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An Addition Game
This single-player game is designed to help a first grader practice adding up to sums of 14. You'll need a deck of playing cards and a basic knowledge of addition facts in order to play. Work together with your child at first, and gradually allow him to take over as he masters the rules. Challenge him to play multiple times with the goal of improving his score. You'll see his confidence and speed grow as he plays again and again!
Variations:
Add jokers into the game (dealing a few piles of five, in order to accommodate them). Let jokers be wild, on the condition the player must say what number a joker represents each time it is used. Play with multiple players! Take turns removing cards from the board. Players should keep the cards they've removed; these will be their points. If a player is stuck, they may take any one card (instead of two) to help the game move along. Play until all cards have been picked up.
Save the Ducklings is an engaging way to work on counting and addition with your child. He will want to play over and over again!
Skills:
Two standard dice Game Board 30 counters (e.g. beans, pennies) for each player
Variations:
Simplify the rules. Ignore instructions 4 and 5. Instead of players dropping out when they have lost all of their ducklings, allow them to continue taking turns until they can collect ducklings. Set a time limit (e.g. 5 minutes) to find the winner.
Defensive Struggle
Looking for a fun way to practice your addition facts? This game combines strategy with math! You and your child will battle to control the game board and earn points. Your child will be using their addition facts constantly as they consider where to place their cards. Youll see them improve in their speed and accuracy in no time!
Skills:
Addition Strategy
One deck of playing cards One Defensive Struggle game board and tape them together to make a 4x4 game board.) Pencil and paper (to record scores)
Variations:
Play until 100 points. Each time the board is filled, clear it, redistribute the cards, and keep going. Play best out of 3 rounds or best out of 5 rounds. Use a 3x3 board and only Ace through 3s (Sum = 6). Or use a 5x5 board with Ace through 5s (Sum = 15). Use different numbers. For example, take just the 3s through 6s out of the deck. Adjust the total of each row to 18, or another number of your choosing. (A good
way to determine an appropriate total is to add up the cards youve chosen. In this example, 3+4+5+6 = 18.) Keep the 4x4 board and the Ace through 4s, but use multiplication instead of addition. Change the total for each row to 24.
Variations:
Find sums of a different amount, such as 10, or 12. Change the value of face cards to jacks = 11, queens = 12, and kings = 13. You can add in jokers, have them count as "free" numbers, and cover them up immediately. Subtract to find a difference of 5. Make all face cards equal 11.
When you don't want to wear rented shoes at the bowling alley, try whipping up this homemade water bottle bowling set! Help your first grader improve his math skills while having hours of fun at the same time. Play this on a family game night, a rainy day, or at a party and it's sure to bring a smile to everyone's face. This game is great for all ages!
10 assorted clean, empty plastic water or soda bottles White paper Scissors Clear tape Permanent marker Lightweight ball (volleyball, tennis ball, etc) If you're desperate, you can use an orange or grapefruit! Notepad and pen
What to Do:
1. Cut wide bands out of the paper for each soda bottle, and number each one with different point values from 1 to 10. 2. Wrap one strip of paper around each bottle, and have your child tape it down for you. 3. Arrange the bottles in a triangular shape at the end of a long hallway or uncarpeted room, with one pin in the front, two behind it, three behind those and so on. 4. Divide a page in the notepad into columns, one for each player. Write each person's name at the top of the column so that you can keep score of everybody's points. 5. Now play! Take turns rolling the ball towards the pins and see how many you can knock over in one try! Count up the numbers on each pin that gets knocked over and recruit your child to help you keep score so he can practice his addition. Whoever gets the most points wins! Make some victory snacks to enjoy together when the game is over. 6. If you want to make the game a little more challenging, try filling the bottles with a small amount of sand so they're harder to knock over!
1 deck of playing cards 1 sheet of plain paper for a scorecard Scrap paper and a pencil for each player/mathematician
What You Do: 1. Prepare your materials. Start with your deck of cards. You will need all aces (each counts as 1), and all numbered cards between 2 and 8. Make sure you pull out all nines, tens, jacks, queens, and kings. You can save them for more advanced games later. 2. While this game can be played by up to four players, youll probably want to start with just two. Shuffle your number cards and put them face down on a table. Then have each player pull out five cards. Take turns putting cards down, one at a time, and counting the total made when you add the pile together. 3. Winning and Losing: The goal is to get as close to 17 as possible. Lets say, for example, that Player 1 puts down a 7 card, and then Player 2 puts down a 5 card. If Player 1 can add another 5, she wins the round and gets a score of 17! Thats the clean way to win a round. But she can also win if she goes slightly over say, to 19but she must subtract the extra 2 from her score, so she only gets 15 points. The goal of the game (aside from complete Math Facts Mastery, of course!), is to have the largest number of points when the game is done. Special note: Counting up the final scores usually means adding several digits. This may be a good stretch for some kids, but lots of first graders will find it hard. Its helpful to have either a calculator, or a parent helper, or both ready.
Dice Addition!
Addition is not for the faint of heart! Roll the die, and cross your fingers for a big number. Add that number to your total and race to earn 30 points. Be careful not to go over 30, though! This game is a great opportunity to put the flash cards and worksheets away for a while and have fun while learning. Your child will love the competition and challenge Over the Edge brings.
Skill:
Addition
One die Paper and pencil for each player (to record scores)
Variations:
Play for the best out of 3 rounds, or award a point to whoever wins each round and play for a specified amount of time. Use two standard dice, or one or two customized dice. Change the goal. Instead of reaching 30, try to reach 50, or 42. Start at a higher number (e.g. 30 or 99) and finish at zero using subtraction.
Getting Even
Memorizing addition facts is an important step in a first grader's learning. Teach your child this fun card game in order to squeeze in a little extra addition practice. All you need is a deck of cards, and you are ready to get started! You will be helping your child build confidence with his math facts as well as develop the skill of differentiating between even and odd numbers.
Variations:
For younger players, remove the face cards from the deck. Change the rules so that players must remove odd sums. Rename the game Playing the Odds. Try playing the game using subtraction or multiplication.
Shake 'em Up
Practice adding in a whole new way! You'll need five dice, a paper and pencil in order to get started. Shake those dice and try to roll big numbers. Add them up and cross your fingers. If your sum is larger than the other players, you win! Guide your child through the process at first, and gradually let him take ownership of the game. You'll see his confidence with addition improve in no time!
