I love to play Maths!

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1 i I love to play Maths!

2 ii I love to play Maths!

3 I LOVE TO PLAY MATHS COUNTRIES Turkey Estonia Belgium Italy Poland April 2016 iii

4 "This project has been funded with support from the European Commission. This website reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein." iv

5 v I love to play Maths!

6 TABLE OF CONTENTS-1 TABLE OF PRE-PRIMARY SCHOOLS GAMES Area-Perimeter Game Change Your Place Game Go to the Right Shape Game Candy Land Game The Waltz of the Squares Game Musical Fractions Game Finding Right Point with Plumb Game Whose Feast Is Bigger Game Adding Numbers in the Basket Game Numbers Tree Game Mosaic Game Maths Snake Game Colourful Circles Game Maths Clouds Game Adding With Buttons Game Where Are You? Game Around the World Game Boom-Fiz Game Square Game Geometric Shapes with Body Game vi

7 TABLE OF CONTENTS-2 TABLE OF PRIMARY SCHOOLS GAMES Equivalent Fraction Game... 4 Basic Geometry with Body Game... 6 Exponential Power of Spinach... 8 Bowling Games with Prisms Addition and Subtraction Game With Fractions Sit Down-Stand Up Game Boom Game Occupying the Castle Operations Game Labyrinth with Numbers Game Area-Perimeter Game Change Your Place Game Candy Land Game Chess Board Game Memory Game Banker Game The Waltz of the Squares Game I am Dividing All Numbers Game Coloured Squares Game Bastille Solitaire Game Musical Fractions Game Finding Right Point with Plumb Game Whose Feast Is Bigger Game Balancing Shapes Game Adding Numbers in the Basket Game Pentamino Game Numbers Tree Game Maths Circle Game Mosaic Game Maths Snake Game Dominoes Game with Fractions Fraction Performance Game vii

8 Perimeter and Area Game With Squares Addition with Buttons Game Domino Game with Fractions Where Are You? Game Around the World Game Adder Stairs Game Back to Back Game Boom-Fiz Game Square Game Geometric Shapes with Body Game Types of Angles Game viii

9 TABLE OF CONTENTS-3 TABLE OF SECONDARY SCHOOLS GAMES Serial Equation Solving Game... 2 Equivalent Fraction Game... 4 Basic Geometry with Body Game... 6 Exponential Power Of Spinach... 8 Bowling Games with Prisms Decimal Display War Game Addition and Subtraction Game With Fractions Square Crossword Game The Power of 10 Game Competition in Number Line Game Sit Down-Stand Up Game Boom Game Occupying the Castle Operations Game Equation Game Labyrinth with Numbers Game Area-Perimeter Game Chess Board Game Memory Game The Waltz of the Squares Game Angles and Bouncing Caps Game I am Dividing All Numbers Game Square Root is Looking For Perfect Square Game Coloured Squares Game Bastille Solitaire Game Probability Game Musical Fractions Game Finding Right Point with Plumb Game Balancing Shapes Game The Path Game Pentamino Game Goal Game ix

10 Magical Square Game Logic Game Maths Circle Game Dominoes Game with Fractions Fraction Performance Game Maths Bingo Game Polynomial Crossword Game Perimeter and Area Game With Squares Domino Game with Fractions Around the World Game Carry the Numbers Game Area and Perimeter of Circle Game x

11 TABLE OF CONTENTS-4 TABLE OF SPECIAL EDUCATION SCHOOLS GAMES Candy Land Game Chess Board Game Memory Game Banker Game The Waltz of the Squares Game Musical Fractions Game Finding Right Point with Plumb Game Whose Feast Is Bigger Game Balancing Shapes Game Adding Numbers in the Basket Game Numbers Tree Game Mosaic Game Maths Snake Game Colourful Circles Game Maths Clouds Game Perimeter and Area Game With Squares Addition with Buttons Game Where Are You? Game Around the World Game Adder Stairs Game Back to Back Game Boom-Fiz Game Square Game Geometric Shapes with Body Game Types of Angles Game xi

12 xii I love to play Maths!

13 MATHS GAMES FOR SCHOOLS 1

14 SERIAL EQUATION SOLVING GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Equations To endear maths to pupils by making it entertaining To teach solving equation Printout of solution sort paper Colourful printouts of question papers Broadsheet Pencil and pilot pen Eraser Scissors Glue At least 2 persons Level Secondary (aged between ) HOW TO PLAY? 1. The game is started with the question on the 1st card. 2. Pupil goes to the card written opposite the option he/she has found after the solution and solves the equation there. 3. In this way by solving all the cards in order the game is finished. It is necessary for the pupil to know card sorting properly. If a mistake is made in a card, he/she loses the game as the sorting is wrong. The pupil who finds the right order by solving carefully and solves in the shortest time wins the game. The game is played by at least 2 persons. If solving card is prepared for more pupils, the game can be also played with multiple participation. 2

15 GAME VISUALS As in the figure a card of solution sorting is prepared. This card is prepared for each pupil who is going to attend the game. 10 equation cards which teacher specifies from 1 to 10 are prepared. The questions in the game are sorted according to difficulty level. To write on cards by erasable coloured pens all cards are covered with PVC. 3

16 EQUIVALENT FRACTION GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Equivalent fraction, abbreviation in fraction and expansion in fraction To make pupils like maths by making it enjoyable To teach the concept of equivalent fraction To teach abbreviation in fractions To teach expanding in fractions Colourful cardboard Colourful print of game template Coloured printouts of equivalent fraction cards Colourful print of pawns Pencil, pilot pen, eraser Scissors Acetate Glue For two (2) or three (3) persons Primary (aged between 6-10) Secondary (aged between 10-15) HOW TO PLAY? 1. Players put moving pawns on start part. 2. Equivalent fraction cards are mixed upside down and put next to game board. 3. Player who throws large number with dice starts the game. 4. Pupil throws the dice and takes a card from the top of the cards. He/She finds the ungiven and move forward the number he/she has sold. 5. If the pupil comes to penalty parts he/she move forwards that back. 6. The earliest pupil who reaches FINISH box wins the game. 4

17 GAME VISUALS As in the figure game board with 85 squares is prepared. Punishment and award squares are placed to boxes depieceded. Game cards are prepared as in the figure according to abbreviation or expanding. Cards can be grouped according to abbreviation and expansion subject. 50 cards are prepared. Cards and game are covered by PVC. 5

18 BASIC GEOMETRY WITH GESTURES Subject It Is Related Aims of the Game Basic Geometry: Line, point, half-line, plane, line segment To comprehend basics of geometry by comparison with gestures Tools and Materials - The Number of Players Level At least 3 persons or all the pupils in the class Primary (aged between 6-10) Secondary (aged between 10-15) HOW TO PLAY? 1. A pupil comes to the board to tell basic geometry concepts. The teacher can also tell these basic gestures. 2. All the pupils make the terms the teacher tells with their own gestures. 3. The pupil who makes wrong gesture is eliminated from the game. The pupils who make right continue the game. 4. Pupils who make all the things said and stays last wins the game. This game can be played by the whole class. Teacher tells the pupils point, line, line segment, half-line words complexly several times. Pupils do the things said form the place they sit. This game can be repeated periodically to teach basic concepts in geometry. 6

19 GAME VISUALS Line: Arms and hands are spread evenly. Hands are kept sharply. Half-line: One of the arms is spread evenly as in the figure. The other arm is closed towards chest. Line segment: Arms are spread evenly. Hands are closed by making fist. Point: Arms and head are put together closely. Plane: Arms are put up as they stand straight at head level. 7

20 EXPONENTIAL POWER OF SPINACH Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Exponential Numbers To teach calculating exponential numbers and improve with examples 40x60 game card Packaging tape Acetate pen Stretch film Glue Colourful comics pictures At least 2 persons Primary (aged between 6-10) Secondary (aged between 10-15) HOW TO PLAY? 1. The pupil enters the labyrinth to deliver Popeye to spinach tins. 2. The pupil go ahead in the labyrinth by answering right to the results of exponential numbers. 3. The way the pupil follows can be marked on the labyrinth with coloured boardmarkers. 4. Popeye must reach spinach tins by passing the labyrinth properly in order to gain his power. 5. The pupil who makes all the operations properly wins the game. This game card can be played as a class by copying for each pupil. In this situation the pupil who reaches spinach tin fastest wins the game. 8

21 GAME VISUALS Coloured Popeye and Bluto pictures are prepared. Labyrinth as in the figure is prepared by drawing. Exponential numbers required to be calculated by pupils are written in boxes. Right and wrong answers are written to exit way. In the last stage game card is decorated and covered with plastic wrap or PVC. 9

22 BOWLING GAME WITH PRISMS Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Prisms To concrete the calculation of prism volumes with funny games Unit cubes Glue Hard sponge Tennis balls At least 2 persons Primary (aged between 6-10) Secondary (aged between 10-15) HOW TO PLAY? 1. Prisms which are of unit cubes with different edge lengths are laid together close to each other. 2. Pupils try to hit these prisms from a certain distance by throwing tennis ball. 3. The pupil who knocks down any prism is given seconds by the teacher to calculate the volume of that prism. If pupil s answer is right he/she gets point equals to the volume of that prism. 4. Teacher writes pupil s point on the board by checking pupil s answer. 5. The pupil who gets the highest point at the end of the game wins the game. Teacher can shorten or extend game time until volume subject is comprehended. 10

