SHUFFLING INTO MATH JANE FELLING. Box Cars and One-Eyed Jacks RSA ILLINOIS. Day Presenting: Tuesday Room: Marsalis 2 Time: 10:45-11:45
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1 Box Cars and One-Eyed Jacks SHUFFLING INTO MATH JANE FELLING RSA ILLINOIS Day Presenting: Tuesday Room: Marsalis 2 Time: 10:45-11:45 jane@boxcarsandoneeyedjacks.com phone / boxcarsandoneeyedjacks.com BoxCarsEduc BoxcarsEducation fax FOR ELECTRONIC COPY OF HANDOUT WITH MORE GAMES & RULES PLEASE handouts@boxcarsandoneeyedjacks.com
2 MATH JOURNAL Game Number : Name of Game: Players: Skills: Goal: How To Play: 2
3 MATH JOURNAL Strategies I ve Learned: Math Words I ve Learned: 3
4 COLOR PATTERNING GAMEBOARD 4
5 SANDWICHES GAMEBOARD ROUND MY LEAST CARD EXAMPLE 1 2 EXAMPLE CARD PULLED 6 IN BETWEEN - SCORE! 3 X NOT IN BETWEEN - NO SCORE! MY GREATEST CARD
6 20 UP GAMEBOARD TOTAL = TOTAL = TOTAL = TOTAL = 6
7 PLACE VALUE FACE OFF RECORDING SHEET MY NUMBER MY PARTNER S NUMBER TENS ONES TENS ONES 7
8 Face-Off! LEVEL: Grade 1 3 SKILLS: Addition facts 1 18, subtraction from 10 PLAYERS: 2 EQUIPMENT: GETTING STARTED: 1 deck of cards. Ace 9 for addition, Ace 10 for subtraction (Ace = 1) Players divide the deck evenly between themselves. Then, for an addition face-off, each player turns over two cards and adds them together. The player with the highest sum wins all the cards. In the event of a tie, where each player has the same sum, the players declare a face-off! In a face-off, each player deals three cards facedown, then turns over two more cards face up and adds them together. The highest sum wins all the cards, face up and face down. Play continues until the decks are empty. The player who takes the most cards wins. For a subtraction face-off, players subtract the smaller number they turn over from the larger one. The player with the smaller result wins a subtraction face-off. VARIATION: For Grade 1 2 students, use a smaller deck with cards from Ace 5. 8
9 Nine Plus Level: Grade 2 and up Skills: Addition facts, adding with 9 Players: 2 Equipment: 1 deck of cards Ace 9 (Ace = 1) Each player plays on their own gameboard. Each player draws a card and puts it onto the square space on their gameboard. Players add the number on the card to the 9 on the board. Players should notice that the number in the ones place of their answer is one less than the number they drew (3 + 9 = 12, 2 is one less than 3). 9
10 Warp 3 LEVEL: Grade 2 3 SKILLS: PLAYERS: Addition with three addends 2 or more EQUIPMENT: 1 deck of cards Ace 6 (Ace = 1) GETTING STARTED: VARIATION: Players divide cards evenly between themselves. Each player turns over three cards and adds them together. The highest sum gets all the cards. In the event of a tie each player turns three more cards over and adds them together. The highest sum wins all the cards turned over. Play continues until decks are empty. The player with the most cards wins. For grades three and up, add the two sums together during tiebreaking. EXAMPLE: Player One: = 17 Player Two: = 18 (Player Two wins all nine cards) 2 9 Ace Player Three: = 12 10
11 Hot Cards LEVEL: Kindergarten Grade 1 SKILLS: PLAYERS: Number recognition, matching 3 or more EQUIPMENT: 1 die, 1 deck of cards from Ace 6. Ace = 1. GETTING STARTED: Each player is dealt five cards. The remainder of the deck is placed face down. The first player rolls the die. If that player rolls a number in their hand, they place any cards with that number face down. The player then replaces the cards they discarded with an equal number of cards from the deck. If the player who rolled the dice does not roll a number in their hand, they say Hot Cards! The other players race to see who can put their cards down. Any player may put down cards with the number that was rolled, and the first player to place them down may keep them down. That player then replaces those cards with cards from the deck. Other players must hold on to their cards for another roll. Play continues until one player runs out of cards. Count the number of cards each player has thrown down. The player with the most cards wins. 11
12 What Time Is It, Mr. Wolf? LEVEL: Kindergarten Grade 2 SKILLS: PLAYERS: EQUIPMENT: GETTING STARTED: Telling time to the hour, addition 2 or more 2 dice, paper and pencil Each player needs their own clock with the o'clock (minute) hand drawn in at 12. Player one rolls the dice and adds them together, then uses the result to fill in a time on their clock. For example, a roll of 3 and 5 lets a player fill in 8:00 on their clock. Players alternate rolling and filling in times on their clocks until only 1:00 remains. Once only 1:00 is left, a player may roll a single die and try to roll a 1. The first player to complete their clock is the winner. VARIATION: The minute hand can be drawn to quarter-past, half-past, or quarter-to the hour. 12
13 To Sum It Up LEVEL: SKILLS: PLAYERS: EQUIPMENT: Grade 3 and up Adding 3 digit numbers 2 or more 1 deck of cards Ace 10 (Ace = 1, 10 = zero), paper and pencil GETTING STARTED: Each player draws a 3 by 3 grid as a gameboard and the cards are shuffled. Then a card is drawn and placed face up. All players write the number on the card into a space on their gameboard. Eight more cards are drawn and players fill in the rest of their gameboards. Once all nine spaces are full, players add the three numbers they've made together. The player with the greatest sum scores a point. Play to 10 points. EXAMPLE: The nine cards drawn, in order, are 5, 7, 4, 6, 5, 10, Ace, 3 and 9. Three players build their gameboards as follows. Player Three wins with a sum of 2,326. Player One Player Two Player Three = 1, = 1, = 2, VARIATION: For less experienced students, you can draw six cards and make two three-digit numbers, or draw only four cards and make two two-digit numbers. 13
14 What's the Difference? LEVEL: Grade 2-5 SKILLS: PLAYERS: EQUIPMENT: GETTING STARTED: Subtraction of three-digit numbers 2 or more 1 deck of cards Ace 10 (Ace = 1 and 10 = zero), 1 gameboard for each player. Each player draws a 3 by 2 grid as a gameboard and the cards are shuffled. Then a card is drawn and placed face up. All players write the number on the card into a space on their gameboard. Five more cards are drawn and players fill in the rest of their gameboards. Once all six spaces are full, players subtract the bottom number they made from the top number. The player with the smallest difference scores a point. If the bottom number is larger than the top, they strike out and can't score for the round. Play to ten points. EXAMPLE: The six cards drawn, in order, are 6, Ace, 7, 4, 10 and 8. Three players build their gameboards like below. Player One strikes out, while Player Three wins with a difference of 141. Player One Player Two Player Three VARIATION: Strikeout! = = For less experienced players, draw only four cards and build two two-digit numbers. Source: All Hands on Deck for Families copyright Box Cars and One Eyed Jacks Inc. 14
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More informationOFFICE OF CURRICULUM AND INSTRUCTION 1325 Lower Ferry Rd, Ewing NJ 08618 Don Wahlers, District Supervisor for Curriculum & Instruction Phone 609-538-9800 Ext. 3148 Fax 609-882-8172 S.T.E.M. K-6 www.ewing.k12.nj.us
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