Math Wranglers: A Wild West Math Round Up. -created by Mark Ricketts, Lorane Elementary P.E. teacher. February 2012

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1 Math Wranglers: A Wild West Math Round Up -created by Mark Ricketts, Lorane Elementary P.E. teacher February 2012

2 1. Lassoa. Start by swinging the sock (filled with a beanbag) around your head and then fling it, trying to get it in a hoop. b. Multiply or add the number of times you swing it around your head by the number in the hoop you get it in. Example- swing sock around your head 3 times and land in a hoop with 4 in it. Answer is 3x4=12 or 3+4=7 c. If you miss the hoop, you multiply by 0 or add a zero. d. Be safe with the sock and make sure no one is in the area before you throw.

3 2. Horseshoe- Toss two horseshoes at the post. If you get it in the hoop you get 2 points for each horseshoe, touching the black circle under the post you get 5 points, getting the horseshoe around the post you get 7 points. If you miss the hoop completely you subtract 2 from your total score. If your total score is zero and you can t subtract any, your partner gets 2 bonus points. Play a total of 4 rounds, adding the score from each round to a total score.

4 3. California wrangler gold rush- Adapted from the following source- Cheers for the Red, White & Blue Field Day. Marie Baxivanos, Sue Hill, and Kim Chell from Fallston, Maryland. PEP Archives. Modified by Mark Ricketts, 2012 The object of this game is to find gold nuggets for your team. The team or person line(s) up in relay formation behind the cones. The first person goes to a spot marker and turns it over to see if a gold nugget is there. If there is a nugget he/she brings it back to his/her line and tags the next person in line. If there is no nugget, they return to line empty handed. They can only turn over one spot marker per turn. The finding challenge is over after 1 minute. Then use the numbers on your nuggets to create problems to solve using the white board. Only use the numbers you find for the numbers in the equation, leave the answer blank. Try addition, subtraction, multiplication, and/or division How many math problems can you make out of your numbers? Make the equations and then tell your parent the answer. PLEASE put the nuggets back under the spot markers before they leave this station. Equipment- 40 polyspots, 24 gold nugget pictures with a number on each, white board, dry erase marker and eraser.

5 4. Wagon train message point Original Source: Submitted by Doug Munsell from Liberal, Kansas Taken from Sante Fe Trail Day Field day ideas. PEP Club. Modified by Mark Ricketts. Welcome to Council Grove- This was the post office or message point for the wagon trains. Messages would be left in a stump for the next wagon train coming through. One team member at a time runs to the tree stump, gets one math problem sheet, and runs back. Teams try to solve problems from their sheet. Teams read their problems (or parent helps them read) and tell each answer aloud. Then a new team member runs to get the next problem sheet until all of the problem pieces have been collected or 2 minutes has passed. When you are finished, using a notecard, students should write down 3 new equations on a notecard to create another problem sheet for the next family. Put all pieces back under the stump when you are done including one that you create on a notecard. Repeat using a new stump to run to.

6 5. Welcome to Fort Larned- Covered Wagon Race - -Adapted from Source: Doug Munsell from Liberal, Kansas. Taken from Sante Fe Trail Day Field day ideas. PEP Club. Modified by Mark Ricketts. OVERVIEW: This was a good place to rest and relax. People would visit with others, buy meals they would not have on the trail, and play games. Sometimes the wagon masters would brag about how fast their horses were. When this happened a wagon race challenge would normally follow. Estimate how long it will take to go around the course 6 times with a partner. Sit on scooter next to someone. Solve a problem If you get it wrong you have to do the longer loop for your next racing circle. If you are correct, you can do the shorter loop. One wagon at a time (2 people on scooters) must race around the course marked off by traffic cones and then solve another problem. Each person on the scooter must hold onto one end of the towel, and keep it above their head (to make a covered wagon ) while moving around together on the scooters. Repeat this process 6 times, then write down your time on the record sheet for the next wagon to see. How close were you to your estimated time? If another team is waiting, please let them go before trying again.

7 6. Shape corral- You need to herd each type of shape horse back to the appropriate corral. Step 1-Start the timer Step 2- Run and get a shape horse. Put it in the correct corral. Step 3- Repeat, rounding up all of the horses Step 4- Once you ve sorted the shapes, yell Yeehaw! Step 5- Stop the timer. How long did it take you to get all of the shape horses sorted and back in their corral? PLEASE MIX UP SHAPES FOR THE NEXT FAMILY You may only carry one shape at a time. Time to see how fast you can do it.

8 7. Rustle up some grub- Gallop to the wagon to get some grub to cook for the hungry wranglers. Each time at the wagon bring back a food item, on the bottom of each food item there is a number equation. There are 3 pans. One greater than, one less than, and one equal to. Put the food item in the correct pan of the sign that makes the equation correct. Go back and get more food, one item at a time, and repeat. Please take the food back to the wagon when finished so that the next group can play. Example < 20

9 8. Pony riding from cone to cone- Amazing Race: Source: %20race.pdf. Modified by Mark Ricketts Introduction: Two riders compete in order to win the race. For this event, there can be two riders competing or two teams of two competing. One team is named the Wranglers, one is named the Herders Each team will receive a manila folder with a question. The member(s) of the teams will answer the question. The answer will indicate which check point (folder) the teams will travel to next (i.e. the answer from the previous question will be labeled on the manila folder for the next question). Find the manila folder with your folder s answer on it. Look inside and find your team s next question. Call out the answer. Teams will move from question to question as they come up with correct answers. The first team to complete all check points (answer all questions correctly) wins. If a problem is answered incorrectly, the team must do 10 jumping jacks before moving on to the next checkpoint.

