110 107 32MB
English Pages 163 Year 2014
2 Grade
Ted H. Hull Ruth Harbin Miles Don S. Balka
Authors Ted H. Hull, Ed.D. Ruth Harbin Miles, Ed.S. Don S. Balka, Ph.D.
Consultant
Publishing Credits
Don W. Scheuer, Jr., M.S.Ed. Mathematics Specialist The Haverford School (ret.)
Robin Erickson, Production Director; Lee Aucoin, Creative Director; Tim J. Bradley, Illustration Manager; Sara Johnson, M.S.Ed., Editorial Director; Maribel Rendón, M.A.Ed., Editor; Jennifer Viñas, Editor; Grace Alba, Designer; Corinne Burton, M.A.Ed., Publisher
Image Credits All images Shutterstock
Standards © 2007 Teachers of English to Speakers of Other Languages, Inc. (TESOL) © 2007 Board of Regents of the University of Wisconsin System. World-Class Instructional Design and Assessment (WIDA). For more information on using the WIDA ELP Standards, please visit the WIDA website at www.wida.us. © 2010 National Governors Association Center for Best Practices and Council of Chief State School Officers (CCSS)
Shell Education
5301 Oceanus Drive Huntington Beach, CA 92649-1030 http://www.shelleducation.com
ISBN 978-1-4258-1289-8 © 2014 Shell Educational Publishing, Inc.
The classroom teacher may reproduce copies of materials in this book for classroom use only. The reproduction of any part for an entire school or school system is strictly prohibited. No part of this publication may be transmitted, stored, or recorded in any form without written permission from the publisher.
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Table of Contents Introduction Importance of Games. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Mathematical Learning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Games vs. Worksheets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
How to Use This Book. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Correlation to the Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 About the Authors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Math Games Domain: Operations and Algebraic Thinking Subtract Down. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Slap Jack Facts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 In the Dog House. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Fact Football: Addition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Race Track: Subtraction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Domain: Number and Operations in Base Ten Alligator Eats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Luck of the Draw. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Number Neighborhood. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87 Base 10 Exchange. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 Around the Track. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 Sunken Treasure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 Expanded Form Bingo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114 Shortstop Subtraction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
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Table of Contents Domain: Measurement and Data Journey to the Core. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125 Money Match. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 Time for Time. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 Domain: Geometry Angle Count. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144 Equal Sizes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
Appendices Appendix A: References Cited and Accessing the Digital Resources . . . 154 Appendix B: Digital Resources. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
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Introduction
Importance of Games Students learn from play. Play begins when we are infants and continues through adulthood. Games are motivational and educational (Hull, Harbin Miles, and Balka 2013; Burns 2009). They can assist and encourage students to operate as learning communities by requiring students to work together by following rules and being respectful. Games also foster students’ thinking and reasoning since students formulate winning strategies. They provide much more sustained practices than do worksheets, and students are more motivated to be accurate. Worksheets may provide 20 to 30 opportunities for students to practice a skill, while games far exceed such prescribed practice opportunities. Lastly, games provide immediate feedback to students concerning their abilities. Games must be part of the overall instructional approach that teachers use because successful learning requires active student engagement (Hull, Harbin Miles, and Balka 2013; National Research Council 2004), and games provide students with the motivation and interest to become highly engaged. Instructional routines need balance between concept development and skill development. They must also balance teacher-led and teacherfacilitated lessons. Students need time to work independently and collaboratively in order to assimilate information, and games can help support this.
When games are used appropriately, students also learn mathematical concepts.
Mathematical Learning Students must learn mathematics with understanding (NCTM 2000). Understanding means that students know the relationship between mathematical concepts and mathematical skills—mathematical procedures and algorithms work because of the underlying mathematical concepts. In addition, skill proficiency allows students to explore more rigorous mathematical concepts. From this relationship, it is clear that a balance between skill development and conceptual development must exist. There cannot be an emphasis of one over the other. The National Council of Teachers of Mathematics (2000) and the National Research Council (2001) reinforce this idea. Both organizations state that learning mathematics requires both conceptual understanding and procedural fluency. This means that students need to practice procedures as well as develop their understanding of mathematical concepts in order to achieve success. The games presented in this book reinforce skill‑based practice and support students’ development of proficiency. These games can also be used as a springboard for discourse about mathematical concepts. The counterpart to this resource is Math Games: Getting to the Core of Conceptual Understanding, which builds students’ conceptual understanding of mathematics through games.
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Introduction
Importance of Games (cont.) The Common Core State Standards for Mathematics (2010) advocate a balanced mathematics curriculum by focusing standards both on mathematical concepts and skills. This is also stressed in the Standards for Mathematical Practice, which discuss the process of “doing” mathematics and the habits of mind students need to possess in order to be successful. The Standards for Mathematical Practice also focus on the activities that foster thinking and reasoning in which students need to be involved while learning mathematics. Games are an easy way to initiate students in the development of many of the practices. Each game clearly identifies a Common Core domain, a standard, and a skill, and allows students to practice them in a fun and meaningful way.
Games vs. Worksheets In all likelihood, many mathematics lessons are skill related and are taught and practiced through worksheets. Worksheets heavily dominate elementary mathematics instruction. They are not without value, but they often command too much time in instruction. While students need to practice skills and procedures, the way to practice these skills should be broadened. Worksheets generally don’t promote thinking and reasoning. They become so mechanical that students cease thinking. They are lulled into a feeling that completing is the goal. This sense of “just completing” is not what the Common Core Standards for Mathematical Practice mean when they encourage students to “persevere in solving problems.”
Students need to be actively engaged in learning.
Students need to be actively engaged in learning. While worksheets do serve a limited purpose in skill practice, they also contain many potential difficulties. Problems that can occur include the following: ‚ Worksheets are often completed in isolation, meaning that students who are performing a skill incorrectly most likely practice the skill incorrectly for the entire worksheet. The misunderstanding may not be immediately discovered, and in fact, will most likely not be discovered for several days! ‚ Worksheets are often boring to students. Learning a skill correctly is not the students’ goal. Their goal becomes to finish the worksheet. As a result, careless errors are often made, and again, these errors may not be immediately discovered or corrected.
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Introduction
Importance of Games (cont.) ‚ Worksheets are often viewed as a form of subtle punishment. While perhaps not obvious, the perceived punishment is there. Students who have mastered the skill and can complete the worksheet correctly are frequently “rewarded” for their efforts with another worksheet while they wait for their classmates to finish. At the same time, students who have not mastered the skill and do not finish the worksheet on time are “rewarded” with the requirement to take the worksheet home to complete, or they finish during another portion of the day, often recess or lunch. ‚ Worksheets provide little motivation to learn a skill correctly. There is no immediate correction for mistakes, and often, students do not really care if a mistake is made. When a game is involved, students want and need to get correct answers. The Common Core State Standards for Mathematics, including the Standards for Mathematical Practice, demand this approach change. These are the reasons teachers and teacher leaders must consciously support the idea of using games to support skill development in mathematics.
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How to Use This Book
How to Use This Book There are many ways to effectively utilize this book. Teachers, mathematics leaders, and parents may use this book to engage students in fun, meaningful, practical mathematics learning. These games can be used as a way to help students maintain skill proficiency or remind them of particular skills prior to a critical concept lesson. These games may also be useful during tutorial sessions, or during class when students have completed their work.
Games at Home Parents may use these games to work with their child to learn important skills. The games also provide easier ways for parents to interest their child in learning mathematics rather than simply memorizing facts. In many cases, their child is more interested in listening to explanations than correcting their errors. Parents want to help their children succeed in school, yet they may dread the frequently unpleasant encounters created by completing mathematics worksheets at home. Families can easily use the games in this book by assuming the role of one of the players. At other times, parents provide support and encouragement as their child engages in the game. In either situation, parents are able to work with their children in a way that is fun, educational, and informative.
Games in the Classroom During game play, teachers are provided excellent opportunities to assess students’ abilities and current skill development. Students are normally doing their best and drawing upon their current understanding and ability to play the games, so teachers see an accurate picture of student learning. Some monitoring ideas for teacher assessment include: ‚ Move about the room listening and observing ‚ Ask student pairs to explain what they are doing ‚ Ask the entire class about the game procedures after play ‚ Play the game against the class ‚ Draw a small group of students together for closer supervision ‚ Gather game sheets to analyze students’ proficiencies Ongoing formative assessment and timely intervention are cornerstones of effective classroom instruction. Teachers need to use every available opportunity to make student thinking visible and to respond wisely to what students’ visible thinking reveals. Games are an invaluable instructional tool that teachers need to effectively use.
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How to Use This Book
How to Use This Book (cont.) Students are able to work collaboratively during game play, thus promoting student discourse and deeper learning. The games can also be used to reduce the amount of time students spend completing worksheets. Each game in this book is based upon a common format. This format is designed to assist teachers in understanding how the game activities are played and which standards and mathematical skills students will be practicing. Domain The domain that students will practice is noted at the beginning of each lesson. Each of the four domains addressed in this series has its own icon. Numb er and Opera tions in Base Ten
Number Neigh borhood Domain
Standards One or more Common Core State Standards will state the specific skills that students will practice during game play.
Number and Operations in Base Ten
• Copy and cut out the Number Neig hborhood Game Board and three sets of the Befo re or After Cards for each g roup of players.
Standard Read and write numbers to 1,000 base -ten nume using rals, number names, and expanded form.
• Copy and cut out a Numbe r Neighborhood Game Marker for eac h player. • Collect on e number cube, an individual w hiteboard, and a dry- erase marker for each group of players.
Number of Pla yers
2 to 4 Players
Materials • Number Neig hborhood Gam e Board (pages 89–9 1) • Before or After Cards (page 92) • Number Neig hborhood Gam e Markers (page 93) • number cu bes
Game Directio ns
1 Distribute materials to playe rs. 2 Players take turns rolling the number cube to decide who goes first. The player who roll s the lower numbe r is Player 1.
