Caterpillar Chase. Race to the Finish. On the Ferris Wheel
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- Ross McGee
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1 Caterpillar Chase Objective: To practice basic addition facts Materials: For partners number cube (labeled ) p., red connecting cube, blue connecting cube, or other playing pieces Playing the Game: This activity gives children an opportunity to practice basic addition facts. Partners take turns tossing the number cube and moving his or her playing piece that many spaces. The partner then completes the vertical addition problem on the space on which he or she lands. The other partner then checks the answer. If it is correct, that player stays on the space. If the answer is incorrect, the player goes back to the space on which he or she started. Partners take turns. The first partner to get to wins the game. Caterpillar Chase Put your on. 2 Toss the, and move that many spaces. Find the sum. Your partner checks your answer. The first person to get to the wins. 2 _ 2 _ 2 2 _ Practice Game 2 Race to the Finish Objective: To practice recording data and making graphs. Materials: For partners number cube, (labeled ) p., 2 base-ten unit cubes, paper bag Race to the Finish Put the 2 in a bag. 2 Roll the. Take that many and put them on your ten frame. Take turns. 2 When you collect 0 on your ten frame, color one space on the bar graph. Then put the 0 back in the bag. The first player to color all spaces wins. PLAYER PLAYER 2 Ten Frame Ten Frame 2 Playing the Game: This activity gives children an opportunity to practice recording data on a graph. Instruct partners to toss the number cube and collect that number of base-ten unit cubes. Have children use the ten-frame on the gameboard to place their baseten cubes. If children need to toss a 2 to complete a ten-frame and they toss a number greater than 2, have them take only 2 base-ten cubes from the bag and leave the others. Remind children to shade in spaces on the graph in order from to. When shading in a space on the graph, instruct children to work neatly so they do not color more than one box. PLAYER PLAYER 2 RACE TO THE 0 2 TENS Practice Game 2 Partners take turns. The fi rst player to fi ll in spaces on the graph wins. On the Ferris Wheel Objective: To practice basic subtraction facts. On the Ferris Wheel Put your on. 2 Toss the. Move space for heads. Move 2 spaces for tails. Solve the subtraction problem. Your partner checks your answer. Take turns. The first player to reach wins. Materials: For partners 2 two-color counters or other playing piece, penny Playing the Game: This activity gives children an opportunity to practice basic subtraction facts. Partners take turns tossing the penny and moving their playing piece space if it lands on heads and 2 spaces if it lands on tails. That partner then completes the subtraction problem on the space on which he or she lands. The other partner checks the answer. Partners take turns. The first partner to get to wins the game. Player Player Practice Game Grab-and-Go! Teacher Guide and Activity Resources 2
2 0_2_2MWVEGB.indd 20 //0 ::2 PM Red or Blue? Objective: To practice predicting the likelihood of an event Materials: For partners red connecting cubes, blue connecting cubes, penny, two-color counter Playing the Game: This activity gives children an opportunity to practice predicting the likelihood of an event and apply it to a game. When children land on one of the pictures, ask them to count the red and the blue objects to determine which color would be the more likely outcome. An outcome that is more likely to be red will cause the blue player to lose one blue connecting cube. Likewise, an outcome that is more likely to be blue will cause the red player to lose one red connecting cube. Partners take turns. The game ends when a player reaches the fi nish cloud. Remind children that the winner of the game is the player with the most cubes at the end of the game. This may not be the player who reached the fi nish cloud fi rst. Red or Blue? One player takes. The other player takes. 2 Put the on. Toss the. Move the space for heads and 2 spaces for tails. If blue is the more likely outcome, the player with the loses. If red is the more likely outcome, the player with the loses. Play until the reaches. The player with the most cubes wins. Practice Game Four in a Row Objective: To practice providing different names for numbers Materials: For partners 0 two-color counters, base-ten blocks Playing the Game: This activity gives children an opportunity to practice providing different names for numbers. Partners take turns choosing a leaf and writing a different name for the number on the leaf. The partner then uses base-ten blocks to check the answer. If the answer is correct, the player puts his or her color counter on the leaf. Partners take turns. The fi rst partner to get of his or her color counters across or down wins. Four in a Row tens ones 0 twelve tens tens ten twentyseven ones tens ones ones one sixteen seventythree 2 tens ones Choose a leaf. Say another name for the number on the leaf. 2 Your partner uses to check your answer. Then put your on the leaf. Take turns. Try to get in a row. The first player with in a row wins. tens tens tens 0 2 ones ones one thirtytwo sixtytwo fortyfour 0 Practice Game Tic-Tac-Total Objective: To practice showing the same amount of money in another way Materials: For partners red counters, yellow counters, play coins Playing the Game: This activity gives children an opportunity to practice showing money amounts and representing the same amount in more than one way. When children choose a space, encourage them to fi rst fi nd the total value of coins represented in the square. Then have them show that amount in another way. Children can help each other correct their work if an incorrect total was counted for a square. Partners take turns. Remind them that the game is similar to tic-tac-toe. The object of the game is to place a counter on three spaces either across, down, or diagonally while blocking their opponent from doing the same. Tic-Tac-Total! Choose a space on the board. 