23 GAME VISUALS Unit cubes are prepared by hard sponges in different colours. Prisms with different size are prepared by gluing unit cubes. Prepared prisms are glued on sponges in the shape of cylinder. Bowling game starts by laying together prisms. 11

24 DECIMAL DISPLAY WAR GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Comparison in decimal fractions To teach comparison operation in decimal fractions Colourful print of decimal fractions Broadsheet Pencil, pilot pen and eraser Scissors Craft knife Ruler At least 2 persons Level Secondary (aged between 10-15) HOW TO PLAY? cards are shuffled and shared closed down. 2. Players put cards in their hands closed down. 3. Both players open the card top, states whether the one in his/her hand is larger than the other decimal number or not. The one with a larger number wins that hand. 4. Cards won are kept near. 5. When cards are finished pupil with more cards wins the game. Decimal numbers written on cards can be grouped according to the number of place by teacher. First, game is played with specific number groups. In this way learning process is enabled from easy to difficult. 12

25 GAME VISUALS Decimal number cards with the same size are prepared. Decimal number cards are prepared by cutting them as in the figure and covered with PVC. Pupils sit face to face and start game by picking up a card. 13

26 ADDITION AND SUBTRACTION GAME WITH FRACTIONS Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Addition and subtraction with fractions To make pupils comprehend addition and subtraction in fractions To enable pupils calculate addition and subtraction in fractions pieces tally Coloured printouts of addition and subtraction questions in fractions Broadsheet Pencil, pilot pen and eraser Scissors Craft knife Ruler At least 2 persons Primary (aged between 6-10) Secondary (aged between 10-15) HOW TO PLAY? 1. Cards are shuffled and put closed down on the table. 2. Each player picks up a card. He/She makes addition or subtraction in the card selected. 3. The pupil who makes the operation right gets 10 points. 4. The pupil who gets the most points at the end of the game wins the game. The game can also be played by grouping according to difficulty level. The pupils can be asked for making operations by giving time. 14

27 GAME VISUALS Addition and subtraction with fraction cards are prepared including boxes with the same size. Operation cards are cut and prepared as in the figure. Pupils sit face to face and start the game by picking up card. 15

28 SQUARE CROSSWORD GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Addition with decimal fractions To teach addition in decimal fractions Game board Decimal fraction cards Board marker Craft knife Ruler At least 2 persons Level Secondary (aged between 10-15) HOW TO PLAY? 1. In the first level pupils try to place 0.2, 0.3, 0.4, 0.6, 0.7, 0.8 and 0.9 cards in 3x3 boxes from left to right, from top to bottom as the total is always In the second level pupils try to place 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8 and 0.9 cards in 3x3 boxes from left to right, from top to bottom as the total is always During the game time is kept. 4. The pupil who finishes the game in the shortest time wins the game. The game can be also played by enlarging decimal numbers written on cards. 16

29 GAME VISUALS 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8 and 0.9 decimal number cards are prepared including boxes with the same size. Decimal number cards as in the figure are placed on 3x3 crossword box whose middle is filled. Number cards can replace to find depieceded total from each direction. 17

30 THE POWER OF 10 GAME Subject It Is Related Multiplication and division with powers of 10 Aims of the Game Tools and Materials The Number of Players To teach multiplication and division with powers of 10 Game board 2 dices Cardboard Coloured pens Glue Ruler At least 2 persons Level Secondary (aged between 10-15) HOW TO PLAY? 1. Each player takes cards with different colours box-sized on the game board. 2. Players throw 2 dices in turn. 3. The player who throws the dice makes a two-stage number by combining the numbers on the top of dices. 4. He/She multiplies or divides two-stage number he/she has made with 10, 100 and 1000 powers. 5. He/She closes that number by putting his coloured card on it by finding the numbers he/she multiplies or divides on game board (grid). In order to win the game players must order their cards horizontal, vertical or cross. Other player can check the rightness of the result by using a calculator. If one of the players cannot find the answer or gives wrong answer the turn passes to other player. Players can cross other player s path by closing horizontal, vertical or cross ways with his/her own card. 18

31 GAME VISUALS As in the figure teacher prepares a game board including powers of 10, 100, The game board must have numbers which include the probabilities of 2 dices. Players place his/her own cards as in the figure by multiplying and dividing numbers he/she makes from dices. 19

32 COMPETITION IN NUMBER LINE GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Addition and subtraction in whole numbers To make pupils comprehend by experiencing addition-subtraction with whole numbers on number line Coloured boards Coloured pens All the pupils in the class Level Secondary (aged between 10-15) HOW TO PLAY? 1. Whole class is divided into groups. These two groups will compete with each other. 2. From each group 5 or 6 persons are chosen according to class size. 3. Selected pupils line up side by side to make number line and hold number cards previously prepared to be seen from across. 4. A pupil from each group stands across number line and runs and touches numbers according to operation card teacher shows. The pupil s group who touch first to the right answer win the game e.g. if there is (-3)+(+5) on operation card pupils first go to 0 and then -3. By moving +5 units from -3 they must touch +2 finally. 5. The person s group who touch numbers in number line in correct order and find the answer first get 10 points. 6. Pupils in number line and pupils competing changes their places and in this way each pupil is given chance to compete. The game can be played in the class or school garden. 20

33 GAME VISUALS Whole numbers like +4, +3, +2, +1, 0, -1, -2, -3, are written on coloured cardboards with A4 size. Addition or subtraction operations with whole numbers are written suitable for showing on number line on cardboard e.g. (-3)+(+8). Pupils join the game by touching numbers in number line in right order. 21

34 SIT DOWN-STAND UP GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Numbers-Types of numbers According to the subject selected to make pupils reinforce number types and realise different features of numbers To make them comprehend odd numbers, even numbers, whole numbers, numbers divisible to 3 Desks and chairs All the pupils in the class Primary (aged between 6-10) Secondary (aged between 10-15) HOW TO PLAY? 1. Pupils sit down their desks and teacher gives a number to each pupil respectively according to the subject. 2. The teacher says the instructions loudly according to the subject e.g. the ones who are even numbers sit down! The teacher who finishes the instructions waits for a few seconds and says "FREEZE" and claps his/her hand in order to pass elimination level. At that time pupils do not move where they are. 3. According to instruction pupils who do not move at the wrong time go out of the game e.g. in the instruction that the ones with even numbers sit down, the ones who are with even numbers stand up or with odd number sits down go out of the game. 4. The game goes on until there is a pupil or a few pupils left. 22

35 GAME VISUALS SAMPLE INSTRUCTION : If the subject is natural numbers; (for primary level pupils) - Sit down even numbers. - Stand up multiplies of 5. - Sit down the ones between 3 and After teacher says FREEZE he/she eliminates pupils who do wrong. SAMPLE INSTRUCTION : If the subject is whole numbers; (for secondary level pupils) - Sit down negative whole numbers. - Stand up large numbers larger than 0. - Sit down small numbers smaller than (-5). - Stand up numbers between (-7) and 7. - The ones whose absolute value is 4. - After teacher says FREEZE he/she eliminates pupils who do wrong. SAMPLE INSTRUCTION : If the subject is divisibility rules, multipliers, dividers; (for secondary level pupils) - Stand up numbers can be divided into 3. - Sit down numbers can be divided into both 2 and 5. - Stand up dividers of After the teacher says FREEZE he/she eliminates the pupils who do wrong. 23

36 BOOM GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Four operations To improve making 4 operations pieces tally Cardboard Coloured pens Scissors Glue At least 5 persons Primary (aged between 6-10) Secondary (aged between 10-15) HOW TO PLAY? 1. Pupils sit around a table. Each pupil picks up 3 cards. 2. Pupils try to answer the questions in their hands piecestally as far as possible. Here there can be three situations: If there are ones who have the same answers from three cards they have in their hands by saying TRIPLE BOOM they put their hands on the middle of the table and get 20 points. If no one has the same three answers the one with the same two answers say DOUBLE BOOM and put his/her hand in the middle. If no one has the same answers right answers are added in pupils and the one who gets the highest point gets 5 points. 3. The pupil who gets the highest point after 10 turns wins the game. 24

37 GAME VISUALS Prepare 15 small question cards at the same size for 5 pupils. Write four operation questions on each card. Be careful that some of the answers of the questions are the same. At least let the answers of three or four questions be the same. Fold each card into four. Whenever pupils who pick up their cards find the answers do BOOM. 25

38 OCCUPYING THE CASTLE WITH OPERATIONS GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Natural Numbers and Whole Numbers To make pupils comprehend natural numbers To make pupils comprehend whole numbers Board Coloured print of game template Coloured print of numbers on piece Pieces cut as cylinder shape from tree Pencil, eraser, scissors, acetate, glue At least 2 persons Primary (aged between 6-10) Secondary (aged between 10-15) HOW TO PLAY? 1. The game starts with the player who throws large number in the dice. 2. Each player has piece numbered from 1 to9. These pieces are placed on squares randomly or to squares with serial smiling face. 3. Ordered pieces by jumping one after the other or side by side it is moved to goal field of the opponent. 4. When jumped over pieces the number of jumping and the piece jumped over is calculated according to the symbols plus (+), minus (-), multiply (x). 5. When all pieces go into opponent s field the side who has more points in total and goes earlier wins the game. 6. All numbers are written one under the other and later points are calculated by adding. The pupil who gets the highest point wins the game. 26