• individual whiteboards • dry-erase markers
3
Number of Players The number of players varies for each game. Some may include whole-group game play, while others may call for different-size groups.
Get Prepared! Everything a teacher needs to be prepared for game play is noted in the Get Prepared! section. This includes how many copies are needed as well as other tasks that need to be completed with the materials.
Players place th eir game markers on the “Start” square.
Game Directions The directions allow for step-by-step guidance on how to easily implement each game.
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th Games: Skill-B ased
Practi ce
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All game resources can be found in the Digital Resources. (For a complete list of the files, see pages 155–156).
Materials A materials list is provided for each game to notify the teacher what to have available in order to play the games.
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How to Use This Book
How to Use This Book (cont.) Many games include materials such as game boards, activity cards, and score cards. You may wish to laminate materials for durability. Game Boards Some game boards spread across multiple book pages in order to make them larger for game play. When this is the case, cut out each part of the game board and tape them together. Once you cut them apart and tape them together, you may wish to glue them to a large sheet of construction paper and laminate them for durability. Activity Cards Some games include activity cards. Once you cut them apart, you may wish to laminate them for durability.
Start Finish
423
685
372
19 8
777
373
513
686
615
887
9 84
430
270
359
235
115
356
602
882
9 51
634
229
413
392
179
Number and Operations in Base Ten
Before or Aft
er Cards
Directions: Copy and cut group of play out three sets ers. of cards for
Before
After
Before
Before 92
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each
After
After
Games: Skill-Ba sed Practice for Second Grade © Shell Educati on
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Correlation to the Standards
Correlation to the Standards Shell Education is committed to producing educational materials that are research and standards based. In this effort, we have correlated all of our products to the academic standards of all 50 United States, the District of Columbia, the Department of Defense Dependent Schools, and all Canadian provinces.
How to Find Standards Correlations To print a customized correlation report of this product for your state, visit our website at http://www.shelleducation.com and follow the on-screen directions. If you require assistance in printing correlation reports, please contact Customer Service at 1-877-777-3450.
Purpose and Intent of Standards Legislation mandates that all states adopt academic standards that identify the skills students will learn in kindergarten through grade twelve. Many states also have standards for Pre–K. This same legislation sets requirements to ensure the standards are detailed and comprehensive. Standards are designed to focus instruction and guide adoption of curricula. Standards are statements that describe the criteria necessary for students to meet specific academic goals. They define the knowledge, skills, and content students should acquire at each level. Standards are also used to develop standardized tests to evaluate students’ academic progress. Teachers are required to demonstrate how their lessons meet state standards. State standards are used in the development of all of our products, so educators can be assured they meet the academic requirements of each state.
Common Core State Standards Many games in this book are aligned to the Common Core State Standards. The standards support the objectives presented throughout the lessons and are provided in the Digital Resources (standards.pdf).
TESOL and WIDA Standards The lessons in this book promote English language development for English language learners. The standards listed in the Digital Resources (standards.pdf) support the language objectives presented throughout the lessons.
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Correlation to the Standards
Standards Correlation Chart
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Standard
Game(s)
2.OA.B.2— Fluently add and subtract within 20, using mental strategies. By end of Grade 2, know from memory all sums of two one-digit numbers.
Subtract Down (p. 16); Slap Jack Facts (p. 19); In the Dog House (p. 37); Fact Football: Addition (p. 42); Race Track: Subtraction (p. 57)
2.NBT.A.1—Understand that the three digits of a threedigit number represent amounts of hundreds, tens, and ones; (e.g., 706 equals 7 hundreds, 0 tens, and 6 ones).
Base 10 Exchange (p. 94); Expanded Form Bingo (p. 114)
2.NBT.A.1.a— Understand the following as a special case: 100 can be thought of as a bundle of 10 tens—called a “hundred.”
Base 10 Exchange (p. 94)
2.NBT.A.1.b— Understand the following as special cases: The numbers 100, 200, 300, 400, 500, 600, 700, 800, 900 refer to one, two, three, four, five, six, seven, eight, and nine hundreds, respectively (and 0 tens and 0 ones).
Expanded Form Bingo (p. 114)
2.NBT.A.2—Count within 1,000; skip-count by 5s, 10s, and 100s.
Sunken Treasure (p. 109)
2.NBT.A.3—Read and write numbers to 1,000 using baseten numerals, number names, and expanded form.
Number Neighborhood (p. 87); Around the Track (p. 100); Sunken Treasure (p. 109)
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Correlation to the Standards
Standards Correlation Chart (cont.) Standard
Game(s)
2.NBT.A.4—Compare two three-digit numbers based on meanings of the hundreds, tens, and ones digits, using >, =, and < symbols to record the results of the comparisons.
Alligator Eats (p. 76)
2.NBT.B.5—Fluently add and subtract within 100, using strategies based on place value, properties of operations, and/or the relationship between addition and subtraction.
Luck of the Draw (p. 83); Shortstop Subtraction (p. 121)
2.NBT.B.6—Add up to four two-digit numbers using strategies based on place value and properties of operations.
Luck of the Draw (p. 83)
2.MD.A.1—Measure the length of an object by selecting and using appropriate tools such as rulers, yardsticks, meter sticks, and measuring tapes.
Journey to the Core (p. 125)
2.MD.C.7—Tell and write time from analog and digital clocks to the nearest five minutes, using a.m. and p.m.
Time for Time (p. 138)
2.MD.C.8—Solve word problems involving dollar bills, quarters, dimes, nickels, and pennies, using $ and ¢ symbols appropriately. Example: If you have 2 dimes and 3 pennies, how many cents do you have?
Money Match (p. 133)
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Correlation to the Standards
Standards Correlation Chart (cont.) Standard
14
Game(s)
2.G.A.1—Recognize and draw shapes having specified attributes, such as a given number of angles or a given number of equal faces. Identify triangles, quadrilaterals, pentagons, hexagons, and cubes.
Angle Count (p. 144)
2.G.A.3—Partition circles and rectangles into two, three, or four equal shares, describe the shares using the words halves, thirds, half of, a third of, etc., and describe the whole as two halves, three thirds, four fourths. Recognize that equal shares of identical wholes need not have the same shape.
Equal Sizes (p. 149)
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About the Authors
About the Authors Ted H. Hull, Ed.D., served in public education for 32 years as a mathematics teacher, a K–12 mathematics coordinator, a school principal, director of curriculum and instruction, and project director for the Charles A. Dana Center at the University of Texas in Austin. While at the University of Texas, he directed the research project “Transforming Schools: Moving from Low‑Achieving to High Performing Learning Communities.” After retiring, Ted opened LCM: Leadership • Coaching • Mathematics with his coauthors and colleagues. Ted has coauthored numerous books addressing mathematics improvement and has served as the Regional Director for the National Council of Supervisors of Mathematics (NCSM).
Ruth Harbin Miles, Ed.S., currently coaches inner‑city, rural, and suburban mathematics teachers and serves on the Board of Directors for the National Council of Teachers of Mathematics, the National Council of Supervisors of Mathematics and Virginia’s Council of Mathematics Teachers. Her professional experiences include coordinating the K–12 Mathematics Department for Olathe, Kansas Schools and adjunct teaching for Mary Baldwin College and James Madison University in Virginia. A coauthor of four books on transforming teacher practice through team leadership, mathematics coaching, and visible student thinking and co‑owner of Happy Mountain Learning, Ruth’s specialty and passion include developing teachers’ content knowledge and strategies for engaging students to achieve high standards in mathematics.
Don S. Balka, Ph.D., a former middle school and high school mathematics teacher, is Professor Emeritus in the Mathematics Department at Saint Mary’s College in Notre Dame, Indiana. Don has presented at over 2,000 workshops, conferences, and in-service trainings throughout the United States and has authored or coauthored over 30 books on mathematics improvement. Don has served as director for the National Council of Teachers of Mathematics, the National Council of Supervisors of Mathematics, TODOS: Mathematics for All, and the School Science and Mathematics Association. He is currently president of TODOS and past president of the School Science and Mathematics Association.
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Operations and Algebraic Thinking
Subtract Down Domain Operations and Algebraic Thinking
Standard Fluently add and subtract within 20, using mental strategies. By the end of Grade 2, know from memory all sums of two one-digit numbers.
• Copy the Subtract Down Recording Sheet for each player. • Collect a number cube for each pair of players. • Collect scratch paper for each player.
Game Directions Number of Players 2 Players
Materials • Subtract Down Recording Sheet (page 18) • number cubes • scratch paper
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1 Distribute materials to players. 2 Players take turns rolling the
number cube to decide who goes first. The player who rolls the higher number is Player 1.
3 Player 1 rolls the number
cube. He or she writes down the number in the first row of the Game 1 column on the Subtract Down Recording Sheet. Player 1 subtracts the number from 20, writes down the answer, and records the difference in the first space of the second row of the Game 1 column.
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Operations and Algebraic Thinking
Subtract Down 4 Player 2 repeats step 3. 5 Player 1 rolls the number cube
again. He or she subtracts the number from the difference in the second row of the Game 1 column. Player 1 records the new difference in the third row of the Game 1 column.
(cont.)
6 Players continue to take turns
rolling the number cube and subtracting. The first player to get a difference of exactly 0 wins the game. If a player cannot subtract the number on the cube from the previous difference to get 0, he or she cannot take any action. The player must try again on his or her next turn.
7 Players continue playing for up to four games.
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Game 2
Game 3
Game 4
#51289—Math Games: Skill-Based Practice for Second Grade
____ – ____ = ____ ____ – ____ = ____ ____ – ____ = ____ ____ – ____ = ____
____ – ____ = ____ ____ – ____ = ____ ____ – ____ = ____ ____ – ____ = ____
____ – ____ = ____ ____ – ____ = ____ ____ – ____ = ____ ____ – ____ = ____
____ – ____ = ____ ____ – ____ = ____ ____ – ____ = ____ ____ – ____ = ____
____ – ____ = ____ ____ – ____ = ____ ____ – ____ = ____ ____ – ____ = ____
20 – ____ = ____ 20 – ____ = ____ 20 – ____ = ____ 20 – ____ = ____
Game 1
Operations and Algebraic Thinking
Name:____________________________________________ Date:_______________________
Subtract Down Recording Sheet
Directions: Start at 20. Roll a number cube. Subtract the number from 20 to find the difference. Then, record the answer and write it down on the first space of the next row.