5 standard dice Paper and pencil for each player (to record scores) Highlighter(s) (optional)
Variations:
Make the addition portion of the activity more difficult. Have each player keep a running total of all of their rolls for all 10 rounds. Instead of circling totals after each round, wait until the end to see who has the most points. Create custom dice, using any numbers you'd like.
Cover All
Try to use as many numbers as possible in a quest to take over the game board! Draw from a deck of cards to determine your number, then create an addition problem with that sum. Your child will need to engage his problem solving skills in order to participate in this game. By manipulating numbers, he'll improve his confidence and ability to work with them. Soon, he'll be ready to tackle subtraction!
One deck of playing cards One Cover All game board A different type of place markers for each player (e.g. beans, coins, confetti, torn paper)
Variations:
Try working as a team. Draw cards and work out addition problems together. You win if you can cover the board! Print out a game board for every player. Players then race to cover their entire game board first.
Cover Up
Check out this exciting way to practice addition! This two player game uses dice to get its point across. Players add up numbers to find different sums. The goal is to find the most sums first. There's plenty of repetition, but because there's dice and a game board, this game feels less boring than flashcards. Use it to work your child's automatic recall of addition facts.
2 dice 1 Cover Up playing board Place markers (26 total) - Beans, coins, or torn paper work well.
Lucky Number
In this math game, the lucky number is 13! All you need is a deck of playing cards to begin practicing your addition facts in this fun activity. Use cards to create a game board, which you will scan looking for sums of 13. Begin by playing together with your first grader, and gradually let him take ownership of the game. He will love the challenge of trying to get rid of all of the cards in the deck!
Variations:
Change the amount cards you work with at one time by adding or subtracting a row, changing the size of a row, etc. Remove the kings and make the required sum 12, remove the kings and queens and make the sum 11, or remove all face cards and change the required sum to 10. Instead of finding sums, find differences of 6.
Skills:
One deck of playing cards Pencil and paper (to add up scores)
Variations:
Remove face cards from the deck, as their values can be confusing for younger children. Play the game with a larger array. Use 16 cards in a 4x4 array, or 25 in a 5x5 array. Create a challenge by making the black cards count positively and the red cards negatively. Place a mystery card in the array, face down.
Skill:
Simple addition
Variations:
Instead of adding up to 10, try adding up to a larger number, like 15. Deal less cards each round, or deal more cards each round. Make face cards worth a larger point value: Jacks = 11, Queens = 12, Kings = 13. Make Jokers WILD. Make each card worth 10 times its value. Aim for sums of 100. (This is a great way to help your child compare adding by tens with adding by ones.)
23 popsicle sticks kitchen timer crayons or markers construction paper child safety scissors 2 Ziploc bags
Large bowl Variety of different pasta shapes (uncooked) Laminated piece of tag board or cardstock inside of a sheet protector Erasable marker Small scoop Paper napkins Some blank paper and a pencil
Tic-Tac-Toe Addition
Tic-Tac-Toe is more than just a strategy game; it's a great way to practice addition! Help your first grader on his way to mastering sums of single-digit numbers. We have five different game boards for you to print out, with endless possibilities. Once you've mastered them all, try creating your own game!
Hexagon Puzzle
Try this fun puzzle, and help your first grader dig a little deeper into his addition facts. Start out by filling in the grid and adding up values. Then, create a challenge by asking your student to choose new numbers so that every row will equal the same value. He'll need to use critical thinking skills to solve this problem, an essential component to mathematical reasoning.
a set of wooden craft "popsicle" sticks (about 20-30) an extra fine point permanent marker, black a sandbox filled with sand
correct, keep the stick for sandbox play. If the answer is not correct, put the stick back in the sand. 4. After your child has practiced all his Sandbox Math Sticks, join him in some fun, creative play. Then store the sticks for later by filling a sand pail with sticks, or simply plant them in the sand again!
Horseshoe Race
Race to the finish in this fun addition board game! Your first grader will work on the important skill of adding in this two-player game. Take turns drawing playing cards to find your numbers. Add them together correctly in order to move ahead. The first player to reach the finish line will win! Your student will gain confidence with his addition facts as he works towards mastery. You can set the flash cards aside for a little while and add a little something extra to your math practice with this exciting activity.
One deck of playing cards One Horseshoe Race game board A place marker for each player (e.g. beans, coins, etc.)
Variations:
Allow players to only add numbers that are in their color. (Notice the red and black labels on the game board.) Thus, a player must draw two cards of their color in order to have a chance at moving ahead. Change the values of face cards to jacks = 11, queens = 12, and kings = 13. Subtract or multiply instead of adding. For younger players, each player may select a color to represent (red or black). Draw one card at a time. If a player draws their color, they may move ahead one space. If not, they stay where they are.
Decision Maker
Decide to play this game, and you won't regret it! You can practice addition, subtraction, or multiplication using just a deck of cards. Decision Maker combines mathematical skill with an element of chance to keep players on their toes. Draw two cards at a time and find the sum, difference, or product of the numbers. If you're correct, you'll earn points. But watch out for the face cards! If you draw one, your score will be erased!
Deck of playing cards Pencil for keeping score Decision Maker score sheets
What to Do:
1. Download our Math Fact code sheet, or make your own based on your child's level. 2. Write your message on the decoder key, by making a small line for each letter of the alphabet in the message. See our sample message as an example. 3. Write out your message lines, and then let your child take a whack at the math facts to decode your words. The sum of each pair of numbers appears under each line of
the message, and matches up with a letter. For a child who is making good progress on math facts, this is a fairly fast activity but one that will bring a sense of accomplishment that lasts all day and beyond!
