The Factor Game (gr. 3-5) Product Game (gr. 3-5) Target Number (exponents) (gr. 4-5)

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1 The Factor Game (gr. 3-5) Product Game (gr. 3-5) Target Number (exponents) (gr. 4-5)

2 The Factor Game ( Gr. 3-5) Player A chooses a number on the game board and circles it. Using a different color, Player B circles all the factors of that number, except the number itself. The game ends when there are no numbers remaining with uncircled factors. Each player adds the numbers that are circled with his or her color. The player with the greater total is the winner. The Product Game (Gr. 3-5) Two players select factors on the game board that are then multiplied. Their product is circled and the player with the highest sum of products wins the game.

3 Target Number (exponents) (Gr. 4-5) Using a calculator, a player chooses of a single digit number with an exponent and then calculates the value of the number. This is the target number. Other players get points for finding the base number and the exponent.

4 Sources: Barnes and Noble--extensive collection of games Local Toy/Game stores--coupons/catalogs Discount/Chain Stores--Walmart, Hobby Lobby Amazon/Internet--remember shipping Math and Game/Toy Catalogs (Mindware, EAI, etc.)

5 Blokus--Fun for both kids and adults, Blokus is a strategy board game that challenges spatial thinking, encourages creative thinking and has received a Mensa award for promoting healthy brain activity. The goal of this game is for players to fit all of their pieces onto the board. Ages 5 & up.

6 It s as easy as 1, 2, 3. Players add, or subtract, 1, 2, or 3 to the number on the top card on the pile to determine if they have a card that can be played next. Sounds simple, but with everyone playing simultaneously, the options are constantly changing. The first player out of cards wins. Ages 8 and up.

7 Set is a card game of quick recognition and deduction. The players--without taking turns-- hastily scrutinize the images for logical "sets" of three cards linked by combinations of sameness or difference. It's not as complicated as it sounds! For ages 8 and up.

8 Roll the 12-sided Target Die to get your target number, then roll the five 6-sided Scoring Dice. Using addition and/or subtraction, combine the Scoring Dice to match the target number. The first player to reach the finish line wins! For ages 6-15

9 Roll two dice, add the dots and find the best combination of numbers to shut two rows of nine tiles. Don't touch a tile on the second row unless you have already shut the tile in front of it. Very few can shut all the tiles and close the super box. Ages 5-7.

10 Put your visual perception skills to the test with Spot It, a fun, fast-paced, and simple card game that everyone aged 6 years and up can enjoy. In a group of two to eight players, you'll draw cards and match symbols, but with one catch--only one matching symbol exists between any two cards. For 7-12 years.

11 Blast off. Players race to play all their cards by matching colored rings on the previously played card. Quick minds and fast fingers will triumph. Two to 4 players, ages 7 and up.

12 Self-checking card game has three levels of difficulty. Each card has 2 wheels and a white target number. Students pick the wheel that makes the target number using addition and subtraction ONLY. Reinforces problem solving skills while practicing basic operations. Grades 2 and up.

13 Develop varied problem solving strategies with three levels of difficulty. Can you make 24 first? Students must add, subtract, multiply or divide to make it happen. Use all four numbers, but use each number only once. 24 is also available in sets of Double Digits, Fractions, and Integers. Grades 4 and up.

14 Helps with mental math, math facts, learning order of operations, critical and creative thinking skills practice. Can be played in small groups or large group. Enhances addition, subtraction, multiplication and division skills. Ages 7 and up.

15 Using the 108 wooden blocks in six colors, players attempt to score the most points by building lines that share a common attribute either color or shape. Also requires tactical maneuvers and well-planned strategy in order to score the most points. Ages 6 & up.

16 Add, subtract, multiply, and/or divide three (3) dice to produce an answer. Try to make an answer that helps build a run for you (bonus points) or blocks your opponent's run. An analytical aerobic workout for the mind! Turn the board over for Knock-out described as "Thinking Beyond the Obvious". Add 3 numbers together to make a total, and use the numbers to knock your opponents off the board. Ages 5 & up.

17 mc_txh4_001.html (symmetry activity)

18 ID=12 (The Factor Game) ID=L272 (The Product Game)

19 Positive Enhancement Project - This website has free downloads for English Language Arts, Mathematics, Science, Engagement Strategies, Test Review Strategies and Character Education. Investigations in Number, Data and Space: Mathematical Thinking at Grade 1 Investigations in Number, Data and Space: Mathematical Thinking at Grade 5

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