2 Use coins. Show the value another way. coins Your partner finds the total value of your coins to check your work. Then put your on that space. Take turns. The first player to get in a row wins the game. Practice Game Grab-and-Go! Teacher Guide and Activity Resources 22
3 0_2_2MWVEGB.indd 0_2_2MWVEGB.indd //0 :: PM //0 ::02 PM Number Train Objective: To practice comparing and ordering 2-Digit numbers Materials: 2-color counters or other playing pieces, number cube (labeled ) p., base-ten blocks Playing the Game: This activity gives children an opportunity to practice comparing and ordering 2-digit numbers. Partners take turns rolling the number cube and moving their counters or playing piece the correct number of spaces. Once they have moved their counter, they compare and order the number on the space with the numbers before and after the space. They should order the 2-digit numbers from least to greatest. The other partner then checks the answer to make sure that it is correct. If not correct, the player returns to his or her previous position on the game board. Partners take turns. The first player to reach wins. Number Train Put your on. 2 Roll the. Move that many spaces. Compare your number to the number just before it and the number after it. Say the three numbers in order from least to greatest. Your partner uses to check your answer. Take turns. The first player to reach wins Practice Game Just in Time! Objective: To practice telling time to the hour and to the half hour without the minute hand Materials: red counter, yellow counter, number cube (labeled ) p., manipulative clock or Workmat p. 0 Playing the Game: This activity gives children an opportunity to practice telling time to the hour and to the half hour without the minute hand. Remind children to look closely at the position of the hour hand and think about how far the minute hand has moved away from the time on the hour. Instruct partners to toss the number cube and move the appropriate number of spaces. When they land on a clock, guide them to tell the time on the clock. The partner shows the same time on a manipulative clock to check. Partners take turns. The fi rst player to reach the fi nish circle wins. Just in Time! Put your on. 2 Roll the Look at the hour hand. Estimate the time. Your partner uses a to check. Take turns. The first player to reach wins. and move that number of spaces. Practice Game 2-Digit Shuffle Objective: To practice addition with 2-digit numbers Materials: For partners number cards 0 0 pp. 0, 0 two-color counters, base-ten blocks, Workmat p. 0 2-Digit Shuffle Place the number cards face down in a pile. number cards Take 2 cards. Use Workmat and to find the sum of the 2 numbers. Then place one of your on a button. If you used regrouping to solve, place one of Workmat your on another button. Take turns. Cover all the buttons. The player with the most on the board wins. Playing the Game: This activity gives children an opportunity to practice addition with 2-digit numbers. Instruct partners to shuffl e the number cards and stack them face down in a pile. One partner should then take two cards from the pile, model the numbers using base-ten blocks, and fi nd the sum of the two numbers. The other partner may use base-ten blocks to check the answer. Having a correct sum, the player puts a counter on a button. If regrouping was involved in the problem, the player puts a counter on an additional button. Partners take turns until all buttons are covered. The player to cover the most buttons on the board wins the game. Practice Game Grab-and-Go! Teacher Guide and Activity Resources 2
4 0 Hidden Figures Objective: To practice identifying plane fi gures within shapes Materials: For partners 20 two-color counters, red connecting cube, blue connecting cube, penny Hidden Figures Put your on Toss the. Move space for tails. Move 2 spaces for heads. Count the number of 2-dimensional figures on your space. If there are or more 2-dimensional figures collect. Take turns. Play until you both reach. The player with the most wins. 0 Playing the Game: This activity gives children an opportunity to apply their understanding of plane fi gures and spatial sense. Instruct children to toss a penny and move one space for tails or two spaces for heads. When children stop on a space, have them count every plane fi gure they can fi nd in that space. Remind children that a fi gure can be divided into several smaller fi gures and to count the larger fi gure as well. If children count six or more fi gures, have them collect one counter. Partners take turns. When both players