39 GAME VISUALS As in the figure a game board is prepared. Squares with smiling faces are starting point for both players. Numbered pieces from 1 to 9 are prepared for both players. The pieces of the players must be in different colours e.g. yellow pieces for the first pupil, white pieces for the second pupil. When pupils start the game they note points for moves they have made. 27

40 EQUATION GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Equation with first-degree one unknown To make pupils comprehend solving equations with first degree one unknown Cards with equations 4 pawns Game board with numbers from 1 to 100 are written Pencil, eraser, scissors, glue At least 2 persons Level Secondary (aged between 10-15) HOW TO PLAY? 1. Each pupil picks up a card and solves the equation written on the card. 2. If the result of the equation is minus (-) he/she goes back as the result, if it is plus (+) he/she moves forward that much. 3. If the pupil solves the question wrong he/she must go back to the beginning. 4. The pupil who reaches 100 first wins the game. 28

41 GAME VISUALS A game board as zigzag including numbers from 1 to 100 is prepared. Each player starts from 1. Teacher prepares question cards whose results are minus (-) and plus (+). The pupil who picks up card goes on the game by solving the equation. 29

42 LABYRINTH WITH NUMBERS GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Natural numbers Problems with four operations Equation with first-degree one unknown Triangles Exponential numbers To gain the skill of being able to make operation with numbers Cards questions are written on Sandglass for 3 minutes Cardboard, Thin laths Fret saw, Paint with different colours Pen and pilot pen Eraser, scissors, glue At least 2 persons Primary (aged between 6-10) Secondary (aged between 10-15) HOW TO PLAY? 1. The pupil who finishes the first question right and first starts the game. 2. Players can answer the solution of the question until sandglass finishes. 3. The player moves forward to the number he/she has found in the labyrinth in the direction of his/her right results. 4. The player who cannot answer the question passes his answer right to the opponent. 5. If the player goes to the wrong way in the labyrinth he/she misses a turn. 6. The player gets a point for each right answer. 7. The one who reaches the exit or is the nearest to the exit as a result of scoring. 30

43 GAME VISUALS A labyrinth is prepared as in the figure by using this laths, fret saw and coloured paints. On some parts of the labyrinth in the direction of exit the answers of the questions are attached. Teacher prepares question cards. The pupil who picks up the card goes on the game by solving the question. 31

44 AREA-PERIMETER GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Area and perimeter of geometrical shapes To teach calculating perimeter and area of geometrical shapes Rope Tape All pupils Nursery (aged between 3-6) Primary (aged between 6-10) HOW TO PLAY? 1. Make big geometrical shapes by rope to the floor. 2. Introduce these shapes to your pupils, realize their features together. 3. Piecestion about area and perimeter concepts. 4. Make your pupils line up side by side and hand in hand near the shapes when said perimeter. 5. Make your pupils enter inside the shape as filling all surface of the shape when said area. You can draw more than once geometrical shape to class floor. You can give serial orders like perimeter of square, area of triangle, perimeter of rectangular, etc. In this way pupils will learn easier both geometrical shapes and area and perimeter concepts. 32

45 GAME VISUALS Draw rectangular, triangular, etc. on class floor by applying tape. For pupils to learn perimeter concept make them come together around the shape. For pupils to learn area concept make them come together inside the shape. 33

46 CHANGE YOUR PLACE GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Numbers To teach numbers Cardboard Scissors All pupils Nursery (aged between 3-6) Primary (aged between 6-10) HOW TO PLAY? 1. Cut cardboards and write numbers on it, make number cards. 2. Make pupils sit in a circle. 3. Give a number card to each pupil. 4. Tell two numbers. 5. Pupils who have the number you have said change their places fast. 6. A star is given to the pupil who changes place the fastest by the teacher. 7. After all pupils are included to the game the players who got star compete again by making a circle. In this way the game goes on until 2 players stays. These 2 competitors left to the very last are announced to be winners of the game. 34

47 GAME VISUALS Prepare number cards as the number of pupils. Make pupils sit in a circle. A star is given to the pupil who changes place first by the teacher. The game goes on among the pupils who win star. 35

48 GO TO THE RIGHT SHAPE GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Geometrical shapes To make pupils sense features of basic geometrical shapes Cardboard Scissors All pupils Level Nursery (aged between 3-6) HOW TO PLAY? 1. Cut different geometrical shapes from cardboard like (triangular, circle, square, rectangular). 2. Place these shapes on the class floor at certain distance. 3. Tell the names of the shapes and ask for your pupils to go to the shape you have told. Go on until all shape names are comprehended. 4. Ask them to go that shape without saying the features of the shape now e.g. it is something without corner, which has three edges, four edges. 5. At each time try to make your pupils go to the right shape. 36

49 GAME VISUALS When you say square pupils gather on square shape. When you say the feature of a geometrical shape which is not found on the floor pupils gather on a blank field. Pupils can also gather on different geometrical shapes carrying the same features. 37

50 CANDY LAND GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Operations with numbers To define operation To write operation To solve operation To make pupils comprehend multiplication and division To teach making operations piecestally Game board for candy land A dice Pawns Notebook Cards for operations and answers 3 players and 1 presenter Nursery (aged between 3-6) Primary (aged between 6-10) Special Education Need Pupils HOW TO PLAY? 1. First player throws the dice. 2. The presenter gives a card about multiplication e.g. he/she gives 2x6 card to the first player. 3. The player writes the operation by solving it. 4. If he/she gives the right answer he/she moves forward his/her pawn as that number. If he/she gives wrong answer he/she carries his/her pawn back as that number. 5. It goes on by passing to the second player. It goes on by passing to the second player. 6. One must be careful with lucky squares and dangerous squares. Lucky squares make you move forward. Dangerous squares causes you to go back or miss a turn. 7. The pupil who finishes first wins the game. 38

51 GAME VISUALS Pupils or teachers prepare a coloured game board as in the figure. The length of the game and the number of square can be prepared as depieceded. Make lucky square and dangerous square shapes to some of the parts. Prepare question cards according to pupil levels. Make a pupil present and direct the game. The pupil who finishes the game first wins the game. 39

52 CHESS BOARD GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Space and coordinate system To teach coordinate concept To find a point in space or on a plane A wide area Carpet, rubber cloth or floor furnished with tile as chessboard shape At least 5 persons or all pupils Primary (aged between 6-10) Secondary (aged between 10-15) Special Education Need Pupils HOW TO PLAY? 1. Pupils scatter around randomly on chess board. 2. Presenter pupil gives them "STOP" sign. All pupils stand on squares they are on. 3. All pupils tell the positions they are in one by one. 4. The pupil who tells wrong is eliminated. Other pupils keep their positions. 5. Presenter pupil gives new instructions complexly e.g. "Position at F7." The pupil with wrong position is eliminated. 6. When the instructions are finished pupils who are left to the very last win the game. 40

53 GAME VISUALS A carpet or a rubber cloth as chessboard shape is laid on a wide area. Like in the chessboard squares are named vertically and horizontally e.g. B5, F3. This naming can be made only by numbers e.g. (3,7), (5,2) In this way serial pair and point concepts are taught. Pupils position as in the figure in the direction of instructions on squares. Until the instructions finish the game goes on. 41

54 MEMORY GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Numbers Multiplication To teach multiplication Cardboard Pencil, eraser, Scissors, glue 2 pupils Primary (aged between 6-10) Secondary (aged between 10-15) Special Education Need Pupils HOW TO PLAY? 1. Cards are grouped as 2. Cards are placed down on the table in such a way that there are multiplications in the first group of cards, their solutions in the second group. 2. The first player picks up a card from the first group. He/She makes the operation on the selected card and picks up one more card from the second group. If he/she finds the right result he/she takes cards by turning both cards. In this situation it is his/her turn again and he/she goes on the game until he/she gives wrong answer. If he/she gives wrong answer he/she clses down both cards. It becomes second players turn. 3. At the end of the game the pupil who collects the most cards wins the game. This game can also be developed for four operations. Questions and cards can be arranged according to pupil levels. 42

55 GAME VISUALS As in the figure 2 different card groups including multiplications and their results are prepared. Pupils go on the game by matching cards they have picked up. Game goes on until cards are finished. The pupil who collects the most card wins the game. 43

56 BANKER GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Operations with numbers To compare numbers To comprehend places Wooden rectangular Red paper packets Units and tens digit panel 2 chalks (red and blue) At least 6 pupils with 2 groups Primary (aged between 6-10) Special Education Need Pupils HOW TO PLAY? 1. One of the pupils becomes a bank employer. 2. Two different pupil groups are created. 3. Both groups take from wooden rectangular sticks in different number. 4. Groups pack the sticks in their hands as 10 decks 5. The rest of the sticks represent for unit. 6. Each group takes sticks in decks to the bank and change them. In return for change he/she takes a red packet from the bank in return for each deck. Red packet represents 1 ten. 7. If pupils taken their packets write how piecey ten and unit they have on unit and ten panel with chalk in a right way they finish and win the game successfully. 44

57 GAME VISUALS As in the figure red packets for bank are prepared representing tens. As in the figure wooden sticks representing units are prepared and distributed to 2 pupil groups. The number of sticks must be over 100 for each group. Pupils exchange with the bank employer. Pupils write tens and units in their hands to the panel with chalk as in the figure corresponding to the red packets they have got. 45

