From Trading Up Game Teacher's guide, by H. B. Von Dohlen, 2001, Austin, TX: PRO-ED. Copyright 2001 by PRO-ED, Inc. Introduction

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1 Introduction Trading Up, by Happy Berry Von Dohlen, helps students recognize, identify, and count coins in a nonthreatening game format. Students of different skill levels learn how to assign values to coins and how to combine coins of varying amounts. Learning that there are various ways to add coins together to equal a dime or a quarter is difficult for many students. But learning how to trade up, or exchange coins of lower values for coins of higher values, makes understanding coin values fun. The purpose of Trading Up is to teach students how to count coins efficiently and accurately in order to complete real-world money transactions independently in the community. Trading Up is an interactive money-math game for 3 4 players that appeals to all learning modalities. Visual learners benefit from the full-color game board and draw cards that feature pictures of realistic coins. Tactile and kinesthetic learners gain valuable reinforcement from handling the plastic coins and placing the coins over the pictures on the game board and the draw cards. All money trades require discussion between one or two players and the banker. The dialogue that takes place during every turn boosts learning for students who need auditory feedback. While Trading Up encourages competition and critical thinking, it also creates continuous positive opportunities for players to interact with one another. One of the positive aspects of the game is that players are never eliminated. For example, if a player loses all of his or her coins, he or she is able to continue playing and collect more coins on subsequent turns. To help the players succeed, once quarters are earned, those quarters are protected. In other words, no other player can take those quarters. The draw cards are another positive aspect of the game. Each type of card has a picture clue that can help beginning readers and nonreaders understand the meaning of the draw card. Players are allowed to take as much time as necessary to make choices and complete money trades. All of these aspects of the game motivate the players and build their confidence. In order to maximize each player s learning experience, a facilitator must assume the role of the banker. The banker should be a teacher or a paraprofessional. The banker has many specific responsibilities throughout the game (see page 8 for more details). The banker s most important jobs are to ensure that all money trades are executed correctly and that all trading up questions have been asked and answered. For example, the banker observes all transactions between players and verifies that the correct coins have been exchanged. This accountability helps players make honest and accurate money trades. Before each player completes his or her turn, the banker asks, Would you like to trade up? This questioning strategy keeps players studying and counting their coins in anticipation of the opportunity to make money trades. Before playing this game for the first time, students should practice identifying, counting, and trading coins. This teacher s guide includes ten reproducible worksheets that offer basic practice with the skills that are reinforced in Trading Up. The worksheets (on pages 13 22) can be used before and after playing the game to assess the students knowledge of coins and money counting. Two reproducible assessment pages are also provided (on pages 23 and 24). The game and the worksheets should serve as supplemental materials for teaching money-math skills in the classroom. 2

2 The Game Board Components THE GAME BOARD: The game board features four colorful coin exchange charts. Each player should sit directly in front of one of the charts. Each chart shows six rows of coins that represent all of the trades that are allowed during the game. Players should be encouraged to use the charts as self-checking aids prior to trading up with the banker. By physically placing their realistic coins on top of the pictured coins, players can be reassured that their trades are acceptable trades. A row of four quarters is pictured at the top of each coin exchange chart. This row serves as a holding place for quarters. As soon as a player obtains a quarter, he or she should place it directly on the first quarter (from left to right) pictured on the chart. Once a quarter is placed on the game board it becomes protected, which means it can never be used to make change. THE MONEY BOX TRAY: In the center of the game board is a space for the plastic draw card/money box tray. This tray serves two purposes. It holds both the draw card deck and discard pile and the money box. THE DRAW CARDS: When appropriate, have the players read the draw cards aloud during the game. Encourage beginning readers and nonreaders to use the icons on the cards as clues to the cards meanings. MONEY CARDS: 32 money cards are included in the deck. These cards vary in amounts from 2 to 10. Money cards are the basis for trades between players. When a player draws a money card, he or she should choose another player to ask for the coin(s) shown on the card. If the other player has the appropriate coin(s), he or she must give those coins to the first player. If the second player says, No, I don t have those coins, the first player should ask, Can you make change? If the second player can make change, he or she should do so with the banker and give the first player the correct coin(s). 4