Math Fact Decoder Key A = 2+2 B = 2+3 C = 3+3 D = 6-3 E = 9+3 F = 8 -7 G = 13+10 H = 7+2 I = 5+6 Math Facts Secret Codes Sample Message _____ _____ _____ _____ 9 4 7 12
48 index cards Marker or crayon Lined notebook paper One pencil per player
4. Each player is dealt five cards. The remaining cards are placed face down in a deck in the center of the table or play area. 5. If you have any pairs that total 10 in your first hand, put them down in front of you and replace those cards with cards from the deck. 6. As you find combinations of numbers that equal 10, each player will use a pencil to write that addition problem on his or her own lined sheet of paper. Place all of your combinations of ten in one pile after you have written that combination on your paper. 7. Take turns. On a turn, ask one of the other players for a card that will go with a card in your hand to make 10. (Note: a "WILD" card can be whatever number you would like it to be to make a pair that adds up to 10.) 8. If you get a card that makes 10, put the pair of cards down. Then take one card from the deck. Your turn is over. 9. If you do not get a card that makes 10 because the other player did not have the card you asked for, take a card from the deck. Then your turn is over. 10. If the card you take from the deck makes 10 with a card in your hand, put the pair down and take another card. 11. If there are no cards left in your hand but still cards in the deck, take two cards. 12. The game is over when there are no more cards left unpaired. Whoever has the most pairs of tens at the end of the game wins! This is a great math game that the whole family can play!
What to Do:
1. Using chalk, draw a series of six connecting hopscotch boxes on the sidewalk or on a driveway. In the first four boxes, write a series of four numbers showing a pattern of counting by 2s. (For example, 2,4,6,8). Write one number in each box. 2. Have your child extend the pattern by filling in the empty boxes with numbers that extend this sequence. To demonstrate the pattern, ask your child to hop on each of the boxes in the series, saying each number aloud. 3. This time, ask your child to draw two more sets of six to eight boxes. Fill in each set of boxes with a series of four numbers that show a pattern, such as counting by 5s, counting by 10s, decreasing by 1s, or decreasing by 2s. Do you have a math whiz? You can also experiment with counting by 3, 4, or 6...this lays the foundation for multiplication. 4. Although the boxes may look non-traditional, the game of hopscotch is still timelessly fun. Make your boxes...and then hop on. In teacher terms, you're doing "kinesthetic" learningusing the body to integrate key intellectual skills and knowledge. In kid terms, you'll be having tons of fun!
Flash cards of choice (addition or subtraction) Blank unlined paper (enough to create BINGO cards for all players) Pencil or pen Crayons or BINGO markers (plastic chips, coins, kidney beans) Computer and Printer (optional)
5. Find the answer to the flash card. Cover the square where the answer appears on your Bingo card using one of your Bingo markers. 6. Put the flash card to the side. Continue answering the flash cards until someone has covered enough squares to reach Bingo. This game can also be adapted for older children to practice their multiplication and division cards. Simply create different Bingo cards using different numbers to correspond to the multiplication and division equations you are using. Dont be surprised if she wants to play Math Flash Bingo each time you get the flash cards out to practice her math facts! Shell be a math whiz in no time!
Zero to Ninety-Nine
Mental math has never been more exciting! Practice adding and subtracting as a group. Help each other keep track of the running total as the game progresses. Roll the die, and wish for the best. Use a little bit of strategy to help control this game of chance, and you could come out the winner.
Variations:
Use a different goal and starting value. For example, start at 1895 and stop at 2000. Use customized dice. Use a calculator. This allows you to focus on the skill and not the computation.
Five-Pointed Star
Your second grader will love finding sums in this fun card game! He will need to use problem solving and critical thinking skills as he tries to fill the board. By combining addition with mathematical reasoning, your student will have the opportunity to improve his understanding of an important math concept. Print out the worksheet and use a miniature card deck. (You can print a deck, if you'd like.) Look at the challenges below for different ways to play. What You Need: One Five-Pointed Star game board (Print this out.) One deck of mini-playing cards (Print a deck.)
Challenges: Use the ace through ten of a suit. Place the cards on the star so that no line of 4 cards has the same sum. (Keep in mind aces = 1.) Use the 2s, 4s, 6s, and 8s. Place the cards on the star so that the sum of each line of 4 cards is 20. Use the ace through 10 of a suit. Place the cards on the star so that the sum of each line of 4 cards is the same. Make up your own Five-Pointed Star card puzzle!
Success Tips:
Initially, work on addition facts through ten. When your child is quick and confident with those facts, introduce the subtraction facts through ten. Then move to addition facts between ten and twenty, and finally the subtraction facts through twenty. If your child already has a base of knowledge, start there and proceed slowly never adding more than ten new cards at a time, and being certain to mix the new with the old. For example, lets say your second grader knows his addition facts through 6 very well, but stumbles after that. Show her the 7 fact cards (1 + 7, 7 + 2, etc.), discuss them, mix them up with the facts she has mastered, and when the new answers become automatic (see process that follows), add the 8 fact cards.
Process
Encourage your child to practice the flashcards independently (with only a few new ones added) and to let you know when he thinks hes a FACT MASTER. Try to make the FACT MASTER check pleasant and non-threatening. Show her one fact; if she answers correctly within a second or two, she puts the card in her pile. If her answer is incorrect or too late, put the card in your pile. Compare size of piles at end of game. Offer encouragement if shes not quite there yet, or whoop and holler if shes ready to add more facts to her study pile.
Culminating Activity:
When your child is proficient enough (at whatever level shes working on) to be called a FACT MASTER... celebrate! Make a large notice (with bright markers) for the refrigerator that says, for example, Zoe is a subtraction FACT MASTER through twelve." When Zoe nails thirteen, make a new sign and post it. And while youre at it, give yourself a pat on the back. You deserve it.
Ten-Twenty-Thirty
Try this single-player addition game! All you need is a deck of playing cards to get started. Try to find sums of 10, 20, or 30 in order to clear cards. Practice your adding, and double check your work. If you can clear all of the cards, youll win! "Ten-Twenty-Thirty" is a great way to have fun while practicing simple addition facts. After you've mastered the directions, check out the variations for new ways to play.
Skill:
Addition
Variations:
Remove two sets of cards at once if their combined sum is a multiple of 10. Look for different sums, lets say 9, 19, and 29. Or multiples of 6.
Make learning math facts easier with the strategy of looking for numbers that add up to ten. Since ten is a landmark number that is easy to add with, spotting combinations that make ten is one way to improve your child's speed and accuracy in addition. In this activity, help your child practice making ten by creating and playing this fun and simple card game! Note: The Terrific Tens Go Fish game works on the same set of skills as this game and uses the same deck of number cards. If you have already created the cards for the Terrific Tens Go Fish game, you can use the same number cards for this game.