58 THE WALTZ OF THE SQUARES GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Geometrical shapes To teach geometry to children entertainingly To reinforce critical thinking skills Coloured cardboard Scissors Pen Ruler At least 2 pupils Nursery (aged between 3-6) Primary (aged between 6-10) Secondary (aged between 10-15) Special Education Need Pupils HOW TO PLAY? 1. 9 squares 3x3 cm in size from coloured cardboard are prepared. 2. Each pupil takes 9 square cards. 3. They try to make the shapes the teacher shows them with cards. 4. The pupil who makes the shape first wins the game. 46

59 GAME VISUALS As in the figure squares 3x3 cm in size from coloured cardboard are prepared. Pupils try to make the shapes shown by teacher. Pupils are comprehended geometrical shapes by making different patterns. 47

60 ANGLES AND BOUNCING CAP GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Basics of geometry To teach geometry to children entertainingly To teach reflection of light in space To teach angle measure and guess them Plastic caps Laser Mirror Protractor 20 Level Secondary (aged between 10-15) HOW TO PLAY? 1. Teacher gives a problem to pupils about angles as in the figure Pupils discuss among themselves to produce solution. 3. Teacher encourages all pupils hypotheses and asks for them to formulate the problem. He/she asks for them to associate with life and make comparisons. 4. Pupils associate by using laser, mirriors and protractor and try to solve the problem. Picture Pupils can also play the problem game teacher gives with boottle caps. Picture A plastic bottle cap is left on a platform. Pupils throw the caps in their hands in turn with their fingers in such a way that it is the nearest to the cap on the platform by bouncing from the wall. Throwing is done at one time. More than one intervention is not allowed. 7. The pupil who approaches the nearest to the cap on the platform takes both caps. 8. In this situation other pupil goes on the game by putting a new cap in the middle. 9. The pupil who collects the most caps wins the game. 48

61 GAME VISUALS If 3 pupils throw the ball as it bounces on B point on the floor which ball he/she hits in the air? Which pupil hits the ball? Answer: The pupil named GIANNI (yellow) hits d object. 49

62 Pupils as in the figure put laser lights to folio stick in the middle via bisector. They show that that angle and reflecting angle are congruent angles. For this they benefit from laser lights and protractor. Laser light are reflected from folio. In this way they comprehend congruent and opposite angles, reflection. They can show reflection and symmetry by using also protractor and mirrors. A platform as in the figure is placed by leaning next to the class wall and a game area is prepared. Pupils bounce caps in their hands from the wall by putting them on the platform. More than one cap in equal amount can be put on the platform by pupils. Pupils must set bouncing speed and angle right in this bouncing process. They can use ruler to measure distance. 50

63 I LOVE TO PLAY MATHS! 51

64 I AM DIVIDING ALL NUMBERS GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Division To find division and remainder To teach coefficient concept To teach being able to make operation in a stated period of time Coloured cardboard (for game board) Scissors Pen, ruler Coloured tops Coloured beaded pins At least 2 pupils Primary (aged between 6-10) Secondary (aged between 10-15) HOW TO PLAY? As in the figure game boards in 9x9 sizes from coloured cardboards are prepared. A lot of coloured caps and containers are needed. Green caps represent units, blue caps for tens, red caps for hundred, dark green caps for thousands. By dividing 3867 into 46 let s find division and remainder. 3 Dark green caps 3 THOUSAND 8 Red caps 8 HUNDRED 6 Blue caps 6 TEN 7 Green caps 7 UNIT 52

65 First we will divide number 386 in thousands, hundreds and tens digit into dark green caps are put corresponding to 3000 on the 1st board. 8 red caps are put corresponding to 800 on the 2nd board. Players fix coloured pins on numbers to 4 in the first board, to 6 in the second board as they are going to make division operation to 46. Green caps corresponding to 3 thousand are converted into 3x10=30 hundred caps. There are 30 hundred red caps in the first board, 8 hundred in the second board. Here the aim is to form 4 lines in the first board, 6 lines in the second board. Caps with which four or 6 lines can not be formed will be kept as remaining. Operation goes on until line can not be formed by converting caps out into each other. 53

66 38 hundred red caps are set as 4 lines until 4th pin level to the first board. In this situation 2 red caps which can not line remain. These 2 red caps are converted into 2x10=20 blue ten caps. Blue caps are lined up as 6 lines to the second board. In this situation 2 blue caps remain in the second board. But to equal lines in the first and second board a line of caps (4) from red board and converted into 4x10=40 blue caps. Lining up of blue caps to the second board goes on. When lined up to the 8th line 18 caps out of 60 blue caps in total remain. In this way lines become equal at the 8th line. 10 caps of 18 blue ten caps are converted into 1 red cap. In this way we have 1 red, 8 blue caps. We are going to use 1 and 8 =18 number these caps formed for the next operation. In number 3867 by using 3, 8, 6 numbers we have found 18 remainder. We get number 187 by adding 7 we do not use to the end of remainder 18. We divide number 187 into 46 like the processes above by making the same reasoning. Number values of 46 are marked with pins in the first and second board. 54

67 There are 18 blue ten caps, 7 green unit caps because of number blue caps are lined up as four to the first board. In this situation 2 blue ten caps which can not line remain. These blue caps are converted into 2x10=20 green unit caps. There are 20+7=27 green caps in total. These caps are lined up as 6 to the second board. When 4 lines are formed like in the first board 3 green unit caps which can not line are going to remain. These remained 3 green caps gives remainder of 3867 divided into 46. The combination of line numbers in the first and second level also gives the division of 3864 divided into 46. There were 8 lines in the first level, 4 lines in the second level. In this situation division is GAME VISUALS 55

68 SQUARE ROOT IS LOOKING FOR PERFECT SQUARE GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Root Numbers To find the square root of a perfect square of a number To calculate approximate square root of a natural number To teach being able to make operation in a certain time Coloured cardboard (for game board) Scissors Pen, ruler Coloured caps Coloured beaded pins At least 2 pupils Level Secondary (aged between 10-15) HOW TO PLAY? As in the figure game boards 9x9 in size are prepared from coloured cardboards. Dark green caps THOUSAND Red caps HUNDRED Blue caps TEN Green caps UNIT A lot of coloured caps and containers are needed. Green caps represent units, blue caps for tens, red caps for hundred, dark green caps for thousands. 56

69 Let s find the nearest perfect square to number Number 2136 is divided into 21 and 36 as 2 parts. Number 21 is separated as 21 red caps. 21 red caps are placed as making the biggest square. In this situation a 4x4 square in size is formed. The number of the caps remained are 5. These 5-hundred red caps are separated. 5 red caps are 5x10 = 50 blue ten caps. If these 50 ten caps is added with 3 ten digits of number 36 it is 50+3= 53 blue caps (ten) in total. 53 blue ten caps are started to be lined up as in the figure with 4 lines near red caps 4x4 in size. Missing can not be left in lines. After lines are completed 5 red caps remain. These caps are separated to be converted into units. 57

70 5 blue caps are 5x10 = 50 green caps (unit). Over 50 units 6 units in number 36 are added. There are 50+6 = 56 green unit caps. 56 green caps are lined up to the right and below of blue caps as in the figure. In this situation 20 caps remain. 4 columns 6 rows To find the square root of the nearest whole number to 2136 the number of red cap line and column is 4, the number of blue cap (blue caps below are 6 lines, blue caps above are 6 columns) line and column is 6. In this situation if these numbers are combined the approximate square root of 2136 is 46. If 20 is subtracted it is =2116. It means number 2116 is a perfect square number and its square root is 46 that is 58

71 Fibonacci Numbers I LOVE TO PLAY MATHS! 59

72 COLOURED SQUARES GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Numbers-Division-Divisibility To make pupils comprehend division To enable making operations fast piecestally Scoreboard-coloured cardboard (for game board) Coloured pens Whole class Level Secondary (aged between 10-15) HOW TO PLAY? 1. Division operation board whose results are 1, 2, 3 and 4 is prepared by the teacher. 2. Teams with equal number from pupils are formed. Each team takes 4 coloured pens. 3. Each team is given a game board. 4. According to the result of division pupils colour boxes. 5. Teams dye according to the result by solving the operations in the game board as a sheet fast and piecestally. 1=blue 2=grey 3=brown 4=black 6. The team who finishes the game the fastest and gets the right shape as a result of right colouring processes wins the game. This game can be adapted to every kind of subject. Teacher place the questions into the boxes by preparing questions according to the subjects. 60

73 GAME VISUALS As in the figure a sheet board including division operations are prepared. This board is distributed to the groups in the game by copying. Pupils start colouring each square as in the figure by finding the results. The board starts to shape. Here pupils must also compete with time. In order not to colour wrong pupils can ask each other. The team who finds the results right and finish colouring when gets the right shape wins the game. 61

74 BASTILLE SOLITAIRE GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Logic To improve mathematical logic Game board Red circles from cardboard (or pieces with the same colour) Patafix glue 2 persons Primary (aged between 6-10) Secondary (aged between 10-15) HOW TO PLAY? "Bastille Solitaire" is a logic game. The inventor is not known but piecey sources say that it Bastille is the root of a prisoner game. It is known that it was played very widespread in 1800s. 1. The game is played with moving a piece. The piece is crossed over the piece near it horizontaly and vertically. The place of the piece crossing over must be free. 2. If the pupil who is in turn crosses the piece over the other piece he/she takes the piece crosed over. 3. The palyers note the moves they have made like C3, A2, etc. against mistakes. 4. If the player who is in turn can not move loses the game. 5. The player who leaves an only piece in the middle of the game board wins the game. The difficulty level of the game can be increased by creating shapes on the game board. It can be played by making shapes like triangular, plus, pyramid. 62