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Operations and Algebraic Thinking
Slap Jack Facts Domain Operations and Algebraic Thinking
Standard Fluently add and subtract within 20, using mental strategies. By the end of Grade 2, know from memory all sums of two one-digit numbers.
Number of Players 3 Players
Materials • Slap Jack Facts Flashcards (pages 21–36) • number cubes
• Copy and cut out several sets of Slap Jack Facts Flashcards. • Divide the cards so that each group has 20– 30 cards. • Collect a number cube for each group of players
Game Directions
1 Distribute materials to players. 2 Players take turns rolling the
number cube to decide who goes first. The player who rolls the highest number is Player 1.
3 Player 1 is the dealer for the first round.
4 The dealer begins the round
by saying, “Ready.” He or she turns over the top flashcard.
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Operations and Algebraic Thinking
Slap Jack Facts 5 The players call out the answer
to the fact on the card and then tap the top of the desk or table. The first player to say the correct answer and tap the desk gets to keep the card and places it in his or her winning pile.
(cont.)
7 If a round results in a tie, the
dealer places the flashcard at the bottom of the deck and turns over a new flashcard.
8 Play continues until all cards have
been awarded. The player with the most flashcards wins the game.
6 The dealer passes the deck to the player on his or her left, and the next round begins.
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Operations and Algebraic Thinking
Slap Jack Facts Flashcards
Directions: Copy and cut out 20–30 cards for each group of players.
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0+1
0+2
0+3
0+4
0+5
0+6
0+7
0+8
0+9
0 + 10
1+0
1+1
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Operations and Algebraic Thinking
Slap Jack Facts Flashcards
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(cont.)
1+2
1+3
1+4
1+5
1+6
1+7
1+8
1+9
1 + 10
2+0
2+1
2+2
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Operations and Algebraic Thinking
Slap Jack Facts Flashcards
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(cont.)
2+3
2+4
2+5
2+6
2+7
2+8
2+9
2 + 10
3+0
3+1
3+2
3+3
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Operations and Algebraic Thinking
Slap Jack Facts Flashcards
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(cont.)
3+4
3+5
3+6
3+7
3+8
3+9
3 + 10
4+0
4+1
4+2
4+3
4+4
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Operations and Algebraic Thinking
Slap Jack Facts Flashcards
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(cont.)
4+5
4+6
4+7
4+8
4+9
4 + 10
5+0
5+1
5+2
5+3
5+4
5+5
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Operations and Algebraic Thinking
Slap Jack Facts Flashcards
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(cont.)
5+6
5+7
5+8
5+9
5 + 10
6+0
6+1
6+2
6+3
6+4
6+5
6+6
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Operations and Algebraic Thinking
Slap Jack Facts Flashcards
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(cont.)
6+7
6+8
6+9
7+0
7+1
7+2
7+3
7+4
7+5
7+6
7+7
7+8
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Operations and Algebraic Thinking
Slap Jack Facts Flashcards
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(cont.)
7+9
7 + 10
8+0
8+1
8+2
8+3
8+4
8+5
8+6
8+7
8+8
8+9
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Slap Jack Facts Flashcards
© Shell Education
(cont.)
8 + 10
9+0
9+1
9+2
9+3
9+4
9+5
9+6
9+7
9+8
9+9
9 + 10
#51289—Math Games: Skill-Based Practice
29
Operations and Algebraic Thinking
Slap Jack Facts Flashcards
30
(cont.)
10 + 0
10 + 1
10 + 2
10 + 3
10 + 4
10 + 5
10 + 6
10 + 7
10 + 8
10 + 9
10 + 10
6 + 10
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Slap Jack Facts Flashcards
© Shell Education
(cont.)
10 – 0
10 – 1
10 – 2
10 – 3
10 – 4
10 – 5
10 – 6
10 – 7
10 – 8
10 – 9
10 – 10
9–0
#51289—Math Games: Skill-Based Practice
31
Operations and Algebraic Thinking
Slap Jack Facts Flashcards
32
(cont.)
9–1
9–2
9–3
9–4
9–5
9–6
9–7
9–8
9–9
8–0
8–1
8–2
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Slap Jack Facts Flashcards
© Shell Education
(cont.)
8–3
8–4
8–5
8–6
8–7
8–8
7–0
7–1
7–2
7–3
7–4
7–5
#51289—Math Games: Skill-Based Practice
33
Operations and Algebraic Thinking
Slap Jack Facts Flashcards
34
(cont.)
7–6
7–7
6–0
6–1
6–2
6–3
6–4
6–5
6–6
5–0
5–1
5–2
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Slap Jack Facts Flashcards
© Shell Education
(cont.)
5–3
5–4
5–5
4–0
4–1
4–2
4–3
4–4
3–0
3–1
3–2
3–3
#51289—Math Games: Skill-Based Practice
35
Operations and Algebraic Thinking
Slap Jack Facts Flashcards
36
(cont.)
2–0
2–1
2–2
1–0
1–1
0–0
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
In the Dog House Domain Operations and Algebraic Thinking
Standard Fluently add and subtract within 20, using mental strategies. By the end of Grade 2, know from memory all sums of two one‑digit numbers.
• Copy and cut out four sets of the In the Dog House Game Cards for each pair of players. • Copy the In the Dog House Game Sheet for each pair of players. • Place each set of cards in a plastic bag.
Number of Players
• Collect a number cube for each pair of players.
2 Players
Materials • In the Dog House Game Cards (pages 39–40) • In the Dog House Game Sheet (page 41) • plastic bags • colored markers • number cubes
© Shell Education
Game Directions
1 Distribute materials to players. 2 Players take turns rolling the
number cube to decide who goes first. The player who rolls the lower number is Player 1.
3 Player 1 shuffles the In the
Dog House Game Cards and deals 20 cards facedown to each player.
#51289—Math Games: Skill-Based Practice
37
Operations and Algebraic Thinking
In the Dog House 4 At the same time, both players turn over two cards from their piles. They use mental math to add the numbers.
5
38
The player with the sum closer to 20 wins the round. On the In the Dog House Game Sheet, the losing player traces one of the five line segments on the first dog house with a colored marker. Players place their cards in a discard pile.
#51289—Math Games: Skill-Based Practice
(cont.)
6 In the event of a tie, each player
turns over two more cards and finds the sum of the two numbers.
7 The first player to completely
trace the dog house is “in the dog house,” and the other player wins the round.
8 Game play ends after players play three rounds, one for each pair of dog houses on the game sheet.
Alternate Directions: As an extension, players can use subtraction to find the difference between the numbers on two cards. The player with the greater difference wins the round.
© Shell Education
Operations and Algebraic Thinking
In the Dog House Game Cards
Directions: Copy and cut out four sets of cards for each pair of players.
© Shell Education
1
2
3
4
5
6 #51289—Math Games: Skill-Based Practice
39
Operations and Algebraic Thinking
In the Dog House Game Cards
40
(cont.)
7
8
9
10
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Name:____________________________________________ Date:_______________________
In the Dog House Game Sheet
Directions: Trace a line segment if you lose a round.
Player 1
© Shell Education
Player 2
#51289—Math Games: Skill-Based Practice
41
Operations and Algebraic Thinking
Fact Football: Addition Domain Operations and Algebraic Thinking
Standard Fluently add and subtract within 20, using mental strategies. By the end of Grade 2, know from memory all sums of two one-digit numbers.
Number of Players
• Copy and cut out the Fact Football: Addition Cards, the Fact Football: Addition Game Board, and the Fact Football Score Sheet for each group of players. • Copy and cut out the Football Game Markers for every two players. • Collect a number cube and coloring supplies for each group of players.
4 Players
Materials
Game Directions
• Fact Football: Addition Cards (pages 44–53)
1 Divide group into teams of
• Fact Football: Addition Game Board (pages 54–55)
2 Distribute materials to players.
• Fact Football Score Sheet (page 56) • Football Game Markers (page 56) • coloring supplies • number cubes
two players.
Direct players to color their Football Game Marker in a way that is unique and can be easily distinguished from their opponent’s game marker.
3 Teams take turns rolling the
number cube to decide who goes first. The team who rolls the higher number is Team 1.
42
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Fact Football: Addition 4 One player shuffles the Fact
Football: Addition Cards and places them facedown on the playing area between the two teams. Teams give themselves names and write the names in their end zones on the Fact Football: Addition Game Board.
5 Players place their footballs on the
20-yard line farthest from their end zones on the game board.
(cont.)
6 Team 1 takes the top card from the deck and answers the fact.
7 If the sum is correct, Team 1
moves its game marker 10 yards up on the game board. If the sum is incorrect, Team 1 moves its game marker back 10 yards for a penalty.
8 Team 2 repeats steps 6 and 7. 9 When a team reaches its end
zone, a touchdown is called. The team earns six points, which is recorded on their Fact Football Score Sheet.
The team with the higher score 0 at the end of playing time wins the game.
© Shell Education
#51289—Math Games: Skill-Based Practice
43
Operations and Algebraic Thinking
Fact Football: Addition Cards
Directions: Copy and cut out the cards for each group of players.
44
0+1=
0+2=
0+3=
0+4=
0+5=
0+6=
0+7=
0+8=
0+9=
0 + 10 =
1+0=
1+1=
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Fact Football: Addition Cards
(cont.)
1+2=
1+3=
1+4=
1+5=
1+6=
1+7=
1+8=
1+9=
1 + 10 =
2+0=
2+1=
2+2=
© Shell Education
#51289—Math Games: Skill-Based Practice
45
Operations and Algebraic Thinking
Fact Football: Addition Cards
46
(cont.)