reach the fi nish line, the player with the most counters wins. Practice Game 0 Soccer Sums Objective: To fi nd sums of two 2-digit numbers. Materials: Workmat p. 0 Playing the Game: This activity gives children an opportunity to practice adding 2-digit numbers. One partner will toss the penny and move space if it lands on heads and 2 spaces if it lands on tails. The partner should then solve the addition problem they land on. The other partner checks the answer. If the sum is correct, the partner fl ips again. If not, it is the other partner s turn. Partners take turns. The fi rst player to reach the opposite goal wins. Soccer Sums Put your on. 2 Toss the. Move space for heads. Move 2 spaces for tails. Solve the problem. Your partner uses to check your answer. The first player to reach the GOAL wins. Player GOAL! 2 _ 2 _ 2 _ 2 2 _ 2 2 Workmat _ 2 _ 2 _ GOAL! 2 2 _ Player 2 Practice Game 2 Pattern Pursuit! Objective: To practice fi nding and making patterns Materials: For partners red connecting cubes, blue connecting cubes, two-color counters, paper bag Pattern Pursuit! Put and in a bag. 2 Pull cubes from the bag. Use your cubes to continue a pattern. Then take. If the cubes do not continue a pattern, put them back in the bag. Do not take a. Take turns. The first to get wins. 2 Playing the Game: This activity gives children an opportunity to practice fi nding and making patterns. Instruct children to put all the connecting cubes in a bag and shake the bag to mix them. Children should remove three cubes, one at a time and place them in the Work Station at the bottom of the page in the order in which they were pulled from the bag. Ask children if the order of cubes they pulled extends any of the patterns shown on the page. If the cubes match a pattern unit, have children put the cubes on those squares to complete the pattern. Then collect one counter to represent one point. They should not get one counter for drawing a pattern that has already been extended. Partners take turns. The first player to get three counters, or points, wins. Work Station Practice Game 2 Grab-and-Go! Teacher Guide and Activity Resources 2
5 What Is the Difference? Objective: To practice subtraction with 2-digit numbers. Materials: For partners 2 red counters, 2 yellow counters, number cube (labeled ) p., base-ten blocks, Workmat p. 0 Playing the Game: This activity gives children an opportunity to practice subtraction with 2-digit numbers. Instruct partners to toss the number cube and move that many spaces. When children land on a problem, have them use Workmat and base-ten blocks to solve the problem. The difference for the problem will be found on one of the squares. Have children put their color counter on the corresponding square. If children cannot fi nd the answer on one of the squares in the center of the board, have them try again and have their partner check their answer. Partners take turns. The player with the most counters on the board at the end of the game wins. Put your on Toss the. Move that many spaces. Use Workmat and to solve. Find that number on a square. Put one of Workmat your on that square. Take turns until both players reach. The player with the most on the board wins. 2 _ 2 2 _ 2 _ What is the Difference? 2 _ _ 2 _ _ 2 2 _ 2 2 _ 2 2 _ 2 2 _ 2 _ 2 2 _ 2 _ 2 2 _ Practice Game How Long? Objective: To practice predicting and measuring length Materials: For partners 2 red connecting cubes, 2 blue connecting cubes, inch ruler or Workmat p. How Long? Choose a picture on the board. Find the real object that matches the picture. 2 You and your partner guess the length of the object. Use to measure the real object. The player with the closest guess puts a on that space. Take turns until all the pictures have. The player with the most on the board wins. crayon book 2 2 shoe Playing the Game: This activity gives children an opportunity to practice predicting the length of everyday objects and then measuring the objects. Instruct children to look around the classroom to fi nd the objects shown on the gameboard. If they cannot locate any of the items, children may substitute them for other classroom objects. Have children record their predictions and their actual measurements. The player with the closest prediction puts his or her color of connecting cube on that space. Partners take turns. After all the spaces have connecting cubes on them, the player with the most connecting cubes wins. paper marker notebook pencil pencil box scissors glue paintbrush stapler Practice Game Subtraction Action Objective: To practice subtraction with 2-digit numbers Materials: For partners number cards 0 pp., 0 counters Playing the Game: This activity gives children an opportunity to practice subtraction with 2-digit numbers. Instruct partners to shuffl e the number cards before taking four of them. Have them put the greatest and least digits on the spaces provided, and then put the other two digits below them so that they have a 2-digit subtraction problem. Guide children to put the correct number of counters on the toy boxes. For example, if children subtract and get an answer of, counters should be put on the player s toy box. Partners take turns. The first player to get 20 counters on his or her toy box wins. Subtraction Action Shuffle the number cards. Take cards. number cards 0 2 Find the greatest digit and the least digit. Put 0 them on the board. Put the other two cards on the yellow spaces. Subtract. Take for each ten in your answer. Put the on your toy box. Take turns. The first to collect 20 wins. Greatest Least digit digit Player toy box Player 2 toy box Practice Game Grab-and-Go! Teacher Guide and Activity Resources 2