75 GAME VISUALS BASTILLE SOLITAIRE game is made and played on log in 1800s. Game board and pieces (pieces) are prepared by teacher and pupils. Names are given to the lines of the board like 1,2,3, and the columns like A,B,C,. Pupils note the moves they have made. If a mistake is made the problem is solved by taking the moves back. In the game the difficulty level is increased by creating symbols like a pyramid. 63

76 PROBABILITY GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Probability To make pupils comprehend probability Game board 2 dices 4 pawns 3 coins 3 blue, 2 red and 2 green balls in a black bag 5 chance cards 2 4 persons Level Secondary (aged between 10-15) HOW TO PLAY? 1. A dice is thrown by all the players and on condition that the player who catches the largest number starts first, ranking is done. 2. Each player starts from the first task. The pupil who throws the dice calculate the probability of the number. 3. If the probability of the dice enables the probability written in the task hole the player drags his/her pawn to the next hole. If it does not fit he/she waits in the same hole. 4. As pawns are dragged money and the probability of balls in the bag confronts to the players. They go on the game by comparing these probabilities. 5. When the player can not fulfill the duty it is other player s turn. 6. The player who can not discharge 3 times is fined with waiting for 1 turn. 7. In the 10th step the player picks up a chance card moves according to what is written. 8. The player who comes to Finish first wins the game. 64

77 GAME VISUALS As in the figure a game board is prepared. The game board can be prepared as depieceded length. The teacher writes probabilities about dice, money, balls in the bag in the circles on the game board e.g. the probability of dice coming odd number is =, the probability of a drawn ball coming blue is =. Teacher follows the game and directs the game by controlling whether pupils are playing right or not. Examples from probabilities written on the game board. 65

78 MUSICAL FRACTIONS GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Fractions To make pupils comprehend fractions To teach fractions to pupils while singing 8 identical water glasses (or 5) Water Food colouring Paper A tea spoon Fluid measurement cups Boardmarker 11 persons Nursery (aged between 3-6) Primary (aged between 6-10) Secondary (aged between 10-15) Special Education Need Pupils HOW TO PLAY? 1. 9 glasses are put side by side on a table. 2. Pupils measure the volume of a glass. (as 8/8 or 4/4) 3. Pupils pour water into glasses by measuring the volume of water at the rate of 8/8, 7/8, 6/8, 5/8, 4/8, 3/8, 2/8, 1/8 (or 4/4, 3/4, 2/4, 1/4, 0/4). 4. They write the rates on glasses by a boardmarker. 5. They rank them from which it has the least to the most in it and write their ranking numbers with a boardmarker to their front (on the table). 6. Pupils colour water by adding food colouring in different colours in each glass. 7. Hit the empty parts of the glasses by using a plastic spoon. You will hear that from each glass different sounds are coming. 8. Water levels provide that glasses make diferent sounds. 9. Try to play Happy Birthday song by hitting the glasses. 66

79 GAME VISUALS As in the figure 8 glasses are sorted on a table. Pupils write the measure of the water amount to be poured into them on the board by calculating. Glasses are filled with water as in the figure, coloured and numbered. From now on by hitting glasses with a plastic spoon melodies can be created. Happy birthday 8/8 8/8 7/8 8/8 5/8 6/8 Hap- py birth- day to you 8/8 8/8 7/8 8/8 4/8 5/8 Hap- py birth- day to you 8/8 8/8 1/8 3/8 5/8 6/8 7/8 Hap- py birth- day dear (name) 2/8 2/8 3/8 5/8 4/8 5/8 Hap- py birth- day to you 67

80 FINDING RIGHT POINT WITH PLUMB GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Geometry To teach center and vertical concepts Paper Plumb Tape Pen 8 persons Primary (aged between 6-10) Secondary (aged between 10-15) Special Education Need Pupils HOW TO PLAY? 1. Put a table in the middle where pupils can gather around. 2. Tape a white paper onto the ground towards the bottom of the table. 3. Draw a small vertical line near the edge of the table. 4. Pupils put a point on the paper by alining coloured pens in their hands from a vertical line drawn near the table. In this way they try to find points drawn the nearest to the lines they have marked. 5. They release the plumb in their hands from the line they have marked near the table. They find out which point the plumb they have released is the nearest. 6. The pupil who guesses the nearest point wins the game. 68

81 GAME VISUALS As in the figure game setting is prepared. Pupils draw a line near the table to the place where plumb will be left. Pupils must calculate right the point where the plumb is going to fall down before releasing it. After points are put the plumb is released. The nearest point to the plumb wins the game. 69

82 WHOSE FEAST IS BIGGER GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Geometry-Measuring volume To comprehend measuring the volumes of irregular objects. Big enough transparent containers a fist can go into Graded container Erasable pens 11 persons Nursery (aged between 3-6) Primary(aged between 6-10) Special Education Need Pupils HOW TO PLAY? 1. Pupils are asked who has the biggest fist in the class. 2. After the answers got, a horizontal line is drawn to the wrists of the pupils by erasable pens. 3. Half of the containers are filled with water and their levels are written on the containers by writing A level. 4. Pupils make fists and dive to the water in the container to the line level on their wrists. To show the flow of water the level of water in the container is marked as B. 5. Tell pupils to open their hands in water. When they open their hands, explain that the volume does not change when thet open their hands. 6. Pupils whose hands are in water it is seen that the level decreases again to level A when they take their hands out of water. 7. Ask for them to calculate the difference between the first level A, second level B. 8. The pupil who calculates in the shoretest time wins the game. 70

83 GAME VISUALS As in the figure graded containers are prepared. Pupils mark their wrists with a pen as in the figure. When pupils dive their hands into water levels are marked. 71

84 BALANCING SHAPES GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Geometry-Measuring volume To teach finding centre of mass (centre of gravity) of regular and irregular objects with a plumb Cardboard Scissors Pen, Needle or sharp pencil Plumb, Pin, Ruler 11 persons Primary (aged between 6-10) Secondary (aged between 10-15) Special Education Need Pupils HOW TO PLAY? By marking vertical lines on a shape or an object with a plumb you can find centre of gravity. The point where two or more lines marked on the object by a plumb intersect is the centre of gravity of the object. 1. Who has the biggest fist in the class is asked to pupils. 2. Draw a 20cm x 30cm size rectangular on a cardboard and cut it. 3. Draw the diagonals of the rectangular by using a ruler. 4. The cut point of the diagonals are the centre of gravity. Prove this by using a plumb to your pupils. 5. Release the plumb from the edges of the rectangular in order by holding it vertically. Show that the plumb crosses over the diagonal line of its rope. Say that these lines are the centre of gravity of the breakpoint. Also do it for a circle by cutting a circle from cardboard. 6. Make your pupils find the centre of gravity by cutting different shapes except for square, rectangular and circle and balance them. 7. The ones who find the centre of gravity and balance their shapes win the game. 72

85 GAME VISUALS First the centres of gravity of the shapes like square, rectangular are found. Then the centre of gravity of the circle is found. Pupils try to find the centre of gravity by cutting different shapes. By marking the stated corners the plumb is released from these points. The centre of gravity is found by marking the line where the rope of the plumb passes as in the figure. Pupils try to balance the objects by putting a sharp pencil or a needle to the centre of gravity of the objects they have cut. That the centre of gravity is the centre of balance point is learnt. 73

86 ADDING NUMBERS IN THE BASKET GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Four operations To teach four operations Plastic bottles Fruit and vegetable box Scissors Small balls Paper, pen At least 2 persons Nursery (aged between 3-6) Primary (aged between 6-10) Special Education Need Pupils HOW TO PLAY? 1. Pupils throw the balls in their hands in turn to plastic bottles from a distance. They note the numbers in the plastic bottles where balls go into. 2. According to teacher s instruction they add, subtract, multiply and divide. 3. Pupils who finish operations in the shortest time and right win the game. In this game there can be 2 different boxes where plastic bottles take place. First box consists of numbers. Definitions like addition, subtraction, multiplication, division, squareroot or cube, square of a number are written to the second box. Pupils determine the operation they are going to make by shooting to the box. Then, they shoot once or more to the second box according to the operation. Pupils who finish operations right and in the shortest time win the game. 74

87 GAME VISUALS Plastic bottles are cut as in the figure and placed in a box. Numbers are written for pupils who are going to make four operations. These numbers are decided according to class level and subject. Pupils throw the ball in their hands to plastic bottles in the box from a specific distance. Pupils make operations to their note book or a paper. 75

88 THE PATH GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Whole numbers To teach addition and subtraction with whole numbers Game board Paper Pen At least 4 persons Level Secondary (aged between 10-15) HOW TO PLAY? 1. It is a need to reach the goal by using the ways given on the game board. 2. The game starts from the point where there is By making the operations right one must reach from +32 to +33 number by using numbers given as negative and positive. 4. The pupil who reaches +33 first wins the game. In this game the numbers can be changed by the teacher and played piecey times. So addition and subtraction in whole numbers can be comprehended easier. The game can be developed for multiplication and division. 76

