answer. This activity is also good for demonstrating the
commutative property of multiplication
(4 x 3 = 3 x 4).
When the students are ready to begin memorizing the multiplication
facts, it is best to
begin with 0s and 1s - being sure to write problems as "0 x 4 =" as
well as "7 x 0 =" using the commutative property. After the 0s and
1s, work on 2s and 5s, then 3s and 4s. Spend as much time as needed
for these. Show the "nine trick" -- hold both hands out palm down
and for the problem 2 x 9, you put the second finger down (ring
finger on the left hand), the answer is 18, the one to the left of
the finger down and the other eight on the right of the finger
placed down. All of the 9s up to 9 x 10 work on the fingers. At this
point there are only SIX facts left: 6 x 6, 6 x 7, 6 x 8, 7 x 7, 7 x
8, 8 x 8. If you make a table (see below) and have the students fill
in the products that they know already, it is easy to see that there
are only six facts left. If the students learn the doubles,
and 56 = 7 x 8 (5, 6, 7, 8), the only two difficult ones are 6 x 7
and 6 x 8.
00 22 44 66 88 11 33 55 77 99
00 00 00 00 00 00
22 0 4 8 12 16 2 6 10 14 18
44 0 8 16 24 32 4 12 20 28 36
66 0 12 24 6 18 30 54
88 0 16 32 X 8 24 40 72
11 02 46 81 35 79
33061218 243915 2127
55 0 10 20 30 40 5 15 25 35 45
77 0 14 28 X X 7 21 35 63
99 0 18 36 54 72 9 27 45 63 81
--------------------------------------------------------------------------------
PATTERN BLOCKS
Pattern blocks are a collection of six shapes in six colors -- green
triangles, orange
squares, blue parallelograms, tan parallelograms, red trapezoids and
yellow hexagons. The shapes are designed so that all the sides are 1
inch except for the long base of the trapezoid which is 2 inches.
This makes it possible for the shapes to fit together and provides
for a wide range of explorations. To this end pattern blocks offer
numerous teaching and learning activities. They can be used when
discussing shapes and patterns. Problem solving possibilities are
also offered. Spatial problems, sorting and counting are also
options. Other uses include such things as graphing and comparing. A
major area in which pattern blocks are extremely useful is an are
which is often difficult for students -- fractions. The yellow
hexagon represents ONE WHOLE. Therefore the red trapezoid is
one-half, the blue parallelogram is one-third, and the green
triangle is one-sixth. The orange and tan pieces are not used for
work with fractions.
--------------------------------------------------------------------------------
I HAVE . . . WHO HAS . . .?
A set of 24 or more cards are distributed to a class of students -
at least one card per student. The cards are made up as follows: A
picture of one yellow hexagon is on the card along with the phrase
"Who has 1/6?" The student says "I have one whole. Who has one
sixth?" The student who has one green triangle on his/her card
responds "I have one sixth. Who has one third?" The student who has
a card with a blue parallelogram on it responds. Remaining cards
say: "I have 1/3. Who has 1/2?" "I have 1/2. Who has 2/3?" "I have
2/3. Who has 4/6?" "I have 4/6. Who has 2/3 and 1/6?" "I have 2/3
and 1/6. Who has 1 and 1/6?" "I have 1 and 1/6. Who has 1/2 and
1/3?" "I have 1/2 and 1/3. Who has 1/2 and 1/6?" "I have 1/2 and
1/6. Who has 1 whole and 2/3?" "I have 1 whole and 2/3. Who has 1
whole and 1/2?" "I have 1 whole and 1/2. Who has 1/3 and 1/6?" "I
have 1/3 and 1/6. Who has 5/6?" "I have 5/6. Who has 1 whole and
4/6?" "I have 1 whole and 4/6. Who has 2 wholes?" "I have 2 wholes.
Who has 1 whole and 5/6?" "I have 1 whole and 5/6. Who has 1 whole
and 2/6?" "I have 1 whole and 2/6. Who has 1 whole and 1/3?" "I have
1 whole and 1/3. Who has 2/6?" "I have 2/6. Who has 1/2 and 2/6?" "I
have 1/2 and 2/6. Who has 1 whole 1/2 and 1/3?" "I have 1 whole 1/2
and 1/3. Who has 1 whole and 3/6?" "I have 1 whole and 3/6. Who has
1 whole 2/3 and 1/6?" "I have 1 whole 2/3 and 1/6. Who has one
whole?" Now you are back at the beginning.
--------------------------------------------------------------------------------
FRACTION MEMORY
A set of cards with pattern block illustrations of fractions and
mixed numbers and a
second set of cards with the written fractions or mixed numbers are
made. They are
shuffled and turned over randomly. First player turns over two
cards. If they are a match, the player keeps the cards and turns
over two more cards. If they do not match, both are turned back over
and the next student has a turn. Play continues until all the pairs
are matched. Player with the most matches is the winner.
--------------------------------------------------------------------------------
CALCULATOR ACTIVITIES
TARGET PRICE
This activity is a practice of addition and multiplication using
estimation and calculator skills. It can be played by two people or
two teams.
Materials needed: A large target is on the right side of a page of
paper with an arrow
pointing into the center of it. On the arrow is shown the "target
price" for a given round. For example, it might say, "Target price
$8.00 - $9.00" for a specific round. Then above the arrow and target
twelve numbers are given: $1.59, $2.39, $1.48, $2.75, $3.19, $1.09,
$3.63, $1.43, $2.56, $1.37, $2.25, and $1.99.
Directions for Addition: One team (or player) will use estimation,
the other will use
calculators. Player one will be challenged to find five amounts from
the list that, when
added together, will produce a sum equal to or between the target
prices. The first player or team to hit the target earns a point.
The team or player to earn five points first wins.
Directions for Multiplication: Again one team (or player) will use
estimation, the other
calculators. Teams will be asked to choose one or two of the amounts
from the list. They are to multiply that amount by a number that
will net a product that will be equal to or be between the target
prices. The team that hits the target first earns one point. The
first team to earn five points wins. Variation: Bring products into
the classroom and display with the actual price. This allows the
students to better visualize the buying power of a dollar.
--------------------------------------------------------------------------------
TRAVEL THE CITY
The "city" board is in a hexagon shape with "roads" connecting each
vertex with every
other vertex, making 9 inner lines and the 6 outer lines of the
hexagon. At a each vertex a "place" is indicated: home, zoo,
grandma's, ice cream parlor, school, and library. Each section of a
"road" between all intersections are labeled with an addition or
subtraction sign and a number between 1 and 100. A spinner is
labeled with the six "places." Each student needs a calculator and a
game piece.
Directions: Each player begins with 100 showing on his/her
calculator and begins at
HOME. The first player spins the spinner and must decide how to move
his/her marker on the gameboard to the picture/vertex indicated. The
student may use any path, but must perform all the mathematical
operations shown on the streets traveled. If a player spins the
picture where he/she currently is, player loses the turn. Each
player spins 10 times, taking turns. The player with the highest
total number wins. (Alternative: Player with the smallest number
wins. Player closest to a "TARGET" number wins.)