2+3=
2+4=
2+5=
2+6=
2+7=
2+8=
2+9=
2 + 10 =
3+0=
3+1=
3+2=
3+3=
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Fact Football: Addition Cards
(cont.)
3+4=
3+5=
3+6=
3+7=
3+8=
3+9=
3 + 10 =
4+0=
4+1=
4+2=
4+3=
4+4=
© Shell Education
#51289—Math Games: Skill-Based Practice
47
Operations and Algebraic Thinking
Fact Football: Addition Cards
48
(cont.)
4+5=
4+6=
4+7=
4+8=
4+9=
4 + 10 =
5+0=
5+1=
5+2=
5+3=
5+4=
5+5=
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Fact Football: Addition Cards
(cont.)
5+6=
5+7=
5+8=
5+9=
5 + 10 =
6+0=
6+1=
6+2 =
6+3=
6+4=
6+5=
6+6=
© Shell Education
#51289—Math Games: Skill-Based Practice
49
Operations and Algebraic Thinking
Fact Football: Addition Cards
50
(cont.)
6+7=
6+8=
6+9=
6 + 10 =
7+0=
7+1=
7+2=
7+3=
7+4=
7+5=
7+6=
7+7=
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Fact Football: Addition Cards
(cont.)
7+8=
7+9=
7 + 10 =
8+0=
8+1=
8+2=
8+3=
8+4=
8+5=
8+6=
8+7=
8+8=
© Shell Education
#51289—Math Games: Skill-Based Practice
51
Operations and Algebraic Thinking
Fact Football: Addition Cards
52
(cont.)
8+9=
8 + 10 =
9+0=
9+1=
9+2=
9+3=
9+4=
9+5=
9+6=
9+7=
9+8=
9+9=
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Fact Football: Addition Cards
(cont.)
9 + 10 =
10 + 0 =
10 + 1 =
10 + 2 =
10 + 3 =
10 + 4 =
10 + 5 =
10 + 6 =
10 + 7 =
10 + 8 =
10 + 9 =
6 +10 =
© Shell Education
#51289—Math Games: Skill-Based Practice
53
Operations and Algebraic Thinking
Fact Football: Addition Game Board
TEAM _________
Directions: Copy and cut out the game board. Tape it to the game board on page 55.
54
#51289—Math Games: Skill-Based Practice
FAC FOOTB © Shell Education
Operations and Algebraic Thinking
Fact Football: Addition Game Board
(cont.)
© Shell Education
TEAM _________
tape here
FACT OTBALL
#51289—Math Games: Skill-Based Practice
55
Operations and Algebraic Thinking
Name:____________________________________________ Date:_______________________
Fact Football Score Sheet
Directions: Record your points on the score sheet. Team ________________________
Team ________________________
Score:
Score:
Final Score:
Final Score:
Football Game Markers
56
#51289—Math Games: Skill-Based Practice for Second Grade
© Shell Education
Operations and Algebraic Thinking
Race Track: Subtraction Domain Operations and Algebraic Thinking
Standard Fluently add and subtract within 20, using mental strategies. By the end of Grade 2, know from memory all sums of two one-digit numbers.
• Copy and cut out the Race Track: Subtraction Cards, the Race Track Game Markers, and the Race Track: Subtraction Game Board for each pair of players. • Collect coloring supplies and a number cube for each pair of players.
Number of Players 2 Players
Materials • Race Track: Subtraction Cards (pages 59–72) • Race Track: Subtraction Game Board (pages 73–74) • Race Track Game Markers (page 75) • coloring supplies • number cubes
Game Directions
1 Distribute materials to players. 2 Players color their Race Track Game Markers in a way that is unique and can be easily distinguished from their opponent’s marker.
3 Players take turns rolling the
number cube to decide who goes first. The player who rolls the lower number is Player 1.
© Shell Education
#51289—Math Games: Skill-Based Practice
57
Operations and Algebraic Thinking
Race Track: Subtraction 4 Players place their game markers
on their “Start” space on the Race Track: Subtraction Game Board. Players shuffle the cards and place them facedown.
5 Player 1 takes the top card
from the deck and solves the subtraction fact. If the difference is correct, Player 1 moves his or her game marker one space on the game sheet. If the difference is incorrect, Player 1 moves the game marker one space backward. If a player draws a “direction” card, he or she follows the direction for the indicated move.
58
#51289—Math Games: Skill-Based Practice
(cont.)
6 Player 2 repeats step 5. 7 Players take turns drawing cards, subtracting, and moving toward their end of the Race Track: Subtraction Game Board.
8 The first player to reach “Finish” wins the game.
© Shell Education
Operations and Algebraic Thinking
Race Track: Subtraction Cards
Directions: Copy and cut out the cards for each pair of players.
1–0=
2–0=
3–0=
4–0=
5–0=
6–0=
7–0=
8–0=
9–0=
10 – 0 =
1–1=
2–1=
© Shell Education
#51289—Math Games: Skill-Based Practice
59
Operations and Algebraic Thinking
Race Track: Subtraction Cards
60
(cont.)
3–1=
4–1=
5–1=
6–1=
7–1=
8–1=
9–1=
10 – 1 =
2–2=
3–2=
4–2=
5–2=
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Race Track: Subtraction Cards
(cont.)
6–2=
7–2=
8–2=
9–2=
10 – 2 =
3–3=
4–3=
5–3=
6–3=
7–3=
8–3=
9–3=
© Shell Education
#51289—Math Games: Skill-Based Practice
61
Operations and Algebraic Thinking
Race Track: Subtraction Cards
62
(cont.)
10 – 3 =
4–4=
5–4=
6–4=
7–4=
8–4=
9–4=
10 – 4 =
5–5=
6– 5 =
7–5=
8–5=
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Race Track: Subtraction Cards
(cont.)
9–5=
10 – 5 =
6–6=
7–6=
8–6=
9–6=
10 – 6 =
7–7=
8–7=
9–7=
10 – 7 =
8–8=
© Shell Education
#51289—Math Games: Skill-Based Practice
63
Operations and Algebraic Thinking
Race Track: Subtraction Cards
64
(cont.)
9–8=
10 – 8 =
9–9=
10 – 9 =
10 –10 =
11 – 2 =
11 – 3 =
11 – 4 =
11 – 5 =
11 – 6 =
11 – 7 =
11 – 8 =
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Race Track: Subtraction Cards
(cont.)
11 – 9 =
11 – 10 =
11 – 11 =
12 – 3 =
12 – 4 =
12 – 5 =
12 – 6 =
12 – 7 =
12 – 8 =
12 – 9 =
12 – 10 =
12 – 11 =
© Shell Education
#51289—Math Games: Skill-Based Practice
65
Operations and Algebraic Thinking
Race Track: Subtraction Cards
66
(cont.)
12 – 12 =
13 – 4 =
13 – 5 =
13 – 6 =
13 – 7 =
13 – 8 =
13 – 9 =
13 – 10 =
13 – 11 =
13 – 12 =
13 – 13 =
14 – 5 =
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Race Track: Subtraction Cards
(cont.)
14 – 6 =
14 – 7 =
14 – 8 =
14 – 9 =
14 – 10 =
14 – 11 =
14 – 12 =
14 – 13 =
14 – 14 =
15 – 9 =
15 – 10 =
15 – 11 =
© Shell Education
#51289—Math Games: Skill-Based Practice
67
Operations and Algebraic Thinking
Race Track: Subtraction Cards
68
(cont.)
15 – 12 =
15 – 13 =
15 – 14 =
15 – 15 =
16 – 9 =
16 – 10 =
16 – 11 =
16 – 12 =
16 – 13 =
16 – 14 =
16 – 15 =
16 – 16 =
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Race Track: Subtraction Cards
(cont.)
17 – 8 =
17 – 9 =
17 – 10 =
17 – 11 =
17 – 12 =
17 – 13 =
17 – 14 =
17 – 15 =
17 – 16 =
17 – 17 =
18 – 9 =
18 – 10 =
© Shell Education
#51289—Math Games: Skill-Based Practice
69
Operations and Algebraic Thinking
Race Track: Subtraction Cards
70
(cont.)
18 – 11 =
18 – 12 =
18 – 13 =
18 – 14 =
18 – 15 =
18 – 16 =
18 – 17 =
18 – 18 =
19 – 11 =
19 – 12 =
19 – 13 =
19 – 14 =
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Race Track: Subtraction Cards
(cont.)
19 – 15 =
19 – 16 =
19 – 17 =
19 – 18 =
19 – 19 =
20 – 11 =
20 – 12 =
20 – 13 =
20 – 14 =
20 – 15 =
20 – 16 =
20 – 17 =
© Shell Education
#51289—Math Games: Skill-Based Practice
71
Operations and Algebraic Thinking
Race Track: Subtraction Cards
72
(cont.)
20 – 18 =
20 – 19 =
20 – 20 =
Go Back 1 Space
Move Forward 2 Spaces
Go Back 2 Spaces
Lose Turn
Lose Turn
Lose Turn
Go Back 1 Space
Move Forward 2 Spaces
Go Back 2 Spaces
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Race Track: Subtraction Game Board
Directions: Copy and cut out the game board. Tape it to the game board on page 74.
Start
Finis
Finish
© Shell Education
#51289—Math Games: Skill-Based Practice
73
Operations and Algebraic Thinking
Race Track: Subtraction Game Board
(cont.)
Start
tape here
Finish
74
Finish
#51289—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Race Track Game Markers
Directions: Copy and cut out a game marker for each player.
© Shell Education
#51289—Math Games: Skill-Based Practice
75
Number and Operations in Base Ten
Alligator Eats Domain Number and Operations in Base Ten
Standard Compare two three-digit numbers based on meanings of the hundreds, tens, and ones digits, using >, =, and < symbols to record the results of comparisons.