89 GAME VISUALS As in the figure a game board is prepared. The game starts from +32. The game is distributed to the whole class by making groups. Pupils try to find the right way by making operations. The pupils who find the right way show it to the class by drawing. 77

90 PENTOMINO GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Solving problems To improve analytical thinking skill To increase the skill of improving different points of views towards the problem To teach symmetry concept To form a basis in area calculations Coloured cardboards (for game board and pawns) Coloured pen At least 4 persons Primary (aged between 6-10) Secondary (aged between 10-15) HOW TO PLAY? Pentominoes are found by the mathematician Solomon W.from the USA. Golomb started to deal with the problems of joining regular geometrical shapes like equilateral triangle, square or hexagon side by side when he is a student in 1950s and then he became one of the pioneers of geometry branch analysing these shapes known as Polyforms (pluriforms). He thought that they could be used as a crossword when he saw that a surface given with pieces made in this way could be covered without leaving a blank. Pentomino game consists of twelve different pieces each of which are five equal squares tied to each other from different directions. Each piece represents a letter. 1. In this game the aim is to place all pieces to a rectangular platform consists of 6 x 10 unit squares the way that there are no blanks in it. For the game 2339 different solution ways have been found so far. 2. Also it is possible to place pentomino pieces which are 5 x 12, 4 x 15 and 3 x 20 unit square to rectangular platforms. 3. Pupils who place pieces right or leave the least blanks win the game. 78

91 GAME VISUALS Pentomino game board is prepared by drawing as in the figure. Pentomino pieces consist of letters as in the figure. These letters can also be coloured papers. The aim in the game is not to leave a blank space. The pieces are tried to be place on the board as in the figure. The game can also be played individually or as a group. 79

92 GOAL GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Decimal numbers To teach addition and subtraction with decimal numbers Cardboard Scissors Ruler Boardmarkers Two small Stones 2 groups of players (Each group is at least with 3-4 persons) Level Secondary (aged between 10-15) HOW TO PLAY? 1. A dice including 0.1, 0.2, 0.3, 0.4, 0.5 and 0.6 decimal numbers is prepared. 2. A 10x20 rectangular game board as a football pitch is prepared. In each pupil s pitch there are 10x10 rectangular boxes. 3. In these boxes providing to start from the midfield 0.1, 0.2, 0.3, 0.4, 0.5 and 0.6 decimal numbers and the results of the total are written. 4. Midfield consists of 0.1 numbers. 5. For example if the pupil throws the dice 0.4 he/she moves forward his dice to 0.5 box by adding with 0.1 number in the midfield. In the next level he/she moves forward by adding that number in the dice with The pupil who comes very near to the goal he/she must get the number written in the goal in order to kick a goal. For this, he/she must throw the dice more than once and wait. 7. The player who scores a goal wins the game. 80

93 GAME VISUALS A dice with 0.1, 0.2, 0.3, 0.4, 0.5 and 0.6 numbers is prepared. A game board like a football pitch is prepared. Pupils start the game from the midfield and try to kick a goal. The game can also be played by taking the score into account e.g. the one who scores 3 goals wins the game. The game can also be performed in the mood for a tournament in the class. Pupils can write the operations they have made against objections. 81

94 MAGICAL SQUARE GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Numbers, space and shapes To increase the skill of quick mind calculation To teach combination concept To improve the capacity of analysis and problem solving Cardboard Scissors Ruler, Coloured pens 2 persons Level Secondary (aged between 10-15) HOW TO PLAY? Some magical squares, piece of which have not still been known in maths world were created by Benjamin Franklin ( ) who lived in the 18th century. Magical squares that is- squares whose totals of numbers written in each line, column and cross are equal have taken the attraction of people for centuries. One of the reasons of this interest is that it is difficult to make them. To make a magical square 3x3 in size (we will say third-degree magical square) can be made easily by trial and error. A fourth-degree magical square can be found coping with it some more. 1. Providing magical squares do not repeat n>2 and its values take from set. 2. According to n number, magical constant is 3. For example for magical constant is In the image-1 a third-degree magical square is given. 82

95 GAME VISUALS Numbers are placed as their total is 15. The game can also be played by making a magical square with 4x4. Number cards and game board are prepared and distributed to pupils. Pupils who finish the game first win the game. The game can also be played by drawing on the board in the class. 83

96 LOGIC GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Logic To make pupils comprehend every, some concepts To improve mathematical logic concept Coloured cardboard Scissors Ruler Coloured pens 2 persons Level Secondary (aged between 10-15) HOW TO PLAY? 1. On the cardboard draw a shape including 4 parts as in the image In this shape shows proposition, shows non-proposition. (Image-2),,, Red pieces mean All (total), Blue pieces mean None (blank) 3. Tell piece propositions to pupils and ask for them to express the result with every and some by putting the pieces on the right place. For example; a) Some crocodiles are hungry. Red piece is put on XY part. b) Some hungry crocodiles are not kind. Red piece is put on XY part. RESULT: All crocodiles are hungry. 4. Pupils who place propositions given right and make fastest win the game. 84

97 GAME VISUALS As in the figure a game board including X, X and Y, Y parts with red and blue pieces is prepared. Some hungry crocodiles are kind. Some hungry crocodiles are not kind. c a d b Propositions in the figure: a) Some hungry crocodiles are kind. Some hungry crocodiles are not kind. RESULT: All crocodiles are hungry. b) None of the crocodiles are hungry. None of the unkind crocodiles are not hungry. RESULT: There are no kind crocodiles. c) There are no hungry kind crocodiles. There are no crocodiles full and unkind. RESULT: There are no hungry crocodiles. d) Some unkind crocodiles are hungry. Some unkind crocodiles are not hungry. RESULT: All crocodiles are not kind. 85

98 NUMBERS TREE GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Numbers To teach addition and subtraction Cardboard Scissors Paper and pen Two small pieces 2 groups of players (each group is at least with 3-4 persons) Nursery (aged between 3-6) Primary (aged between 6-10) Special Education Need Pupils HOW TO PLAY? 1. By drawing a big tree to the cardboard draw an apple to the peak point. 2. To reach the apple put (+) and (-) symbols onto the tree branches. 3. Write numbers from 1 to 6 to the starting point of the tree. 4. Pupils put their pieces onto these numbers and throw a dice. They add that number with the number they have their pieces on and write on a paper. 5. They move forward on the tree branches by adding and subtracting those numbers with the previous number in turn. 6. The pupil who makes the operation wrong cannot move forward his/her piece and passes his/her turn to the next pupil. 7. The first pupil who reaches the apple wins the game. 86

99 GAME VISUALS As in the figure a game tree is made. Pupils can follow the same ways. There must be equal number of operation digits on all tree branches. There can be different operations on branches. Pupils note the result of the operation they have made. In the next throwing a dice they add and subtract this result with that number. 87

100 MATHS CIRCLE GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Four Operations Problems To teach addition, subtraction, multiplication and division Cardboard Scissors Paper and pen Sandglass (1 minute) 2 persons Primary (aged between 6-10) Secondary (aged between 10-15) HOW TO PLAY? 1. A game board from cardboard which turns circular is prepared. The circle is cut into slices from the center and four operation problems are written onto the slices suitable for the levels. 2. Each player takes pink and orange cards. In these cards the results of the problems are written. 3. Pupils turn the game board in turn and solve the question which stands on the place arrow is. The pupil who solves the question right finds the right result from the cards in his/her hand and puts it aside. 4. The game is played for 1 minute. Players keep a-minute sandglass for each question. 5. The pupil who finds the results in the shortest time and finishes cards wins the game. 88

101 GAME VISUALS As in the figure a game board which can turn circular is prepared. In the game other pupil keeps time. While solving pupils can use paper and pencil. The questions on the game board can be prepared as being able to stick and remove. In this situation questions are changed and the game can be played again. 89

102 MOSAIC GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Addition and subtraction To comprehend addition and subtraction between 1-20 Cardboard Scissors Paper and pen 2 buttons 1 dice 2 persons Nursery(aged between 3-6) Primary (aged between 6-10) Special Education Need Pupils HOW TO PLAY? 1. The player who throws big number in the dice starts the game. 2. As in the image-1 a game board including number operations fom 1 to 20 is prepared. 3. Pupils place their buttons onto headlight. 4. Each player pushes his/her own button with his/her finger. He/she solves the operation where the button is. 5. The player who solves the operation right gets 1 point and notes. 6. The game goes on like that. The pupil who gets 10 points wins the game. 90

103 GAME VISUALS As in the figure a game board which can turn circular is prepared. In the game the other pupil keeps time. Pupils can use paper and pencil while solving. Questions can be made as being able to stick and remove. In this situation question are changed and the game can be played again. 91

104 MATHS SNAKE GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Addition and Subtraction To comprehend addition, subtraction, multiplication and division between 1 and 100 Cardboard (for game board) Task cards Scissors Paper and pen Coloured pawns 1 dice 4 persons Nursery (aged between 3-6) Primary (aged between 6-10) Special Education Need Pupils HOW TO PLAY? 1. As in the image-1 a game board dyed in 4 different colours in the shape of a snake is prepared. 2. Game cards with 4 different colours including questions are prepared. 3. Pupils place pawns to START point. 4. The player who throws the biggest number in the dice starts the game. 5. The player move forwards as the number he/she throws in the dice and picks up a card with the colour of the are he7she comes and tries to answer. If he/she answers right he/she stay. If wrong, he/she goes back to earlier place. 6. If a player s pawn move forwards to the area which has been occupied by another player he/she sends the player deployed there to his/her previous area. 7. The pupil who reaches finish wins the game. 92

