MATH Learning On The Go!!!!

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MATH Learning On The Go!!!! Math on the Go Math for the Fun of It In this busy world, we spend a lot of time moving from place to place in our cars, on buses and trains, and on foot. Use your traveling time as an opportunity to learn about math. Look around as you travel from place to place, and help your child find numbers on buildings, buses, taxis, and houses that they can add and subtract while on the road. Not only will your child be learning and practicing math skills, but the time you spend traveling will go by more quickly as well. Resources for the below activities can be accessed one Math.com or by clicking on the link below http://www.math.com/parents/articles/mathgo.html

Number Search Grades K-3 Paper, pencil, and ruler 1. Create a chart that lists the numbers from 1 to 50. 2. Write down each number as family members locate that number on a car, a sign, a building, or other objects in your community. 3. Write down words that have numbers in them, such as "onestop shopping," "two-day service," "buy one, get one free," or "open seven days a week." License Plate Special Grades 2-5 License plates, paper, pencil, and ruler 1. Copy down a license plate number as you are traveling in your car, walking around the neighborhood, or sitting on a park bench watching cars go by. Read the license plate as a number (excluding the letters). For example, if the license were 663M218, the number would be six hundred and sixtythree thousand two hundred and eighteen. 2. Find other license plates and read their numbers. Is the number less than, greater than, or equal to yours? 3. Estimate the difference between your number and another license plate. Is it 10, 100, 1,000, or 10,000? 4. Record the names of the states of many different license plates as you see them. From which state do you see the most? Which has the fewest? Prepare a chart or graph to show your findings.

License Plate Riddles Grades K-5 License plates, paper, and pencil 1. While traveling in a car, or on a bus, everyone watches for license plates, focusing on one in particular for 5 minutes. The object is to use the digits on the license plate to make the largest 3-digit number possible. When a player chooses a license plate during the 5-minute watching period, they call out the 3-digit number they have made from the license plate. The person with the largest number wins the round. Try the next round so the winner is the person with the smallest 3-digit number. 2. Let each letter on a license plate be worth the value of its position in the alphabet. A= 1, M =13, Z = 26. Each person chooses a license plate and adds the value of the letters. The person with the lowest or the highest value wins the round. 3. For younger children, this activity can be simplified by having them find the largest single digit, or double digit, or even add all the numbers on the license plate, or just recognize digits. How Long? How Far? Grades 1-3 Information about how far you're traveling and how long it will take Many times when you are on the go, you are headed somewhere that requires you to be there by a certain time. 1. Ask your children how far they think you have traveled and how much more you have to travel. 2. Talk about how long it takes to get to your destination. If it is 3:15 now, and it takes 45 minutes to get there, ask if you will make it for a 4:15 appointment? How much extra time will there be? Will we be late?

Ease on Down the Road Grades 2-5 1. A gallon of gas costs $1.24 a gallon. What does it cost for 5 gallons? 10 gallons? 15 gallons? 20 gallons? What is an easy way to figure this out? How can you estimate the cost by rounding the cost per gallon? 2. The speed limit is 55 miles per hour. How far will you go in 1 hour? Two hours? Three hours? How long will it take to go 500 miles? Use a calculator to check your answers. Guess If You Can Grades K-5 1. Let your child think of a number between a stated range of numbers while you try to guess the number by asking questions. Here is a sample conversation. Child: I am thinking of a number between 1 and 100. Parent: Is it more than 50? Child: No. Parent: Is it an even number? Child: No. Parent: Is it more than 20 but less than 40? Child: Yes. Parent: Can you reach it by starting at zero and counting by 3's? Child: Yes. (At this stage, your child could be thinking of 21, 27, 33, or 39.) 2. Figure out the answers to your own questions. 3. After you have guessed your child's number, let your child guess a number from you by asking similar questions.

