240 68 65MB
English Pages 122 Year 2014
5 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; Sara Sciuto, Assistant 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 978-1-4258-1292-8 © 2014 Shell Education 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 Track Meet. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Make a Match. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Back to Earth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Domain: Number and Operations in Base Ten Drag Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Winner Takes All. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Compare It. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Greater Than/Less Than . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 A-Round the World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Car Chase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Race Is On. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 Race to the Top . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
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Table of Contents (cont.) Domain: Number and Operations—Fractions Chase Is On. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Taking Out the Board Fractions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Fraction Checkers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Multiplication Madness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 4 Square Division . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Domain: Measurement and Data Volume Construction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Dash to the Finish. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 Domain: Geometry Digging for Treasure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Space Exploration. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Appendices Appendix A: References Cited and Accessing the Digital Resources . . . . 113 Appendix B: Digital Resources. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
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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 teacherled and teacher-facilitated 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: Ë 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! Ë 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.) Ë 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. Ë 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: Ë Move about the room listening and observing Ë Ask student pairs to explain what they are doing Ë Ask the entire class about the game procedures after play Ë Play the game against the class Ë Draw a small group of students together for closer supervision Ë 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 five domains addressed in this series has its own icon.
Opera tions and Algebraic Thinki ng
Track Meet Domain Operations and Algebraic Think ing
Standards One or more Common Core State Standards will state the specific skills that students will practice during game play.
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.
• Copy and cut out the Track Meet Gam e Spinner and the Track Meet Game Board for each group of p layers. • Collect a p aperclip, pencil , number cube , game pieces, and a calculator for each group o f players. • Collect sc ratch paper or a whiteboard and marker for each player .
Standard Use parenthese s, brackets, or braces in nume rical expression s, and evaluate expressions with these symbols.
Number of Pla yers
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.
3 Players
Materials • Track Meet Game Spinner (page 18) • Track Meet Game Board (pages 19– 20) • paperclips and pencils • number cu bes • scratch pa per or individua l whiteboards and markers • game piec es for each pla yer (e.g., two-color counters, smal l colored cube s, mini erase rs) • calculators
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th Games: Skill-B ased
Game Direct ions
1 Distribute materials to playe rs. 2 Players place their markers on “Start.”
3
Players take turns rolling a number cube . The player who rolls the highest numb er is Player 1. Playe rs rotate clock wise to take turns.
Game Directions The directions allow for step-by-step guidance on how to easily implement each game.
Practi ce © Shell Educa tion
All game resources can be found in the Digital Resources. (For a complete list of the files, see pages 114–115.)
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, score cards, and spinners. 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. Spinners Some games include spinners. To use a spinner, cut it out from the page. Place the tip of a pencil in the center with a paperclip around it. Use your other hand to flick the other side of the paperclip.
Number and Opera tions Base Ten
Winner Ta kes All Decimal Car ds
Directions: Copy
and cut out a
0.189
0.657
0.091
0.098
0.202
0.712
0.317
0.395
0.209
0.589 38
#5129 2—Ma
set of cards for
0.419
0.537 th Games: Skill-B ased
each pair of playe
rs.
0.332
0.456
0.892
0.162
0.502
0.628
Practi ce © Shell Educa tion
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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 Standard
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Game(s)
5.OA.A.1—Use parentheses, brackets, or braces in numerical expressions, and evaluate expressions with these symbols.
Track Meet (p. 16)
5.OA.A.2—Write simple expressions that record calculations with numbers, and interpret numerical expressions without evaluating them. For example, express the calculation “add 8 and 7, then multiply by 2” as 2 × (8 + 7). Recognize that 3 × (18932 + 921) is three times as large as 18932 + 921, without having to calculate the indicated sum or product.
Make a Match (p. 21)
5.OA.B.3—Generate two numerical patterns using two given rules. Identify apparent relationships between corresponding terms. Form ordered pairs consisting of corresponding terms from the two patterns, and graph the ordered pairs on a coordinate plane. For example, given the rule “Add 3” and the starting number 0, and given the rule “Add 6” and the starting number 0, generate terms in the resulting sequences, and observe that the terms in one sequence are twice the corresponding terms in the other sequence. Explain informally why this is so.
Back to Earth (p. 27)
5.NBT.A.3b—Compare two decimals to thousandths based on meanings of the digits in each place, using >, =, and < symbols to record the results of comparisons.
Drag Race (p. 33); Winner Takes All (p. 37); Compare It (p. 40); Greater Than/ Less Than (p. 44)
5.NBT.A.3a—Read and write decimals to thousandths using base-ten numerals, number names, and expanded form, e.g., 347.392 = 3 × 100 + 4 × 10 + 7 × 1 + 3 × (1/10) + 9 × (1/100) + 2 × (1/1000).
Greater Than/Less Than (p. 44)
5.NBT.A.4—Use place value understanding to round decimals to any place.
A-Round the World (p. 48)
5.NBT.B.6—Find whole-number quotients of whole numbers with up to four-digit dividends and two-digit divisors, using strategies based on place value, the properties of operations, and/or the relationship between multiplication and division. Illustrate and explain the calculation by using equations, rectangular arrays, and/or area models.
Car Chase (p. 54)
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Correlation to the Standards
Standards Correlation Chart Standard
(cont.)
Game(s)
5.NBT.B.7—Add, subtract, multiply, and divide decimals to hundredths, using concrete models or drawings and strategies based on place value, properties of operations, and/or the relationship between addition and subtraction; relate the strategy to a written method and explain the reasoning used.
Race Is On (p. 59); Race to the Top (p. 64)
5.NF.A.1—Add and subtract fractions with unlike denominators (including mixed numbers) by replacing given fractions with equivalent fractions in such a way as to produce an equivalent sum or difference of fractions with like denominators. For example, 2/3 + 5/4 = 8/12 + 15/12 = 23/12. (In general, a/b + c/d = (ad + bc)/bd.)
Chase Is On (p. 69)
5.NF.B.4—Apply and extend previous understandings of multiplication to multiply a fraction or whole number by a fraction.
Taking Out the Board Fractions (p. 76); Fraction Checkers (p. 80); Multiplication Madness (p. 84)
5.NF.B.7—Apply and extend previous understandings of division to divide unit fractions by whole numbers and whole numbers by unit fractions.
Fraction Checkers (p. 80); 4 Square Division (p. 88)
5.MD.C.5a—Find the volume of a right rectangular prism with whole-number side lengths by packing it with unit cubes, and show that the volume is the same as would be found by multiplying the edge lengths, equivalently by multiplying the height by the area of the base. Represent threefold wholenumber products as volumes, e.g., to represent the associative property of multiplication.
Volume Construction (p. 92)
5.MD.B.2—Make a line plot to display a data set of measurements in fractions of a unit (1/2, 1/4, 1/8). Use operations on fractions for this grade to solve problems involving information presented in line plots. For example, given different measurements of liquid in identical beakers, find the amount of liquid each beaker would contain if the total amount in all the beakers were redistributed equally.
Dash to the Finish (p. 96)
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Correlation to the Standards
Standards Correlation Chart Standard 5.G.A.1—Use a pair of perpendicular number lines, called axes, to define a coordinate system, with the intersection of the lines (the origin) arranged to coincide with the 0 on each line and a given point in the plane located by using an ordered pair of numbers, called its coordinates. Understand that the first number indicates how far to travel from the origin in the direction of one axis, and the second number indicates how far to travel in the direction of the second axis, with the convention that the names of the two axes and the coordinates correspond (e.g., x-axis and x-coordinate, y-axis and y-coordinate).
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(cont.)
Game(s) Digging for Treasure (p. 102); Space Exploration (p. 107)
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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
Track Meet Domain Operations and Algebraic Thinking
Standard Use parentheses, brackets, or braces in numerical expressions, and evaluate expressions with these symbols.
• Copy and cut out the Track Meet Game Spinner and the Track Meet Game Board for each group of players. • Collect a paperclip, pencil, number cube, game pieces, and a calculator for each group of players. • Collect scratch paper or a whiteboard and marker for each player.
Number of Players 3 Players
Materials • Track Meet Game Spinner (page 18) • Track Meet Game Board (pages 19–20) • paperclips and pencils • number cubes • scratch paper or individual whiteboards and markers
Game Directions
1 Distribute materials to players. 2 Players place their markers on “Start.”
3 Players take turns rolling a
number cube. The player who rolls the highest number is Player 1. Players rotate clockwise to take turns.
• game pieces for each player (e.g., two-color counters, small colored cubes, mini erasers) • calculators
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Operations and Algebraic Thinking
Track Meet 4 Player 1 rolls the number cube
and moves forward the designated number of places. The value b is given on the Track Meet Game Board space.