105 GAME VISUALS As in the figure a game board with snake shape and game cards are prepared. Players start the game by taking pawns with different colours. They move forward their pawns by throwing dice and picking up card. 93

106 COLOURFUL CIRCLES GAME Subject It Is Related Addition and subtraction Aims of the Game To be able to add up between 1 and 12 To range numbers Tools and Materials The Number of Players Level Cardboard (for game boards) Question cards Coloured papers Scissors Papers and pen Coloured pawns 1 dice 2-4 persons Nursery (aged between 3-6) Special Education Need Pupils HOW TO PLAY? 1. Little grey, red, light blue, yellow, blue and green circles are cut and glued to the game board. 2. Pupils place pawns to START point. 3. The player who throws the biggest number in the dice starts the game. 4. The player move forwards as the number he/she throws in the dice and apply the task which is stated in the colour he/she comes to the area. Grey area : You lost. Wait 1 turn. Red area : Take 3 flowers. Yellow area : Move forward 2. Light blue area : Move forward 6. Green area : If you give right answer to the question in the card you have picked up you can get a chance to throw the dice again. Blue area : Take 3 chicks. 5. The pupil who reaches finish first wins the game. 94

107 GAME VISUALS Game board is prepared by gluing coloured circles in the figure. Game cards including questions are prepared. A lot of chick and flower shapes from paper are prepared. Players throw the dice and move forward the pawns by applying the rules. 95

108 MATHS CLOUDS GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Addition and subtraction To be able to add and subtract between the numbers 1 and 10 Cardboard (for game board) Question cards Coloured cards Scissors Coloured pawns 1 dice 2-4 persons Nursery (aged between 3-6) Special Education Need Pupils HOW TO PLAY? 1. Shapes in clouds are cut and glued and game board is prepared. 2. Pupils place the pawns to START point. 3. The player who throws bigger dice starts the game. 4. Players pick up a card in their turns and they make the operation on this card. 5. If they make right they move their pawn as the result of the operation. If they make false they must wait. The turn passes to the next player. 6. When they come on the areas where there are arrows they move on those areas by following arrows. 7. The pupil who reaches FINISH first wins the game. 96

109 GAME VISUALS As in the figure a game board with clouds is prepared. Game cards including questions are prepared. Players move forward as the right answer by answering the questions. 97

110 DOMINOES GAME WITH FRACTIONS Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Numbers To teach producing solution strategies To teach fraction concept Cardboard Scissors Ruler Crayons 72 game cards divided into 3 levels Groups with 6 persons Primary (aged between 6-10) Secondary (aged between 10-15) HOW TO PLAY? 1. Only first level or second level or with all cards the game can be played. 2. Shuffle the cards and distribute 4 or 6 cards to each player. According to the numbers of the players the number of cards can be decreased. 3. Other cards in the pack are put in the middle of the table and start card is opened and put on the table. 4. Players start the game by combining the cards in their hands with the start card. Combining is done in turn. 5. When the combining is finished colours around the cards are in harmony with each other. 6. The player who cannot combine with the card in his/her hand passes his/her turn to the other player and picks up a card from the table. 7. While combining players can test with his/her card more than once. But they must not touch the other cards on the table. 8. The pupil who combines all the cards in his/her hand wins the game. 98

111 GAME VISUALS As in the figure 72 cards which includes fractions and their edges are with coloured circles and can be matched are prepared. 4 cards are distributed to the players. There are different fractions in the cards as in the figure. Players match the cards on the table by using the fractions in their hands. At the same time the colours of the cards are in harmony with each other. The game goes on with combining and the pupil who finishes the cards in his/her hand first wins the game. 99

112 FRACTION PERFORMANCE GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Numbers To teach producing solution strategies To teach fraction concept Cardboard Scissors Pen 40 game cards including numbers from 1 to 10 At least 2 pupils Primary (aged between 6-10) Secondary (aged between 10-15) HOW TO PLAY? 1. Two of the cards are opened on the table. 2. Cards are placed one under the other as making the numerator and denominator from the cards opened on the table. 3. Players open 2 of the cards in their hands by comparing them with the fraction the card opened on the table has made. If the card they opened and made is larger than or equal to the fraction on the table they place on its right, if it is smaller they place on its left. The process goes on by other players opening their cards double and placing them. 4. If the player cannot make a smaller or larger/equal fraction with the cards in his/her hand from the cards on the table he/she loses his/her move and the turn passes to the next player. 5. The pupil who finishes the cards in his/her hand first wins the game. 100

113 GAME VISUALS As in the figure players can start the game by making proper fraction or compound fraction. Players must put the cards they have opened onto the right or left of the cards on the table. Game cards can be made difficult by making larger numbers. In this situation pupils must be given time as they must make operation for fractions with unequal denominator. 101

114 MATHS BINGO GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Operations with numbers To teach how to exponentiation To teach prime numbers until 50 To teach the multiples and divisors of a number To learn perfect square and square root Coloured pens Paper All pupils in the class Level Secondary (aged between 10-15) HOW TO PLAY? 1. Each pupil draws a bingo card with 5 squares. 2. He/She writes numbers between 1-10 to the first square, to the second square, to the third square, to the fourth square, to the fifth square which he/she wants. 3. Teacher prepares 12 small cards and puts them in a bag. Cards include the questions below. Prime numbers larger than 10 The powers of 2 The multiples of 5 Perfect squares The multiples of 11 Prime numbers between 20 and 30 The multiples of 3 smaller than 20 The multiples of 13 Numbers whose units digit is 4 The divisors of 36 Divisible numbers with 7 Divisible numbers with 6 4. Teacher picks up a card and reads. Pupils put a paper or a piece on the number by finding the number if it is on bingo card. 5. Results can be said by controlling for confirmation. 6. The pupil who finishes bingo first wins the game. 102

115 GAME VISUALS Each player prepares his/her own bingo card and the game is played by the whole class. Players find the numbers by following them. For that suitable time is given to the pupils. In the game more than one pupil can finish bingo at the same time. 103

116 POLYNOMIAL CROSSWORD GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Polynomials To teach identities To teach polynomial concept To teach coefficient concept Coloured pens Paper for crossword All pupils in the class Level Secondary (aged between 10-15) HOW TO PLAY? 1. For each pupil a crossword table is prepared like in image The questions of horizontal and vertical columns are prepared. 3. The answers of the questions are written to the squares as in the example below. 3 x x y 2 4. Players who make all the operations true and finish the crossword win the game. 104

117 GAME VISUALS Crossword table is prepared like in the figure according to question type. Questions are prepared suitable for squares by teacher. Later you can create polynomial crossword. 105

118 PERIMETER AND AREA GAME WITH SQUARES Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Geometry To teach perimeter and area concepts To be able to calculate the perimeter and area of a shape Coloured papers Scissors All pupils in the class Primary (aged between 6-10) Secondary (aged between 10-15) Special Education Need Pupils HOW TO PLAY? 1. For each pupil 30 coloured squares with the size of 5x5 cm are created. 2. Pupils make perimeter and area calculations in accordance with teacher s instructions. e.g. Make a shape/rectangular/square whose perimeter is 60 cm, area is 150 cm If the intended shape is not stated pupils can make solution by creating different shapes. 4. Pupils who make forenamed in the shortest time and true win the game. 106

119 GAME VISUALS As in the figure coloured squares with the size of 5x5 cm are prepared and distributed to the whole class. Pupils try to get what intended by putting cards together. The game can be played as a class. Each pupil can do what intended by creating different shapes. 107

120 ADDITION WITH BUTTONS GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Addition To make pupils comprehend addition Coloured papers Plenty of buttons All pupils in the class Nursery (aged between 3-6) Primary (aged between 6-10) Special Education Need Pupils HOW TO PLAY? 1. Cards including addition and subtraction operations are prepared by teacher. 2. Pupils choose a card in turn. They keep their cards down. 3. Pupils who open their cards together model addition and subtraction with the buttons in front of them. 4. Pupils who make the operation in the shortest time and correctly win the game. 108

121 GAME VISUALS Question cards and buttons are prepared as in the figure. Pupils model the operation with buttons. The game can be applied to multiplication and division. 109

122 DOMINO GAME WITH FRACTIONS Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Fractions To teach fraction concept To make pupils comprehend proper fraction and compound fraction Coloured papers (Dominoes cards including fractions) At least 2 persons Primary (aged between 6-10) Secondary (aged between 10-15) HOW TO PLAY? 1. Two coloured dominoes cards including one side with proper fraction and the other side with compound fraction are prepare by teacher. 2. Dominoes cards are distributed to the pupils. 3. Pupils go on the game by matching by using dominoes lines. 4. The pupil who cannot match passes his/her turn to the next pupil. 5. The pupil who finishes the cards in his/her hand in the shortest time wins the game. 110

123 GAME VISUALS Dominoes cards are prepared as in the figure. Pupils continue the game by comparison of the cards. The pupil who finishes cards in his/her hands wins the game. 111

