TABLE OF CONTENTS Introduction 1 How To Use This Book 3 Using Games As A Teaching Strategy 5 Math Journal Masters 7 Math Backpacks 11 Materials 15 SHUFFLING INTO MATH WITH THESE INTRODUCTORY CARD GAMES Snappy Color count using one-to-one correspondence, 24 recognizing same/different Snappy Color Recording Sheet 25 Snappy Suits count using one-to-one correspondence, 26 recognizing same/different, identify objects in a group as > < or = Snappy Suits Gameboard 27 Beat The Clock Speedy Suits count using one-to-one correspondence, 28 recognize same/different, pictographs Beat The Clock Speedy Suits Gameboard 29 Beat the Clock Speedy Suits Class Graph 30 Color Patterning making and identifying patterns 31 Color Patterning Gameboard 32 Classical Snap learn number names, recognize, compare 33 numbers as same/different Number Mania learn number names, recognize numbers as 34 same/different, counting sequence Pair Hunt learn number names, recognize numbers as 35 same/different Pair Them Up learn number names, recognize numbers 36 as same/different, count using one-to-one correspondence Classic Concentration learn number names 1-10, recognize numbers 38 as same/different Five Or Ten To Win know number names and the count sequence 39 1-5, 1-10 Five To Win Gameboard 40
Ten To Win Gameboard 41 Number Face Off count using one-to-one correspondence, 42 identify objects in a group as > < or = to Sandwiches read, write and order numbers 1-10, compare 43 numbers using > < and between Sandwiches Gameboard 45 Odd Even Concentration count using one-to-one correspondence, 46 recognizing same/different, odd/even numbers Odd Even Concentration Gameboard 47 Equal Up identify numbers as > < or =, counting using 48 one-to-one correspondence, understand the relationship between numbers and quantities Suit Up identify numbers as > < or =, count using oneto-one 49 correspondence 20 Up count using one-to-one correspondence 50 1-20, recognizing same/different, collecting, organizing and interpreting bar/pie graphs 20 Up Gameboard 52 20 Up Pie Graph 53 Guesstimate identify numbers as > < or =, problem solving 54 Hot Cards recognition same/different, counting one-to-one 55 correspondence, subitizing Hot Cards Gameboard 56 GET ROLLING WITH THESE INTRODUCTORY DICE GAMES Counting Crunchies count using one-to-one correspondence, 58 represent and write numbers 1-6 Counting Crunchies Gameboard 59 1-6 Square Off identifying numbers 1-6, counting, 1-1 60 correspondence to 6, graphing, teach the word pip 1-6 Square Off Gameboard 61 1-6 Square Off Graph 62 Roll It identify objects in a group as > < =; 63 numbers 1-6; count by using one-to-one correspondence, write numbers 1-6 Roll It Gameboard 64
Kindergarten Horse Race identify objects in a group as > < = 65 numbers 1-6, count by using one-to one correspondence, write numbers 1-6 Kindergarten Horse Race Gameboard 67 Kindergarten Horse Race Recording Sheet Roll And Write identify objects in a group 1-6 using one-to-one correspondence, subitizing, write numerals 1-6, graphing Roll And Write to 6 Gameboard 71 Roll And Write to 12 Gameboard 72 Making Necklaces Take Away count using one-to-one correspondence, understand addition as adding to and subtraction as taking from count using one-to-one correspondence, understand subtraction as taking from LEARNING NUMBERS BEYOND 10 TO 100 Place Value Teaching Tips 76 Better By The Dozen know number name and the count sequence to 78 12, addition to 12 Rolling Along know number names and the count sequence, 79 identify written numbers Rolling Along Gameboard 80 Odd and Even count using one-to-one correspondence, 81 identify a number as odd/even Odd and Even Recording Sheet 82 Roll It And Mark It know number names to 12 identify and print 83 numerals, graphing Roll It and Mark It Gameboard 85 Numbo know number names to 20, identify written 86 numbers Numbo Gameboard 87 Between Friends know number names and the count sequence, 88 compare three numbers as > < or between Between Friends Recording Sheet 90 Race To The Top know number names to 20, identify a number 91 as odd/even, graphing, tallying Race To The Top Gameboard 93 68 69 73 74