5 Player 1 flicks the paperclip in
the center of the Track Meet Game Spinner to determine the expression to be evaluated.
6
All three players independently substitute the value b into the expression on the spinner sheet, and evaluate it using scratch paper or whiteboards.
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(cont.)
7 If Players 2 and 3 verify that
Player 1 has answered correctly, Player 1 remains on the space. If Player 1 is incorrect, he or she returns the game piece to the space it was on prior to the roll.
8 Players 2 and 3 repeat steps 4 to 7.
9 The player who first reaches or passes “Finish” wins!
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Operations and Algebraic Thinking
Track Meet Game Spinner
Directions: Copy and cut out the spinner for each group of players. For directions on how to assemble this spinner, see page 10.
2(b + 3)
b + {5(2)}
b + {4 + (b + 8)}
ack r T
Meet 4(8 + b)
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b(4 + 1)
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3(b + 2) – 2
[{(5 x b) + 3} – 3]
b(b + 6) – 6
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Operations and Algebraic Thinking
Track Meet Game Board
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b=1
b=3
b=6
b=7
b=2 #51292—Math Games: Skill-Based Practice
b=2
b=1 b=3
Start
b=3
b=5
b=2
Lose Turn and Go Back
Directions: Copy and cut out the game board for each group of players. Tape it to the game board on page 20.
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Operations and Algebraic Thinking
Track Meet
b=0
b=5
b=2
Lose Turn and Go Back
b=3
b=2
Finish
tape here
b=1
Lose Turn and Go Back
b=4
Game Board (cont.)
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Operations and Algebraic Thinking
Make a Match Domain Operations and Algebraic Thinking
Standard
Game Directions
1 Distribute materials to players. 2 Players take turns rolling a number cube. The player who rolls the higher number is Player 1.
Write simple expressions that record calculations with numbers, and interpret numerical expressions without evaluating them.
3 Player 1 shuffles the Make
Number of Players
4 Player 1 selects a card from
2 Players
Materials • Make a Match Game Cards (pages 22–26) • number cubes
a Match Game Cards and deals six cards to each player. The remaining Make a Match Game Cards are placed facedown in a deck.
his or her hand and reads it aloud.
5 If Player 2 has the
matching card (with the same expression in a different form), he or she hands over the card to Player 1. Player 1 makes a “match,” then places the two cards in his or her winning pile and takes another turn.
6 If Player 2 does not have
• Copy and cut out a set of Make a Match Game Cards for each pair of players. • Collect a number cube for each pair of players.
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the requested card, Player 1 draws a card from the deck, and Player 2 selects a card from his or her hand to request a match.
7 The winner is the player with
more Make a Match Game Cards in his or her winning pile when all the deck cards have been drawn, or a player has no cards remaining in his or her hand.
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Operations and Algebraic Thinking
Make a Match Game Cards
Directions: Copy and cut out one set of cards for each pair of players.
22
Multiply 8 and 3, then subtract 7
(8 × 3) – 7
Subtract 7 after multiplying 9 and 2
(9 × 2) – 7
Add 4 and 3, then multiply by 3
(4 + 3) × 3
Divide 9 by 2, then subtract 5
(9 ÷ 2) – 5
Multiply 7 and 2, then subtract 4
(7 × 2) – 4
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Operations and Algebraic Thinking
Make a Match Game Cards (cont.)
Subtract 5 after multiplying 8 and 2
(8 × 2) – 5
Add 4 and 4, then multiply by 2
(4 + 4) × 2
Divide 5 by 2, then subtract 5
(5 ÷ 2) – 5
Add 3 and 4, then add 7
(3 + 4) + 7
Subtract 6 from 8, then divide by 3
(8 – 6) ÷ 3
© Shell Education
#51292—Math Games: Skill-Based Practice
23
Operations and Algebraic Thinking
Make a Match Game Cards (cont.)
24
Multiply 7 and 2, then subtract 1
(7 × 2) – 1
Subtract 2 after multiplying 8 and 5
(8 × 5) – 2
Add 5 and 5, then multiply by 5
(5 + 5) × 5
Divide 2 by 2, then subtract 4
(2 ÷ 2) – 4
Multiply 4 and 5, then subtract 2
(4 × 5) – 2
#51292—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Make a Match Game Cards (cont.)
Multiply 6 and 5, then add 9
(6 × 5) + 9
Multiply 7 and 3, then subtract 1
(7 × 3) – 1
Subtract 3 after multiplying 1 and 2
(1 × 2) – 3
Add 9 and 9, then multiply by 3
(9 + 9) × 3
Divide 10 by 2, then subtract 5
(10 ÷ 2) – 5
© Shell Education
#51292—Math Games: Skill-Based Practice
25
Operations and Algebraic Thinking
Make a Match Game Cards (cont.)
26
Subtract 4 from 10, then divide by 3
(10 – 4) ÷ 3
Add 7 after multiplying 8 and 7
(8 × 7) + 7
Divide 6 by 2, then divide by 3
(6 ÷ 2) ÷ 3
Multiply 5 and 3, then add 7
(5 × 3) + 7
Subtract 3 from 4, then multiply by 2
(4 – 3) × 2
#51292—Math Games: Skill-Based Practice
© Shell Education
Operations and Algebraic Thinking
Back to Earth Domain Operations and Algebraic Thinking
Standard Generate two numerical patterns using two given rules. Identify apparent relationships between corresponding terms. Form ordered pairs consisting of corresponding terms from two patterns, and graph the ordered pairs on a coordinate plane.
• Copy and cut out one Back to Earth Game Board for each player. • Copy one Back to Earth Recording Sheet for each pair of players. • Copy and cut out one set of Back to Earth Value Cards for each pair of players. • Collect a straight edge (ruler) for each pair of players.
Number of Players 2 Players
Materials • Back to Earth Game Board (pages 29–30) • Back to Earth Recording Sheet (page 31) • Back to Earth Value Cards (page 32) • straight edges (rulers)
Game Directions
1 Distribute materials to players. 2 Each player chooses a 2 × 2 square anywhere on his or her Back to Earth Game Board and shades it. This square represents the sun. Each player also chooses and shades a 2 × 1 rectangle to represent the Earth and a 1 × 1 square to represent the moon. Shaded areas may not touch the x- or y-axis.
3 Players trade game boards.
© Shell Education
#51292—Math Games: Skill-Based Practice
27
Operations and Algebraic Thinking
Back to Earth 4 Each player draws one of the
Back to Earth Value Cards. The player with the greater number is Player 1 and goes first. The cards are returned to the deck.
5 Player 1 chooses any row on
the Back to Earth Recording Sheet and draws a Back to Earth Value Card.
6 In the first column on the recording sheet, Player 1 writes the number from his or her card, which will be the x-coordinate. Player 1 then calculates the y-coordinate using the rule given. Player 1 records the ordered pair in the fourth column on the recording sheet. For example, Player 1 selects the 3rd row and draws a Back to Earth Value Card with a 9. Substituting into the rule x + 3, the y-coordinate is 12 and the ordered pair to record in the right column is (9, 12).
28
#51292—Math Games: Skill-Based Practice
(cont.)
7 Player 1 locates the ordered pair
on the grid, and draws a line using a straight edge from the origin (0, 0) to the ordered pair.
8 If a player hits the sun or moon, he or she loses the next turn.
Player 2 repeats steps 6 to 9. 9 The first player to get “Back to 0
Earth” (intersect with the Earth rectangle on his or her grid) wins!
© Shell Education
Operations and Algebraic Thinking
Back to Earth Game Board
Directions: Copy and cut out the game board. Tape it to the game board on page 30. y
30 25 20 15 10 5 0 1
2
3
4
5
6
7
8
9
10
–5 –10 –15 –20 –25
Back t Earth © Shell Education
#51292—Math Games: Skill-Based Practice
29
Operations and Algebraic Thinking
Back to Earth
tape here
Game Board (cont.)
x
11
30
12
13
14
15
#51292—Math Games: Skill-Based Practice
16
17
18
19
20
© Shell Education
Operations and Algebraic Thinking
Name:______________________________________________ Date:________________________
Back to Earth Recording Sheet
Directions: Choose a row on the chart below. Draw a Back to Earth Value Card and record the value, which will represent the x-coordinate. Use the rule given to calculate and record the y-coordinate. Then, write the ordered pair in the fourth column. Player 1 Value
Rule
(x-coordinate)
Value
(y-coordinate)
Player 2 Ordered Pair
Value
(x-coordinate)
Rule
x+1
x–1
x–2
x+2
x+3
x–3
x–4
x+4
x+5
x–5
x–6
x+6
x+7
x – 10
x – 15
x+8
x+9
x – 20
x – 25
x + 10
© Shell Education
Value
(y-coordinate)
Ordered Pair
#51292—Math Games: Skill-Based Practice
31
Operations and Algebraic Thinking
Back to Earth Value Cards
Directions: Copy and cut out one set of cards for each pair of players.
