Twos, Fives, and Tens. 100 Chart. Pearson Education 1 M15

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1 100 Chart Sessions1.2,1.3,1.4s 1.3, 1.4 Unit 8 M15

2 Make 10 You need deck of Primary Number Cards (without Wild Cards) blank sheet of paper Play with a partner. 1 Deal 4 rows of 5 cards, with the numbers showing. 2 Player 1 finds two cards that make 10. Player 1 takes the cards and records the combination of Replace the missing cards with 2 cards from the deck. 4 Player 2 finds two cards that make 10. Player 2 takes the cards and records the combination of Replace the missing cards. 6 Keep taking turns finding two cards that make 10 and recording. 7 The game is over when there are no more cards or there are no more cards that make 10. More Ways to Play Play with the Wild Cards. A Wild Card can be any number. Replace the cards only when there are no more pairs that make 10. Find more than 2 cards that make 10. M30 Unit 8 Sessions s 3.1,3 3.4, 3.5

3 Missing Numbers Recording Sheet Round 1: I think these numbers are missing. Round 2: I think these numbers are missing. Round 3: I think these numbers are missing. Round 4: I think these numbers are missing. Round 5: I think these numbers are missing. Round 6: I think these numbers are missing. M16 Unit 8 Sessions s 1.2,1.3,1.41.3, 1.4

4 Round 4: I think these numbers are missing. Name Missing Numbers You need 100 chart Name Solving Story Problems Missing Numbers Recording Sheet Round 1: I think these numbers are missing Round 2: I think these numbers are missing pennies Round 3: I think these numbers are missing. recording sheet Play with a partner. 1 Player 1 covers five numbers on the 100 chart with pennies. 2 Player 2 figures out which numbers are missing. 3 Both players record the missing numbers on their recording sheets. 4 Remove the pennies. Check your work. 5 Take turns hiding the numbers. M42 Unit 3 Sessions 4.6, The game is over when the recording sheet is full. More Ways to Play Cover 10 more numbers. Play with a small group. M14 Unit 8 Sessions s 1.2,1.3,1.41.3, 1.4

5 Ten Turns Recording Sheet Ten Turns Turn 1 We rolled. Now we have. Turn 2 We rolled. Now we have. Turn 3 We rolled. Now we have. Turn 4 We rolled. Now we have. Turn 5 We rolled. Now we have. Turn 6 We rolled. Now we have. Turn 7 We rolled. Now we have. Turn 8 We rolled. Now we have. Turn 9 We rolled. Now we have. Turn 10 We rolled. Now we have. Sessions 1.1, 1.2, 1.3, 1.4 Unit 8 M1

6 Ten Turns You need number cube 60 counters Ten Turns Recording Sheet (1 per player) Play with a partner. Work together. 1 Player 1 rolls the number cube. 2 Player 1 makes a group of counters the same number as the one that was rolled. Name Ten Turns Recording Sheet Ten Turns Turn 1 We rolled. Now we have. Turn 2 We rolled. Now we have. Turn 3 We rolled. Now we have. Turn 4 We rolled. Now we have. Turn 5 We rolled. Now we have. Turn 6 We rolled. Now we have. Turn 7 We rolled. Now we have. Turn 8 We rolled. Now we have. Turn 9 We rolled. Now we have. Turn 10 We rolled. Now we have. Sessions 1.1, 1.2, 1.3, 1.4 Unit 8 M1 3 Both players record the number of counters in the group. 4 Player 2 rolls the number cube. 5 Player 2 adds that number of counters to the group. 6 Both players record the new number of counters in the group. 7 Players repeat steps The game is over after 10 turns. M2 Unit 8 Sessions 1.1, 1.2, 1.3, 1.4

7 Tens Go Fish You need deck of Primary Number Cards (without Wild Cards) sheet of paper Play with a partner. 1 Each player is dealt 5 cards from the Primary Number Card deck. 2 Each player looks for pairs from his or her cards that make 10. Players put down the pairs of cards that make 10, and they draw new cards to replace them from the Primary Number Card deck. 3 Players take turns asking each other for a card that will make 10 with a card in their own hands. If a player gets the card, he or she puts the pair down and picks a new card from the deck. If a player does not get the card, the player must Go fish and pick a new card from the deck. If the new card from the deck makes 10 with a card in the player s hand, he or she puts the pair of cards down and takes another card. If a player runs out of cards, the player picks two new cards. A player s turn is over when no more pairs can be made that make The game is over when there are no more cards. 5 At the end of the game, players record their combinations of 10. Sessions3.1,3s 3.4, 3.5 Unit 8 M35

8 Primary Number Cards (page 1 of 4) Sessions3.1,3s 3.4, 3.5 Unit 8 M31

9 Primary Number Cards (page 2 of 4) M32 Unit 8 Sessions s 3.1,3 3.4, 3.5

10 Primary Number Cards (page 3 of 4) Sessions3.1,3s 3.4, 3.5 Unit 8 M33

11 Primary Number Cards (page 4 of 4) Wild Card Wild Card Wild Card Wild Card M34 Unit 8 Sessions s 3.1,3 3.4, 3.5

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