Number of Players 2 Players
Materials • Alligator Eats Digit Cards (pages 78–80) • Alligator Eats Cards (page 81) • Alligator Eats Game Sheet (page 82)
• Copy and cut out three sets of the Alligator Eats Digit Cards, the Alligator Eats Cards, and the Alligator Eats Game Sheet for each pair of players. • Collect a number cube for each pair of players.
Game Directions
1 Distribute materials to players. 2 Players take turns rolling the
number cube to decide who goes first. The player who rolls the higher number is Player 1.
3 Player 1 starts by drawing three Alligator Eats Digit Cards from the deck.
• number cubes
76
#51289—Math Games: Skill-Based Practice
© Shell Education
Number and Operations in Base Ten
Alligator Eats 4 Player 2 draws three cards from the deck.
5 Players place the cards on the game sheet to make the two largest three-digit numbers possible.
6 Player 1 places an Alligator Eats
Card between the two numbers to show the correct comparison.
(cont.)
7 The player who makes the greater number wins the round. He or she takes all six cards and places them in his or her winning pile.
8 Player 2 repeats steps 3 to 7. 9 In the event that players make the
same three-digit number, they both draw three new cards. Players place previous cards at the bottom of the deck.
0 Play continues until all the digit cards have been played. The player with more cards wins the game.
© Shell Education
#51289—Math Games: Skill-Based Practice
77
Number and Operations in Base Ten
Alligator Eats Digit Cards
Directions: Copy and cut apart three sets of 0–9 cards for each pair of players.
78
0
1
2
3
4
5
6
7
8
9
0
1
#51289—Math Games: Skill-Based Practice
© Shell Education
Number and Operations in Base Ten
Alligator Eats Digit Cards
© Shell Education
(cont.)
2
3
4
5
6
7
8
9
0
1
2
3
#51289—Math Games: Skill-Based Practice
79
Number and Operations in Base Ten
Alligator Eats Digit Cards
80
(cont.)
4
5
6
7
8
9
#51289—Math Games: Skill-Based Practice
© Shell Education
Number and Operations in Base Ten
Alligator Eats Cards
Directions: Copy and cut out one set of cards for each pair of players.
© Shell Education
less than
greater than
less than
greater than
less than
greater than
less than
greater than
less than
greater than
less than
greater than
less than
greater than
less than
greater than
#51289—Math Games: Skill-Based Practice
81
82
Directions: Place the digit cards in the boxes to make the biggest numbers. Then, choose an Alligator Eats Card to show which number is greater. The player with the greater number wins the round. The winner takes all six cards. Continue playing until all cards are used.
Game Sheet
Alligator Eats
Name:_________________________________________________________ Date:__________________________________ Number and Operations in Base Ten
#51289—Math Games: Skill-Based Practice for Second Grade
© Shell Education
Number and Operations in Base Ten
Luck of the Draw Domain Number and Operations in Base Ten
Standards Fluently add and subtract within 100, using strategies based on place value, properties of operations, and/ or the relationship between addition and subtraction. Add up to four two-digit numbers using strategies based on place value and properties of operations.
• Copy the Luck of the Draw Game Sheet for each player. • Copy and cut out three sets of Luck of the Draw Digit Cards for each pair of players. • Collect pencils and a number cube for each pair of players.
Number of Players 2 Players
Game Directions
Materials
1 Distribute materials to players. 2 Players take turns rolling the
• Luck of the Draw Game Sheet (page 85) • Luck of the Draw Digit Cards (page 86) • pencils • number cubes
© Shell Education
number cube to decide who goes first. The player who rolls the higher number is Player 1.
3 Player 1 draws four Luck of the Draw Digit Cards from the deck.
#51289—Math Games: Skill-Based Practice
83
Number and Operations in Base Ten
Luck of the Draw 4 Player 1 writes the four numbers from the Luck of the Draw Digit Cards that are drawn in the spaces in any of the equation boxes on the game sheet in any order. The goal is to make the greatest numbers possible.
(cont.)
7 The player with the greater sum is the winner of the round. The winner makes a tally mark in the I won… box at the top of the sheet.
8 Cards are returned to the deck, and the deck is reshuffled.
5 Player 1 finds the sum of the two two-digit numbers that were created.
9 Play continues for four rounds.
The player with more tally marks wins the game.
6 Player 2 repeats steps 3 to 5.
84
#51289—Math Games: Skill-Based Practice
© Shell Education
Number and Operations in Base Ten
Name:____________________________________________ Date:_______________________
Luck of the Draw Game Sheet
Directions: Record the numbers from the cards in the boxes below in any order. Then, find the sum of the two numbers. The player with the greater sum wins the round. The player who wins makes a tally mark in the “I won...” area below. I won…
+
+
+
+
© Shell Education
#51289—Math Games: Skill-Based Practice
85
Number and Operations in Base Ten
Luck of the Draw Digit Cards
Directions: Copy and cut out three sets of cards for each pair of players.
86
0
1
2
3
4
5
6
7
8
9
#51289—Math Games: Skill-Based Practice
© Shell Education
Number and Operations in Base Ten
Number Neighborhood Domain Number and Operations in Base Ten
Standard Read and write numbers to 1,000 using base-ten numerals, number names, and expanded form.
Number of Players 2 to 4 Players
• Copy and cut out the Number Neighborhood Game Board and three sets of the Before or After Cards for each group of players. • Copy and cut out a Number Neighborhood Game Marker for each player. • Collect one number cube, an individual whiteboard, and a dry-erase marker for each group of players.
Materials • Number Neighborhood Game Board (pages 89–91) • Before or After Cards (page 92) • Number Neighborhood Game Markers (page 93) • number cubes • individual whiteboards • dry-erase markers
Game Directions
1 Distribute materials to players. 2 Players take turns rolling the
number cube to decide who goes first. The player who rolls the lower number is Player 1.
3 Players place their game
markers on the “Start” square.
© Shell Education
#51289—Math Games: Skill-Based Practice
87
Number and Operations in Base Ten
Number Neighborhood 4 Player 1 rolls the number cube
and moves forward the designated number of spaces.
5 Player 1 then draws a Before or
(cont.)
7 If the numbers are not neighbors (in the wrong order), the player must return his or her marker to the previous space on the game board.
After Card from the deck.
6
88
Using his or her whiteboard and dry-erase marker, Player 1 writes the number from the game board and the three numbers that come either before or after it. These numbers must be “neighbors.”
#51289—Math Games: Skill-Based Practice
8 Play continues with players taking turns.
9 Players must roll the exact
number to return to “Finish.” The first player to return home wins the game.
© Shell Education
Number and Operations in Base Ten
Number Neighborhood Game Board
Directions: Copy and cut out the game board. Tape it to the game boards on pages 90–91.
Start Finish
423
685
634
229
373 686 887 430 359 115 602 9 51 © Shell Education
#51289—Math Games: Skill-Based Practice
89
Number and Operations in Base Ten
Number Neighborhood Game Board
685
372
229
413
tape here
634 90
19 8
tape here
423
(cont.)
#51289—Math Games: Skill-Based Practice
392
© Shell Education
Number and Operations in Base Ten
Number Neighborhood Game Board
372
19 8
(cont.)
777 513 615 9 84 270 235 356 882
413
© Shell Education
392
179
#51289—Math Games: Skill-Based Practice
91
Number and Operations in Base Ten
Before or After Cards Directions: Copy and cut out three sets of cards for each group of players.
92
Before
After
Before
After
Before
After
#51289—Math Games: Skill-Based Practice
© Shell Education
Number and Operations in Base Ten
Number Neighborhood Game Markers
Directions: Copy and cut out a game marker for each player.
© Shell Education
#51289—Math Games: Skill-Based Practice
93
Number and Operations in Base Ten
Base 10 Exchange Domain Number and Operations in Base Ten
Standards Understand that the three digits of a three-digit number represent amounts of hundreds, tens, and ones; (e.g., 706 equals 7 hundreds, 0 tens, and 6 ones). Understand the following as a special case: 100 can be thought of as a bundle of 10 tens—called a “hundred.”
• Copy the Place Value Mat and the Base 10 Blocks Sheet Sets 1–3, for each player. • Collect two number cubes and two pairs of scissors for each pair of players.
Game Directions
1 Distribute materials to players. 2 Players take turns rolling a Number of Players 2 Players
Materials • Place Value Mat (page 96)
number cube to decide who goes first. The player who rolls the higher number is Player 1.
3 Player 1 rolls both of the
number cubes and finds the sum of the two numbers.
• Base 10 Blocks Sheet, Sets 1–3 (pages 97–99) • scissors • number cubes
94
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Number and Operations in Base Ten
Base 10 Exchange 4 Player 1 cuts out and then places
Base 10 blocks on the Place Value Mat to represent the sum of the two numbers on the cubes. For example, if a player rolls a 5 and a 6, the sum is 11. The player places one long rod in the tens column and one unit square in the ones column to represent 11.
(cont.)
7 Players look for exchanges they
can make on their Place Value Mats. For example, when there are 10 unit squares in the ones column, a player exchanges the 10 squares for one long rod.
8 The first player to exchange 10
long rods for one flat “hundred” wins the game.
5 Player 2 repeats steps 3 and 4. 6 Players take turns rolling the number cubes and placing Base 10 Blocks on their Place Value Mats.
© Shell Education
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95
Number and Operations in Base Ten
Name:____________________________________________ Date:_______________________
Place Value Mat
Hundreds 100s
Tens 10s
Ones 1s
Directions: Place base 10 blocks on the mat.
96
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© Shell Education
Number and Operations in Base Ten
Base 10 Blocks Sheet: Set 1
Directions: Copy the base ten blocks for each student.
© Shell Education
#51289—Math Games: Skill-Based Practice
97
Number and Operations in Base Ten
Base 10 Blocks Sheet: Set 2
98
#51289—Math Games: Skill-Based Practice
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Number and Operations in Base Ten
Base 10 Blocks Sheet: Set 3
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99
Number and Operations in Base Ten
Around the Track Domain Number and Operations in Base Ten
Standard Read and write numbers to 1,000 using base-ten numerals, number names, and expanded form.
