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Cambridge Primary Mathematics Games Book Stage 1 Cambridge University Press Web

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  • Games Book

    Cherri Moseley and Janet Rees

    CAMBRIDGE PRIMARY Mathematics

  • University Printing House, Cambridge cb2 8bs, United Kingdom

    Cambridge University Press is part of the University of Cambridge. It furthers the Universitys mission by disseminating knowledge in the pursuit of education, learning and research at the highest international levels of excellence.

    www.cambridge.org Information on this title: www.cambridge.org/9781107646407 Cambridge University Press 2014This publication is in copyright. Subject to statutory exception and to the provisions of relevant collective licensing agreements, no reproduction of any part may take place without the written permission of Cambridge University Press.First published 2014Printed in Poland by OpolgrafA catalogue record for this publication is available from the British Library isbn 978-1-107-64640-7 Paperback Cover artwork: Bill BoltonCambridge University Press has no responsibility for the persistence or accuracy of URLs for external or third-party internet websites referred to in this publication, and does not guarantee that any content on such websites is, or will remain, accurate orappropriate.

    notice to teachers in the ukIt is illegal to reproduce any part of his work in material form (including photocopying and electronic storage) except under the following circumstances:(i) where you are abiding by a licence granted to your school or institution by the

    Copyright Licensing Agency;(ii) where no such licence exists, or where you wish to exceed the terms of a licence,

    and you have gained the written permission of Cambridge University Press;(iii) where you are allowed to reproduce without permission under the provisions

    of Chapter 3 of the Copyright, Designs and Patents Act 1988, which covers, for example, the reproduction for the purposes of setting examination questions.

    notice to teachersThe photocopy masters in this publication may be photocopied or distributed [electronically] free of charge for classroom use within the school or institution that purchased the publication. Worksheets and copies of them remain in the copyright of Cambridge University Press, and such copies may not be distributed or used in any way outside the purchasing institution.

    CD-Rom Terms and conditions of useThis End User License Agreement (EULA) is a legal agreement between You (which means the individual customer) and Cambridge University Press (the Licensor) for Cambridge Primary Mathematics Games Book Stage 1 CD-Rom (the Product). Please read this EULA carefully. By continuing to use the Product, You agree to the terms of this EULA. If You do not agree to this EULA, please do not use this Product and promptly return it to the place where you obtained it.

    1. LicenceThe Licensor grants You the right to use the Product under the terms of this EULA as follows:(a) You may only install one copy of this Product (i) on a single computer or secure network server for use by one or

    more people at different times, or (ii) on one or more computers for use by a single person (provided the Product is only used on one computer at one time and is only used by that single person).

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    2. Copyright(a) All content provided as part of the Product (including text, images and ancillary material) and all software, code,

    and metadata related to the Product is the copyright of the Licensor or has been licensed to the Licensor, and is protected by copyright and all other applicable intellectual property laws and international treaties.

    (b) You may not copy the Product except for making one copy of the Product solely for backup or archival purposes. You may not alter, remove or destroy any copyright notice or other material placed on or with this Product.

    (c) You may edit and make changes to any material provided in the Product in editable format (Editable Material) and store copies of the resulting files (Edited Files) for your own non-commercial, educational use, but You may not distribute Editable Materials or Edited Files to any third-party, or remove, alter, or destroy any copyright notices on Editable Materials or Edited Files, or copy any part of any Editable Material or Edited Files into any other file for any purpose whatsoever.

    3. Liability and Indemnification (a) The Product is supplied as-is with no express guarantee as to its suitability. To the extent permitted by applicable

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    (b) You accept that the Licensor is not responsible for the persistency, accuracy or availability of any URLs of external or third-party internet websites referred to on the Product and does not guarantee that any content on such websites is, or will remain, accurate, appropriate or available. The Licensor shall not be liable for any content made available from any websites and URLs outside the Product or for the data collection or business practices of any third-party internet website or URL referenced by the Product.