Set Up: 1. Create a deck of number cards using the marker or crayon and index cards. You will need four cards each of the numbers 0 through 10 and four WILD cards for a total of 48 cards. 2. Simply write the numbers or the word WILD on each card making sure that the numbers cannot be seen on the other side. How to Play: 1. Arrange the cards face down in four rows of five cards. Place the remaining cards in the deck face down in a pile. 2. Play the game. The objective is to turn over and collect combinations of cards that total 10. The winner is the player who makes the most combinations of 10. 3. Take turns. On a turn, turn one card over and then another. A "WILD" card can be made into any number. If the total of the two cards is less than 10, turn over a third card. If the total is more than 10, your turn ends, and the cards are turned face down and put in their original positions. If the total is 10, take the cards, replace them with the remaining cards in the deck, and go again. 4. As you find combinations of numbers that equal 10, write that addition problem on your lined sheet of paper. Place all your combinations of 10 in one pile after you have written the problem down. 5. The game is over when no more 10s can be made. As your child becomes more proficient at adding, this game can be adapted to different addition facts. Create Turn Over 20, for instance, to practice adding numbers adding to 20, and so onthe possibilities are endless!
Find someone to trick. Ask that person to roll 3 dice while your back is turned. Then ask them to add the totals on the tops of the dice together. (For example, if they rolled a 5, 6, and 1, they would find 5 + 6 + 1 = 12.) Then, ask them to secretly choose one of the dice. They should pick up that die and look at the number on its bottom. They will need to add this number to the total. (Continuing with our example, let's say they picked up the 5. The number on the bottom of the 5 is a 2. They would add 12 + 2 = 14.) Ask them to roll this same die one more time. They should add the number that comes up onto their total. (If they rolled a 6, they would add 14 + 6 = 20.) Now, it's time to show off your magic. Turn around. Look at the numbers on the die faces. Add them up. Then add 7 more. You should have the same total as your partner! Are they surprised?
The three numbers you see when you turn around have been added to the total already. (Two of the dice were added in step 1, and one in step 4.) It's an obvious first step to add these up yourself. The only other addition that was done was with that third die. What you asked the player to do was add the number they rolled plus the number on the opposite (or bottom) side of the die. Look at one of your dice carefully. You'll notice that the opposite sides always add up to 7! This is why you add 7 more to find your answer.
Variations:
For younger children, use only one die and change the point goal to 40. Use custom dice with different numbers on them. Draw a woodchuck on one side, if you'd like. (Print out blank dice templates here.) Use subtraction instead. Start with 100 points and work your way to zero. Use multiplication instead. Change the goal to 500.
Especially enjoyable for kinesthetic learners or musically inclined children, the game combines music with movement and allows children to move around as they practice. Although the game is perfect for practicing the multiplication tables, it can be used for any math concept that children should be able to do in their heads rather than through writing.
What to Do:
1. Make a list of math problems that your child is having difficulty with. 2. Write the answer to each of the math problems on its own piece of paper with a thick marker. Each number should fill up the paper and be dark enough for your child to see easily from several feet away. 3. Tape the numbers at random on a driveway, bare floor, or patio. 4. Turn on the music and let your child dance around on top of the numbers. After a few seconds, pause the music and call out a math problem, such as Three times eight! 5. Your child should then jump as quickly as possible onto the number that is the correct answer to the problem you called out. 6. You can keep on calling out math problems while repeating the previous steps. If your child has a friend over you can change the game into more of a competition, in which children race to see which one can jump on the correct number first.
What to Do:
1. Explain to your child that a friendly Math Monster has been living in the house, and that he has come up with a fun game to play! 2. Draw a circle with a large X inside of it to divide it into four sections. This shape represents the Math Monster's head, with three blank spaces for eyes and one for a mouth. These spaces will be filled in if your child does not guess the equation correctly, and the Math Monster will win. 3. Write the digits 0 through 9 on the side, to help your child keep track of which numbers he has already guessed. In the top corner, keep a tally of the two teams. For example, Monster versus John. 4. Think of an equation, but do not reveal it. Write the equation, hangman style, on the paper or board. For example, 4 plus 5 equals 9 would look like: _ + _ = _. If you have a double digit number in the equation, such as 14 minus 6 equals 8, draw a line for each digit: _ _ - _ = _. 5. Ask your child to guess a single digit to fill in one of the blanks. Cross off the digit from the list and fill it in on the equation. If the digit is not in the equation, draw an evil eye on the Math Monster. 6. Encourage him to guess another number. Fill in the equation or another evil eye on the Math Monster. 7. Invite your child to continue guessing numbers until the entire equation is filled, hopefully before all four sections of the Math Monster have been drawn. 8. Draw a tally mark by the winning team! If your child lost this round, remind him that he has many more chances to beat the Math Monster! He will be improving his math skills along the way. This simple game keeps children focused on math facts. You can adapt the Math Monster to more advanced levels of math, working toward double digit addition and subtraction, or multiplication and division. The game can also be used to reinforce mathematical rules, such as the relationship between addition and subtraction, or the effects of using "0" in an equation.
One deck of cards (ace = 1, jack = 11, queen = 12, king = 13) One Ring Your Neck record sheet for each player A calculator (optional)
Variations:
Play multiplication-style. Multiply the card(s) that are drawn to the total. Start with a value of 1. Play subtraction-style. Start with an initial score of 1,000. Play division-style. Start with an initial score of 1,000,000. Change the number of cards in the circle. Change the value of all face cards to 10.
Toss Up Game
Take turns tossing playing cards into the air in this fun addition game! Second grade is the time to master sums up to 100, and this activity provides a very engaging way to do just that. All you need to play is a deck of playing cards, paper and pencils. You'll take turns tossing cards and adding their values onto your totals. The first player to reach 100 points wins!
Variations:
Toss just two cards. Subtract the lesser card if both cards land face up. Multiply cards instead of adding them. Play to 500 points.
Skills:
Term to Know:
Equation: a statement that uses an equals sign to show that both sides are the same. (e.g. 3 + 4 = 7)
One deck of playing cards (Print a deck.) Scratch paper and pencil (optional)
3. 4. 5. 6. 7. 8.
helper cards. Or you could create the problem 3 x 4 and remove a queen from the array (because 3 x 4 = 12). To repeat, helper cards create problems while cards in the array always need to be the answers. Remember, aces count as 1, jacks are 11, queens are 12, and kings are 13. If youre using jokers, they can be zeros or wild. Your choice! Discard cards that have been used in an equation. Replace helper cards with new cards from the deck. If you are stuck, discard your helper cards and deal three new helper cards from the deck. Play until the deck runs out or every card in the array has been removed. If your array is empty, youve won!