124 WHERE ARE YOU? GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Operations with numbers To make pupils comprehend four operations To improve problem solving skill Coloured papers Coloured pens All the class Nursery (aged between 3-6) Primary (aged between 6-10) Special Education Need Pupils HOW TO PLAY? 1. 1st group question cards from coloured papers are created including multiplication and division. 2. 2nd group answer cards are created including the answers of question cards. 3. A START and a STOP cards are created and put in answer cards. 4. Question and answer cards are distributed to pupils randomly as they have a question and an answer card. 5. The pupil who has START card in his/her hand starts the game and reads the question card e.g. What is 3x5? 6. The pupil who has the answer of 3x5 question raises his/her hand and says I am 15. and reads question card. 7. The game goes on like that continuously. 8. The game finishes with the pupil who has STOP card. 112

125 GAME VISUALS As in the figure question and answer cards are created. The pupil who has the answer of the question raises his/her hand. The game can also be played by sitting in a circle in the class. In this situation pupils come to the middle of the circle instead of raising hand. 113

126 AROUND THE WORLD GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Operations with numbers To improve problem solving skill Coloured papers Coloured pens All the class Nursery (aged between 3-6) Primary(aged between 6-10) Secondary (aged between 10-15) Special Education Need Pupils HOW TO PLAY? 1. Pupils sit in a circle. 2. To start the game a starting pupil is selected and a pupil goes back to that pupil. 3. Teacher reads a question from the question card in his/her hand. 4. Pupil sitting and the one behind him/her try to answer the question. 5. If the pupil standing answers before the pupil sitting goes behind the other pupil by shifting to the right and the teacher reads another question. 6. If the pupil sitting answers before the pupil standing he/she replaces with the pupil behind him/her and goes back to other pupil by shifting to the right. The teacher reads another question. 7. The game goes on like that continuously until the question cards are finished. 114

127 GAME VISUALS Pupils make a circle and a pupil goes back and stands there as in the figure. The game is played by moving from left to right. In this game the speed of answering is important. The pupil who stands most are announced the first by teacher. 115

128 ADDER STAIRS GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Operations with numbers To improve problem solving skill Paper (for game template) Pen At least 2 persons Primary (aged between 6-10) Special Education Need Pupils HOW TO PLAY? 1. 2 game cards are given to pupils. 2. Each pupil writes 9 numbers between to the related place in the game card. 3. Pupils change game cards. 4. Each pupil tries to finish the game by adding and subtracting the numbers which the pupils have written. 5. The first two numbers are written to the starting point of the game. 6. Numbers are placed in turn to the places where there are plus (+) and minus (-) signs and addition and subtraction are made with the previous result. 7. When the operations are finished players changes the cards again and check the operations. 8. The pupil who makes all of them true wins the game. 116

129 GAME VISUALS As in the figure a game template is prepared and distributed to the pupils. Players write 9 numbers onto the rival player s right column of his/her card. Players make operations by adding and subtracting the numbers which rival player has written. 117

130 BACK TO BACK GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Operations with numbers To teach addition To teach commutative property To improve problem solving skill Paper (for game template) Pen At least 2 persons Primary (aged between 6-10) Special Education Need Pupils HOW TO PLAY? 1. There is a presenter player in the game pupils stand back to back. 3. They show a card from number cards in their hands at the same time with the compieced of the presenter e.g. first pupil 5, second pupil holds 10 cards. 4. Presenter player shows the sum of these two cards to the class and players or writes them on the board. 5. After the presenter shows the result pupils must raise the same cards by replacing i.e. first pupil 10, second pupil must raise the card with With the one who is late or cannot raise it another pupil replaces and the game goes on. 7. The pupil who stays in the game longest wins the game. 118

131 GAME VISUALS As in the figure game cards are prepared. Pupils show the cards at the same time by standing back to back. The presenter shows the sum to the class and players. Players raise the numbers again by changing them. The pupil who cannot raise it is eliminated and replace with the other pupil. 119

132 BOOM-FIZ GAME Subject It Is Related Aims of the Game Numbers To improve rhythmic count To teach taking multiple Tools and Materials - The Number of Players Level At least 4 persons Nursery (aged between 3-6) Primary (aged between 6-10) Special Education Need Pupils HOW TO PLAY? 1. Players line up as a circle. 2. One of them starts counting by saying 1, the player next to him/her says 2, next to him/her goes on saying 3. The one who says 5 says BOOM. 3. As a rule at the multiples of 5 and 10 it is said BOOM. After number 6 7 is said FIZ. As a rule at the multiples of 7 like 7, 14, 21, 28 it is said FIZ e.g. it goes on like BOOM-6-FIZ-8-9-BOOM,11, 12, 13, FIZ The most important point in the game is at the common multiples of 5 and 7 (like 35, 70, 105) to say BOOM-FIZ. Instead of saying BOOM, FIZ or BOOM-FIZ the player who says the number gets out of the game. The game can be started from 1 and go on until 100. If required it can be played with larger numbers. 4. The latest one wins the game. 120

133 GAME VISUALS As in the figure pupils start the game by making a circle. It is said BOOM at the multiples of 5, FIZ at the multiples of 7. The pupil who makes wrong is eliminated. The latest one wins the game. 121

134 SQUARE GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Geometry To make pupils comprehend the area of square To teach multiplication Paper (for game template) Colourful pens 2 dices At least 2 persons Nursery (aged between 3-6) Primary (aged between 6-10) Special Education Need Pupils HOW TO PLAY? 1. A square 20x20 in size drawn on a plotting paper. 2. The player who throws the large number in dice starts the game. 3. Players throw a pair of dice in turn. They multiply these numbers. 4. They dye a rectangular or square area as the result of the multiplication e.g. if the player throws 6 and 2 he/she dyes an area of 6x2=12 unit square with a coloured pen. 5. When a few undyed areas left in the end players cannot dye. In this situation player is going to wait for dices (1,1) or (2,1). 6. The pupil who cannot dye passes his/her turn to the other player. 7. The pupil who finishes colouring wins the game. 122

135 GAME VISUALS As in the figure game cards 20x20 unit square are prepared. Colouring processes are made with pencils with different colours in each level. The pupil who colours all the card wins the game. 123

136 GEOMETRIC SHAPES WITH BODY GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Geometry To make pupils comprehend geometric shapes Paper(For cards on which the names of geometric shapes are written) Pen At least 2 persons Nursery (aged between 3-6) Primary (aged between 6-10) Special Education Need Pupils HOW TO PLAY? 1. Teacher prepares the names of geometric shapes as small cards. 2. Pupils group in twos. 3. Pupils try to make the shape written on the card the teacher shows with hand, arm and body gestures. 4. The pupil who makes wrong is eliminated. 5. Pupils who make right win the game. 124

137 GAME VISUALS Pupils try to form the geometric shapes said by using their body gestures e.g. square shape. For example: Circle shape. For example: Triangle shape. 125

138 CARRY THE NUMBERS GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Decimal Numbers To teach division and multiplication of decimal numbers with 10, 100, 1000 Paper (Cards on which numbers are written are made) Pen At least 4 persons Level Secondary (aged between 10-15) HOW TO PLAY? 1. Teacher gives one each number to 3 pupils hand and a comma to a pupil s hand pupils are called to the board. Pupils make a decimal number with the numbers in their hands at the board. 3. Teacher shows the card in his/her hand to the pupils and reads. He/She orders like for example; Multiply the number with 10. Divide the number with Pupil who is carrying comma in his/her hand tries to find the right result according to the operation teacher says. 5. Pupil who changes his/her place wrong is eliminated and he/she replaces with another pupil. 6. Pupils who make all the instructions right win the game. 126

139 GAME VISUALS Pupils come to the board as in the figure with numbers and comma in their hands. Teacher gives the operation instruction that is going to be made e.g. Divide with 10. In the game comma changes its place. If it changes right the game goes on by teacher s second instruction. If he/she gives wrong answer the pupil holding comma gets out of the game. 127

140 TYPES OF ANGLES GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Level Geometry To teach types of angles Paper Pen Ruler Protractor At least 2 persons Primary (aged between 10-15) Special Education Need Pupils HOW TO PLAY? 1. Cards including angle shapes and definitions about angles and their features are prepared. These features must be related to each other. 2. For the beginning a game board on which 4 definitions or shapes are written is made. 3. Players must place the cards in their hands onto the right shape or definition. 4. Pupils who make right placement within the shortest time win the game. 128

141 GAME VISUALS Pupils must put the cards in their hands as in the figure to the right places. Cards can come one after the other as they follow each other. Players who have right places win the game. 129

142 AREA AND PERIMETER OF CIRCLE GAME Subject It Is Related Aims of the Game Tools and Materials The Number of Players Geometry To make pupils comprehend the area of circle Paper Pen At least 2 persons Level Secondary (aged between 10-15) HOW TO PLAY? 1. Cards given their length of radius and diameter are prepared by the teacher. Also area and perimeter cards which these radius and diameter make are prepared. 2. Pupils are grouped in threes or fours. 3. Cards are distributed to the groups. 4. Pupils find and match square and perimeter cards of circles whose lengths of radius and diameter are given. 5. The team who finishes the operation within the shortest time wins the game. 130

143 GAME VISUALS Pupils are grouped as in the figure and game cards are distributed to the groups. Pupils must do the right comparisons. Pupils who make right placement win the game. Game can be also played by separating into area or perimeter of circle. 131

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