3 HIGHEST AND LOWEST COIN CARDS: Four cards in the deck require a player to give either his or her highest or lowest coin to the player sitting to the right or left. When a player draws one of these cards, he or she determines which of his or her coins has the highest or lowest value and gives that coin to the specified player. DOUBLE YOUR MONEY CARDS: Four cards in the deck double a player s money. When a player draws one of these cards, he or she shows it to the banker. Then, the player shows the banker his or her money. The banker doubles the player s money by giving the player coins that are identical to the coins in his or her possession. BANKER S BLUFF CARDS: Four banker s bluff cards are included, with amounts ranging from 11 to 19. When a player draws one of these cards, he or she shows the card to the banker. The banker selects a combination of coins that equals the amount of money on the card or another amount to bluff the player. The banker asks the player if the amount of coins being displayed equals the amount on the banker s bluff card. The player counts the coins and responds with either Yes or No. If the player answers correctly, he or she wins the amount of money shown on the banker s bluff card. If the player answers incorrectly, he or she does not win any money. INTEREST CARDS: Ten interest cards are included in the deck in the amounts of 5, 10, and 25. When a player draws one of these cards, he or she shows the card to the banker. The banker gives the player the amount of money shown on the card. 5

4 GET MONEY FROM THE MONEY BOX CARDS: Four cards in the deck allow a player to get a specified amount of money from the money box. If a player draws one of these cards, he or she should look in the money box. If the specified coins are in the box, he or she takes those coins. If those coins are not in the money box, but there is a coin of a higher value, the banker makes change and pays the player. Note: If there is less than the specified amount in the money box, the player takes the money that is there. Then, the banker replenishes the money box with 20 cents. The game continues. The player is not allowed to get additional money from the replenished money box. GIVE MONEY TO THE MONEY BOX CARDS: Four cards in the deck require a player to place a specified amount of money in the money box. When a player draws one of these cards, the player places the specified coin(s) in the money box. If necessary, the player gets change from or trades up with the banker to complete the transaction. Note: If the player has less than the specified amount, he or she should not place any money in the box. WIN MONEY CARDS: Four cards in the deck allow a player to take all of the money in the money box. When a player draws one of these cards, he or she takes possession of all of the coins in the money box. Then, the banker replenishes the money box with 20 cents. The game continues. FREE PASS CARDS: Four free pass cards are included in the deck. A free pass card is designed to protect the player from having to give coins to other players or the money box. The pass can be saved and used at the discretion of the player. Free passes are placed in the discard pile after they have been used. 6

5 Getting Ready to Play FREE PLAY WITH COINS: When students are given the opportunity to explore and play with manipulatives before being assigned a task, they often create meaningful games that will enrich their future understanding. To initiate discussion and stimulate curiosity, let the students handle and play with the realistic coins. Touching the money before the game helps the students become more familiar and comfortable with the colors and sizes of the different coins. DRAW CARDS: The game will flow more smoothly if the students are familiar with the draw cards. Use the deck of draw cards to make up games that will foster discussion and generate questions. For example, distribute the cards that have coins on them to all students. Allow each student to tell the class what is on his or her card. Ask each student what he or she might be able to buy with the coins shown on the card. While the students still have the cards, pass out the realistic coins. Have the students place the coins on the draw cards and identify the value of each coin as they place it on the card. Then, have the students remove the coins and hold them in their hands. While they are still sure of the answer, have the students count the money they have in their hands a second time for reinforcement. REPRODUCIBLE WORKSHEETS: As the students become more familiar with the coins and coin values, allow them to take home the reproducible worksheets (on pages 13 22). Encourage the students to complete the worksheets with an adult or older sibling who can answer any of their questions. PARTNER TRADING ACTIVITY: Prior to playing Trading Up, plan a partner trading activity for pairs of students. Make trading boards like the one illustrated below using a sheet of paper and a marker. Turn the paper horizontally, and divide the page into three columns. Label the first column Pennies, the second column Nickels, and the third column Dimes. Then, distribute realistic pennies, nickels, and dimes and one die to each pair of students. Have the partners take turns rolling the die. The number rolled is the number of pennies that the student should place in his or her Pennies column. When a student accumulates five pennies, he or she can trade the pennies for a nickel and place the nickel in the Nickels column. When a student has two nickels in the Nickels column, he or she can trade the nickels for a dime and place the dime in the Dimes column. Each pair should continue playing until one partner has collected ten dimes. Practicing trading with coins in this simple manner will prepare students for success in Trading Up. Pennies Nickels Dimes