6 Mass Match Up Objective: To practice measuring and comparing the mass of objects Materials: For partners 20 counters, platform scale Playing the Game: This activity gives children an opportunity to practice measuring and comparing the mass of objects. Instruct partners to each place one counter on the gameboard. Have children use the platform scale to compare the mass of their objects. The player having the object of greater mass leaves his or her counter on the gameboard. The player having the object of lesser mass removes his or her counter. Partners take turns. When there is only one space left on the board, the player with the most counters on the board wins the game. Mass Match-Up Place your on a picture. Your partner places a on another picture. 2 Find the objects. Use. Compare. The object with the greater mass wins that space. Play until there is only one picture without a. The player with the most on the board wins. 20 Practice Game Fish for Digits! Objective: To practice identifying the place value of digits in -digit numbers Materials: For partners number cube (labeled ) p., 2 two-color counters Playing the Game: This activity gives children an opportunity to practice identifying different place values. Instruct children to name a place value: for example, the tens place. Then they toss the number cube and fi nd a fi sh with that digit in the tens place. When they fi nd the number, they put a counter on that fi sh. They will only put a counter on a fi sh if they fi nd the digit they tossed in the place value they named. Partners take turns. When all fi sh are covered with counters, the player with the most counters wins. Fish for Digits! Name a value of a digit. You can say hundreds, tens, or ones. Roll the 2 Match the and the fish with the place. 2 value that you named. Put a on that fish. Take turns. Match all the fish. The player with the most wins Practice Game Underwater Fractions Objective: To practice working with fractions Underwater Fractions Put your on. 2 Roll the. Move that many spaces. Use and to model the fraction. If the model shows more than, move ahead two spaces. The first player to reach wins. 0 0 Materials: number cube (labeled ) p., red counter, yellow counter, 0 red connecting cubes, 0 blue connecting cubes blue red 2 blue red 0 red blue red Playing the Game: This activity gives children an opportunity to practice making fractions. Instruct children to roll the number cube and move that many spaces. When they land on a space, have them use the connecting cubes to put together a fraction as described on the space. If more red cubes than blue cubes are used, children move ahead 2 spaces. Partners take turns. The first player to reach the finish wins. 2 red red 0 red red 0 blue blue red red blue red 2 0 red blue 2 blue Practice Game Grab-and-Go! Teacher Guide and Activity Resources 2
7 Climb the Steps Objective: To practice comparing -digit numbers Materials: For partners number cards 0 pp., red connecting cube, blue connecting cube Climb the Steps Put your on. Place the number cards Number Cards 0 face down in a pile. 2 Each player chooses number cards and makes a -digit number. The player with the greater -digit number moves up step. The first player to reach wins. Playing the Game: This activity gives children an opportunity to practice comparing -digit numbers. Instruct children to each place a connecting cube on. Help them to shuffl e the cards and have each child draw three cards and make a -digit number with the cards. Children compare the numbers and the player with the greater number moves forward space. PLAYER PLAYER 2 Practice Game Be sure that children collect and shuffl e the cards again after each trial. The first player to reach wins. 20 Around the World! Objective: To practice subtraction with -digit numbers Materials: For partners red connecting cube, blue connecting cube, number cube (labeled ) p., 0 counters, Workmat p. 0, base-ten blocks Playing the Game: This activity gives children an opportunity to practice subtraction with -digit numbers. Instruct partners to place their connecting cube on any space to start. Players take turns tossing the number cube and each move the same number of spaces shown on the cube. The player with the greater number must fi nd the difference of the two numbers. Provide scrap paper for children to show their work. Have children count the number of hundreds in the answer. The player who had the greater number and found the difference, gets a counter for each hundred in the answer. Encourage children to check their work using base-ten blocks and Workmat. The fi rst player to collect 20 counters wins. Around the World! Each player puts a on a space. 2 Toss the. Each player moves around the world that many spaces. 0 The player with the greater number finds Workmat the difference of the two numbers. That player gets a for each hundred in the answer. The partner uses Workmat and to check. The first player with 20 wins Practice Game Grab-and-Go! Teacher Guide and Activity Resources 2
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