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Get your game on!: Snakes and Ladders revisited

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GET YOUR GAME ON!
SNAKES AND LADDERS REVISITED
James Russo, Wilandra Rise Primary School and Monash University
and Sarah Hopkins, Monash University

INTRODUCTION
This article considers how a simple board
game, Snakes and Ladders, can be used
to teach a rich variety of number concepts
from Foundation to Year 4, through subtle
modifications of game rules and student
instructions. One modification in particular
offers a powerful means of attempting
to move students on from count-on to
using more efficient mental computation
strategies.

WHAT IS SNAKES AND


LADDERS?
Snakes and Ladders is a very old board
game with Indian roots which is played by
families around the world. The premise of
the game is simple: to be the first player to
reach the end of the board. The version of
Snakes and Ladders relevant to the current
article is included in Figure 1.
Figure 1. Snakes and Ladders (downloadable at www.presentationmagazine.com/snakes-and-
The basic rules of Snakes and Ladders ladders-board-game-8031.htm)
include:
corresponding numerical value. COUNTING, COUNTING-ON
• It is suitable for 2 to 4 players, with • Addition and subtraction strategies,
each player represented by a counter.
AND BEYOND
such as count-on, count-back, adding
• The highest roll goes first, then play 10 (e.g., 26 + 10 = 36), compensation These three versions of Snakes and
moves in a clockwise direction. All (e.g., 26 + 9 = 26 + 10 – 1 = 35), Ladders are intended to support students
counters begin off the board, at zero building to 10 move from basic counting (Foundation), to
(get students to place the counters (e.g., 8 + 6 = 8 + 2 + 4 = 10 + 4 = 14), accurately counting-on (Year 1), to using
under the number 1). doubles (e.g., 8 + 8 = 16) and tens facts more sophisticated mental computation
• If, at the end of your count, you land at (e.g., 7 + 3 = 10; 4 + 6 = 10). strategies (Year 2 and beyond).
the foot of a ladder, then you can take • Place value ideas, such as place value
the ladder up. partitioning to support addition (28 COUNTING PRINCIPLES:
• If, at the end of your count, you land + 24 = 20 + 20 + 8 + 4 = 40 + 12 = 52), FOUNDATION
at the head of a snake, then you must exploring numbers between 0 and 100
slither down to its tail. Dice: 10-sided (1 to 10) or an 11-sided (0 to
and exploring numbers between 0 and
• The first to cross the finish line of 100 10) dice. Alternatively, students could play
1000.
is the winner with a 6-sided dotted dice (to reinforce
• Skip-counting and multiplication.
subitising), or a 10-sided dice labelled with
the number names (e.g., three), rather than
WHY PLAY SNAKES AND Playing a well-known game with clearly
digits.
LADDERS? established rules also has the benefit of
increasing learning efficiency. Students do Game-play and student instructions:
Snakes and Ladders is an engaging game not have to spend value time and mental Play the game as outlined above. Allow
for young children which can be subtly energy learning the basic mechanisms students to move around the board without
tweaked to cover a range of ideas in of the game, but rather can focus engaging with the numbers they land on.
number and algebra including: more of their attention on the relevant For example, if a student is on the number
mathematical concepts (e.g., Russo, 2015). 56 and rolls a 5, they can simply state, ‘1, 2,
PAGE 6

• Early number concepts, such as one- In the educational psychology literature, 3, 4, 5’, moving their counter accordingly,
to-one correspondence, the cardinality this process is referred to as designing without paying attention to the fact that
principle, recognising digits from 0 to a task to reduce or remove extraneous they are now on the number 61.
9, subitising and linking digits to their cognitive load (Sweller, 2010).