Variations:
For an additional challenge, begin with 16 cards in a 4 x 4 array. Compete for the highest score. Each player needs their own deck of cards and can play either at their own pace or with a timer. Record your scores and try to improve with practice.
The object of the game is to win points by forming the largest sum. Remove tens and face cards from the deck. If you have jokers, add them into the deck. Jokers will equal zero. Shuffle the cards. Give each player six cards. Players have exactly one minute to make a 3-digit plus 3-digit addition problem using the numbers on their six cards. Players should experiment and double check their work to ensure they have the largest sum possible. The player with the greatest sum wins the round and one point. The first player to earn 10 points wins the game.
Variations:
For younger players, deal two or four cards and form 1 or 2 digit sums. Adjust or remove the time limit. Change the scoring so players earn the number of points in their sum. Change the name of the game to Think Big! Change the name of the game to Small is Beautiful. Create subtraction problems instead. Use more cards. Try adding four digit numbers or five digit numbers. Work on place value. Have players try to create the largest possible 6-digit number with their 6 cards.
Top It Off
This is the perfect game for practicing addition with 3-digit numbers. Your second grader will love the element of chance combined with computation challenges as she competes to win! You'll need to create your own dice (We have a template for you to print out below.) and a record sheet. Simply roll the dice, find their sum, and add it to your total. You'll be sneaking in quite a bit of addition practice as you play! Feel free to assist your child with her work or allow her to work through problems on her own.
2 custom dice (Print out a dice template and make them, according to the picture shown.) One Top It Off record sheet (Print this out.) Pencils
2. Players take turns rolling the two custom dice, adding up their total, and writing it into their answer sheet. Look at the example score sheet on the right. You'll notice that each round includes the previous total (For the first round, it's 200.), + the total of the dice.
3. Play until one player reaches or goes above 2000. That player is the winner!
Variations:
Make the game more challenging and require players to finish exactly at 2000. Use any starting and stopping point. For example, start at 700 and stop at 2500. Change the numbers on the dice.
Math Race
Looking for ways to make math more than just a bore? Make math fun and exciting for your child by turning it into a game. The basic math skills we learn as children are the building blocks of all mathematical thinking in the years following. Thats why fundamental skills like addition are so important. By turning basic math problems into a game that is fun and challenging, your child will not only learn to enjoy math, but hell also begin to solidify a foundation of key skills to use in years to come. And who knows if you play along with him, you might even be able to brush up on those basics that may make the next time you balance your checkbook a little bit easier!
What You Do: To prepare for this activity, use the index cards to create 15-20 game cards. Write one addition problem with 5-10 addends (numbers to add) on each card. Place the answer to the problem on the back of the card. Note: At a second grade level these numbers should be single digits to begin. (For example, 5+9+8+7+5=) If you would like to adapt this game for older children, simply change the problems to include 2 digit numbers. Activity: 1. To play the game, you will need a partner, but you can play this game with as many players as you like. One player will be using the calculator to try to solve the addition problem. The other player will use pencil and paper. 2. The goal of the player using pencil and paper would be to practice strategies that will enable him to add the string of numbers in the quickest way possible. For
example, the player would want to look for numbers that add to 10, or doubles. (4+6, 7+3, 8+2 all equal ten) (Doubles would be 4+4, 2+2, etc.) 3. The first person to get the answer will get a point. The player with the most points at the end of the game would be the winner. Remember, practice makes perfect! The more you practice your adding skills the quicker you will become and the higher your chances of beating the calculator!
Heavy paper, such as oak tag or construction paper Marker Masking tape Hard floors, such as kitchen tiles
One deck of playing cards One Make My Day game board (Print this out.)
Use a joker and the cards ace through nine of all suits. (joker = 0, aces = 1) Deal 6 cards face up into the first and second rows of the game board.
Go through the pack, flipping one card over at a time, and try to find numbers to fill in the bottom row. The bottom row must hold the correct answer to your addition problem. (Note: You may need to create a fourth row if your hundreds column adds up to more than 10!) If you can complete the task before the deck runs out of cards, you win.
Variation:
Play "Subtraction Style." Print out the subtraction game board here.
the card, he must choose whether to add or subtract the card in order to have the column total be as close to 20 as possible. For example, if Player 1s face-up cards total 14 and he chooses from his deck and turns over a 10, the column total is 24. 4. Player 2 follows the same process with her first column. Once Player 2 gets a column total, the players compare answers. The player with the total closest to 20 wins the column. In the event of a tie, mark it as a tie. Play continues moving left to right across the columns until one player wins 3 out of 4 columns to win the game! In the event of a tie for the grand total of columns (i.e. both players win 2 columns), players add their remaining face down cards (cards in their decks and those at the top of the columns). The highest total wins!
What to Do:
1. With your child, do a quick warm-up review of addition facts to 10. Use flashcards or just quickly write out some facts on paper. 2. Give your child the die. Ask her to roll it 10 times. Each time she rolls the die, write down the number she rolls. You will end up with a vertical list of 10 numbers. 3. Next, explain to your third-grader that she will be learning a way to add the 10 numbers quickly and without writing anything! Help her find 2 numbers in the list that add to 10, such as 4 and 6. Model for her what to do. Say, 4 +6 = 10 and cross out the 4 and 6 while you say it. Then look for 2 more numbers in the list that add to 10, such as 5 and 5, and repeat the process. Once youve added all pairs that add to 10, add 3 digits to get 10. Say, 2 + 5 = 7, 7 + 3 = 10 and cross out the numbers you used. Explain that now youre up to 20 and add the remaining numbers to get a total.
4. Continue practicing mental math with your third-grader. Have her roll the die as you record the numbers, then watch as she crosses out the numbers and talks her way through adding the list. Make it fun and competitive by timing how long she takes to add the list mentally. After you time her, challenge her to beat her time on the next list. A small reward for beating her time is always a good incentive, too!