32
1
3
5
7
9
10
11
13
15
16
18
20
#51292—Math Games: Skill-Based Practice
© Shell Education
Number and Operations in Base Ten
Drag Race Domain Number and Operations in Base Ten
Standard Compare two decimals to thousandths based on meanings of the digits in each place, using >, =, and < symbols to record the results of comparisons.
Number of Players 2 Players
Materials • Drag Race Game Sheet (page 35) • Drag Race Digit Cards (page 36) • small paper bags • number cubes
• Copy and cut out a Drag Race Game Sheet and two sets of Drag Race Digit Cards for each pair of players. • Collect a paper bag for each player. • Collect a number cube for each pair of players.
Game Directions
1 Distribute materials to players. 2 Each player puts a set of Drag Race Digit Cards into his or her paper bag.
3 Players take turns rolling a
number cube. The player who rolls the lower number is Player 1.
4 Player 1 enters a greater than (>) or less than ( or
, =, and < symbols to record the results of comparisons.
Number of Players 2 Players
Materials • Winner Takes All Decimal Cards (pages 38–39)
Copy and cut out a set of Winner Takes All Decimal Cards for each pair of players.
Game Directions
1 Distribute materials to players. 2 Players shuffle the Winner
Takes All Decimal Cards and place them facedown in a pile.
3 Each player turns over one
card. The player with the higher number goes first. The cards are placed back in the deck.
4 Each player turns over a card.
Player 1 selects the greater number. If the player is correct, he or she takes both cards. If Player 1 answers incorrectly, the cards are placed facedown in a discard pile.
5 Player 2 repeats step 4. Play
continues until all cards in the playing stack are used.
6 The winner is the player with more cards at the end of the game.
© Shell Education
#51292—Math Games: Skill-Based Practice
37
Number and Operations in Base Ten
Winner Takes All Decimal Cards
Directions: Copy and cut out a set of cards for each pair of players.
38
0.189
0.657
0.332
0.091
0.098
0.456
0.202
0.712
0.892
0.317
0.395
0.162
0.209
0.419
0.502
0.589
0.537
0.628
#51292—Math Games: Skill-Based Practice
© Shell Education
Number and Operations in Base Ten
Winner Takes All Decimal Cards (cont.)
0.639
0.654
0.712
0.704
0.729
0.805
0.883
0.902
0.975
0.921
0.108
0.203
0.311
0.552
0.498
0.409
0.653
0.264
© Shell Education
#51292—Math Games: Skill-Based Practice
39
Number and Operations in Base Ten
Compare It Domain Number and Operations in Base Ten
Standard Compare two decimals to thousandths based on meanings of the digits in each place, using >, =, and < symbols to record of the results of comparisons.
Number of Players 2 Players
Materials • Compare It Recording Sheet (page 42) • Compare It Spinner (page 43) • paperclips and pencils
• Copy and cut out one Compare It Spinner for each pair of players. • Copy one Compare It Recording Sheet for each pair of players. • Collect a paperclip and pencil for each pair of players.
Game Directions
1 Distribute materials to players. 2 Each player flicks the paperclip around the pencil in the center of the Compare It Spinner. The player who spins the higher number goes first. Players alternate spins.
3 Player 1 spins the spinner,
and it lands on a digit. Player 1 looks at the first column of “Greater Than/Less Than.” He or she then decides where to place the digit (either tenths, hundredths, or thousandths) and records his or her digit on the Compare It Recording Sheet.
40
#51292—Math Games: Skill-Based Practice
© Shell Education
Number and Operations in Base Ten
Compare It 4 Player 2 spins and repeats this process in the fourth column.
5 After recording the three digits,
the players look back at the first column of the recording sheet (“greater than” or “less than”). Players compare the created numbers and record the appropriate relationship symbol (< or >) in the center column.
(cont.)
6 If the players have created two
decimal numbers with the correct relationship, they win the round. If they have not created the correct relationship, the “game” wins the round. For example, suppose the first column states “Greater Than.” If Player 1 creates 0.763 and Player 2 creates 0.435, then the players win the round since 0.763 > 0.435. If Player 1 creates 0.261 and Player 2 creates 0.987, then the “game” wins since 0.261 is not greater than 0.987.
7 Players total their number of wins out of ten. If they've won more rounds than the game, they win!
© Shell Education
#51292—Math Games: Skill-Based Practice
41
Number and Operations in Base Ten
Name:______________________________________________ Date:________________________
Compare It
Recording Sheet Directions: Record a digit in each of the three spaces (either tenths, hundredths, or thousandths) in the designated column for each player. Compare the two numbers and place the correct symbol of < or >. If the symbol matches the first column, the players win the round. If not, the game wins the round. Player 1
Symbol ()
Player 2
Greater Than
0.___ ___ ___
0.___ ___ ___
Less Than
0.___ ___ ___
0.___ ___ ___
Greater Than
0.___ ___ ___
0.___ ___ ___
Less Than
0.___ ___ ___
0.___ ___ ___
Greater Than
0.___ ___ ___
0.___ ___ ___
Less Than
0.___ ___ ___
0.___ ___ ___
Greater Than
0.___ ___ ___
0.___ ___ ___
Less Than
0.___ ___ ___
0.___ ___ ___
Greater Than
0.___ ___ ___
0.___ ___ ___
Less Than
0.___ ___ ___
0.___ ___ ___
Did We Win?
Total Wins:
42
#51292—Math Games: Skill-Based Practice
© Shell Education
Number and Operations in Base Ten
Compare It Spinner
Directions: Copy and cut out the spinner for each pair of players. For steps on how to assemble this spinner, see page 10.
9
0
8
1
7
2 6 5
© Shell Education
4
3
#51292—Math Games: Skill-Based Practice
43
Number and Operations in Base Ten
Greater Than/Less Than Domain Number and Operations in Base Ten
Standards
• Copy and cut out one Greater Than/Less Than Spinner for each pair of players.
Read and write decimals to thousandths using base-ten numerals, number names, and expanded form.
• Copy a Greater Than/Less Than Recording Sheet for each pair of players.
Compare two decimals to thousandths based on meanings of the digits in each place, using >, =, and < symbols to record the results of comparisons.
• Collect a paperclip, pencil, and several sheets of scratch paper for each pair of players.
Game Directions Number of Players 2 Players
Materials • Greater Than/Less Than Spinner (page 46) • Greater Than/Less Than Recording Sheet (page 47) • paperclips and pencils • scratch paper
44
#51292—Math Games: Skill-Based Practice
1 Distribute materials to players. 2 Players take turns spinning the Greater Than/Less Than Spinner. The player who spins the lower number is Player 1.
3 Player 1 spins the spinner
three times and records his or her three digits on the scratch paper.
4 Player 1 records his or her
three digits onto the chart on the Greater Than/Less Than Recording Sheet, choosing which digit represents tenths, which represents hundredths, and which represents thousandths.
© Shell Education
Number and Operations in Base Ten
Greater Than/Less Than
(cont.)
5 Player 2 repeats steps 3 and 4. 6 Players compare their numbers and enter a symbol in the center column.
7 The winner of the round is the
player with the number that is either greater than or less than their opponent’s number, depending on the directions in the first column.
8 The winner of the game is the
player who wins more rounds.
© Shell Education
#51292—Math Games: Skill-Based Practice
45
Number and Operations in Base Ten
Greater Than/Less Than Spinner
Directions: Copy and cut out the spinner for each pair of players. For steps on how to assemble this spinner, see page 10.
9
0
8
1
7
2 6 5
46
#51292—Math Games: Skill-Based Practice
4
3
© Shell Education
Number and Operations in Base Ten
Name:______________________________________________ Date:________________________
Greater Than/Less Than Recording Sheet
Total Wins:
1/100 1/1000 0.
0.
0.
0.
0.
0.
0.
0.
0.
0.
0.
0.
0.
0.
0.
0.
0.
0.
0.
0.
1/10 1/100 1/1000 Symbol
© Shell Education
Smaller Number Wins These Rounds
Larger Number Wins These Rounds
1/10
Player 1
Player 2
Win 1
Win 2
Directions: Arrange your digits to make your number greater than or less than your opponent’s, depending on what is written in the first column. Then write your digits in the correct columns below.