Number of Players Whole class divided into 2 teams
Materials • Around the Track Game Board (page 102)
• Copy the Around the Track Game Board and prepare it for projection using a document camera, an interactive whiteboard, or an overhead projector. • Copy and cut out the Around the Track Game Pieces for each team. • Copy and cut out the Around the Track Number Cards for the class. • Collect individual whiteboards and dry‑erase markers for each player.
• Around the Track Number Cards (pages 104–108) • Around the Track Game Pieces (page 108) • document camera, interactive whiteboard, or overhead projector • individual whiteboards and dry‑erase markers
Game Directions
1 Distribute materials to players. 2 Project the Around the Track Game Board so that all players can see it.
3 Place the game pieces in
the “Starting Gate” on the game board.
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Number and Operations in Base Ten
Around the Track 4 Draw a number card from the
Around the Track Number Cards deck and show it to all players at the same time.
5 Players must read the number and rewrite it on their whiteboards in a different form. For example, if the card says 567, players write the words five hundred sixty-seven on their whiteboards. If the card says five hundred sixty-seven, players write the numeral 567.
(cont.)
6 After a predetermined amount
of time, say, “Show me!” When players hear this phrase, they must stop working and show their whiteboards. The teacher counts the number of complete and correct responses on each team.
7 The team with more correct
responses moves their horse forward one space on the game board. If there is a tie, both teams move their horses forward one space.
8 The first team to reach the “Finish Line” wins the game.
© Shell Education
#51289—Math Games: Skill-Based Practice
101
Number and Operations in Base Ten
Around the Track Game Board
Directions: Copy and cut out the game board to project for players. Start
Fi ni s
sh ni i F
102
Start
h
#51289—Math Games: Skill-Based Practice
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Number and Operations in Base Ten
Around the Track Number Cards
Directions: Copy and cut out one set of cards for the class.
© Shell Education
372
837
948
294
#51289—Math Games: Skill-Based Practice
103
Number and Operations in Base Ten
Around the Track Number Cards
104
(cont.)
103
224
245
462
#51289—Math Games: Skill-Based Practice
© Shell Education
Number and Operations in Base Ten
Around the Track Number Cards
© Shell Education
(cont.)
533
581
665
782
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105
Number and Operations in Base Ten
Around the Track Number Cards
106
(cont.)
three hundred seventy-two
six hundred eighty-one
one hundred twenty-one
two hundred thirty-six
#51289—Math Games: Skill-Based Practice
© Shell Education
Number and Operations in Base Ten
Around the Track Number Cards
two hundred two
(cont.)
three hundred seventy-six
four hundred five hundred eighty-nine thirty-four
© Shell Education
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107
Number and Operations in Base Ten
Around the Track Number Cards
(cont.)
six hundred forty-two
seven hundred fifty-five
eight hundred sixty-eight
nine hundred thirty-four
Around the Track Game Pieces
108
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Number and Operations in Base Ten
Sunken Treasure Domain Number and Operations in Base Ten
Standards Count within 1,000; skip-count by 5s, 10s, and 100s. Read and write numbers to 1,000, using base-ten numerals, number names, and expanded form.
• Copy and cut out the Sunken Treasure Game Board and one set of the Sunken Treasure Game Markers for each pair of players. • Collect one number cube, an individual whiteboard, and a dry-erase marker for each pair of players.
Number of Players 2 Players
Materials
Game Directions
• Sunken Treasure Game Board (pages 111–112)
1 Distribute materials to players. 2 Players place their game
• Sunken Treasure Game Markers (page 113) • number cubes • individual whiteboards and dry‑erase markers
© Shell Education
markers on the Sunken Treasure Game Board in the “Start” square.
3 Players take turns rolling the
number cube to decide who goes first. The player who rolls the lower number is Player 1.
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Number and Operations in Base Ten
Sunken Treasure 4 Player 1 rolls the number cube
and moves the indicated number of spaces on the game board.
5 Each space on the game board
has a number on it. On their whiteboard, Player 1 records the next five consecutive numbers that come after the number on the space.
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(cont.)
6 If Player 1’s response is correct,
he or she stays on the space. If the response is incorrect, he or she moves back one space on the game board.
7 Player 2 repeats steps 4 to 6. 8 The first player to reach the
“Sunken Treasure” on the exact roll of the number cube wins the game.
© Shell Education
Number and Operations in Base Ten
Sunken Treasure Game Board
Directions: Copy and cut out the game board. Tape it to the game board on page 112. .
104
497
575
Shark Att
138
247
710
785 Need Air: Lose One Turn
355 477 863 START Sunken Treasure
956 © Shell Education
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111
Number and Operations in Base Ten
Sunken Treasure Game Board
5
Shark Attack
939
(cont.)
251 715 276 Find a Gold Coin: Move Ahead One Space
tape here
865 558 302 628
47
710 112
399
#51289—Math Games: Skill-Based Practice
Calm Weather: Spin Again
© Shell Education
Number and Operations in Base Ten
Sunken Treasure Game Markers
Directions: Copy and cut out a marker for each player.
© Shell Education
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113
Number and Operations in Base Ten
Expanded Form Bingo Domain Number and Operations in Base Ten
Standards Understand that the three digits of a three-digit number represent amounts of hundreds, tens, and ones (e.g., 706 equals 7 hundreds, 0 tens, and 6 ones). Understand the following as special cases: The numbers 100, 200, 300, 400, 500, 600, 700, 800, and 900 refer to one, two, three, four, five, six, seven, eight, and nine hundreds, respectively (and 0 tens and 0 ones).
• Copy two sets of the Expanded Form Bingo Number Cards. • Cut out one set of numbers and place them in a paper bag. Project the other chart using an interactive whiteboard, a document camera, or an overhead projector. • Collect bingo markers for each player.
Number of Players
Game Directions
Whole Class
1 Distribute materials to players. 2 Display one set of the
Materials • Expanded Form Bingo Sheet (page 116) • Expanded Form Bingo Number Cards (pages 117–120) • whiteboard, overhead projector, or LCD projector • paper bag • bingo markers (counters, coins, or other small items)
114
• Copy the Expanded Form Bingo Sheet for each player.
#51289—Math Games: Skill-Based Practice
Expanded Form Bingo Number Cards. Players choose 24 numbers from the chart and copy them on the Expanded Form Bingo Sheet in any order.
3 Draw a number card from
the paper bag and read the number aloud in expanded form for players. For example, if the number 123 is drawn, say, “one hundred, two tens, three ones.”
© Shell Education
Number and Operations in Base Ten
Expanded Form Bingo 4 If players have the number on their bingo sheets, they place a bingo marker on the space.
(cont.)
6 Play continues for multiple rounds, using other sets of number cards.
5 The first player to mark five spaces in a row horizontally, vertically, or diagonally calls out “Bingo!” and wins the round.
© Shell Education
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Number and Operations in Base Ten
Name:____________________________________________ Date:_______________________
Expanded Form Bingo Sheet
Directions: Choose and record 24 numbers on the Bingo card. Place a marker on the number if it is called. Bingo Card
FREE SPACE
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Number and Operations in Base Ten
Expanded Form Bingo Number Cards: Set 1
Directions: Make two copies of the number cards.
544
153
574
370
109
316
606
435
291
483
578
428
384
547
415
348
852
431
773
570
240
187
376
411
974
162
422
789
999
220
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117
Number and Operations in Base Ten
Expanded Form Bingo Number Cards: Set 2
Directions: Make two copies of the number cards.
118
283
525
824
755
566
741
856
324
202
150
241
405
918
126
684
845
297
737
920
468
140
258
237
435
656
543
610
309
421
831
#51289—Math Games: Skill-Based Practice
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Number and Operations in Base Ten
Expanded Form Bingo Number Cards: Set 3
Directions: Make two copies of the number cards.
667
172
821
512
947
601
199
222
376
437
830
756
233
459
197
981
533
722
535
608
784
630
244
318
474
949
831
943
871
111
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119
Number and Operations in Base Ten
Expanded Form Bingo Number Cards: Set 4
Directions: Make two copies of the number cards.
120
886
469
869
425
776
607
339
286
479
555
433
863
830
274
702
649
297
140
478
290
815
710
521
133
698`
108
212
354
388
934
#51289—Math Games: Skill-Based Practice
© Shell Education
Number and Operations in Base Ten
Shortstop Subtraction Domain Number and Operations in Base Ten
Standard Fluently add and subtract within 100, using strategies based on place value, properties of operations, and/ or the relationship between addition and subtraction.
• Copy the Shortstop Subtraction Game Sheet for each pair of players. • Copy and cut out three sets of Shortstop Subtraction Digit Cards for each pair of players. • Collect a number cube for each pair of players.
Number of Players 2 Players
Game Directions
Materials
1 Distribute materials to players. 2 Players take turns rolling the
• Shortstop Subtraction Game Sheet (page 123) • Shortstop Subtraction Digit Cards (page 124) • number cubes
number cube to decide who goes first. The player who rolls the lower number is Player 1.
3 Player 1 shuffles the Shortstop Subtraction Digit Cards and places them facedown on the playing area.
© Shell Education
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Number and Operations in Base Ten
Shortstop Subtraction 4 Players take turns drawing four
Shortstop Subtraction Digit Cards each and making two two-digit numbers. Players write the greater number on the top and the smaller number on the second line of the Shortstop Subtraction Game Sheet under “Inning” 1.
5 Players subtract the smaller
(cont.)
8 Play continues for nine rounds. 9 The player with more tally marks at the end of nine rounds wins the game.
For the seventh inning stretch, 0
take a brain break and sing “Take Me Out to the Ball Game.”
number from the larger number.
6 The player with the lesser
difference wins the round. The winner places a tally mark on the score sheet section at the top of the page.
7 Players return the Shortstop
Subtraction Digit Cards to the deck, and the deck is reshuffled.