10 Occasionally, an envelope will contain a road block. A road block will be a physical challenge that a team must perform in order to make it to the next checkpoint Road blocks will include: o Crab crawl around this cone for 10 seconds. o Spin around a bat 3 times then continue to the next checkpoint on your horse.

11 9. Collect the tumbleweed- Source: Mr. Ricketts First measure, then stand, one foot distance between the thrower and the catcher. Then throw three tumbleweed to the catcher. Any that are caught are put in the bucket. The catcher then answers a question from under the bucket. If a ball is dropped, the ball stays on the floor Then measure 2 ft., 4 and a half feet, 6ft. 8 inches, and 12ft 2inches. Repeating 3 throws for each distance. Time it for 2 minutes. Now look to see how many balls are in each bucket. Teams get 2 points for each ball in the first bucket, 4 for each in the second bucket, then 6 points, then 12 points. Total points by using addition and multiplication skills.

12 10. Horse auction- Adapted from Source: Modified by Mark Ricketts Students will take turns drawing a Winning Bid number equation out of their cup and tell their partner or parent whether the answer is an odd or even number. If they draw an even number answer, they throw a ball underhand to their partner. If they draw an odd number answer, they throw overhand. The number of throws is determined by the number needed on the piece of paper to complete the equation. Each release of the ball is considered a throw. (Example: if the number needed to complete the equation was 7, which is odd, they would overhand the throw 7 times back and forth with their partner.) Please let another group play before you draw another winning bid.

13 11. Horse jump: Pass out a one-meter, or yard, stick to each student or one stick for every pair. Be sure to emphasize safety in using the measuring sticks and to keep them on the ground and to themselves. Ask students how many inches are in a foot and how many feet are in a yard. Estimate how many feet you can leap. Run and leap from the leaping marker. Parent or helper can mark where the back of their first foot landed with a spot marker. Student measures the leap using a yard stick. Students should continue to follow these steps for five leaps. Students should record their best leap out of 5 on the Horse Jump record sheet. After completing your 5 leaps, please visit another station before trying this station again. Discuss with your child how their estimations would change as they performed more leaps and became familiar with their distances. (The estimations should get closer to the real distance.)

14 12. Round up the horses Materials Needed: index cards (8 Sets of cards 1-20), chalkboard/wipe-off board, 8 hula hoops, jump ropes (1 for each student), scratch paper and pencil, a cone for each group The index cards are scattered in the center of the gym. 1. The teacher, parent, or helper will announce then announce the answer. 2. The parent will tell the student(s) how many number cards they have to collect to come up with the answer. Example: The answer is 35 and they will then have to collect 4 number cards that total a sum of 35 (example: 15, 11, 5, 4 is one possible solution) 3. For each card collected participants must perform one more repetition of an exercise selected by the parent. Example: 4 cards = 4 pushups. 4. Each team member, one at a time, will run to the middle to collect a card and then bring it back to their starting spot. 5. When the group has collected the assigned number of cards which total the goal number of cards, they place those cards in the hula hoop from largest to smallest and perform the physical activity task. 6. If incorrect, they must take one card back at a time and trade the card or cards until they have the correct numbers that add up to the total that was announced as the answer at the start of the activity 7. The group then takes the group's index cards and places them back in the middle of the room.

15 This activity can repeat, using a different goal number of cards and a different sum each time. Possible Problems: Goal Number: 34 / 5 Cards / /Ending Activity:5 Pushups Possible Answer: 15, 10, 4, 3, 2 Goal Number:25 / 6 Cards / Ending Activity:6 Sit-ups / Possible Answer: 10, 5, 4, 3, 2, 1 Goal Number 40 / 6 Cards / Ending Activity:6 Jumping Jacks Possible Answer: 20, 7, 5, 4, 3, 1 Goal Number 20 / 5 Cards / Ending Activity:5x's Jumping Rope / Possible Answer: 9, 5, 3, 2, 1

16 13. Quick Draw- (Source for Quick draw part of activity): px. Activity by Mark Ricketts Both players say 1,2,3 shoot. Each person puts up 1-5 fingers when they shoot. Players add or multiply the number of fingers that are being held up. Whichever person shouts out the correct answer first wins. The winner then runs to the throwing line and tries to toss a pretend coin into a mug. If the coin goes in a mug, the person gets to add the coins in that mug and come up with how much pretend money they win. The thrower then collects those coins and keeps them in his/her pile. If missed, the person can run up to any mug and add their missed coin to the mug. The thrower then runs back to the start line and does quick draw again. After 10 draws, students add up their piles of coins and then distribute them among the empty mugs before leaving the station.

17 14. Horse roping- Take a hoop with a jump rope tied to it and toss the hoop over a horse (cone) Pull the cone back in to you. Answer one of the questions on the cone. Repeat. You get 12 tosses. If you miss, you lose that toss. After your final toss, represent the amount of horses you have collected with a fraction. Example: 1/2, 1/3, ¼, 7/12, etc.

18 15. River Rocks- Memory game with one side being the answer and one being the equations. Parent turns over a rock in the river to find an equation Then the student needs to find the rock on their side of the river that answers the equation. Older students could have their parents turn over an answer and they can find the equation that goes with it.

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