6 How to Play OBJECT OF THE GAME: Players use the initial 20 cents they receive at the beginning of the game as start-up money to trade up for coins of higher values until they have collected four quarters. Players select draw cards that determine how much money they will give or receive. The player taking the turn makes an exchange with another player or the banker. Critical thinking skills are sharpened as players try to collect coins from other players, trade up, and prevent others from taking their coins. THE MONEY BOX: The money box is a part of the draw card/money box tray that fits in the middle of the game board. It exists so that players can have chances to win money and increase their opportunities to trade up. The banker should place 20 cents in the money box at the beginning of the game. Players will add coins to and remove coins from the money box according to directions on draw cards. When the money box is empty, the banker should replenish it with 20 cents. THE BANKER S ROLE: The banker should be a teacher or a paraprofessional. The following is a list of duties the banker must perform: a. Shuffle the deck of draw cards. The banker should place the shuffled deck face down in the draw card/money box tray. b. Place 20 cents in the money box. The banker should place ten pennies and two nickels in the money box and place the draw card/money box tray in the center of the game board. c. Distribute the start-up money. The banker should allow each player to request a denomination of 20 cents by choosing one of the combinations of coins on the 20 Chart (on page 12). The banker should give those coins to the player. d. Determine which player goes first. The banker should select an amount of coins, between one cent and 25 cents, and hold them in his or her hands. The player who guesses closest to the amount without going over will take the first turn. Play continues with the player on his or her left. e. Manage the coins in the money box. Whenever the money box is empty, the banker should replenish it with 20 cents (ten pennies and two nickels). f. Answer any questions the players have during the game. The banker should clarify all rules, dialogue, and expectations before the game begins. All disputes should be settled by the banker. The banker is the final decision-maker. g. Manage all trades. The banker should verify that all players are counting their coins correctly. h. Interact with the players when the draw cards specify. The banker should be familiar with all of the draw cards before the game begins. i. Ask the players if they want to trade up before the end of each turn. When a player makes a trade with the banker, the request should be specific. For example, Please give me a dime for these two nickels. 8

