Mathematical Talk. Fun and Games! COUNT ON US MATHS CLUB ACTIVITIES SESSION. Key Stage 2. Resources. Hints and Tips
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1 COUNT ON US MATHS CLUB ACTIVITIES SESSION 10 Mathematical Talk Key Stage 2 Fun and Games! Resources See individual games instructions for resources A5 coloured paper or card and materials for children s contribution to club display Hints and Tips If you are doing this with younger children you might want to demonstrate some of the more complicated games or scoring. MATHEMATICAL FOCUS Number fluency Problem solving Reasoning SESSION OUTLINE To Start Play a quick game of maths bingo to get the children warmed up. You might want to do division facts bingo or doubling and halving depending on the ability of the children. Main Activity Explain to the children that they will be doing a carousel of activities: PIG, What s my number?, Fifteen and Skittles (see resources). Split the children into groups of four. This might mean that you have five teams. To manage this you can have two teams playing one of the games. Give the children the instructions to each game and allow them to collect the resources they will need. Children play the games for 10 minutes before moving on. Round-up As this is the last session, explain that you would like to make a display to show some of the great things maths club has been doing. Get the children to discuss their time in maths club and ask them to create a poster or comment about their experiences. Give children time to think about what their contribution will be. Allow them to share their ideas with a partner. Children then create their contribution for the display. Key Questions How do you feel about maths? What do you think you have learned?
2 Aim: The aim of the game is to make 15 and/or 25 Four sets of digit cards 1-10, shuffled Make Fifteen You are aiming to make 15 and/or 25 by keeping a running total of the number cards that are put down. Select one person to start by dealing 5 cards to each player and then place the remaining cards in a pile, facing downwards, in the middle of the table. Working clockwise, the first player puts down one card, then picks up a card from the pile. Player 2 chooses one of their cards to put down and adds their number to the card shown on the table, stating the total for everyone to hear. Player 2 then collects one card to put back in their hand. Continue to take it in turns, repeating this action. A player who can declare a running total of 15 wins a point and the game continues with the next target number being 25. If a player declares a total of 25 they get a point. If a player puts down a card that takes the total beyond 15 or 25, without making 15 or 25, then they do not get a point. The round is now finished when the total reaches, or passes, 25, and the game starts again. Children make a higher number of their choosing (for example, 35, 45). As an example: Player 1 puts down a 2 (running total 2) Player 2 puts down a 4 (running total 6) Player 3 puts down a 1 (running total 7) Player 4 puts down a 6 (running total 13) Player 1 puts down a 2 (running total 15) - this player gets a point Player 2 puts down an 8 (running total 23) Player 3 puts down a 3 (running total 26) - the game ends and no one gets a point for the target of 25
3 PIG Aim: To score as many points as possible without getting PIG. 1 die Whiteboard and pen To begin, each player takes turns to roll a die once. The player who rolls the highest number starts the game. The first player rolls the die up to 6 times. Each time they roll, they add that number to their total for that turn. If they roll a 1 at any time, their turn ends and they score 0. The player can hold their turn at any time. Provided they have not rolled a 1, their total becomes their score. It is now the next player s turn. Again the player can roll the die up to 6 times. For example: o Player 1 begins their turn by rolling 3. o Player 1 could decide to hold their turn and their score would be 3, or they can continue to roll the die. o Player 1 then rolls a 2, then a 4. If they hold their go now they total 9. o Player 1 continues and rolls a 1. o Their turn ends and they score 0, which is called rolling a pig. o It is now player 2 s turn. This game is a great opportunity to talk about probability. They should consider when it is wise to hold their go and the probability of them rolling a 1 each time. If the children need something more challenging they can play a two dice PIG. This is the same as the PIG described above except: Two standard dice are rolled. If neither shows a 1, their sum is added to the turn total. If a single 1 is rolled, the player scores nothing and the turn ends. If two 1 s are rolled, the player s entire score is lost and the turn ends. If a double is rolled, the point total is added to the turn total as with any roll but the player has to roll again.
4 Aim: To score the most points. Skittles Ten 2 litre bottles or similar shapes filled partway with sand and labelled 1 10 Two tennis or soft balls Score card (see resource) Put the skittles into the arrangement shown below. The first player rolls the two balls, aiming to knock down as many skittles as possible. They calculate the total of skittles that have been knocked down and enter it on the scorecard. Set the pins back up and the next player has a turn. The game continues until you have completed 5 rounds. Total all the scores. The winner is the person with the highest total. Scoring: Your score is the sum of the skittles you knocked down. For example, if you knock over pin 1, 2, 4 and 5, you should add those numbers and your score will be 12. If you knock all 10 skittles down on the first throw this is called a strike. You should mark an x in the small square in the upper right of the box. Do NOT write anything in the main box until you have had the next 2 goes. You get 55 points plus the score for the next two boxes. If you get a strike in the final round, you should throw the ball 2 more times to determine your score. Choose different numbers for the skittles. The children could double their total to get their final score to practise partitioning and doubling skills. Subtract scores from a starting total and the first to zero wins. Skittles set up: The point of the triangle with skittle number 1 should be facing you.
5 What s my number? Aim: Guess the correct number by asking mathematical questions. Pack of cards Get into groups of 4 or 5. Shuffle the cards. The first player chooses a card and becomes the clue giver. The other players should ask mathematical questions to try to guess what the number is. The clue giver can only answer Yes or No. If the guessing players get stuck, the clue giver should give some mathematical hints, e.g. if you double my number and add 6 the number is 24. Whoever guesses the number wins the card. The player who guesses the number gets to choose the next card. At the end of the game the winner is the player with the most cards. To make this more challenging, they can choose two cards to make a 2 digit number. To make this more manageable they might want to use only the cards from ace (1) to 5 for each suit.
6 COUNT ON US MATHS CLUB ACTIVITIES Session 10 Mathematical Talk Skittles Score Sheet Name Total
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