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Number and Operations in Base Ten
Name:____________________________________________ Date:_______________________
Shortstop Subtraction Game Sheet
Directions: Record your two-digit numbers in the boxes. Subtract the numbers and record a tally mark on the score board for the winner of each round. Inning
1
2
3
4
5
6
7
8
9
Final Score
Player 1 Player 2 1
2 –
4
3 –
5 –
7
6 –
8 –
© Shell Education
–
–
9 –
–
#51289—Math Games: Skill-Based Practice
123
Number and Operations in Base Ten
Shortstop Subtraction Digit Cards
Directions: Copy and cut out three sets of cards for each pair of players.
124
0
1
2
3
4
5
6
7
8
9
#51289—Math Games: Skill-Based Practice
© Shell Education
Measurement and Data
Journey to the Core Domain Measurement and Data
Standard Measure the length of an object by selecting and using appropriate tools such as rulers, yardsticks, meter sticks, and measuring tapes.
• Copy and cut out the Journey to the Core Game Board, the Journey to the Core Game Cards, and the Journey to the Core Game Markers for each group of players. • Collect a number cube, chart paper, a ruler, and a yardstick for each group of players.
Number of Players 4 Players, divided into teams of 2
Materials • Journey to the Core Game Cards (pages 127–128) • Journey to the Core Game Board (pages 129–131) • Journey to the Core Game Markers (page 132) • number cubes • rulers and yardsticks (with inches and centimeters) • chart paper
© Shell Education
Game Directions
1 Distribute materials to players. 2 Teams take turns rolling the number cube to decide who goes first. The team who rolls the lower number is Team 1.
3 Players shuffle the Journey
to the Core Game Cards and place them facedown in the playing area and place the Journey to the Core Game Markers on “Start.”
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Measurement and Data
Journey to the Core 4 Team 1 rolls the number cube
and moves their game marker the indicated number of spaces.
5 If there are instructions in the
space, Team 1 reads and follows the instructions. If the team lands on Draw a Card, they draw a card from the pile and follow the directions on the card.
126
#51289—Math Games: Skill-Based Practice
(cont.)
6 Team 2 repeats steps 4 and 5. 7 If a team gets an answer wrong, they cannot move forward to Earth’s Core. The team loses a turn and remains on the same space.
8 The first team to exactly reach the last space on the game board, Earth’s Core, wins the game.
© Shell Education
Measurement and Data
Journey to the Core Game Cards
Directions: Copy and cut out a set of cards for each group of players.
Draw a line segment 3 inches long.
Draw a line segment 5 inches long.
Draw a line segment 9 inches long.
Draw a line segment 14 inches long.
Draw a line segment 1 foot 7 inches long.
Draw a line segment 2 inches long.
Draw a line segment 2 feet long.
Draw a line segment 3 centimeters long.
Draw a line segment 5 centimeters long.
Draw a line segment 9 centimeters long.
Draw a line segment 70 centimeters long.
Draw a line segment 90 centimeters long.
Draw a line segment 30 centimeters long.
Which is longer, 6 centimeters or 2 inches?
Which is longer, 12 centimeters or 5 inches?
© Shell Education
#51289—Math Games: Skill-Based Practice
127
Measurement and Data
Journey to the Core Game Cards
128
(cont.)
Which is longer, 65 centimeters or 2 feet?
Which is longer, 17 inches or 40 centimeters?
Which is longer, 10 inches or 22 centimeters?
Which is shorter, 28 inches or 66 centimeters?
Which is shorter, 13 inches or 35 centimeters?
Which is shorter, 26 inches or 69 centimeters?
Which is shorter, 9 inches or 26 centimeters?
Which is shorter, 1 foot or 10 inches?
Which is longer, 5 inches or 5 centimeters?
Which is shorter, 8 centimeters or 4 inches?
Which is shorter, 25 centimeters or 10 inches?
Which is longer, 4 inches or 15 centimeters?
Draw a line segment 24 inches long.
Draw a line segment 42 centimeters long.
Which is longer, 20 inches or 30 centimeters?
#51289—Math Games: Skill-Based Practice
© Shell Education
Measurement and Data
Journey to the Core Game Board
Directions: Cut out the game board. Tape it to the game boards on pages 130–131.
Draw a Card
Upper Mantle
Draw a Card
Go Back 5 Spaces
Draw a Card
START
© Shell Education
Mantle
Journey to the Core
Draw a Card
Draw a Card
Draw a Card
Inner Core
Draw a Card
Draw a Card
Draw a Card
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Measurement and Data
Journey to the Core Game Board
(cont.)
Draw a Card
Draw a Card
Draw a Card
tape here
tape here
Go Back 5 Spaces
Earth’s Core
Draw a Card
130
#51289—Math Games: Skill-Based Practice
Go Back 5 Spaces
© Shell Education
Measurement and Data
Journey to the Core
Draw a Card
Go Back 5 Spaces
Draw a Card
Draw a Card
Draw a Card
© Shell Education
(cont.)
Draw a Card
Draw a Card
Journey to the Core
Game Board
Go Back 5 Spaces
Draw a Card
Draw a Card
Draw a Card
Outer Core
Draw a Card
Draw a Card
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131
Measurement and Data
Journey to the Core Game Markers
Directions: Copy and cut out markers for each team of players.
132
#51289—Math Games: Skill-Based Practice
© Shell Education
Measurement and Data
Money Match Domain Measurement and Data
Standard Solve word problems involving dollar bills, quarters, dimes, nickels, and pennies, using $ and ¢ symbols appropriately. Example: If you have 2 dimes and 3 pennies, how many cents do you have?
Number of Players 2 Players
Materials • Money Match Game Cards (pages 135–137) • number cubes
© Shell Education
• Copy and cut out the Money Match Game Cards for each pair of players. • Collect a number cube for each pair of players.
Game Directions
1 Distribute materials to players. 2 Players take turns rolling the
number cube to decide who goes first. The player who rolls the higher number is Player 1.
3 Players shuffle the Money
Match Game Cards and place them facedown in five rows of four cards.
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Measurement and Data
Money Match 4 Player 1 turns over any two cards
with the goal of finding a matching pair. If the amount of money on one card matches the picture of the coins on the other card, the player has made a match. The player keeps the matching set and turns over two more cards.
(cont.)
5 Player 1 continues until he or she
turns over two nonmatching cards. Nonmatching cards are returned facedown to their original places.
6 Player 2 repeats steps 4 and 5. 7 The game continues until all cards have been matched. The player with more pairs at the end of the game is the winner.
134
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Measurement and Data
Money Match Game Cards
Directions: Copy and cut out one set of cards for each pair of players.
37¢
33¢
88¢
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135
Measurement and Data
Money Match Game Cards
(cont.)
26¢
41¢
$1.05
$1.32
136
#51289—Math Games: Skill-Based Practice
© Shell Education
Measurement and Data
Money Match Game Cards
(cont.)
17¢
$1.50
60¢
72¢
© Shell Education
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137
Measurement and Data
Time for Time Domain Measurement and Data
Standard Tell and write time from analog and digital clocks to the nearest five minutes, using a.m. and p.m.
• Copy and cut out the Time for Time Game Board and the Time for Time Game Markers for each pair of players. • Copy the Time for Time Clock Sheet for each pair of players. • Collect one number cube for each pair of players.
Number of Players 2 Players
Materials • Time for Time Clock Sheet (page 140) • Time for Time Game Board (pages 141–142) • Time for Time Game Markers (page 143) • number cubes
Game Directions
1 Distribute materials to players. 2 Players place the Time for Time Game Markers on the “Start” space of the Time for Time Game Board.
3 Players roll the number cube. The player with the higher number is Player 1.
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Measurement and Data
Time for Time 4 Player 1 rolls the number cube
and moves his or her game marker the indicated number of spaces. Player 1 follows the directions on the space, finds the correct analog time on the Time for Time Clock Sheet and writes a check mark below the clock.
(cont.)
6 Player 2 repeats step 4. 7 Player 1 checks Player 2’s work. 8 Play continues until one player reaches the “Home” space. The first player to reach “Home” (or beyond) wins the game.
5 Player 2 checks Player 1’s work.
If player 1 is incorrect, he or she moves back one space.
© Shell Education
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139
Measurement and Data
Name:____________________________________________ Date:_______________________
Time for Time Clock Sheet
Directions: Write a check mark next to the correct clock.
140
#51289—Math Games: Skill-Based Practice for Second Grade
© Shell Education
Measurement and Data
Time for Time Game Board
Directions: Copy and cut out the game board. Tape it to the game board on page 142.
Start/Home
11:25
2:40
9:10
8:20
4:05
Free Space
8:15 Go Back 2 Spaces
7:20 9:30 Roll Again
© Shell Education
#51289—Math Games: Skill-Based Practice
Go Bac 2 Space
141
Measurement and Data
Time for Time Game Board
40
4:05
Go Back 2 Spaces
(cont.)
4:00 3:15 3:50
tape here
4:30 Roll Again
5:35 Go Back 2 Spaces
20
142
6:50
#51289—Math Games: Skill-Based Practice
5:25
© Shell Education
Measurement and Data
Time for Time Game Markers
Directions: Copy and cut out a game marker for each player.
© Shell Education
#51289—Math Games: Skill-Based Practice
143
Geometry
Angle Count Domain Geometry
Standard Recognize and draw shapes having specified attributes, such as a given number of angles or a given number of equal faces. Identify triangles, quadrilaterals, pentagons, hexagons, and cubes.
Copy and cut out the Angle Count Cards for each pair of players.
Game Directions
1 Distribute materials to players. 2 One player shuffles the Angle Count Cards deck and deals 10 cards to each player.
3 Both players simultaneously Number of Players 2 Players
turn over the top cards in their piles. They take turns naming the shapes and counting the number of angles in the shapes.
Materials Angle Count Cards (pages 146–148)
144
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© Shell Education
Geometry
Angle Count 4 The player that has the Angle
Count Card with the greater number of angles wins the round, collects the card from the other player, and places both cards in his or her winning pile. If a player makes a mistake, he or she automatically loses the round and his or her card is placed at the bottom of the deck.
