OH! THE MATH THAT THEY'LL KNOW

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1 Box Cars and One-Eyed Jacks OH! THE MATH THAT THEY'LL KNOW JANE FELLING CCTCA 2016 phone / boxcarsandoneeyedjacks.com fax BoxCarsEduc BoxcarsEducation For an electronic copy of handout with more rules and games send an to: handouts@boxcarsandoneeyedjacks.com with the conference and session title

2 SNAPPY SUITS LEVEL: SKILLS: PLAYERS: EQUIPMENT: GOAL: Pre-Kindergarten - Kindergarten count using one-to-one correspondence, recognizing same/different, identify objects in a group as > < or = 2 deck of cards (remove Jokers, Jacks, Queens & Kings), gameboard to recognize and match the 4 suits, then count using one-to-one correspondence how many were collected of each suit GETTING STARTED: Cards are divided evenly between the two players. Each player flips over one card. If they are the same suit, (ie: two hearts, two spades etc.), the first player to say snap keeps both cards. Play continues until cards run out. The player with the most cards is the winner. In the event of a tie, players leave their cards down and whoever wins the next round collects all the accumulated cards. MATH JOURNAL WORK AND EXTENSIONS: Students may want to play multiple rounds of this game before moving on to journaling and extensions to ensure they have cards to work with for the activities. 1. Have students count how many cards of each suit they have and write the number on their gameboard. Have students complete the sentences in the boxes and then sort their cards in the gameboard boxes. 2. Discuss with the class that for instance 12 hearts is greater than or more than 4 spades. Or that 8 clubs is less than 14 diamonds. Demonstrate for them using phrases such as, The suit I have the most of is diamonds with 14 cards. The suit I have the 2nd most of is hearts because I have 12 hearts. The next suit I have the most of is clubs. I have 8 clubs. The suit I have the least of is spades. I only have 4 spades. 3. Another option is to have them stretch their cards out in rows to see which suit makes the longest train to the shortest train.

3 20 UP GAMEBOARD TOTAL = TOTAL = TOTAL = TOTAL =

4 PATTERN PUT AWAY RECORDING SHEET Partners Names: The name for our pattern is: The way we would describe our pattern is: We think our pattern is interesting because:

5 SUBITIZING SHAKE UP LEVEL: Kindergarten - Grade 1 SKILL: subitizing, recognition of numbers 1-6 SET UP: PLAYERS: GOAL: vertical or horizontal, 1 die in each slot, 1 shaker per student 2 (cooperative pair) or solitaire call out numbers with immediate recognition of dot pattern GETTING STARTED: SEES SAYS five FOR SOLITAIRE: Have student shake their container, hold it still, then say their numbers out loud to their partners as they work down the slots. math talk two etc. four five two As students mature they could record their numbers after each shake. (see reproducibles) EXAMPLE: See Say Record six two 2 math talk one three 3 one 1

6 SUBITIZING SHAKE UP FOLLOW UP ACTIVITIES: Play in cooperative pairs and do the following. 1. Have students print numbers and circle any matches. SEE 2 math talk match math thinking I had 2 fours, 2 ones" "no sixes" 5 match Have them compare their shaker with other students and see who had the most 1 s, 2 s etc. 3. Is there a number that didn t get shaken?

7 SUBITIZING SHAKE UP RECORDING SHEET SEE SEE SEE SEE SEE SEE

8 KINDERGARTEN HORSE RACE RECORDING SHEET MY > = < MY FRIEND'S MY > = < MY FRIEND'S MY > = < MY FRIEND'S

9 1-6 SQUARE OFF GRAPH YOUR ROLLS

10 NEXT IN LINE GAMEBOARD MY ROLL NEXT 3 S IN MY SEQUENCE CHALLENGE ROLL,,, S BEFORE MY ROLL,,, S AFTER

11 BACK OF THE BUS GAMEBOARD FIRST 3 S IN MY SEQUENCE MY ROLL CHALLENGE ROLL,,, S BEFORE MY ROLL,,, S AFTER

12 FACE OFF LEVEL: SKILLS: PLAYERS: Pre-Kindergarten - Grade 1 count using one-to-one correspondence, identify objects in a group as > < or = to 2 1 vs 1 EQUIPMENT: deck of cards (Ace=1)-5 to start or (Ace=1)-10, (remove Jokers, Jacks, Queens and Kings) GOAL: to have the greatest number and to collect the most cards by the end of the game GETTING STARTED: Players divide cards evenly between themselves. Each player turns over one card, counts and says the number out loud. The player with the greater number wins both cards. In the event of a tie, where each player has the same number, players declare a Face Off. Each player deals out three cards upside down and turns over one new card. TIE-BREAK The new cards are compared for greatest. The greater number collects all the cards. Player Two would say 6 is greater than 4 and put all ten cards into their points pile. Play continues for a set period of time. The player with the most cards is the winner. MATH TALK Make sure students are using correct math vocabulary as they play, for example 6 is a greater number than 4. As they mature they can verbalize part-whole relationships such as 6 is greater than 4... by 2. VARIATION: 1. Play for least number as the winner of the cards, verbalizing 4 is less than 6 before putting cards into the point pile.

13 DECA DICE LINE UP RECORDING SHEET Least Greatest ROLL 1 ROLL 2 ROLL 3 ROLL 4 ROLL 5 ROLL 6 ROLL 7 ROLL 8 ROLL 9 ROLL 10 CIRCLE ANY DOUBLES OR TRIPLES CIRCLE ANY ROLLS IN SEQUENCE

14 MR. WOLF IS UPSIDE DOWN! GAMEBOARD

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