7 THE FIRST PLAYER: The first player should select a draw card from the top of the deck, read the card aloud, and determine what to do. The banker should read or interpret the card if the player is unable to do so. If the card is a money card, the player should choose another player to question. If the card is a fun card, the player should follow the directions on the card. If the card is a free pass, the player should put the card aside for future use. DIALOGUE DURING THE GAME: The most valuable skills that each player will learn are how to count coins and how to exchange coins for equal amounts of money. In order for players to acquire these skills, specific questions must be asked during every turn. After selecting a draw card, the player should place his or her card on the table and read the directions on the card aloud. Nonreaders can use picture clues to read the cards. When a player selects a money card, he or she should choose one other player to question. The player should ask for the specific coins that are pictured on the card. For example, Do you have one nickel and one penny? Note: The player should not ask, Do you have six cents? because this does not help the player identify the coins on the cards by name. If the player being questioned has the specific coins, he or she should give those coins to the first player. If the player being questioned does not have the specific coins, he or she should answer, No. The first player should then ask, Can you make change? If the second player can use his or her coins to get change from the bank, then he or she must make an exchange with the banker. For example, if the first player requests two pennies and the second player has only a nickel, the second player must give his or her nickel to the banker in exchange for five pennies. Then, the second player should give two pennies to the first player. If the second player states that he or she cannot make change, the banker should verify his or her response by checking that player s coins. TRADING UP PROCEDURES: At the end of each player s turn, the player should look at the coins in his or her possession and decide whether he or she wants to trade up. The player should state, I want to trade up or I do not want to trade up. If the player forgets to make one of these statements, the banker should ask the player, Do you want to trade up now? Players should be reminded not to say, I can t trade up since that statement might give other players a clue about the coins a player has in his or her possession. Trading up is not required. However, since it benefits the players, they should be encouraged to trade up before their turns end. A player can make only one trade at a time. For example, if a player has five pennies, he or she can trade them for a nickel. A player cannot exchange five pennies for a nickel and then exchange two nickels for a dime. Allowable trades are displayed on the coin exchange charts on the game board. A player may not make a trade with the bank that is not shown on the game board. Note: All possible exchanges are not shown on the board because the author wanted to focus on exchanges that encourage trading up. For example, the game board does not show that ten pennies equal a dime. Therefore, a player cannot trade ten pennies for a dime. Instead, a player must trade five pennies for a nickel and wait until the next turn to trade five pennies and a nickel for a dime. When a player makes trades with the bank, the player should state his or her intentions clearly. For example, he or she might state, I want a dime for these two nickels or Please give me a nickel for these five pennies. 9

8 COMPLETING THE TURN: After the first player has followed the directions on the card and had the opportunity to trade up, the player should place the draw card face up in the draw card tray to begin the discard pile. Play continues with the player to the left of the first player. When the entire deck of cards has been used, the deck should be reshuffled and placed face down so that play may continue. PLAYING STRATEGIES: Players should try to conceal their coins from the other players by keeping the coins hidden underneath their hands or in miniature paper cups (not included). Players should pay close attention to the coins that other players receive throughout the game so that they know who to ask for money. When a player draws a free pass card, the banker should remind the player that it might be wise to save the card until he or she is asked to relinquish a coin or coins of a high value. RUNNING OUT OF MONEY: Any player who runs out of money remains in the game. If the player draws a Give money to card, he or she should place the card in the discard pile and the turn is over. If another player asks a bankrupt player for money, the bankrupt player should state, I do not have the coins you are asking for. Players should try to hide the fact that they do not have any coins. EARNING A QUARTER: The first time a player trades up for a quarter or receives a quarter from an interest card, the quarter should be placed on the first quarter in the row of quarters on his or her coin exchange chart on the game board. Players should place their quarters on the rows from left to right to reinforce counting to $1.00 (25, 50, 75, and $1.00). Once a player earns a quarter, that quarter is protected. WINNING THE GAME: The first player to collect four quarters should trade the four quarters for the winning dollar (see page 11). Then, that player is declared the winner. SPEEDING UP THE GAME: The teacher can make the game move more quickly by removing low value money cards from the deck of draw cards or increasing the amount of start-up money or money in the money box. SLOWING DOWN THE GAME: The teacher can make the game move more slowly by removing high value money cards from the deck of draw cards or decreasing the amount of start-up money or money in the money box. COACHING TIPS: The teacher can maximize student learning by using the following tips: 1. Make sure that the players try to trade up at the end of their turns. 2. Insist that the players ask for coins by name. 3. Encourage the players to hide their coins. 4. Remind the players that they should not let other players know how many or what kind of coins they have. 5. Encourage the players to use the coin exchange charts on the game board. 6. Encourage the players to place their coins on the money cards to ensure that they are giving or receiving the correct coins. 7. Make sure that the players place their quarters on the game board from left to right. 10

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