© Shell Education
(cont.)
5 In the event of a tie, both players turn over new cards.
6 Play continues until all cards have
been played. The player with more cards at the end of the game wins!
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145
Geometry
Angle Count Cards
Directions: Copy and cut out one set of cards for each pair of players.
146
#51289—Math Games: Skill-Based Practice
© Shell Education
Geometry
Angle Count Cards
© Shell Education
(cont.)
#51289—Math Games: Skill-Based Practice
147
Geometry
Angle Count Cards
148
#51289—Math Games: Skill-Based Practice
(cont.)
© Shell Education
Geometry
Equal Sizes Domain Geometry
Standard Partition circles and rectangles into two, three, or four equal shares, describe the shares using the words halves, thirds, half of, a third of, etc., and describe the whole as two halves, three thirds, four fourths. Recognize that equal shares of identical wholes need not have the same shape.
Number of Players 2 Players
Materials • Equal Sizes Game Sheet (page 151) • Equal Sizes Game Cards (pages 152–153)
• Copy and cut out one set of Equal Sizes Game Cards for each pair of players. • Copy one Equal Sizes Game Sheet for each pair of players. • Collect one number cube for each pair of players.
Game Directions
1 Distribute materials to players. 2 Players roll the number cube. The player with the higher number is Player 1.
3 Player 1 shuffles the Equal
Sizes Game Cards and places them facedown in the playing area.
• number cubes
4 Player 1 draws an Equal Sizes Game Card and places it faceup so Player 2 can also see the directions.
© Shell Education
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149
Geometry
Equal Sizes 5 Player 1 follows the directions
on the card and draws the first line segment on the Equal Sizes Game Sheet.
6 Player 2 follows the directions on
the card and draws the next line segment, if needed, on the same shape. Players continue drawing line segments until the shape is divided according to the directions on the card.
7 The player who draws the last
segment wins the round and writes his or her initials on the shape. Consider the example shown below:
(cont.)
In Figure 1, Player 1 draws a
horizontal line segment to divide the rectangle into halves. Player 2 draws a vertical line to divide the rectangle into four equal parts. Player 2 completes the task and wins the round.
In Figure 2, Player 1 draws a
vertical line to divide the rectangle into halves. Player 2 draws a vertical line to the left. Player 1 completes the task of dividing the rectangle into four equal parts. Therefore, Player 1 wins the round.
8 Player 2 draws a card and begins
dividing the shape according to the new set of directions. Player 1 draws a second line segment. They continue taking turns dividing the shape until the task on the card is complete.
9 Play continues until all the cards
have been played. The player with more initials on shapes wins the game.
150
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© Shell Education
Geometry
Name:____________________________________________ Date:_______________________
Equal Sizes Game Sheet
Directions: Follow the directions on the game cards and draw the line segments on the shapes below.
© Shell Education
#51289—Math Games: Skill-Based Practice
151
Geometry
Equal Sizes Game Cards
Directions: Copy and cut out one set of cards for each pair of players.
152
Partition a circle into halves
Separate a circle into 4 equal parts
Divide a square into 4 equal parts
Partition a square into fourths
Divide a rectangle into thirds
Partition a rectangle into 4 equal parts
#51289—Math Games: Skill-Based Practice
© Shell Education
Geometry
Equal Sizes Game Cards
(cont.)
Divide a circle into 2 equal parts
Partition a circle into fourths
Partition a rectangle into 3 equal parts
Divide a rectangle into halves
© Shell Education
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153
Appendix A
References Cited Burns, Marilyn. 2009. “Win-Win Math Games.” Instructor. Reprinted March/April, http://www.mathsolutions.com/documents/winwin_mathgames.pdf. Hull, Ted H., Ruth Harbin Miles, and Don S. Balka. 2013. Math Games: Getting to the Core of Conceptual Understanding. Huntington Beach, CA: Shell Education. National Council of Teachers of Mathematics. 2000. Principles and Standards for School Mathematics. Reston, VA: NCTM. National Governors Association Center for Best Practices, and Council of Chief State School Officers. 2010. “Common Core State Standards.” Washington, DC: National Governors Association Center for Best Practices, Council of Chief State School Officers. Accessed September 23, 2013, http://corestandards.org/math. National Research Council. 2001. “Adding It Up: Helping Children Learn Mathematics.” Washington, DC: National Academy Press. National Research Council. 2004. “Engaging Schools: Fostering High School Students’ Motivation to Learn.” Washington, DC: National Academy Press.
Accessing the Digital Resources The Digital Resources can be downloaded by following these steps:
1. Go to www.tcmpub.com/digital
2. Use the ISBN number to redeem the Digital Resources.
ISBN
154
3. Respond to the question using the book.
4. Follow the prompts on the Content Cloud website to sign in or create a new account.
5. The redeemed content will now be on your My Content screen. Click on the product to look through the Digital Resources. All files can be downloaded, while some files can also be previewed, opened, and shared.
#51289—Math Games: Skill-Based Practice
© Shell Education
Appendix B
Digital Resources Student Resources Page(s) 18
Title
Filename
Subtract Down Recording Sheet
subtractdown.pdf
21–36
Slap Jack Facts Flashcards
slapjackcards.pdf
39–40
In the Dog House Game Cards
doghousecards.pdf
41
In the Dog House Game Sheet
doghousesheet.pdf
44–53
Fact Football: Addition Cards
footballcards.pdf
54–55
Fact Football Addition Game Board
footballboard.pdf
Fact Football Score Sheet
footballsheet.pdf
59–72
Race Track: Subtraction Cards
trackcards.pdf
73–74
Race Track: Subtraction Game Board
trackboard.pdf
75
Race Track Game Markers
trackmarkers.pdf
78–80
Alligator Eats Digit Cards
digitcards.pdf
81
Alligator Eats Cards
alligatorcards.pdf
82
Alligator Eats Game Sheet
alligatorsheet.pdf
85
Luck of the Draw Game Sheet
lucksheet.pdf
86
Luck of the Draw Digit Cards
luckcards.pdf
Number Neighborhood Game Board
neighborboard.pdf
92
Before or After Cards
beforeaftercards.pdf
93
Number Neighborhood Game Markers
neighbormarkers.pdf
96
Place Value Mat
placevaluemat.pdf
97
Base 10 Blocks Sheet: Set 1
blocksset1.pdf
98
Base 10 Blocks Sheet: Set 2
blocksset2.pdf
99
Base 10 Blocks Sheet: Set 3
blocksset3.pdf
102
Around the Track Game Board
trackboard.pdf
104–108
Around the Track Number Cards Around the Track Game Pieces
trackcards.pdf
111–112
Sunken Treasure Game Board
treasureboard.pdf
113
Sunken Treasure Game Markers
treasuremarkers.pdf
116
Expanded Form Bingo Sheet
expandedsheet.pdf
56
89–91
© Shell Education
#51289—Math Games: Skill-Based Practice
155
Appendix B
Digital Resources (cont.) Student Resources Page(s)
Title
Filename
117
Expanded Form Bingo Number Cards: Set 1
expandedcards1.pdf
118
Expanded Form Bingo Number Cards: Set 2
expandedcards2.pdf
119
Expanded Form Bingo Number Cards: Set 3
expandedcards3.pdf
120
Expanded Form Bingo Number Cards: Set 4
expandedcards4.pdf
123
Shortstop Subtraction Game Sheet
shortstopsheet.pdf
124
Shortstop Subtraction Digit Cards
shortstopcards.pdf
127–128
Journey to the Core Game Cards
journeycards.pdf
129–131
Journey to the Core Game Board
journeyboard.pdf
Journey to the Core Game Markers
journeymarkers.pdf
135–137
Money Match Game Cards
moneymatchcards.pdf
140
Time for Time Clock Sheet
timesheet.pdf
141–142
Time for Time Game Board
timeboard.pdf
Time for Time Game Markers
timemarkers.pdf
Angle Count Cards
anglecountcards.pdf
151
Equal Sizes Game Sheet
equalsheet.pdf
152–153
Equal Sizes Game Cards
equalcards.pdf
132
143 146–148
Additional Resources Title CCSS, WIDA, and TESOL
156
#51289—Math Games: Skill-Based Practice
Filename standards.pdf
© Shell Education
Notes
© Shell Education
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Notes
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Notes
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Notes
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#51289—Math Games: Skill-Based Practice
© Shell Education
Math Games: Skill-Based Practice brings learning mathematical skills into a whole new light for students in grades K–6. Each book has unique and fun games that encourage whole-class, small-group, and partner interaction and collaboration. These games will reinforce students’ knowledge of mathematical skills while keeping learners motivated and engaged. Promote a fun learning environment for students to achieve mathematical success!
Other levels available... K
1
Grade
Ted H. Hull Ruth Harbin Miles Don S. Balka
Grade
Ted H. Hull Ruth Harbin Miles Don S. Balka
3
4
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Ted H. Hull Ruth Harbin Miles Don S. Balka
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Ted H. Hull Ruth Harbin Miles Don S. Balka
5
6
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Ted H. Hull Ruth Harbin Miles Don S. Balka
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Ted H. Hull Ruth Harbin Miles Don S. Balka
Meet the Authors
Ted H. Hull, Ed. D.,
Ruth Harbin Miles, Ed.S.,
Don S. Balka, Ph.D., a
served in public education for thirty-two years as a mathematics teacher, K–12 mathematics coordinator, school principal, and director of curriculum and instruction. Ted has coauthored numerous books addressing mathematics improvement.
currently coaches mathematics teachers and serves on the Board of Directors for the National Council of Teachers of Mathematics, the National Council of Supervisors of Mathematics, and Virginia’s Council of Mathematics Teachers.
former mathematics teacher, is Professor Emeritus in the Mathematics Department at Saint Mary’s College at Notre Dame, Indiana. He is currently President of TODOS and Past President of the School Science and Mathematics Association.
www.shelleducation.com
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