cool maths games
TRANSCRIPT
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3D Shape Challenge
Prepare children for the game by revising the names
of the different 3D shapes. Ensure that children know
the three main properties that we use to distinguish
3D shapes – the face is a flat plane on the shape, a
vertex (or two or more vertices) is the corner and the
edge is where two faces meet.
Shuffle the cards and deal them out equally. Each
player holds the cards so they can only see the
top card. The first player decides on a criteria (for
example, ‘Faces’) and reads this out to the other
players. They then ask the players, one a a time,
what number they have within that criteria. Whenanother player reads this from their top card, the first
player then says theirs. If it is higher than all of the
other players’ numbers, they take the top card from
each player. They then have another turn. If another
player has a higher number for this criteria, they win
the round and take everyone’s cards and it becomes
their turn. If two players have the same number, their
top cards are placed in the middle; the original player
picks a criteria for their next card and challenges that
player again. The winner takes all the cards and has
another turn. The object is to get all of the cards.
8 – 11 (Y4 to Y6)
2 – 4
• Print off one set of challenge cards per person
playing and cut them out (based on top trumps).
Identifying different 3D shapes begins in Year 2, but
some of the more complex 3D shapes are introduced
throughout Key Stage 2. Using the correct vocabulary
for 3D shapes is an important skill and knowing and
remembering some of these properties will really help
children to understand their shapes.
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N a m
e
C u b e
F a c e
s
6
E d g e
s
1 2
V e r t i c
e s
8
N a m e
C o n e
F a c e s
2
E d g e s
1
V e r t i c e s
1
N a m e
T r i a
n g u l a r p r i s m
F a c e s
5
E d g e s
9
V e r t i c e s
6
N a m
e
C u b o i d
F a c e
s
6
E d g e
s
1 2
V e r t i c
e s
8
N a m e
C y l i n d e r
F a c e s
3
E d g e s
2
V e r t i c e s
0
N a m e
H e m i s p h e r e
F a c e s
2
E d g e s
1
V e r t i c e s
0
N a m
e
S p h e r e
F a c e
s
1
E d g e
s
0
V e r t i c
e s
0
N a m e
S q u a r e - b a s e d p y r a m i d
F a c e s
5
E d g e s
8
V e r t i c e s
5
N a m e
T r i a n
g u l a r - b a s e d p y r a m i d
F a c e s
4
E d g e s
6
V e r t i c e s
4
3 D S h
a p e C h a l l e n g e ( P r i n t o n e s h e e t p
e r p l a y e r )
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Bone Yard Bill
Each player selects their own skeleton counter and
places it on the starting bone. The tallest player starts
the game. Players take it in turns to spin the spinner
and move their counter by that number of bones.
They must also follow the instructions on the spinner:
‘Miss a turn’, ‘Make a number’, etc. If a player spins
‘Make a number’ they must read out a number, for
example 123, and one of the other players can ask
them a question about that number, for example,
“How many tens are in that number?”.
If they get the answer correct, they can move on by
one bone. If they get the answer wrong, they must
stay where they are.
The winner is the first player to reach the finish bone.
7 – 8 (Y3 and Y4)
2 – 4
• Print off the Bone Yard Bill boards (beginner/
intermediate/advanced), counters and spinner.
• Cut out the counters and spinner. Create an arm
for the spinner using a paperclip. Thread a brass
fastener through both the paperclip and then the
spinner, making sure the paperclip can spin freely.
Place value is all about understanding what each digit
in a number represents. Without a good understanding
of place value children find it very difficult to read,
order, sort or use numbers. Many of the strategies we
teach children for addition, subtraction, multiplication
and division rely heavily on a good understanding of
the value of the digits in numbers.
Talk to your child about what each digit represents
and how we can check this depending upon where
the digit ‘sits’ in the number. Remind them of the
column headings we can put above numbers – Th
(Thousands) H (Hundreds) T (Tens) and U (Units).
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Counters
Spinner
Bone Yard Bill
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Bone Yard Bill board: beginner
START
FINISH
How many 10s in 68?
Roll the dice twice. What2-digit number did you make?
Roll the dice 3 times. What is thesmallest number you can make?
How many 100s in 812?
How many units in 215? Roll the dice 3 times. Readthe number you make.
What’s a 3-digit numberbigger than 450?
Ask a friend to write a 3-digitnumber. Can you read it?
Can you partition 128 intohundreds, tens and units?
Roll the dice twice. What is the biggest2-digit number you can make?
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Bone Yard Bill board: intermediate
START
FINISH
How many 10s in 68?
Roll the dice twice. What2-digit number did you make?
Read this number: 472
How many 100s in 812?
How many units in 215? Roll the dice 3 times. Readthe number you make.
Say out loud a 3-digitnumber bigger than 450.
Ask an adult to write a3-digit number. Can you read it?
Can you partition 128 intohundreds, tens and units?
Roll the dice twice. What is the biggest2-digit number you can make?
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Bone Yard Bill board: advanced
START
FINISH
How many 10s in 689?
Roll the dice twice. What2-digit number did you make?
Roll the dice 3 times. What is thesmallest number you can make? What is the smallest
3-digit number?
What is the biggest3-digit number? Roll the dice 3 times. Read
the number you make.
Name a 3-digit numberbigger than 450.