What Are the Coins? Grades 2-5 Some coins Ask your child the following questions: 1. I have three coins in my pocket. They are worth 7 cents. What do I have? (a nickel and 2 pennies) 2. I have three coins in my pocket. They are worth 16 cents. What do I have? (a dime, a nickel, a penny) 3. I have three coins in my pocket. They are worth 11 cents. What do I have? (2 nickels and 1 penny) 4. I have three coins in my pockets. They are worth 30 cents. What do I have? (3 dimes) 5. I have six coins in my pocket. They are worth 30 cents. What could I have? (1 quarter and 5 pennies or 6 nickels). This problem has more than one answer. It is challenging for children to experience problems like this. 6. I have coins in my pocket, which have a value of 11 cents. How many coins could I have? You get the idea! Give your child a few coins to figure out the answers. Money Match Grades K-2 One number cube to roll; 10 of each coin (penny, nickel, dime, and quarter) 1. For young players (5 and 6 year olds) use only two different coins (pennies and nickels or nickels and dimes only). Older children can use all types of coins. 2. Explain that the object of the game is to be the first player to earn a set amount (10 or 20 cents is a good amount). 3. The first player rolls the number cube and gets the number of pennies shown on the cube. Keep all like coins in batches or stacks of 5 or 10. 4. As each player accumulates 5 pennies or more, the 5 pennies are traded for a nickel. Players take turns rolling the cube to collect additional coins. 5. The first player to reach the set amount wins. 6. Add the quarter to the game when the children are ready. As each player accumulates 5 nickels, they are traded for quarters.

More or Less Grades K-2 One coin, number cards (from book cover), scratch paper, pen, and pencil Two players will play a card game where each will draw a card. The players will compare cards to see who wins that round. Before you begin, flip the coin and call "heads" or "tails" to see if the winner of each round will be the person with a greater value card (heads) or a smaller value card (tails). 1. To begin the game, divide the cards evenly between the two players. 2. Place the cards face down. Each player turns over one card at a time and compares: Is mine more or less? How many more? How many less? The player with the greater or smaller value card (depending on whether heads or tails was tossed) takes both cards. 3. The winner of the game is the player with more cards when all the cards are gone from the stack. 4. Now try the same activity with each player pulling two cards and adding them. Which sum is more? How much more? How much less? Problem Solvers Grades 1-3 Enough sets of cards so that each player has a set of cards numbered 1 through 6. 1. Super sums. Each player writes numbers 1-12 on a piece of paper. The object of the game is to be the first one to cross off all the numbers on this list. Use only the cards 1-6. Each player picks two cards and adds up the numbers on them. The players can choose to mark off the numbers on the list by using the total value or crossing off two or three numbers that make that value. For example, if a player picks a 5 and a 6, the player can choose to cross out 11, or 5 and 6, or 7 and 4, or 8 and 3, or 9 and 2, or 10 and 1, or 1, 2, and 8. If a player cannot cross off a number, the player loses the turn. The first player to cross off all the numbers wins. 2. Make the sum of 100.Use only cards 1-6. Each player takes turns drawing a card and each player must take 6 cards from the deck. With each draw, a player decides whether to use the number on the card in the 10s place or the 1s place so that the numbers total as close to 100 as possible without going over. For example, suppose a player draws the following cards in this order: 1, 6, 3, 2, 3, 2, and chooses to use the numerals in the following way:

Let's Play Store Grades K-5 Empty containers (cartons or boxes), old magazines, books, newspapers, calculator, pencil or crayon, and paper 1. Help your child collect empty containers so that you can play as if you were shopping at the grocery store. Gather the items and put them on a table. 2. Help your child think of a price for each item. Mark the prices on the containers. You can even mark some items on sale. 3. Pretend to be the customer while your child is the cashier. 4. Teach your child the difference between the math symbols (+, -,, x, and =) and how they are used when using the calculator. Help your child add the prices of each item on the calculator and total the amount using the (=) symbol. Have your child write the total on a piece of paper, which will be your receipt. 5. While you and your child play store, you can ask questions like how much would it cost to buy three cartons of eggs? How much does 1 box of soap cost, if they are 2 for $5.00? How much is my bill, if I don't buy the cereal? How much more will it cost if I buy this magazine? Have your child estimate the amounts of the items you are buying. Check to see if the estimation is correct on the calculator.