CONTIG is a fun, low-prep math game played with dice and a simple game board.

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1 CONTIG is a fun, low-prep math game played with dice and a simple game board. It teaches the math concepts of simple operations, the order of operations, and provides great mental math practice. Played with 2-4 players, it requires these supplies: Game board (print one for each group) 3 dice for each group Scoring sheets (included, or use scratch paper) Marking method (either markers like bingo chips or actual markers to write with) Directions are included that can be printed out for each group of players. If you teach little bitties, you ll want to explain the directions orally. Also included are several boards, including an Addition & Subtraction version that can be used for the little ones who need more simple practice There are other options as well, including: Only score points for the squares the marked square touches, not the original square. This is the original way, but I don t like it!! Time it! Give each player a certain amount of time to do their calculations. Play elimination, where players who get a zero a certain number of times in a row get eliminated. (I don t like this one, either!) Play it like Tic-Tac-Toe, with players marking their squares with X or O and trying to get 3, 4, or 5 in a row. CONTIG aligns beautifully with all math standards. For the Common Core, it aligns specifically with: 2.NBT.B.5 3.NBT.2 3.NBT.3 3.OA.D.8 3.OA.B.5 3.OA.C.7 4.NBT.4 4.NBT.5 4.NBT.6 5.NBT.6 I print my boards on cardstock and laminate them for happiness! I hope you (I mean your students) have fun playing CONTIG! If you have questions, please me at lisa@giftedguru.com. I d love to help!

2 Differentiating CONTIG for high-ability learners is super simple. Try any (or all!) of these possibilities: Use double dice or dice with more than six sides or more dice Use the included fractions board Use the full version with younger students (meaning not the simple version) Have one of the dice be an exponent (To do this, say that the lowest die rolled that is greater than one is an exponent. If no dice greater than one are rolled, no exponents are in play that round.) Use a time constraint Have students create their own board, with each line following a different rule for the number set (first row is multiples of 3, second row is prime numbers, third row is multiples of 6, etc.). Have them play and discuss the results. Almost always, one of the best ways is to offer student choice. What can your students come up with if asked to adapt the game to increase the challenge? I d love to know what they come up with! Please me at lisa@giftedguru.com and share!

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5 CONTIG directions Number of Players: 2 4 Roll to see who goes first. The lowest roll goes first, and then go in a clockwise direction (to the left). When it s your turn, roll all 3 of the dice. You can t touch them once they ve been rolled, so if you want them next to each other, scooch them over with a pencil. If any of the dice fall on the floor or isn t flat, roll all of the dice again. Use the three numbers on the dice to make a two-step equation using any operators you like (+, -, x, ) that equals an open square on the board. Try to find the highest scoring open square. Mark your answer on the board. Remember! You can t use a square that s already been marked. When you mark your square, explain how you calculated the number. On the score sheet, add a point for the square you marked. Also, give yourself a point for all of the squares touching the sides or corners of the one you marked that were already marked (either by you or someone else, it doesn t matter). You can get a maximum of 9 points each turn! Before the next player rolls the dice, your answer can be challenged. If the player who challenges you is correct in saying that your calculations were wrong, the challenger gets the points you were supposed to get. You get zero. If the challenger is wrong, you get an extra point! If you can t make your dice equate to a number on an open square, you don t get any points that turn. If another player can make your dice equate to an open square, they can mark that space and take the points. Play until everyone has had ten turns. Player with the highest score wins.

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7 CONTIG directions Number of Players: 2 4 Roll to see who goes first. The lowest roll goes first, and then go in a clockwise direction (to the left). When it s your turn, roll all 3 of the dice. You can t touch them once they ve been rolled, so if you want them next to each other, scooch them over with a pencil. If any of the dice fall on the floor or isn t flat, roll all of the dice again. Use the three numbers on the dice to make a two-step equation using any operators you like (+, -, x, ) that equals an open square on the board. Try to find the highest scoring open square. Mark your answer on the board. Remember! You can t use a square that s already been marked. When you mark your square, explain how you calculated the number. On the score sheet, add a point for the square you marked. Also, give yourself a point for all of the squares touching the sides or corners of the one you marked that were already marked (either by you or someone else, it doesn t matter). You can get a maximum of 9 points each turn! Before the next player rolls the dice, your answer can be challenged. If the player who challenges you is correct in saying that your calculations were wrong, the challenger gets the points you were supposed to get. You get zero. If the challenger is wrong, you get an extra point! If you can t make your dice equate to a number on an open square, you don t get any points that turn. If another player can make your dice equate to an open square, they can mark that space and take the points. Play until everyone has had ten turns. Player with the highest score wins.

8 T ADDITION AND SUBTRACTION Owl thinks you re going to like this game!

9 T ADDITION AND SUBTRACTION Owl thinks you re going to like this game!

10 CONTIG SCORE SHEETS To use: Print out enough sheets to have one per team. After rolling to see who goes first, players write their names in the columns in the order in which they will be rolling (This helps keep track of turns!). Each round, the players write the number of points earned in the left column ( earned ), and the running total in the right column ( total ). They write their final totals in the bottom row ( TOTAL ). Players: Earned Total Earned Total Earned Total Earned Total Round 1 Round 2 Round 3 Round 4 Round 5 Round 6 Round 7 Round 8 Round 9 Round 10 TOTAL: Players: Earned Total Earned Total Earned Total Earned Total Round 1 Round 2 Round 3 Round 4 Round 5 Round 6 Round 7 Round 8 Round 9 Round 10 TOTAL:

11 GiftedGuru

12 GiftedGuru

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