#51292—Math Games: Skill-Based Practice
47
Number and Operations in Base Ten
A-Round the World Domain Number and Operations in Base Ten
Standard Use place value understanding to round decimals to any place.
Number of Players
• Copy and cut out three sets of the A-Round the World Digit Cards, one A-Round the World Spinner, and one A-Round the World Recording Sheet for each pair of players. • Collect a paperclip and pencil for each pair of players.
2 Players
Materials • A-Round the World Digit Cards (pages 50–51) • A-Round the World Spinner (page 52) • A-Round the World Recording Sheet (page 53) • paperclips and pencils
Game Directions
1 Distribute materials to players. 2 Players shuffle three sets of A-Round the World Digit Cards and place them facedown in a stack.
3 Each player draws three digit cards.
48
#51292—Math Games: Skill-Based Practice
© Shell Education
Number and Operations in Base Ten
A-Round the World 4 Players arrange the digit cards
in the order drawn, with the first card in the tenths place, the second card in the hundredths place, and the third card in the thousandths place.
5
Players write the numbers they created on the “Drawn” section on the recording sheet.
6 Players flick the paperclip around
the pencil in the center of the A-Round the World Spinner and round their number to the place indicated on the spinner. Players write the rounded decimal number in the “Rounded” section of the A-Round the World Recording Sheet. For example, if the number is 0.385 and the player spins “Round to tenths,” he or she will record 0.4. If rounding to the thousandths place, Player 1 draws an additional digit for the ten thousandths place for both players to use in rounding.
© Shell Education
(cont.)
7 Players compare their rounded numbers and enter , or = in the center column on the recording sheet.
8 The winner of the round is the
player with the rounded number that is either greater than or less than his or her opponent’s number, depending on the directions in the first column.
9 Play continues until the recording sheet is full. Players reshuffle the cards as needed.
0 The player with more wins at the end of the game is the winner.
#51292—Math Games: Skill-Based Practice
49
Number and Operations in Base Ten
A-Round the World Digit Cards
Directions: Copy and cut out the cards for each pair of players.
50
0
1
2
3
4
5
6
7
8
9
0
1
2
3
4
#51292—Math Games: Skill-Based Practice
© Shell Education
Number and Operations in Base Ten
A-Round the World Digit Cards (cont.)
5
6
7
8
9
0
1
2
3
4
5
6
7
8
9
© Shell Education
#51292—Math Games: Skill-Based Practice
51
Number and Operations in Base Ten
A-Round the World Spinner
Directions: Copy and cut out the spinner for each pair of players. For steps on how to assemble this spinner, see page 10.
Round to Tenths
Round to Thousandths
Round to Hundredths
52
#51292—Math Games: Skill-Based Practice
Round to Hundredths
Round to Thousandths
Round to Tenths
© Shell Education
© Shell Education
Round 6: Less Than
Round 5: Greater Than
Round 4: Less Than
Round 3: Greater Than
Round 2: Less Than
Round 1: Greater Than
Drawn: 0.___ ___ ___ Rounded: 0.___ ___ ___
Rounded: 0.___ ___ ___
Rounded: 0.___ ___ ___
Rounded: 0.___ ___ ___
Drawn: 0.___ ___ ___
Drawn: 0.___ ___ ___
Rounded: 0.___ ___ ___
Rounded: 0.___ ___ ___
Drawn: 0.___ ___ ___
Drawn: 0.___ ___ ___
Rounded: 0.___ ___ ___
Rounded: 0.___ ___ ___
Drawn: 0.___ ___ ___
Drawn: 0.___ ___ ___
Rounded: 0.___ ___ ___
Rounded: 0.___ ___ ___
Drawn: 0.___ ___ ___
Drawn: 0.___ ___ ___
Drawn: 0.___ ___ ___
Rounded: 0.___ ___ ___
Rounded: 0.___ ___ ___
PLAYER 2 Drawn: 0.___ ___ ___
SYMBOL
Drawn: 0.___ ___ ___
PLAYER 1
WINNER
Number and Operations in Base Ten
Name:______________________________________________ Date:________________________
A-Round the World Recording Sheet
Directions: Write the digits in the “Drawn” spot in the order that you drew them. Spin the spinner and round your number as it tells you to, then write your rounded number in the “Rounded” spot. When both players have written their rounded numbers, work together to write the correct symbol in the center column. Look at the first column to determine the round winner and record the winner in the last column.
#51292—Math Games: Skill-Based Practice
53
Number and Operations in Base Ten
Car Chase Domain Number and Operations in Base Ten
Standard Find whole-number quotients of whole numbers with up to four-digit dividends and two-digit divisors, using strategies based on place value, the properties of operations, and/or the relationship between multiplication and division. Illustrate and explain the calculations by using equations, rectangular arrays, and/or area models.
• Collect a paperclip, pencil, game pieces, number cube, and calculator for each pair of players. • Provide scratch paper or a whiteboard and marker for each player.
Number of Players
Game Directions
2 Players
1 Distribute materials to players. 2 Each player flicks the paperclip
Materials • Car Chase Game Board (pages 56–57) • Car Chase Spinner (page 58) • paperclips and pencils • game pieces • number cubes • calculators (to check answers if needed) • scratch paper or individual whiteboards and markers
54
• Copy and cut out one Car Chase Game Board and one Car Chase Spinner for each pair of players.
#51292—Math Games: Skill-Based Practice
around the pencil in the center of the Car Chase Spinner. The player who spins the higher number is Player 1.
3 Players place their game
pieces at “Start” on the Car Chase Game Board. Player 1 rolls the number cube, moves the appropriate number of spaces on the board, and records the number indicated on the space on scratch paper or a whiteboard.
© Shell Education
Number and Operations in Base Ten
Car Chase 4 Player 1 spins the spinner twice to determine the divisor and writes it on his or her scratch paper. The first digit spun is the ones place and the second digit spun is the tens place.
(cont.)
6 If Player 1 is correct, he or she
remains on the current game board space. If not, he or she moves back to the previous space.
7 Player 2 rolls the number cube and spins the spinner.
5
Both players divide the number on the game board by the two-digit number created.
© Shell Education
8 The player who reaches “Finish”
first (either by rolling a number equal to, or greater than, the remaining number of spaces) wins.
#51292—Math Games: Skill-Based Practice
55
Number and Operations in Base Ten
Car Chase Game Board
8,843
1,284
1,045
8,032
8,634
9,845 2,987
56
#51292—Math Games: Skill-Based Practice
7,620
3,347
8,623 2,355 3,071 7,560
1,156
Directions: Copy and cut out the game board. Tape it to the game board on page 57.
© Shell Education
Number and Operations in Base Ten
Car Chase
© Shell Education
9,783 Finish 6,528 5,400 1,045 7,293
tape here
1,835
5,338 Start
2,874
6,303 1,352
Game Board (cont.)
#51292—Math Games: Skill-Based Practice
57
Number and Operations in Base Ten
Car Chase Spinner
Directions: Copy and cut out the spinner for each pair of players. For steps on how to assemble this spinner, see page 10.
9
0
8
1
7
2 6 5
58
#51292—Math Games: Skill-Based Practice
4
3
© Shell Education
Number and Operations in Base Ten
Race Is On Domain Number and Operations in Base Ten
Standard Add, subtract, multiply, and divide decimals to hundredths, using concrete models or drawings and strategies based on place value, properties of operations, and/or the relationship between addition and subtraction; relate the strategy to a written method and explain the reasoning used.
Number of Players 2 Players
Materials • Race Is On Game Sheet (page 61) • Race Is On Digit Cards (pages 62–63) • scratch paper or individual whiteboards and markers
• Copy one Race Is On Game Sheet for each pair of players. • Copy and cut apart a set of Race Is On Digit Cards for each pair of players. • Collect a calculator and scratch paper or a whiteboard and marker for each player.
Game Directions
1 Distribute materials to players. 2 Players shuffle the Race Is
On Digit Cards and draw a card. The player with the lower number goes first. The drawn cards are placed at the bottom of the deck.
3 Player 1 draws 5 cards and
records the digits in the first box on the game sheet.
• calculators
© Shell Education
#51292—Math Games: Skill-Based Practice
59
Number and Operations in Base Ten
Race Is On 4 The first four cards combine to
form a four-digit decimal number. Player 1 multiplies this number by the fifth digit drawn and writes the product.
5 Player 2 checks the answer. If
necessary, Player 2 can use a calculator to check the answer. If Player 1 is correct, he or she places an X in the score section of the game sheet. If Player 1 is incorrect, he or she does not place an X on the game sheet.
