Grades 4-6 Teacher Math Workshop SAGE Conference Session for MAME Winnipeg MB Canada October 19
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1 Grades 4-6 Teacher Math Workshop SAGE Conference Session for MAME Winnipeg MB Canada October 19 Contents of this handout copyright protected by Box Cars And One-Eyed Jacks Inc, No Sweat Education Inc., and Cademac Inc.
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31 Rules to Games not covered in Workshop All games and rules are copyright protected by either Box Cars And One-Eyed Jacks or No Sweat Education and Cademac Corp BETWEENERS Equipment: 3-in-Cube Dice (the large clear die that has 3 tiny dice inside) Concepts: Place Value, Ordering Numbers by size, Betweeness Players: 3 (or 4) Lead up activities: Have the students shake the die, look at the roll and make the largest number they can, smallest number they can. Have students shake the die, look at the roll and identify ALL the number combinations that can be made - for example rolled the student can make 345, 354, 435, 453, 534 and 543. Set Up and Play: Each player has their own recording paper. Each player rolls their own 3-in-Cube die and figures out the possible combinations. Each player secretly records their own number on their own recording sheet so the other players don't know yet what number they wrote down. Once each player has recorded their own number, all the players reveal their own number to the other two players. Each player records the other two players' numbers on their own recording sheet. Players compare the numbers, Highest doesn't win, Lowest doesn't win, THE BETWEEN NUMBER WINS. For example Player 1 rolls 536 and secretly records 356, Player 2 rolls 413 and secretly records 341, Player 3 rolls 141 and secretly records 411. Player 1 records 356, 413 and 411. Player 1 is the lowest at 356, Player 2 is the highest with 413 and player 3 is the between player (the winner of the round) with 411. NOTE with 4 players, the two between numbers win. UNDERCOVER Equipment: 1 set of dominoes per game, 1 game sheet per player (or team) Concepts: Problem Solving, Adding, Subtracting, Chance, Probability Players: 1 vs 1 (or teams of 2 vs 2) Set Up and Play: All of the dominoes are turn face-down. Player one takes one domino turns it face-up and places it onto one of the other face-down dominoes and then takes that stack of two and places it beside the "1" on their game sheet. They predict what they think the sum will be of the face-up and face-down dominoes stack and write it in the "prediction" box. Player two turns a domino face-up and places it on one of the remaining face-down dominoes and then takes that stack of two and places it beside the "1" on their game sheet. Player two writes their prediction for that stack in the "prediction" box. Players continue to take turns making face up, face down stacks of dominoes, placing them next to their game sheet and recording their predictions. Once all the dominoes have been stacked and predictions completed, the players then take turns revealing the bottom domino in each stack, add the two dominoes and record the sum in the "actual" box. The find the difference between the Predicted and Actual numbers for each of their turns and record the difference in the "Difference" box. At the end, they add all the Differences up to determine their final score. The player with the LOWEST FINAL SCORE WINS. TWISTING DOMINOES Equipment: 1 set of dominoes per game, 1 game sheet per player Concepts: Problem Solving, Operations, Place Value Players: 1 vs 1 (or teams of 2 vs 2) Set Up and Play: One of the players determines a target by rolling a 10's and 1's number using two dice for example 32. Each player draws two dominoes from a face-down pile of dominoes. They arrange the dominoes on their gameboard. They may twist the dominoes (For example 24 can be 42) and decide which domino is on top and bottom. They also determine what operation they are going to do with the two dominoes. For example, the target is 32, player one draws a 46 and 05. Player one can have 46x05 for 230, for 51, for 96, for 6 etc. Player one decides that 46-05=41 is the sentence they want. Meanwhile, player two drew 24 and 36 and figured that 63-24=39 is their best possibility. Since player two's 39 is closer than player one's 41 to the target of 32, player two wins the round. Players record their work on their gameboards. FLIPPER Equipment: 1 set of dominoes per game with all dominoes with blanks removed, 1 game sheet per game Concepts: Proper / Improper Players: 1 vs 1 (or teams of 2 vs 2) Set Up and Play: All of the dominoes are placed face down in a pile. One player is "Proper Fractions" the other player is "Improper Fractions". Each player takes turns taking one of the dominoes from the pile and placing it (still face down) on the middle of the game board. The player then turns the domino over from left to right (ie sideways) to reveal a fraction. If it is a proper fraction, it is placed on the Proper Fractions side of the gameboard (regardless of which player turned... Contents of this handout copyright protected by Box Cars And One-Eyed Jacks Inc, No Sweat Education Inc., and Cademac Inc.
32 ... to the domino over). Players continue to take turns turning the dominoes over until all of the dominoes have been turned over. Whom ever has the most dominoes on their side, wins the game. FRACTION LINE UP Equipment: 1 set of dominoes per game, 1 game sheet per player Concepts: Ordering Fractions, Problem Solving Players: 1 vs 1 (or teams of 2 vs 2) Set Up and Play: All of the dominoes are placed face down in a pile. Players take turns choosing a fraction and placing it on their game board. Players are trying to have their board end up with all 5 fractions lined up from Least to Greatest. Once a fraction is placed on a player's game board, it can not be moved. Players are NOT allowed to place equivalent (equal) fractions next to each other. If a player chooses a domino that won't work on the board, it goes into the reject pile. The player who gets the dominoes lined up from least to greatest first (on equal turns with the other player) wins the round. If a player runs out of rejects before they have their fractions lined "busts" and is not eligible to win. It is possible to have one player win to end the game, both players tie at the end of the game, both players bust to end the game. Contents of this handout copyright protected by Box Cars And One-Eyed Jacks Inc, No Sweat Education Inc., and Cademac Inc.
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