PRIME NUMBER: VOLUME 32, NUMBER 1. 2017


!"The Mathematical Association of Victoria
Curious students can be encouraged to use Although primarily aimed at Year 1, this Encourage students to experiment with
the number layout on the board ordinally activity is likely to also be appropriate for these more efficient mental strategies
(i.e., so they know which direction to older students still consolidating the count- to work out where their counter will land
move in), however if the teacher is finding on strategy. before they move it. Students should
that the numbers on the game board are verbalise their various strategies so other
becoming distracting or confusing for MOVING ON FROM students in their group have an opportunity
students, consider replacing the numbers COUNTING-ON: YEAR 2 AND 3 to learn from their particular approach.
with directional arrows. Dice: 10-sided (1 to 10) or an 11-sided (0 to Mathematical concepts: Solve simple
Mathematical concepts: Connect number 10) dice. addition and subtraction problems using
names, numerals and quantities, including a range of efficient mental and written
Game-play and student instructions:
zero, initially up to 10 and then beyond strategies, such as commutativity for
Again, as students move around the board,
(Australian Curriculum, Mathematics, addition, building to 10, doubles, 10 facts
they have to engage with and verbalise the
Foundation). Students need to understand and adding 10 (Australian Curriculum,
numbers they land on. For example, if a
that rolling the dice (e.g., rolling a 7) Mathematics, Year 2).
student is on the number 56 and rolls an 8,
corresponds to moving their counter that they state out loud ‘57, 58, 59, 60, 61, 62,
many squares along the board (e.g., 7 Recall addition facts for single-digit
63, 64’. numbers and related subtraction facts
squares). This seemingly simple process
exposes students to important ideas in early to develop increasingly efficient mental
Again, it is critical that students verbalise
number, including the cardinality principle strategies for computation (Australian
the numbers as they move, and do not
and one-to-one correspondence. Curriculum, Mathematics, Year 3).
resort to simply counting the squares.
Students will likely find this version of the Our working memory has limited capacity
MOVING FROM COUNTING TO game using the 10-sided dice extremely
COUNT-ON: YEAR 1 to process novel information from
challenging, and begin making errors, the environment, however can access
Dice: A 6-sided dice (labelled 1, 1, 2, 2, 3, particularly when they roll larger numbers extremely large amounts of previously
3). Alternatively you can play with a regular (i.e., 5 to 10). This is exactly what you want processed and organised information from
6-sided dice (labelled 1 to 6), however if a to happen as a teacher! long-term memory (Baddley, 1992).
student rolls a 5 or a 6, they miss their turn. After several minutes, stop the game. Get Specifically, our working memory is limited
Game-play and student instructions: students to reflect on their experience. to around five chunks of information
Play the game as outlined above. However, Some students may have begun to use that can be processed simultaneously.
as students move around the board, they other strategies to work out where they Counting-on as an addition strategy
have to engage with and verbalise the needed to land on before they counted on. imposes a significant load on working
numbers they land on. For example, if a For example, our student on the number 56 memory, and an over-reliance on this
student is on the number 56 and rolls a 3, who rolled an 8 may have partitioned the 8 strategy as students enter the middle years
they state out loud ‘57, 58, 59’. It is vital into 4 and 4 to work out 56 + 4 = 60 and of primary school (i.e. Year 3 and above)
that students verbalise the numbers as they 60 + 4 = 64, building to the next 10. may hinder students ability to solve more
move, and do not resort to simply counting complex arithmetic problems.
Alternatively, the student may have
the squares (i.e., ‘1, 2, 3’ in our example for partitioned the 8 into 4 groups of 2,
Foundation). As a consequence, transitioning away
and counted by 2’s (58, 60, 62, 64). Or, from counting-on (sometimes referred
Mathematical concepts: Represent and the student may have chosen to use a to as min counting) and towards retrieval
solve simple addition and subtraction compensation strategy, such as adding 10 and decomposition strategies is a critical
problems using a range of strategies and taking back 2 (56 + 10 = 66; 66 – 2 = aspect of a student’s developing number
including counting on, partitioning and 64). Regardless of the specific strategy sense. However, this transition is a complex
rearranging parts (Australian Curriculum, chosen, this student then only needs to process, requiring considerable practice
Mathematics, Year 1). Encouraging move their counter around the board, with simple addition problems across a
students to verbalise the numbers as they stating the numbers and stopping on 64. variety of different contexts (Hopkins
move around the board helps transition Critically, they no longer have to keep track & Lawson, 2002). In fact, almost one
students from viewing Snakes and Ladders of the count as they move. in five students in early high school still
PAGE 7

as a counting game to a counting-on game. appear to rely predominantly on counting


After students have shared their strategies
Ensuring the addends is small (i.e., 1, 2, 3 or strategies, rather than direct retrieval, when
(and you as a teacher modelled some
4) means that count-on remains an efficient confronted with simple addition tasks
additional strategies if necessary), get
strategy regardless of what number (Hopkins, 2009).
students to continue the game.
students roll.