60
#51292—Math Games: Skill-Based Practice
(cont.)
6 Player 2 then repeats steps 3 to 5. After three rounds have been played, reshuffle the cards.
7 Players race to see who reaches
the finish line first. (After six rounds, all Race Is On Digit Cards should be used.)
© Shell Education
Number and Operations in Base Ten
Name:______________________________________________ Date:________________________
Race Is On Game Sheet
Directions: Record your five digits in your box. Record your product on the last line of each box. At the bottom of the page, place an X for each correct answer. Player 1
Player 2
____ ____. ____ ____ × ____ =
____ ____ .____ ____ × ____ =
__________
__________
____ ____ .____ ____ × ____ =
____ ____. ____ ____ × ____ =
__________
__________
____ ____ .____ ____ × ____ =
____ ____. ____ ____ × ____ =
__________
__________
____ ____. ____ ____ × ____ =
____ ____ .____ ____ × ____ =
__________
__________
____ ____. ____ ____ × ____ =
____ ____. ____ ____ × ____ =
__________
__________
____ ____. ____ ____ × ____ =
____ ____ .____ ____ × ____ =
__________
__________
Player 1: Start ______ ______ ______ ______ ______ ______
Finish
Player 2: Start ______ ______ ______ ______ ______ ______ Finish
© Shell Education
#51292—Math Games: Skill-Based Practice
61
Number and Operations in Base Ten
Race Is On Digit Cards
Directions: Copy and cut out the cards for each pair of players.
62
0
1
2
3
4
5
6
7
8
9
0
1
2
3
4
5
6
7
8
9
#51292—Math Games: Skill-Based Practice
© Shell Education
Number and Operations in Base Ten
Race Is On
Digit Cards (cont.)
0
1
2
3
4
5
6
7
8
9
© Shell Education
#51292—Math Games: Skill-Based Practice
63
Number and Operations in Base Ten
Race to the Top Domain Number and Operations in Base Ten
Standard Add, subtract, multiply, and divide decimals to hundredths, using concrete models or drawings and strategies based on place value, properties of operations, and/or the relationship between addition and subtraction; relate the strategy to a written method and explain the reasoning used.
• Copy and cut out four sets of Race to the Top Cards for each pair of players. • Copy one Race to the Top Grid and one Race to the Top Recording Sheet for each pair of players.
Game Directions
1 Distribute materials to players. 2 Players shuffle the Race to the Top Cards and place them facedown in a stack.
Number of Players 2 Players
Materials • Race to the Top Grid (page 66) • Race to the Top Recording Sheet (page 67) • Race to the Top Cards (page 68)
64
#51292—Math Games: Skill-Based Practice
3 Each player draws a card.
The player with the lower number goes first. Cards are placed at the bottom of the deck.
4 Player 1 draws two Race to the
Top Cards, locates the array on the Race to the Top Grid, multiplies the two numbers, and records the product on the Race to the Top Recording Sheet. For example, Player 1 draws 0.4 and 0.2, and then locates an array of 0.4 by 0.2 on the grid. Player 1 sees that the array has 8 squares, with each 1 of the square representing 100 entire grid, so he or she writes 0.4 × 0.2 = 0.08 in the first space of his or her “Product” column on the Race to the Top Recording Sheet.
© Shell Education
Number and Operations in Base Ten
Race to the Top x
0.2
0.4
(cont.)
6 On the next turn, Player 1 draws
two cards, finds the array, multiplies the numbers, and records the answer. Player 1 then adds this product to the previous product to get a “Running Total.”
7 Players continue taking turns.
On subsequent draws, players add the previous product to the new product so they have a running total.
8 40 cards are needed for 10 rounds 5 Player 2 repeats step 4.
of Race to the Top. No Race to the Top Cards should remain at the end.
9 The winner is the player with
the greater “Running Total” after 10 rounds.
© Shell Education
#51292—Math Games: Skill-Based Practice
65
Number and Operations in Base Ten
Race to the Top Grid
Directions: Use the grid to locate the array, multiply the two numbers.
x
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
1
0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1
66
#51292—Math Games: Skill-Based Practice
© Shell Education
Number and Operations in Base Ten
Name:______________________________________________ Date:________________________
Race to the Top Recording Sheet
Directions: Use the sheet to record your products and determine the running total. Player 1 Product
© Shell Education
Running Total
Player 2 Product
Running Total
#51292—Math Games: Skill-Based Practice
67
Number and Operations in Base Ten
Race to the Top Cards
Directions: Copy and cut out four sets of cards for each pair of players.
68
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
1.0
#51292—Math Games: Skill-Based Practice
© Shell Education
Number and Operations—Fractions
Chase Is On Domain Number and Operations—Fractions
Standard Add and subtract fractions with unlike denominators (including mixed numbers) by replacing given fractions with equivalent fractions in such a way as to produce an equivalent sum or difference of fractions with like denominators.
• Copy one of the four Chase Is On Game Boards for each pair of players. • Copy and cut out a Chase Is On Operation Cube for each pair of players. • Collect two markers, two number cubes, and a calculator for each pair of players.
Number of Players
Game Directions
2 Players
1 Distribute materials to players. 2 Each player chooses a
Materials • Chase Is On Game Board 1–4 (pages 71–74) • Chase Is On Operation Cube (page 75) • two different colored markers • number cubes • calculators (to check answers, if needed)
© Shell Education
different colored marker.
3 Players take turns rolling a
number cube. The player who rolls the higher number is Player 1.
4 Player 1 rolls the two number cubes and the Chase Is On Operation Cube.
#51292—Math Games: Skill-Based Practice
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Number and Operations—Fractions
Chase Is On 5 Player 1 uses the two numbers
in any order to form an ordered pair for a square on the Chase Is On Game Board. Then the player finds the two fractions indicated by each coordinate and performs the operation. For example, Player 1 rolls a 3 and 5. He or she may locate the cell with coordinates (3, 5) or (5, 3). If the operation is addition and cell (3, 5) is selected, the player adds 35 + 1 12 (the fractions indicated by coordinates [3, 5] respectively).
6 Player 1 performs the identified
operation, and if correct, writes the answer in the proper cell with his or her colored marker.
(cont.)
8 Each player scores one point for a correct answer, and a three-point bonus for every arrangement of four (in a row, square, diagonal, or column).
9 Each player records his or her
score at the bottom of the game board at the end of each round.
0 If a cell is already filled, a player
must use the other cell with their coordinates. If both are filled, the player loses that turn.
The game continues for 10 rounds. a The player with more points is the winner.
7 Player 2 repeats steps 4 to 6.
70
#51292—Math Games: Skill-Based Practice
© Shell Education
Number and Operations—Fractions
Name:______________________________________________ Date:________________________
Chase Is On Game Board 1
Directions: Use the two numbers rolled to form an ordered pair. Locate the cell with your coordinates and add or subtract the two fractions listed in the coordinating row and column. Write the answer in the cell. Add up your score at the end of each round (1 point for a correct answer, 3-point bonus for arrangement of four in a row, square, column, or diagonal).
6
1 2 3
5
3 5
4
2 1 8
3
1 2
2
1 4
1
2 3 5
y x
2 1 2
3 1 4
1 1 2
7 8
1 3 8
2 1 8
1
2
3
4
5
6
Player 1:
Total:
Player 2:
Total:
© Shell Education
#51292—Math Games: Skill-Based Practice
71
Number and Operations—Fractions
Name:______________________________________________ Date:________________________
Chase Is On Game Board 2
Directions: Use the two numbers rolled to form an ordered pair. Locate the cell with your coordinates and add or subtract the two fractions listed in the coordinating row and column. Write the answer in the cell. Add up your score at the end of each round (1 point for a correct answer, 3-point bonus for arrangement of four in a row, square, column, or diagonal).
6
1 2 3
5
3 5
4
2 1 8
3
1 2
2
1 4
1
1 4
y x
72
1 1 5
2 3 4
1 1 6
2 5 8
1 1 2
2 1 4
1
2
3
4
5
6
Player 1:
Total:
Player 2:
Total:
#51292—Math Games: Skill-Based Practice
© Shell Education
Number and Operations—Fractions
Name:______________________________________________ Date:________________________
Chase Is On Game Board 3
Directions: Use the two numbers rolled to form an ordered pair. Locate the cell with your coordinates and add or subtract the two fractions listed in the coordinating row and column. Write the answer in the cell. Add up your score at the end of each round (1 point for a correct answer, 3-point bonus for arrangement of four in a row, square, column, or diagonal).