Skills:
Deck of cards Pencil and paper for every player (to add up scores)
Variations:
Play until the deck runs out. The player closest to 100, without going over, wins. Add jokers into the deck. If a player draws a joker, their score drops back to zero. Start with 100 points, and subtract your way to the finish. Need a challenge? Use multiplication to reach 1000. (This is a good adaptation for a fourth grader!)
Collection of several old greeting cards (or you can make your own) Dollar bills and coins (5 one dollar bills and several of each coins (half-dollars, quarters, dimes, nickels and pennies) Unlined paper to make your cards and markers to decorate you them (if you make them yourself) Several shoppers and one cashier
You can also do this activity with things other than greeting cards. A collection of baseball cards, for example, or any toys you have lying around the house. Just be sure not to write the prices on anything that you wouldn't want to be written on! A small piece of paper with the price will work just fine, if you prefer. This activity will allow your child to practice his counting skills and prepare him to make purchases on his own the next time you travel to the store together. You may be surprised at his new found confidence and purchasing skills!
What to Do:
1. Have your child shuffle the cards as many times as he wants. When he's finished, tell him to look at the bottom card and memorize it. 2. Have him place the deck on the table, then turn over the top 3 cards. 3. Tell him to deal cards face down below each of the face-up cards. To figure out how many cards to deal, subtract the number on the face-up card from 15 (if it's a face card, use these values: Ace = 1, Jack = 11, Queen = 12, and King = 13). For example, if the card is a 9, he should deal 6 cards under it (15-9 = 6). 4. Have him put all the cards he dealt in step 3 on the bottom of the deck. Keep the 3 face-up cards on the table. 5. Have him add values of the face-up cards together. If there is a 9, a Queen, and a 3 on the table, he should add 9 + 12 + 3 = 24. Deal out that many cards, then put them on the bottom of the deck. 6. Explain that you can magically force any card to come out of the deck on command. Ask your child for the name of his card (the one he picked in step 1). Let's pretend it was the Ace of hearts. 7. Pretend to do some hocus-pocus as you say, Ace of hearts, come forth! Repeat the command, and then smile mischieviously. 8. Your child, of course, won't see anything happen, but insist to him that his card did come forth. Have him turn over cards from the top of the deck one at a time. As he does, say, "Here's the first card, here's the second, here's the third, and the Ace of hearts comes fourth!" The fourth card he turns over is his card!
Challenge your child to create and solve math riddles! Draw from a deck of playing cards to find your numbers. Then, take turns inventing clues that will help others figure out what cards you have. Use addition, subtraction, multiplication, or division. By articulating math problems and using backwards thinking, your child will improve his critical thinking and math reasoning skills.
3. Next, the guesser tries to guess the value of the cards. If they are unable to guess correctly on their first try, the dealer gives another clue. 4. When the numbers have been guessed correctly, switch roles and play again.
One deck of playing cards (Print a deck) Paper and pencil (for recording scores)
Variation:
Change the difficulty of the game. Deal 1, 3, or 4 cards into the center of the table.
Problem solving is an essential math skill, and all you need is a deck of cards to practice it. Flip over cards to determine what numbers you can use. Take turns formulating equations and figuring out others players' equations. Use any operation you would like to arrive at answers. Share your answers with other players, and allow them to guess which operation you used to create them. This type of backwards thinking is a great way to improve critical thinking skills!
Variations:
For younger players, remove the face cards. Change the goal from 50 points to another goal. Allow the use of 2 operations to find each answer. Make the game more challenging by increasing the number of cards that can be used.
2. This game is played just like regular tick-tack-toe, but instead of using X's, one player uses the even numbers. Instead of O's, the other player uses the odd numbers. 3. You and your friend decide who goes first. Then each player takes turns writing a number in a space. When a number is used, cross it off because it cannot be used again. 4. The winner is the person who makes a tick-tack-toe horizontally, vertically, or diagonally, with a sum of 15. If neither player is able to make a tick-tack-toe, the game is a tie. 5. Take turns using the even numbers and the odd numbers when you play more than one game.
Winning Strategy
Try to set up winning sums in two directions. If your opponent blocks one way, you can still win with the other.
Using the ace through 8 of one suit, and a joker, create the sum of 12. Using the ace through 9 of one suit, create the sum of 15. Using the 2 through 10 of one suit, create the sum of 18. Using the 3 through jack of one suit, create the sum of 21. Using the 4 through queen of one suit, create the sum of 24. Using the 5 through king of one suit, create the sum of 27.
Fraction :
2 or 22
Add using simple fractions in this fun math card game. All you need is a deck of cards, and you're ready to begin! This game is very similar to Blackjack, or 21, but with one key difference: the face cards are all worth 1/2. Players will need to carefully calculate the value of their hands and decide whether or not they'd like more cards-- and they'll practice adding the fraction 1/2 in the process. This activity is an excellent way to help second graders develop reasoning skills and improve their understanding of fractions.
3. The goal of the game is to come the closest to 2 or 22. In each round, players can request another card from the dealer. Players can also stop playing whenever they'd like by placing their cards face up on the table. 4. Players may play for as many rounds as they'd like. 5. When all players have laid out their cards, it's time to count up the hands and decide who's won! Let your kid do the tabulating-- which player has come the closest to 2 or 22? That player wins one point. If there's a tie, multiple players earn points. 6. Play until the deck runs out.
Variation:
Change the scoring so that instead of receiving points, players receive all of the cards from the round they've won. After one pass through the deck, the winner is the player with the most cards.
One die (Print a template.) A place marker for each player (a bean, coin, etc.) One Name the Number playing board (Print this out.)
Players each select a place marker and put it at the starting point on the game board. Players take turns rolling the die. The roll determines how many cells they may move. All players may move for "free" on their first turn. Beginning in the second round, a player must say the name of the fraction shown inside their marker's space before being allowed to roll.
Only one marker may occupy a space. If two players land on the same space, the last one stays and the other player must return to start. The first player to reach the halfway point and then return to start wins.
Variation:
Create your own game board. (Print a blank game board here.)