    (c) You agree to indemnify the Licensor and to keep indemnified the Licensor from and against any loss, cost, damage or expense (including without limitation damages paid to a third party and any reasonable legal costs) incurred by the Licensor as a result of your breach of any of the terms of this EULA.

    4. TerminationWithout prejudice to any other rights, the Licensor may terminate this EULA if You fail to comply with any of its terms and conditions. In such event, You must destroy all copies of the Product in your possession. 5. Governing law This agreement is governed by the laws of England and Wales, without regard to its conflict of laws provision, and each party irrevocably submits to the exclusive jurisdiction of the English courts. The parties disclaim the application of the United Nations Convention on the International Sale of Goods.

  • Contents

    NumberRace to school 1Dice grid 1Playing with 10 (1): Making 10 4Playing with 10 (2): Take away from 10 4Rocket launch 6Count out 6Paths 10Snakes and ladders 10The slipper game 13Slide 13Adding games (1 to 3) 17Subtraction game 22Lily pads 22Stack the shoe boxes! 25Tens game 25Race to the middle 29Feed the birds 31Halves game 31Sharing game 34

    MeasureShoes and feet (1) 35Shoes and feet (2) 35Shoes and feet (3) 36Collecting water (1 to 3) 41Whats on the menu? 44Whats for dinner today? 44Dinner time Mr Wolf? (1) 47Recognising and counting coins (1) 49Recognising and counting coins (2) 49Money snakes and ladders (1 to 3) 51Geometry2D shapes (1 and 2) 53Shape bingo 533D Shapes (1) 593D Shapes (2) 593D Shapes (3) 60Shape robot 60Handling data Sort the bugs (1 to 4) 65More bugs (1 to 4) 69Yet more bugs! (1 to 3) 72

  • 8 is Games Book consolidates and reinforces mathematical learning for Stage 1 learners (usually 56 years). It can be used as an independent resource for anyone wanting to encourage mathematical learning in children, or as a supplementary part of the Cambridge Primary Mathematics series.

    If used as part of the series alongside the Teachers Resource 1 (9781107656833), then you will o9 en be going directly to a speci: c game and page number according to the reference in the More activities section in the Teachers Resource and will therefore already be familiar with the learning outcome of the game. If you are using the book as an independent resource, you can use the Objective map on the CD-ROM to help you determine what game you might want to play according to what learning outcome you are a9 er, or you can simply read the Maths focus at the start of each game to decide if its appropriate.

    8 e games are grouped by strand, i.e. Number, Geometry, Measure and Handling data so that an independent user can easily navigate the pool of games. For those of you using this book alongside the Teachers Resource 5, you will : nd that the games within a strand are ordered according to the order in which they are referenced in the Teachers Resource 1 (if you grouped all chapters of a given strand together).

    Please note that the Games Book on its own does not cover all of the Cambridge Primary Mathematics curriculum framework for Stage 1.

    All games boards, game cards and record sheets provided within the printed book are also available on the CD-ROM for quick printing if preferred. Some games boards and resources will also be provided as Word documents so that you can adapt them as required. 8 e CD-ROM also provides child-friendly instructions for each game, which can be displayed at the front of the class or sent home with the games for independent play. Nets for making dice, spinners and other useful mathematical resources are also provided as printable PDFs on the CD-ROM.

    8 is publication is part of the Cambridge Primary Maths project. Cambridge Primary Maths is an innovative combination of curriculum and resources designed to support teachers and learners to succeed in primary mathematics through best-practice international maths teaching and a problem-solving approach.

    Cambridge Primary Maths brings together the world-class Cambridge Primary mathematics curriculum from Cambridge International Examinations, high-quality publishing from Cambridge University Press and expertise in engaging online enrichment materials for the mathematics curriculum from NRICH.