6
1 2
5
1 4
4
3 5
3
3 4
2
1 5
1
5 8
y x
2 1 2
3 1 4
1 1 2
7 8
7 8
2 1 8
1
2
3
4
5
6
Player 1:
Total:
Player 2:
Total:
© Shell Education
#51292—Math Games: Skill-Based Practice
73
Number and Operations—Fractions
Name:______________________________________________ Date:________________________
Chase Is On Game Board 4
Directions: Use the two numbers rolled to form an ordered pair. Locate the cell with your coordinates and add or subtract the two fractions listed in the coordinating row and column. Write the answer in the cell. Add up your score at the end of each round (1 point for a correct answer, 3-point bonus for arrangement of four in a row, square, column, or diagonal). .
6
1 2
5
1 4
4
3 5
3
3 4
2
1 5
1
5 8
y x
74
1 1 5
2 3 4
1 1 6
2 5 8
1 1 2
2 1 4
1
2
3
4
5
6
Player 1:
Total:
Player 2:
Total:
#51292—Math Games: Skill-Based Practice
© Shell Education
Number and Operations—Fractions
Chase Is On Operation Cube
Directions: Copy and cut out the cube for each pair of players.
+ +
−
+
− − © Shell Education
#51292—Math Games: Skill-Based Practice
75
Number and Operations—Fractions
Taking Out the Board Fractions Domain Number and Operations—Fractions
Standard Apply and extend previous understandings of multiplication to multiply a fraction or whole number by a fraction.
• Copy a Taking Out the Board Fractions Game Board for each pair of players. • Collect two number cubes and two game pieces for each pair of players. • Collect scratch paper or a whiteboard and marker for each player.
Number of Players 2 Players
Game Directions
Materials
1 Distribute materials to players. 2 Players place their game
• Taking Out the Board Fractions Game Board (pages 78–79) • game pieces for each player (e.g., two-color counters, small colored cubes, mini erasers)
pieces on “Start.”
3 Each player rolls one number cube. The player with the lower number is Player 1.
• number cubes • scratch paper or individual whiteboards and markers
76
#51292—Math Games: Skill-Based Practice
© Shell Education
Number and Operations—Fractions
Taking Out the Board Fractions
(cont.)
4 Player 1 rolls both number cubes
7 If Player 1 performs the operation
5 Player 1 rolls one number cube
8 Player 2 repeats steps 4 to 7. 9 The first player to reach
to create a proper fraction and records the fraction on scratch paper or a whiteboard. The lower roll is the numerator and the higher roll is the denominator. If a player rolls doubles, he or she rolls again.
and moves his or her game piece forward on the game board the number of spaces indicated.
correctly, he or she remains on the space. If Player 1 performs the operation incorrectly, he or she moves his or her marker to the previous game space.
“Finish” wins! Note: the roll doesn’t have to be exact.
6 Using scratch paper, Player 1
multiplies the proper fraction he or she rolled by the whole number or fraction on the Taking Out the Board Fractions Game Board.
© Shell Education
#51292—Math Games: Skill-Based Practice
77
Number and Operations—Fractions
Taking Out the Board Fractions Game Board
Directions: Cut out the game board. Tape it to the game board on page 79.
5 6
5 8
4 5
2
1 3
4 1 6 1 5 2 3
Finish Start
78
#51292—Math Games: Skill-Based Practice
© Shell Education
Number and Operations—Fractions
Taking Out the Board Fractions Game Board (cont.)
3 4
2 3
3 5 7 8
tape here
5 5 8 2 5 2 5 © Shell Education
1 8
3
#51292—Math Games: Skill-Based Practice
79
Number and Operations—Fractions
Fraction Checkers Domain Number and Operations—Fractions
Standards Apply and extend previous understandings of multiplication to multiply a fraction or whole number by a fraction. Apply and extend previous understandings of division to divide unit fractions by whole numbers and whole numbers by unit fractions.
• Copy and cut out a Fraction Checkers Game Board for each pair of players. • Collect two number cubes and 12 red and 12 black game pieces for each pair of players.
Game Directions Number of Players 2 Players
Materials • Fraction Checkers Game Board (pages 82–83) • game pieces • number cubes • scratch paper and pencils
1 Distribute materials to players. 2 Each player rolls one number cube. The player with the lower number is Player 1. Player 1 is assigned the red game pieces.
3 Players put all of their game
pieces on the shaded squares on opposite sides of the board, just like in checkers.
4 Player 1 moves his or her
game piece on the board. All rules for moving in checkers are followed (players move forward diagonally and capture opponents by jumping them). A player may only make one jump per turn.
80
#51292—Math Games: Skill-Based Practice
© Shell Education
Number and Operations—Fractions
Fraction Checkers 5 Player 1 rolls the two number
cubes and forms a proper fraction. The lower number is the numerator, and the higher roll is the denominator. If doubles are rolled, the player rerolls one number cube.
(cont.)
7 Player 2 repeats steps 4 to 6. 8 The winner is the first player to have a game piece reach the opposite side of the board.
6 Player 1 uses the created fraction as a factor or dividend with the equation located on the game board space. He or she can use scratch paper and pencil to work out the problem. If the player performs the operation correctly, he or she stays on the space. If the operation is performed incorrectly, the player must return to the previous space.
© Shell Education
#51292—Math Games: Skill-Based Practice
81
Number and Operations—Fractions
Fraction Checkers Game Board
Directions: Copy and cut out the game board. Tape it to the game board on page 83.
Fraction × ×
2 3
7 8
× ÷
× ÷
÷
÷
82
3 14
3 8
1 5
#51292—Math Games: Skill-Based Practice
2 5
÷3 ÷
÷
÷ 2 7
3 16
2 11
5 8
3 4
2 3
×1
×
÷4 ÷
3 4
© Shell Education
Number and Operations—Fractions
Fraction Checkers Game Board (cont.)
Checkers × ×
4 5
2 3
×2 ×
1 3
tape here
×3 ÷
3 8
÷ ÷
÷
© Shell Education
5 6
2 12
2 7
2 10
÷ ×
÷ ×
×2
3 12
5 12
2 3
×6 ×
1 5
#51292—Math Games: Skill-Based Practice
83
Number and Operations—Fractions
Multiplication Madness Domain Number and Operations—Fractions
Standard Apply and extend previous understandings of multiplication to multiply a fraction or whole number by a fraction.
Number of Players 2 Players
• Copy the Multiplication Madness Game Board for each pair of players. • Copy and cut out one Multiplication Madness Spinner for each pair of players. • Collect 24 game pieces in two different colors, a paperclip, and a pencil for each pair of players. • Collect scratch paper or a whiteboard and marker for each player.
Materials • Multiplication Madness Game Board (page 86) • Multiplication Madness Spinner (page 87) • paperclips and pencils • 24 game pieces each of two different colors • scratch paper or individual whiteboards and markers
84
#51292—Math Games: Skill-Based Practice
Game Directions
1 Distribute materials to players. 2 Each player selects a game piece color.
3 Players each flick the
paperclip around the pencil in the center of the Multiplication Madness Spinner. The player who spins the lower number is Player 1.
© Shell Education
Number and Operations—Fractions
Multiplication Madness 4 Player 1 places a game piece on
any open cell of the Multiplication Madness Game Board and calculates the product of the row and column headings.
5 Player 1 spins twice and creates
a proper fraction from the spin results. The lower spin is designated as the numerator, and the higher spin is the denominator. If the same number is spun, respin.
(cont.)
7 If Player 1 performs the operation
correctly, he or she leaves the game piece on the game board. If the player is incorrect, he or she removes the game piece from the game board.
8 Player 2 repeats steps 4 to 7. 9 The first player who places his or
her game pieces on four squares in a row (horizontally, vertically, or diagonally) wins!
6 Using scratch paper, Player 1
multiplies the created fraction by the product of the selected cell.
© Shell Education
#51292—Math Games: Skill-Based Practice
85
Number and Operations—Fractions
Multiplication Madness Game Board
Directions: Place your game piece on any open cell and solve the product on a piece of scratch paper. Spin the spinner twice to get a fraction, then multiply the fraction by the product of the selected cell. If answered correctly, leave the game piece on the cell. The first player to have four game pieces in a row wins!
X
1
2
3
4
5
6
1
2
3
4
5
6
86
#51292—Math Games: Skill-Based Practice
© Shell Education
Number and Operations—Fractions
Multiplication Madness Spinner
Directions: Copy and cut out one spinner for each pair of players. For steps on how to assemble this spinner, see page 10.