Pizza Fractions
Fractions have never been more enticing! Roll the dice and create a simple fraction with the numbers you find. Color in pizza slices to represent that fraction. Try to "eat" the most pizzas to win this game! Coach your child through at first, then watch as he grows more confident with creating fractions on his own. You'll see his understanding expand as he applies his knowledge other everyday objects. He'll be hungry for more! Terms to Know: numerator: the number above the line in a fraction; indicates the number of parts being considered denominator: the number below the line in a fraction; indicates the total number of parts in the whole What You Need: Two standard dice (Make them.) One Pizza Fractions game board (Print this out.) A different colored pencil/crayon/marker for each player What You Do: Players take turns rolling the dice and forming fractions. When creating a fraction out of the two numbers, players must always choose the smaller number as the numerator and the larger number as the denominator. Once the fraction has been determined, a player should find an appropriate amount of pizza to color in on the game board. (For example, If the numbers 1 and 3 were rolled, the fraction is 1/3, and a player would need to find a pizza divided into 3 slices then color in 1 slice.) Continue playing until all of the pizzas are colored in at least partially.
A players win a pizza if they colored in at least half of it. If two teams colored in exactly half of a pizza, neither team can claim it. Count up the total pizzas won for each team. The team with the most pizzas wins.
Construction paper in a variety of colors Thick black marker Scissors Ruler Pencil Glue stick
What to Do:
1. Choose a fraction to start with. It's better to start simple even if your child is confident in his fraction skills. 2. Have him write the chosen fraction on a sheet of construction paper with the black marker. Ask him to point out the numerator (top number) and the denominator (bottom number). 3. Select a shape to represent the fraction, such as a rectangle or triangle. Help him draw the shape on another sheet of construction paper (preferably in a different color) using the pencil and ruler. Make sure the dimensions of the shape are in whole inches, ideally in a multiple of the denominator so the shape will be easy to cut up. For example, if your fraction is 3/4, you could make a rectangle that is 8" long, since 8 is a multiple of 4. 4. Still using the ruler, divide the shape up into a number of segments equal to the denominator of your fraction. Using the example from step 3, you would divide the rectangle into 4 2" segments. 5. Have him cut out the whole shape from the construction paper. 6. Flip over the sheet of construction paper that you wrote the fraction on and glue the shape onto the other side. 7. Now have him choose another sheet of construction paper in a different color than the shape. Using the same measurements you used in step 4, draw a number of
segments equal to the numerator of the fraction. Using the same example again, you would cut three 2" wide segments. 8. Cut out the segments and glue them on top of the shape within the lines. 9. You're done! Go back to step 1and repeat for a different fraction. Try attaching all your fraction collages to a large piece of poster board, overlapping them and arranging them in different directions for artistic effect.
Round or square food items such as sandwiches, bagels, cookies, donuts, pies, or pizza. Measuring cups and spoons
Encourage your child to cut sandwiches, bagels, or other food items into halves, quarters and thirds. Invite your child to help you in the kitchen, especially when you are measuring. Talk about cups, 1/2 cup, 1/4 teaspoon and so on. Give your child a plate of cookies and encourage him to divide them equally among friends.
Vocabulary Builders: These are some vocabulary words that can be used to enhance your child's understanding of fractions.
Next time you visit the library, check out one of these books: Moonbear by Frank Asch. Simon & Schuster, 1993. Half a Moon and One Whole Star by Crescent Dragonwagon. Macmillan, 1986. The Doorbell Rang by Pat Hutchins. Greenwillow, 1986. Eating Fractions by Bruce McMillan. Scholastic, 1991.
Geometry
Construction paper- various colors Child safety scissors Crayons or markers 1 metal paper fastener Scotch tape Pencil Lined paper
What to Do:
1. Set the stage. Explain that this is a fun game using colors and shapes, while following a set of directions that can be a little tricky. Let your child know you consider this a challengebut one that she can also do well. 2. Make the game. Have your child use crayons or markers to draw 2 of each of the following shapes: square, rectangle, triangle, diamond, circle, & star. Make them fairly largeat least 6-8 across, and use plenty of different colors of paper. Then lay them in rows on the floor. 3. Make directions. Ask your child to create a list of directions. Either you or he can write them on a sheet of lined paper. Examples: "Place your right hand on the ____ ." "Place your left hand on the _____ ." "Place your right foot on the ______ ." "Place your left foot on the ______ ." "Move your right hand and place it on the _____ ." 4. Make a spinner. Help your child use crayons and construction paper to create a paper spinner showing each of the colored shapes they have created. Draw a circle on white paper, and divide it into sections using a pencil. Have your child color each section with one color crayon. Have your child draw a picture on each colored section to match the shapes they created. Then cut out an arrow from another piece of construction paper, cut it to fit the spinner circle, and fasten it at the center with the paper fastener. 5. Play! Help your child play the game by reading a direction from their list. Then spin the spinner to determine which colored shape they will land on. Continue until they have identified all of the colors and shapes. This is a great game to play with older siblings as well. After all, you're never too old to have funand learn math while you're doing it. Snowflakes are amazing things no two are exactly alike, just like humans! Your child can learn more about symmetry and the art of paper folding by creating a glittering garland out of snowflakes. Along with making a lovely holiday decoration to display around the house, your child will hone his cutting skills!
White paper Scissors Hole puncher Ribbon Glue Glitter Paintbrush Easel paper (optional, for covering work surface)
2 pieces of white construction paper 1 piece of green construction paper Marker, crayon, or pencil Scissors Glue or glue stick
What to Do:
1. Ask your child to stack one piece of white paper and one piece of green paper on top of each other, and then fold in half like a book. 2. Invite her to draw half of a shamrock onto the folded paper, starting at the fold. Try using a picture or illustration from a book as a model for the shamrock shape. It may be helpful for your child to first trace this shape onto another paper to get the feel of it. 3. Have your child cut the shamrock out. She should have two shamrock shapes (one green and one white). The fold should be in the center of the shape. Point out that the shamrock shape (or image) that has been removed is the positive space. This is a great opportunity to introduce new art vocabulary such as the words organic shape (shapes that nature or associated with the natural world). 4. From the remaining paper, have your child cut a line down the fold. Your child should now have four half pieces of paper with the negative shamrock space towards the center. This is a great way to introduce the concept of fractions. Choose one half of the green paper (with the half shamrock cut out) and glue it to a new (non-cut) piece of white paper. It should be lined up exactly with the sides, top, and bottom of the new paper. 5. Have your child cut both shamrocks in half. She should take one of the green half shamrocks and glue it onto the white side of the paper that is blank.