    Teachers have access to an online tool that maps resources and links to materials o; ered through the primary mathematics curriculum, NRICH and Cambridge Primary mathematics textbooks and e-books. 8 ese resources include engaging online activities, best-practice guidance and examples of Cambridge Primary Maths in action.

    8 e Cambridge curriculum is dedicated to helping schools develop learners who are con: dent, responsible, re< ective, innovative and engaged. It is designed to give learners the skills to problem solve e; ectively, apply mathematical knowledge and develop a holistic understanding of the subject.

    8 e Cambridge Primary Maths textbooks provide best-in-class support for this problem-solving approach, based on pedagogical practice found in successful schools across the world. 8 e engaging NRICH online resources help develop mathematical thinking and problem-solving skills. To get involved visit www.cie.org.uk/cambridgeprimarymaths

    8 e bene: ts of being part of Cambridge Primary Maths are: the opportunity to explore a maths curriculum founded on the values of the

    University of Cambridge and best practice in schools access to an innovative package of online and print resources that can help bring

    the Cambridge Primary mathematics curriculum to life in the classroom.

    8 is series is arranged to ensure that the curriculum is covered whilstallowing teachers to use a < exible approach. 8 e Scheme of Work for Stage 1has been followed, though not in the same order and there will be some deviations. 8 e components are: Teachers Resource 1 ISBN: 9781107656833 (printed book and CD-ROM). Learners Book 1 ISBN: 9781107631311 (printed book) Games Book 1 ISBN: 9781107646407 (printed book and CD-ROM).

    For associated NRICH activities, please visit the Cambridge Primary Maths project at www.cie.org.uk/cambridgeprimarymaths

    Introduction

  • Cambridge University Press 2014 Cambridge Primary Mathematics Games Book 1: Number 1

    Race to school

    Maths focus: counting on correctly.

    A game for up to four players

    You will need: A 16 dice (CD-ROM). Game board (page 2). Counters for each player.

    How to play1. Players start with one counter on their home (these are on the

    left of the board). 2. They take turns to roll the dice and move their counter along

    the path leading from their home. They have to stay on the path from their home, which is indicated by a shape.

    3. The winner is the player who reaches school !rst.

    This simple track game encourages the players to count on the correct number of steps. Both spot dice and numeral dice are useful. On a spot dice, players can count the spots if they need to, or recognise the pattern. On a numeral dice, players need to recognise the numeral. The !rst track is suitable for less con!dent learners as the track is shorter.

    ChallengeFor a more challenging game, each player has two counters on their home space and must get both to school, rolling a dice and moving one of their counters the matching number of spaces.

    Dice grid

    Maths focus: matching count with the correct numeral.

    A game for two players

    You will need: A 16 spot dice (CD-ROM). Game board for each player (page 3). Counters for each player.

    How to play1. Players take turns to roll a spot dice. They count the spots

    shown then place a counter on one of the matching numerals on their dice grid.

    2. If all copies of that numeral are covered, they must miss a turn. 3. The winner is the !rst player to get a row of counters from one

    side of the grid to the other, or from top to bottom.

    ChallengeFor a more challenging game, both players play on the same grid, each using different coloured counters.Alternatively, use a 19 spinner (CD-ROM) and make a grid with the numbers 19 on it. If the spinner lands on a zero, the player misses a turn.

  • Original material Cambridge University Press 2014 Race to school Game board

  • Dice grid Game board Original material Cambridge University Press 2014

    3 1 5 4 2 6

    4 2 3 6 1 5

    2 5 6 1 3 4

    5 3 4 2 6 1

    1 6 2 5 4 3

    6 4 1 3 5 2

  • 4 Cambridge Primary Mathematics Games Book 1: Number Cambridge University Press 2014

    Playing with 10 (2): Take away from 10

    Maths focus: taking away small numbers from 10 to reach zero.

    A game for two players

    You will need: Game board (page 5). Ten counters or small objects for each player, 20 in total. A 13 dice or a spinner (CD-ROM).