12
s
4
n ad es
8
7
© Shell Education
3
nM
9
2
t io
10
i c l a p i t
M ul
11
1
6
5
#51292—Math Games: Skill-Based Practice
87
Number and Operations—Fractions
4 Square Division Domain Number and Operations—Fractions
Standard Apply and extend previous understandings of division to divide unit fractions by whole numbers and whole numbers by unit fractions.
• Copy one 4 Square Division Game Board for each pair of players. • Copy and cut out a 4 Square Division Spinner for each pair of players. • Collect 24 game pieces (in two different colors), a paperclip, pencil, and calculator for each pair of players.
Number of Players 2 Players
Game Directions
Materials
1 Distribute materials to players. 2 Each player selects a game
• 4 Square Division Game Board (page 90) • 4 Square Division Spinner (page 91) • paperclips and pencils • 24 game pieces each of two different colors
piece color.
3 Players each spin the
paperclip around the pencil in the center of the spinner. The player who spins the higher number goes first.
• calculators (to check answers, if needed)
88
#51292—Math Games: Skill-Based Practice
© Shell Education
Number and Operations—Fractions
4 Square Division 4 Player 1 places a game piece
on any open cell of the 4 Square Division Game Board and calculates the product of the row and column headings.
5 Player 1 spins twice and creates
a proper fraction from the spin results. The lower spin is designated as the numerator, and the higher spin is the denominator. If the same number is spun, respin.
(cont.)
6 Player 1 divides the created
fraction by the product of the selected cell.
7 If Player 1 performs the operation correctly, he or she leaves the game piece. If the player is incorrect, he or she removes the game piece from the sheet.
8 Player 2 repeats steps 4 to 7. 9 The first player who places his or
her game pieces on four squares in a row (horizontally, vertically, or diagonally) wins!
© Shell Education
#51292—Math Games: Skill-Based Practice
89
Number and Operations—Fractions
4 Square Division Game Board
Directions: Place a game piece on any open cell and solve the product. Spin the spinner twice to get a fraction, then divide the fraction by the product of the selected cell. If answered correctly, leave the game piece on the cell. The first player to have four game pieces in a row wins!
1
2
3
4
5
6
1 2 3 4 5 6
90
#51292—Math Games: Skill-Based Practice
© Shell Education
Number and Operations—Fractions
4 Square Division Spinner
Directions: Copy and cut out one spinner for each pair of players. For steps on how to assemble this spinner, see page 10.
12 11
1 2
10
3
9
4 8 7
© Shell Education
6
5
#51292—Math Games: Skill-Based Practice
91
Measurement and Data
Volume Construction Domain Measurement and Data
Standard Find the volume of a right rectangular prism with whole-number side lengths by packing it with unit cubes, and show that the volume is the same as would be found by multiplying the edge lengths, equivalently by multiplying the height by the area of the base.
• Copy one Volume Construction Recording Sheet for each pair of players. • Copy and cut out one Volume Construction Spinner for the class. • Collect stacking cubes for each pair of players. • Collect a timer, paperclip, and pencil to be used with the whole class.
Number of Players
Game Directions
Whole Class (in pairs)
1 Distribute materials to players. 2 The game leader (teacher
Materials • Volume Construction Spinner (page 94) • Volume Construction Recording Sheet (page 95) • paperclips and pencils • stacking cubes
or an assigned lead player) flicks the paperclip around the pencil in the center of the Volume Construction Spinner and announces the number to the class, and then starts the timer. The game leader can vary the time allotted as desired.
• timer
92
#51292—Math Games: Skill-Based Practice
© Shell Education
Measurement and Data
Volume Construction 3 Players work in pairs to create one or more rectangular prisms with the indicated number of cubes. For example, if the number spun is 6, players could use their cubes to create prisms that are 1 × 2 × 3 and 1 × 1 × 6. Players must complete their construction before the timer goes off.
4 Players record the dimensions and
volume of their rectangular prisms on their recording sheet, and then share as a class the dimensions of their rectangular prisms.
5 The game leader again spins the
spinner. The spins are combined to create a new volume. For example, if the second spin is 9, players now have 6 + 9 = 15 cubes and may create a rectangular prism that is 1 × 3 × 5.
© Shell Education
(cont.)
6 Play continues for a
pre‑determined number of spins. Determine the number of spins based on the number of stacking cubes available and player skill level.
7 Players tally their points to determine the winners.
Scoring: • Any prism including a dimension of 1 cube scores 3 points. • Any prism including a dimension of 2 or more cubes scores 8 points. • Any prism including a dimension of 3 or more cubes scores 15 points.
#51292—Math Games: Skill-Based Practice
93
Measurement and Data
Volume Construction Spinner
Directions: Copy and cut out one spinner for the class. For steps on how to assemble this spinner, see page 10.
12 11
2
10
3
9
4 8 7
94
1
#51292—Math Games: Skill-Based Practice
6
5
© Shell Education
Measurement and Data
Name:______________________________________________ Date:________________________
Volume Construction Recording Sheet
Directions: Listen to the number announced by the game leader. Work with your partner to use this number of cubes to build a rectangular prism. Record the volume and dimensions of your rectangular prism and calculate your points. Volume
Dimensions
Points
Total Score: Scoring • Any prism including a dimension of 1 cube scores 3 points. • Any prism including a dimension of 2 or more cubes scores 8 points. • Any prism including a dimension of 3 or more cubes scores 15 points.
© Shell Education
#51292—Math Games: Skill-Based Practice
95
Measurement and Data
Dash to the Finish Domain Measurement and Data
Standard Make a line plot to display a data set of measurements in fractions of a unit ( 12 , 14 , 18 ). Use operations on fractions for this grade level to solve problems involving information presented in line plots.
• Copy and cut out one Dash to the Finish Game Board and one Dash to the Finish Spinner for each pair of players. • Copy one Dash to the Finish Recording Sheet for each pair of players. • Collect game pieces, a paperclip, pencil, and number cube for each pair of players.
Number of Players 2 Players
Game Directions
Materials
1 Distribute materials for players. 2 Players place their game
• Dash to the Finish Game Board (pages 98–99) • Dash to the Finish Recording Sheet (page 100) • Dash to the Finish Spinner (page 101) • game pieces for each player (e.g., two-color counters, small colored cubes, mini erasers) • paperclips and pencils • number cubes
96
#51292—Math Games: Skill-Based Practice
pieces on “Start.”
3 Both players flick the paperclip around the pencil in the center of the Dash to the Finish Spinner and move their game pieces to that number on the Dash to the Finish Game Board.
4 Players take turns rolling a
number cube. The player who rolls the higher number is Player 1.
© Shell Education
Measurement and Data
Dash to the Finish 5 Player 1 spins the Dash to the
Finish Spinner again and adds the fraction on the spinner to his or her current fraction location, records the operation and answer on the Dash to the Finish Recording Sheet, and then moves to the new location. For example, if Player 1 first spins 14 , he or she moves to 14 on the game board. On his or her second turn, Player 1 spins 12 . Player 1 then adds 14 and 12 to get 34 . Player 1 records the operation and answer on the recording sheet and moves his or her game piece to 34 .
© Shell Education
(cont.)
6 Player 2 repeats step 5. 7 The first player to reach or pass “Finish” wins!
#51292—Math Games: Skill-Based Practice
97
Measurement and Data
Dash to the Finish Game Board
Directions: Copy and cut out the game board. Tape it to the game board on page 99.
Start
0
98
1 8
1 4
3 8
1 2
5 8
#51292—Math Games: Skill-Based Practice
3 4
7 8
1
1 8
1 4
3 8
1 2
© Shell Education
5 8
3 4
Measurement and Data
Dash to the Finish Game Board (cont.)
3 8
1 2
5 8
3 4
7 8
2
1 8
1 4
3 8
1 2
5 8
3 4
7 8
3
tape here
1 4
Finish
© Shell Education
#51292—Math Games: Skill-Based Practice
99
Measurement and Data
Name:______________________________________________ Date:________________________
Dash to the Finish Recording Sheet
Directions: Record the fraction for the game board space you are on, then spin the spinner and record the new fraction. Add the two fractions together to get your new game board location. The first player to the finish wins!
100
Player 1
Player 2
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
_____ + _____ = _____
#51292—Math Games: Skill-Based Practice
© Shell Education
Measurement and Data
Dash to the Finish Spinner
Directions: Copy and cut out one spinner for each pair of players. For steps on how to assemble this spinner, see page 10.