When your child has finished gluing, you should see a whole shamrock with one positive green side, and one negative space white side. Make sure to discuss what has occurred, and talk about the positive and negative features of the shamrock.
this activity if you make the maze, but the learning will be even deeper if your child designs it herself. With these simple materials, that should be a snap!
Flat piece of corrugated cardboard, 12x18 or so Box of bendable drinking straws Exacto knife Plastic mesh bag, such as for onions or oranges Hot glue gun Ruler and pen Bright colored marker Marble
Time
Two players
Make a Clock!
You thought this day would never come, but guess what, its time! Time for your child to learn to tell time, that is. Mastering this skill can seem hard at first, but with hands-on practice, students strengthen their understanding of how clocks move. Heres a fun at-home activity that lets kids make a clock of their own, then connect it to real world events, like a soccer game!
Old frisbee, or a thick paper plate Markers Scissors or a drill Poster board or heavy paper Paper fasteners (available at any stationary store) Circle shaped stickers Paper Pencil
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have an analog watch or clock somewhere in the house, bring it to the table to use as a model. Ask your child to place one sticker at the top of the clock face and one directly opposite, on the bottom. With the marker, have him write the number 12 on the top sticker and the number 6 on the bottom sticker. Now ask him to place one sticker on each side, halfway in between the top and bottom. He should write 3 on the right hand sticker, and 9 on the left hand one. Then, using your analog clock as a model, ask him to fill in the other numbers on the clock, using the stickers and his marker. Now its time for the clock hands! Using the poster board, cut two arrowsone longer one for the minute hand, and a shorter one for the hour hand. Pierce the ends of the arrows with the paper fastener, slide it through the hole in the center of your clock face, and secure at the back. Pick a day of the week and with your childs help, create a list of his activities. This might include soccer practice, a violin lesson, going to school, a play date, a shopping trip with grandmaor just time spent eating a snack. Next to each entry, write the time the activity begins, rounding to the nearest half hour. Make it concrete! Help your child identify the hour hand and the minute hand on the clock face. Remind her that the hour hand shows the hour and the minute hand shows the minutes. Now make sure she knows which hand of the clock is longer (the minute hand) and which hand of the clock is shorter (the hour hand). Now pick an activity and find its time on the clock. Start with the activities that begin on the hour and then move to the activities that are on the half hour. If your child is having trouble, move the hands around the clock, naming each hour as you go. Then give your kid a go at it. Not quite there yet? Dont worry. Telling time always becomes easier with practiceand time!
Subtraction
What to Do:
Sack Number 0 1 2 3 4 5 # of Counters 0 1 2 3 4 5 Number Cards -0 -0, -1 -0, -1, -2 -0, -1, -2, -3 -0, -1, -2, -3, -4 -0, -1, -2, -3, -4, -5
1. Have your child write the numbers 0-5 on the sacks. 2. Make number cards for each sack by writing the numbers shown in the above chart on index cards. 3. Stack each set of cards in front of the appropriate sack and ask your child to place one, two, three, four, or five counters into its corresponding sack. 4. Invite your child to draw a card, subtract the number of counters shown on the card from the sack, and guess the number of counters that are left in the sack. 5. The number of counters in the sack will validate her answer. 6. Encourage your child to say a number sentence that explains what she's done. 7. Repeat this activity multiple times with different number cards for each sack. Try practicing this game every evening until she gets the hang of these fundamental subtraction facts. When she is ready to move on, try extending the game to include numbers 6-10.
9 pieces of poster board in various colors masking tape large black marker index cards stop watch
Label the poster boards by hundreds from 100 to 900 (100, 200, 300, 400, 500, 600, 700, 800, 900). Each poster board should have one number on it. Tape these all in a row to the ground outside, or in an open space in your home where it's okay to stomp on them. On the index cards, write a variety of numbers from 100 to 900, such as 136, 879, 510, etc... There should be about 40 cards. Tell your child that you are going to hand him a card, and he has to round the number to the nearest hundreds place and then jump on the correct answer as quickly as he can. After three tries to get the slickest time, switch places. Now it's your turn to claim the title as the fastest rounder! After a few rounds like this, shuffle the poster boards around so that they are no longer in order, but all mixed up. How does this affect your time?
This game is especially helpful to kids who struggle with pen and pencil sitting tasks. In this activity, there's nothing like "voting with your feet" when it comes to understanding how this math concept works.
for good reason. They provide the perfect starting point to brainstorm the ways that two ideas or objects are similar or different! Introduce your child to this organizational method by helping her create a Venn diagram fantasy creature!
What to Do: 1. Begin with a sheet of lined or unlined paper. The paper should be at least letter size, if not larger. Turn the sheet of paper so that it is oriented horizontally. 2. Have your child draw two large circles on the paper. The circles should take up nearly all of the paper and they should overlap one another at their midpoints, as if they were two Olympics rings. 3. Ask your child to name two animals or insects. She should write each name at the top of each circle, in the sections that do not overlap. Then, she can draw each animal below the name, also in the segments of the circles that do not overlap. 4. Brainstorm ways to combine the two animal names. Write the new name at the top of the overlapping section of the two circles. For example, a butterfly and a bumblebee can be combined to become a butterbee or bumblefly. 5. Talk about the characteristics of the two animals and how they are similar and different. Discuss what the new combined creature (based on their similarities) would look like. Invite your child to draw and decorate her new fantasy creature in the overlapping section, using colored pencils, crayons, etc. This activity provides a fun visual representation of comparing and contrasting. Encourage your child to use the fantasy creature as a springboard for a journal entry or a writing activity!
Diamond Draw
"That's not fair!" is a phrase parents often hear. This game takes a mathematical approach to that statement. Introduce probability to your third grader with this fun card game. You'll play a game of chance, then evaluate the odds of winning. Once you've each had a turn, change the game. Use the suggestions at the bottom of the page for ideas. Discuss whether or not the probability of winning changes when you change the rules.
Term to Know:
probability: the chance that a particular outcome will occur
One deck of playing cards (Print a deck.) A Diamond Draw record sheet (Print this out.) A pencil
Variations:
Change the winning suit from diamonds to clubs. Is the game still fair? Have the dealer provide only one card each round. Is the game still fair? (Who's more likely to win in this game?) Change the winning requirements to finding at least one red card. Is the game fair now? Try to come up with different variations on your own, and test them for fairness.