PRIME NUMBER: VOLUME 32, NUMBER 1. 2017


!"The Mathematical Association of Victoria
GET YOUR GAME ON!
SNAKES AND LADDERS REVISITED (CONT.)

Part of the issue with transitioning students


on from ‘count-on’ may be the easy
accessibility of their fingers for keeping
track of the count, and the fact that there
is often no real imperative for students to
adopt a more efficient strategy (e.g., the
numbers they are confronted with are fairly
small).

By including larger addends and making


it very difficult to keep track of the count
(because students need to concentrate
on accurately stating the numbers as they
move around the board), this activity
deliberately overloads a student’s working
memory in order to demonstrate that
count-on is no longer efficient or accurate
once the addends is greater than around
4. This serves as a prompt for students
to begin to explore more efficient
decomposition strategies, and move
students towards direct retrieval.

It is important to note that students should Figure 2. Students engaged in a game of Snakes and Ladders, with a focus on ‘moving on from
not engage with this version of the game count on’.
until they have mastered counting-on, and
are confident ‘trusting the count’. It is for The first student to reach zero is the the Year 1 version involving the count-on
this reason that it may be more appropriate winner. Note that playing this way means strategy. However, the game-board has
to introduce this version to Year 3 students that snakes are helpful (because you been altered. Rather than containing the
(most of whom have likely mastered count go down snakes and towards zero), and numbers 1 to 100, it has been modified to
on, at least when the addends is 4 or less), ladders unhelpful (you go up ladders and contain the numbers 10 to 1000 (i.e., each
even though the use of many of these away from zero). number on the board has been increased
more efficient strategies is also directly by a factor of 10).
connected to the Year 2 curriculum. Mathematical concepts: Represent and
solve simple addition and subtraction Mathematical concepts: Investigate
OTHER POTENTIAL problems using a range of strategies number sequences, initially those increasing
including counting on, partitioning and and decreasing by twos, threes, fives and
MODIFICATIONS
rearranging parts (Australian Curriculum, tens from any starting point, then moving
There are several other modifications that Mathematics, Year 1). Although primarily to other sequences. Recognise, model,
could be made to Snakes and Ladders to aimed at Year 1 students, this version represent and order numbers to at least
explore additional number concepts. is more challenging than the count-on 1000 (Australian Curriculum, Mathematics,
version, and is also appropriate for Year 2. Year 2). This version of the game exposes
COUNT-BACK: YEAR 1 AND YEAR 2 students to counting by 10’s, reinforcing the
PLACE VALUE CONCEPTS - connection between counting by 1’s and
Dice: A 6-sided dice (labelled 1, 1, 2, 2, 3, NUMBERS TO 1000: YEAR 2 counting by 10’s. It also explores numbers
3). Alternatively you can play with a regular
up to 1000.
6-sided dice (labelled 1 to 6), however if a Dice: A 6-sided dice (labelled 10, 10, 20,
student rolls a 5 or a 6, they miss their turn. 20, 30, 30). Alternatively you can play with SKIP-COUNTING (2’S, 3’S, 5’S AND
a regular 6-sided dice (labelled 1 to 6), with 10’S): YEAR 2
Game-play and student instructions: the number rolled representing a multiple
Play the game exactly as outlined in the of 10 (i.e., 1 representing 10; 2 representing Dice: 6-sided dice modified for a particular
Count-on Year 1 version. Specifically, 20 etc). If a student rolls a 5 or a 6, they skip-counting sequence. For example,
PAGE 8

students have to verbalise the numbers as miss their turn. students might play with a dice that is
they roll their dice and move around the marked 3, 3, 6, 6, 9, 9 to reinforce counting
board. However, rather than begin at 1, Game-play and student instructions: by threes, or a dice that is marked 5, 5, 10,
start at 100 and count back. This version of the game exactly replicates 10, 15, 15 to reinforce counting by fives.