Number Recognition Bingo know number names to 30, identify written 94 numbers Bingo Bump know number names to 30, identify written 95 numbers Bingo Cards 96 Bingo Cards Blank 97 Junior Reach For The Top read, write and represent numbers to 30, 98 graphing Junior Reach For The Top Graph 100 Next In Line know number names and the count sequence 101 to 30, number patterns Next In Line Gameboard 102 30 Chart 103 50 Chart 104 100 Board 105 Back of The Bus know number names and the count sequence 106 to 30, number patterns Back Of The Bus Gameboard 107 Give Me Five read, write and represent numbers to 30 108 Give Me Five Gameboard 109 Number Face Off identify numbers as > < or = 110 Number Face Off Gameboard 112 Place Value Face Off read, compare and order numbers to 100 113 Place Value Face Off Gameboard 115 Place Value Face Off Recording Sheet 116 Place Value Face Off Draw Your Numbers 117 Deca Train read and order numbers to 100 118 Deca Train Gameboard 120 Deca Dice Line Up read, compare and order numbers to 100 121 Deca Dice Line Up Number Lines 122
Deca Dice Line Up Recording Sheet 123 Decagraphic read and write numbers to 100, counting using 124 one-to-one correspondence, graphing Decagraphic Recording Sheet 125 Decagraphic Class Graph 126 GAMES FOR ADDING AND SUBTRACTION Operations Teaching Tips 128 Addition Horse Race adding to 12, commutative property of addition, 130 fact families Addition Horse Race Gameboard 133 Addition Horse Race Recording Sheet 134 Addition Face Off solve and add within 10, understand addition 135 as putting together and adding to, fact families Subtraction Horse Race understanding subtraction as taking apart and 136 taking from within 6 Subtraction Horse Race Gameboard 139 Subtraction Horse Race Recording Sheet 140 Subtraction Face Off understand subtraction as taking apart and 141 taking from Addition Graphing solve and add within 12, graphing 143 Addition Graphing To 12 145 Addition Graphing To 18 146 Seemingly Simple Doubles graphing, solve and add within 12 147 Seemingly Simple Doubles Gameboard 149 Seemingly Simple Doubles 150 Recording Sheet 10 Up solve and add within 10, graphing 151 10 Up Recording Sheet 152 What s Under My Thumb? decompose numbers < = 12, solve + / - within 153 12 What s Under My Thumb? 155 Recording Sheet Junior Star Traveller solve and add within 12 156
Junior Star Traveller Recording Sheet 157 Turn Overs solve and add within 12, identify objects in a 158 group as > < or = Ace Wins solve and add within 12, identify objects in a 159 group as > < or = Ace Wins Gameboard 160 GAMES FOR TIME, CALENDARS AND ACTIVE MATH Time Out telling time to the hour, know number names and the count sequence 162 Time Out Gameboard 163 Mr. Wolf Is Upside Down! know number names and the count sequence, 164 count using one-to-one correspondence Mr. Wolf Is Upside Down! Gameboard 165 What Time Is It Mr. Wolf? solve addition within 12, telling time to the hour 166 What Time Is It Mr. Wolf? Gameboard 167 Month By Month learning the sequence of the months, ordinals, 168 know number names and the count sequence Month By Month Gameboard 169 The Birthday Game learning the sequence of the months 170 The Birthday Game Class Graph 171 Calendar Tic Tac Toe locating dates on a calendar, verbalizing day, 172 month, date in proper sequence Calendar Tic Tac Toe Gameboard 173 Number Pairs count using one-to-one correspondence and 174 matching quantity to a numeral Running Sequence Relay know number names and the count sequence 176 to 12 Target Ten Relay making names for 10 177
NUMBER FACE OFF LEVEL: Pre-Kindergarten - Grade 1 SKILLS: count using one-to-one correspondence, identify objects in a group as > < or = to PLAYERS: 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.
ADDITION FACE OFF LEVEL: Kindergarten - Grade 1 SKILLS: solve and add within 10, understand addition as putting together and adding to, fact families PLAYERS: 2 EQUIPMENT: cards (Ace=1) - 5 GOAL: to have the highest sum of two cards GETTING STARTED: Players divide cards evenly between themselves. Each player turns over two cards and adds them together. The highest sum gets all of the cards. In the event of a tie (ie: each player has the same sum), Face Off is declared. Each player deals out three more cards face down and then turns over two more cards. These two cards are added together. The highest sum wins all of the cards. Play continues until one player has collected all of the cards. EXAMPLE Player 1 2+3=5 Player 2 4 + 1 = 5 FACE OFF IS DECLARED TIE BREAK 4+2=6 5+2=7 Player 2 collects all of the cards. MATH TALK Students who are having difficulty adding the numbers can use the strategy of using the symbols on the cards (ie. hearts, spades, diamonds or clubs) to count on from the higher numbered card. For example, if a 4 4 of hearts and 2 of diamonds are turned over, students start at 4, saying 4 and then touch the symbols on the second card counting on 5, 6 (see page 17). VARIATION: 1. Increase the value of cards used Ace=1-6 Ace=1-9 addition to 12. addition to 18. 5 6