    How to play1. Each player starts with ten counters or small objects on their

    ten frame.2. They take turns to roll a dice or spin a spinner to get a number.

    They remove that many items from their frame, placing them on the grey oval (at the top for player one and at the bottom for player two). Players can only remove the amount shown on the dice.

    3. Players look at their ten frame and the counters on it to work out a subtraction calculation. 10 take away the number of blank spaces on the frame [counters left in the ten frame]. They record their take away and results on a separate piece of paper.

    4. The !rst player to remove all ten of their items is the winner.

    Challenge As per the challenge for Making 10 but this time the !rst learner to shout the missing number to make 10, gets to remove that many counters from their ten frame. The winner is the !rst player to remove all ten counters from their frame.

    Playing with 10 (1): Making 10

    Maths focus: recognising the number pairs to 10.

    A game for two players

    You will need: Game board (page 5). Ten counters or small objects. A 16 dice (CD-ROM).

    How to play1. Place ten counters or small objects in the grey oval in the

    centre of the games board. Each player uses one of the ten frames as their base board.

    2. Player 1 roles the dice and places that many counters from the grey oval onto their Ten frame. Player 2 then does the same. If there are not enough counters left in the grey oval for the player to take, they must take some from the other player.

    3. Player 1 then looks at how many counters they have, and announces how many more they need to make 10. They roll the dice and if that number is rolled, they automatically win the game. If they do not roll the required number then play passes to Player 2, who announces how many more they need to make 10 and rolls the dice.

    4. Play continues this way, with each learner announcing how many more they need to make 10 and then rolling the dice, until one of them makes 10. The !rst player to make 10 is the winner.

  • Playing with 10 Game board Original material Cambridge University Press 2014

  • 6 Cambridge Primary Mathematics Games Book 1: Number Cambridge University Press 2014

    Rocket launch

    Maths focus: practising adding two small numbers.

    A game for two players

    You will need: Two 16 dice (CD-ROM). Game board for each player (page 7).

    How to play1. Players take turns to roll two dice and use their number pairs to

    !nd the total. They colour the matching total on their rocket.2. The player who completes their rocket !rst is the winner; gets to

    launch their rocket with a loud countdown and Blast off!

    Count out

    Maths focus: making and counting twodigit numbers.

    A game for one or two players

    You will need: Game board (page 8). Game cards (page 9). 50 counting objects such as counters, cubes or other

    objects that will !t in the numbered squares of the board.

    How to play1. Shuf"e the decade cards (10, 20, 30 and 40), and place them

    face down in the placeholder on the game board. Shuf"e the digit cards (19) and place them face down in the second placeholder.

    2. The player turns over the top decade card and the top digit card. They name the number made by the two cards and locate it on the 150 grid. They then place a single counter (or cube or other counting object) on each numbered square, up to and including the identi!ed number.

    3. The player must then count the objects, starting from one and !nishing with the made number. Where there are two players, the players take it in turns to make a number and count it on the 150 grid.

    Please note that less con!dent players might struggle with numbers over 20. If that is the case, remove the decade cards over 20 from the game and restrict them to using only numbers up to 20 on the game board.

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  • Original material Cambridge University Press 2014 Count out Game board

    Decade cards

    Single digit cards

    1 2 3 4 5 6 7 8 9 10

    11 12 13 14 15 16 17 18 19 20

    21 22 23 24 25 26 27 28 29 30

    31 32 33 34 35 36 37 38 39 40

    41 42 43 44 45 46 47 48 49 50

  • Original material Cambridge University Press 2014

    Count out Game cards

    10 20 30 40 20

    1 2 3 4 5

    6 7 8 9 10

    CPM Games Book 1 Fr CVRBlank-Page-Insert-CPM-Games-BookCambridge Primary Mathematics Games Book 1, Cherri Moseley and Janet Rees, Cambridge University Press