PRIME NUMBER: VOLUME 32, NUMBER 1. 2017


!"The Mathematical Association of Victoria
Game-play and student instructions: This (Australian Curriculum, Mathematics, (Australian Curriculum, Mathematics, Year
is similar to the count-on version of the Year 3). Investigate and use the properties 4). Recall multiplication facts up to 10 ×
game, but instead focuses on a particular of odd and even numbers (Australian 10 and related division facts (Australian
skip-counting sequence. As students roll Curriculum, Mathematics, Year 4). Curriculum, Mathematics, Year 4).
the dice and move around the board, they
would be expected to state the relevant Playing this version of the game is ADDITIONAL SUGGESTIONS
numbers out loud belonging to the specific attempting to help students generalise the
principles associated with adding odd and • Play the count-on or count-back
skip counting sequence under focus. For version of Snakes and Ladders as
example, if a student is on the 20 square even numbers (i.e., two odd numbers sum
to an even number; two even numbers sum described previously. However, replace
and rolls a 15, they would state ‘25, 30, counters with plastic coins. When a
35’. As the 35 square contains a snake, to an even number; an even and an odd
number sum to an odd number). Allowing student stops on a particular number
the student would then need to take the at the end of their turn, they need to
snake back down to 18. Consequently, students to make predictions, and then
test their own predictions, is likely to help place the coin heads side-up if it is an
although the game begins with students even number and tails side-up if it is
skip-counting from zero and following this cement this understanding (i.e., rather than
these ‘rules’ simply being dictated to them an odd number. This activity is likely
pattern in subsequent turns (e.g., 5, 10, suitable for Year 1 and Year 2 students
15, 20, 25 etc), once they encounter some by a teacher or another student)
who are informally exploring the
snakes and ladders, they will have to be MULTIPLICATION AND MULTI- properties of odd and even numbers
able to modify the pattern. In our example, DIGIT ADDITION: YEAR 3 AND 4 (this concept is not actually covered in
the student would begin their next turn at the Australian Curriculum until Year 3).
18 and follow this new pattern (i.e., 18, 23, Dice: One 6-sided dice. To further extend
28, 33 etc.) until they encountered another students, consider playing with a 10-sided • As students play the count-on version
snake or ladder. dice. of the game, they can also be exposed
to more sophisticated addition and
Mathematical concepts: Investigate Game-play and student instructions: subtraction strategies (e.g., building
number sequences, initially those increasing Students roll the 6-sided dice to determine to 10; doubles facts) by generating
and decreasing by twos, threes, fives and which particular timestable will be the focus relevant number sentences every
tens from any starting point, then moving for the game (if students roll a 1, you may time they climb up a ladder or slide
to other sequences (Australian Curriculum, want them to roll again). Alternatively, the down a snake. For example, a student
Mathematics, Year 2). teacher (or the students) can determine would need to work out how far they
which times table should be the focus. climbed up the ladder if they began
ODD AND EVEN NUMBERS:
YEARS 3 AND 4 Students then take turns rolling the 6-sided on the 2 square and finished on the 18
dice and multiplying it by the chosen square (e.g., 2 + __ = 18). The student
Dice: 10-sided (1 to 10) or an 11-sided (0 times table (students less confident with might reason that: ‘It is 8 more to 10,
to 10) dice. multiplication can use skip-counting as a and then another 8 more to 18. And I
back-up strategy). Students need to move know that double 8 is 16. So this ladder
Game-play and student instructions: helped me move up 16 squares’. This
Play the game as originally outlined. After their counter this many squares along the
board using an efficient addition strategy. is a potential useful modification if
students roll the dice, they need to predict playing the Count-on version of the
whether they will land on an odd or an even For example, assume the focus of the game game with a Year 2 or Year 3 class.
number. Students can move around the is the 6 times tables. If a student’s counter
board as per the basic Foundation version is on the square 52 and they roll a 3, the • Depending on how engaged your
of the game, although they need to pay student needs to move to the square 70 class is with the Snakes and Ladders
attention to the final number they land on, (because 3×6=18 and 52+18=70). In this concept, a further idea is to work as
and state whether it is odd or even. If their example, the student is particularly lucky a class (perhaps as a project across
prediction proves correct, they can move because the 70 square contains a ladder the term) to design a mega Snakes
their counter forward to the next square which will take the student up to the 94 and Ladders board containing 1000
containing the foot of a ladder. They can square! So the student has in fact moved 42 squares (1 to 1000). Begin with the
then take the ladder up. If their prediction places (almost half the board!) in one turn. game board grid already designed,
proves incorrect, their counter remains on but with no snakes and ladders on the
PAGE 9