7 8
1 2 1 4
5 8 3 8
© Shell Education
3 4
1 8
#51292—Math Games: Skill-Based Practice
101
Geometry
Digging for Treasure Domain Geometry
Standard Use a pair of perpendicular number lines, called axes, to define a coordinate system, with the intersection of the lines (the origin) arranged to coincide with the 0 on each line and a given point in the plane located by using an ordered pair of numbers, called its coordinates. Understand that the first number indicates how far to travel from the origin in the direction of one axis, and the second number indicates how far to travel in the direction of the second axis, with the convention that the names of the two axes and the coordinates correspond.
• Copy and cut out one Digging for Treasure Game Board for each player. • Copy one Digging for Treasure Recording Sheet for each player. • Collect a number cube for each pair of players.
Game Directions
1 Distribute materials to players. 2 Players take turns rolling a number cube. The player who rolls the higher number is Player 1.
3 Each player independently Number of Players 2 Players
Materials
chooses 4 “mines” on his or her Digging for Treasure Game Board (see mine descriptions below), labels them D, G, S, or T, and then shades the areas.
• Digging for Treasure Game Board (pages 104–105)
D = diamond mine: 1 × 1 square worth 5 points (4 coordinates)
• Digging for Treasure Recording Sheet (page 106)
G = gold mine: 2 × 2 square worth 3 points (9 coordinates)
• number cubes
S = silver mine: 1 × 3 rectangle worth 2 points (8 coordinates) T = tin mine: 2 × 3 rectangle worth 1 point (12 coordinates)
102
#51292—Math Games: Skill-Based Practice
© Shell Education
Geometry
Digging for Treasure 4 Player 1 names an ordered pair of numbers and marks the point with an X on his or her game board.
5 Player 2 also marks the point
with an X on his or her grid, and announces the result: “Hit a mine” and the type of mine, or “Missed all mines.” “Hit a mine” is any (x, y) point in the interior or on the perimeter of a shape.
(cont.)
6 Player 1 records the coordinates, result, and points on his or her Digging for Treasure Recording Sheet.
7 Player 2 repeats steps 4 to 6. 8 Play continues for 20 guesses per player.
9 The winner of the game is the
player with more points at the end of 20 rounds.
© Shell Education
#51292—Math Games: Skill-Based Practice
103
Geometry
Digging for Treasure Game Board
Directions: Copy and cut out the game board. Tape it to the game board on page 105.
Digging for Treasure
20
15
10
5
0 104
#51292—Math Games: Skill-Based Practice
5
1 © Shell Education
Geometry
Digging for Treasure Game Board (cont.)
tape here
Digging for Treasure
0 © Shell Education
15
20 #51292—Math Games: Skill-Based Practice
105
Geometry
Name:______________________________________________ Date:________________________
Digging for Treasure Recording Sheet
Directions: Record the coordinates, result (hit or miss), and points for each of your guesses. Coordinates
Result
Points
Total: 106
#51292—Math Games: Skill-Based Practice
© Shell Education
Geometry
Space Exploration Domain Geometry
Standard Use a pair of perpendicular number lines, called axes, to define a coordinate system, with the intersection of the lines (the origin) arranged to coincide with the 0 on each line and a given point in the plane located by using an ordered pair of numbers, called its coordinates. Understand that the first number indicates how far to travel from the origin in the direction of one axis, and the second number indicates how far to travel in the direction of the second axis, with the convention that the names of the two axes and the coordinates correspond.
Number of Players 2 Players
Materials • Space Exploration Game Board (pages 109–110) • Space Exploration Spinner (page 111) • Space Exploration Recording Sheet (page 112) • paperclips and pencils
© Shell Education
• Copy and cut out two Space Exploration Game Board and one Space Exploration Spinner for each pair of players. • Copy two Space Exploration Recording Sheets for each pair of players. • Collect a paperclip and pencil for each pair of players.
Game Directions
1 Distribute materials to players. 2 Players flick the paperclip around the pencil in the center of the Space Exploration Spinner. The player with the lower number is Player 1 and goes first.
3 Each player independently
chooses 3 different targets on his or her Space Exploration Game Board (see descriptions below), labels them, and then shades the areas.
5 planets: 1 × 1 square worth 5 points (4 coordinates)
1 Sun: 2 × 2 square worth 2 points (9 coordinates) 5 solar systems: 2 × 3 or 3 × 2 rectangle worth 1 point (12 coordinates) #51292—Math Games: Skill-Based Practice
107
Geometry
Space Exploration 4 Player 1 spins the spinner twice
to create an ordered pair. Player 1 locates the point on the grid and determines if the point "hits" a target. A “hit” is any (x, y) point in the interior or on the perimeter of the shape.
(cont.)
5 Player 1 records the point values
on his or her Space Exploration Recording Sheet for the hit, if any.
6 Player 2 repeats steps 4 and 5. 7 Play continues for 20 rounds. 8 The winner of the game is the
player with more points at the end of 20 rounds.
108
#51292—Math Games: Skill-Based Practice
© Shell Education
Geometry
Space Exploration Game Board
Directions: Copy and cut out the game board. Tape it to the game board on page 110.
Space Exploration
10
5
0 © Shell Education
#51292—Math Games: Skill-Based Practice
109
Geometry
Space Exploration Game Board (cont.)
tape here
Space Exploration
5
110
10
#51292—Math Games: Skill-Based Practice
© Shell Education
Geometry
Space Exploration Spinner
Directions: Copy and cut out one spinner for each pair of players. For steps on how to assemble this spinner, see page 10.
7
Spa
n a ti o
3
© Shell Education
plo
4
e E c
x
5
9
2
r
6
8 10 0
1
#51292—Math Games: Skill-Based Practice
111
Geometry
Space Exploration Recording Sheet
Directions: Record the coordinates, results (hit or miss), and points scored. Coordinates
Result
Points
Total:
112
#51292—Math Games: Skill-Based Practice
© Shell Education
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.
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ISBN
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Appendix B
Digital Resources Student Resources Page(s) 18
Filename
Track Meet Game Spinner
trackspinner.pdf
19–20
Track Meet Game Board
trackboard.pdf
22–26
Make a Match Game Cards
makeamatchcards.pdf
29–30
Back to Earth Game Board
earthboard.pdf
31
Back to Earth Recording Sheet
earthsheet.pdf
32
Back to Earth Value Cards
earthcards.pdf
35
Drag Race Game Sheet
dragsheet.pdf
36
Drag Race Digit Cards
dragcards.pdf
Winner Takes All Decimal Cards
winnercards.pdf
42
Compare It Recording Sheet
comparesheet.pdf
43
Compare It Spinner
comparespinner.pdf
46
Greater Than/Less Than Spinner
greatlessspin.pdf
47
Greater Than/Less Than Recording Sheet
greatlesssheet.pdf
A-Round the World Digit Cards
aroundcards.pdf
52
A-Round the World Spinner
aroundspinner.pdf
53
A-Round the World Recording Sheet
aroundsheet.pdf
Car Chase Game Board
carchaseboard.pdf
58
Car Chase Spinner
carchasespin.pdf
61
Race Is On Game Sheet
raceonsheet.pdf
62–63
Race Is On Digit Cards
raceoncards.pdf
66
Race to the Top Grid
racetopgrid.pdf
67
Race to the Top Recording Sheet
racetopsheet.pdf
68
Race to the Top Cards
racetopcards.pdf
71–74
Chase Is On Game Board 1–4
chaseboards.pdf
75
Chase Is On Operation Cube
chaseoncube.pdf
78–79
Taking Out the Board Fractions Game Board
takingoutboard.pdf
82–83
Fraction Checkers Game Board
fractioncheckers.pdf
38–39
50–51
56–57
114
Title
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Appendix B
Digital Resources (cont.) Student Resources Page(s)
Title
Filename
86
Multiplication Madness Game Board
multmadboard.pdf
87
Multiplication Madness Spinner
multmadspinner.pdf
90
4 Square Division Game Board
4squareboard.pdf
91
4 Square Division Spinner
4squarespinner.pdf
94
Volume Construction Spinner
volumespinner.pdf
95
Volume Construction Recording Sheet
volumesheet.pdf
Dash to the Finish Game Board
dashboard.pdf
100
Dash to the Finish Recording Sheet
dashsheet.pdf
101
Dash to the Finish Spinner
dashspinner.pdf
Digging for Treasure Game Board
digboard.pdf
Digging for Treasure Recording Sheet
digsheet.pdf
Space Exploration Game Board
spaceboard.pdf
111
Space Exploration Spinner
spacespinner.pdf
112
Space Exploration Recording Sheet
spacesheet.pdf
98–99
104–105 106 109–110
Additional Resources Title CCSS, WIDA, and TESOL
© Shell Education
Filename standards.pdf
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Notes
116
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Notes
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Notes
118
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Notes
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Notes
120
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© Shell Education
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