the square they landed on. Mathematical concepts: Recall addition board. Each week during the term,
facts for single-digit numbers and related several students could be chosen to
Mathematical concepts: Investigate the subtraction facts to develop increasingly each add a snake and ladder to the
conditions required for a number to be odd efficient mental strategies for computation board.
or even and identify odd and even numbers

PRIME NUMBER: VOLUME 32, NUMBER 1. 2017


!"The Mathematical Association of Victoria
GET YOUR GAME ON!
SNAKES AND LADDERS REVISITED (CONT.)

The size of the snake or ladder they


add could be determined by them
rolling a 10-sided 10’s dice (i.e., 10, 20,
30… 100) and a 10-sided 1’s dice (i.e.,
0, 1, 2… 9), and adding them together.
For example, if they rolled a 50, and a
7, they would need to create a snake
or ladder for the board that covered
57 squares. During the final week of
term, teams of students could take
turns playing a ‘mega-game’ of Snakes
and Ladders, playing whichever
modification of the game was deemed
most appropriate for that particular
cohort of students.

CONCLUSION
One of the authors of this paper once
overheard a pre-service teacher who,
during their first ever tutorial, stated
dismissively to another student: ‘Snakes
and Ladders. How come I’ve come to uni
to play little kids’ board games? I thought I Figure 3. A group of pre-service teachers discussing potential modifications for Snakes and
was here to learn to teach mathematics’. Ladders.

Hopefully this paper has helped to REFERENCES ACKNOWLEDGEMENTS


demonstrate that playing simple board
games can in fact have tremendous Australian Curriculum Assessment and These suggested modifications largely
educational value in primary mathematics Reporting Authority (ACARA), (2015). The arose out of a wonderfully productive
classrooms. The key to realising this value Australian Curriculum: Mathematics. discussion with a fantastic group of
is to think carefully about the mathematical pre-service teachers including: Simona
Baddeley, A. (1992). Working memory. Ceranic, Katrina Coldwell, Rebecca Dew,
concept you are trying to teach and modify
Science, 255(5044), 556-559. Timothy Dipple, Elena Fanaritis, Rebecca
the game accordingly. As long as the
activity remains engaging for students, Hopkins, S. (2009). The prevalence of Year 7 Fleming, Aaron Goldie, Minh Duc Ha,
exposing students to a well-known game students who have not developed a reliance on Molly Hickerman, Natasha Janzerli, Hayley
which is played regularly also has the retrieval strategies for simple addition. Paper Jones, Claire Keyworth, Sarah Klarenbeek,
benefit of promoting efficient learning, as presented at the 22nd Biennial Conference Quinn-Ee Lai, Sophie Membrey, Amy
students are already familiar with the basic Moody, Tyler Neil, Charlotte O’Malley,
of the Australian Association of Mathematics
mechanisms of the game. Naomi Ollington, Christina Pelendage-
Teachers Inc., Fremantle, WA.
Perera, Jessica Ross and Tamara Todorovic.
We hope you find some of the Hopkins, S. L., & Lawson, M. J. (2002).
modifications discussed in this article useful Explaining the acquisition of a complex
in your own classrooms; and, if you have skill: Methodological and theoretical
any modifications of your own you wish to considerations uncovered in the study of
share, the authors of the article would love simple addition and the moving-on process.
to hear about them! Educational Psychology Review, 14(2), 121-154.

Russo, J. (2015). Get your game on: Three in


a row. Prime Number, 30(4), 16-18.
PAGE 10

Sweller, J. (2010). Element Interactivity and


Intrinsic, Extraneous, and Germane Cognitive
Load. Educational Psychology Review, 22(2),
123-138. doi: http://dx.doi.org/10.1007/s10648-
010-9128-5
PRIME NUMBER: VOLUME 32, NUMBER 1. 2017
!"The Mathematical Association of Victoria
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