Ask a friend to write a 4-digitnumber. Can you read it?
Can you partition 1280 intothousands, hundreds, tens and units?
Roll the dice three times. What is thebiggest 3-digit number you can make?
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Capacity Matching Pairs
Remind your child that 1000 millilitres is the same
amount as 1 litre. Shuffle the cards and place themface down on the table. Players take it in turns to
turn over a large card and a small card. They must
read the amount on the measuring cylinder and the
amount written on the card. If they match, they can
keep them and have another turn. If they don’t match,
play goes to the other player. The winner is the player
with the most cards at the end of the game.
6 – 8 (Y2 and Y3)
2
• Print off the Capacity Matching Pairs cards and
cut them out.
This game helps children revise reading simple
scales on measuring cylinders. They must learn the
measurement rule that 1000ml is the same amount
as 1 litre.
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m l
1 0 0 0
8 0 0
6 0 0
4 0 0
2 0 0
m l
5 0
4 0
3 0
2 0
1 0
m l
1 0 0 0
8 0 0
6 0 0
4 0 0
2 0 0
m l
1 0 0 0
8 0 0
6 0 0
4 0 0
2 0 0
m l
5 0
4 0
3 0
2 0
1 0
m l
5 0
4 0
3 0
2 0
1 0
C a p a c i t y M a t c h i n g P a i r s
m l
1 0 0 0
8 0 0
6 0 0
4 0 0
2 0 0
m l
5 0
4 0
3 0
2 0
1 0
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m l
1 0 0 0
8 0 0
6 0 0
4 0 0
2 0 0
m l
1 0 0 0
8 0 0
6 0 0
4 0 0
2 0 0
m l
1 0 0 0
8 0 0
6 0 0
4 0 0
2 0 0
m l
1 0 0 0
8 0 0
6 0 0
4 0 0
2 0 0
m l
1 0 0
9 0
8 0
7 0
6 0
m l
1 0 0 0
8 0 0
6 0 0
4 0 0
2 0 0
C a p a c i t y
M a t c h i n g P a i r s
m l
1
0 0 0
8 0 0
6 0 0
4 0 0
2 0 0
m l
5 0
4 0
3 0
2 0
1 0
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4 5
m l
2 0 0 m l
8 0 0 m l
6 0 0 m l
4 0 0 m l
5 0 0 m l
4 0 m
l
2 0 m
l
5 m
l
1 0 m l
1 0 0 0 m l
7 0 m l
C a p a c i t y
M a t c h i n g P a i r s
9 0 0 m l
l i t r e
1 l i t r e
2 0
0 m l
1 2
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Before starting the game, sort the cards according to
the ability/age of the children playing. This game is
designed to allow children to revise their addition and
subtraction skills. This can be done either mentally or
on paper, again depending upon the age/ability of the
children. Mix some of the Misfire and Speedy shot
cards in with the Cowboy number cards.
Shuffle the cards and give each child an equal
number. Children should arrange their cards as
a pile, face down. They both turn over a cardsimultaneously and it is a race to see who can add/
subtract the numbers the fastest. The first person to
reach a correct answer wins a point. If a Misfire card
is drawn, the point automatically goes to the other
player. If a Speedy shot card is drawn, that player
automatically wins the point. If a Misfire and Speedy
shot card are both drawn at the same time, they
cancel each other out and no player wins a point.
6 – 11 (Y1 to Y6)
2
• Print off and cut out the Cowboy number cards.
• Provide each child with some paper and pencils to
record their scores on.
• Provide children with a calculator to check their answers.
Being able to add and subtract numbers in our
heads and on paper are vital maths (and life) skills.
Addition and subtraction are two of the main number
operations that children learn, and this game will
help them practise. Encourage your child to use the
methods they find most useful and that they are being
taught in school (column addition, the number line
method, etc). Remind them of important rules such
as putting the largest number first when adding two
numbers together to make it easier.
Cowboy Cards
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M i s f i r e
M i s f i r e
M i s f i r e
M i s f i r e
M i s f i r e
M i s f i r e
S p e e d y
s h o t
S p e e d y
s h o t
S p e e d y
s h o t
S p e e d y
s h o t
S p e e d y
s h o t
S p e e d y
s h o t
S p e e d
y
s h o t
S p e e d y
s h o t
M i s f i r e
M i s f i r e
C o w b o y c a r d s
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1 6
1 7
1
8
1 9
2 0
1 1
1 2
1
3
1 4
1 5
6
7
8
9
1 0
1
2
3
4
5
C o w b o y c a r d s
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3 6
3 7
3
8
3 9
4 0
3 1
3 2
3
3
3 4
3 5
2 6
2 7
2
8
2 9
3 0
2 1
2 2
2
3
2 4
2 5
C o w b o y c a r d s
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5 6
5 7
5
8
5 9
6 0
5 1
5 2
5
3
5 4
5 5
4 6
4 7
4
8
4 9
5 0
4 1
4 2
4
3
4 4
4 5
C o w b o y c a r d s
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7 6
7 7
7
8
7 9
8 0
7 1
7 2
7
3
7 4
7 5
6 6
6 7
6
8
6 9
7 0
6 1
6 2
6
3
6 4
6 5
C o w b o y c a r d s
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9 6
9 7
9
8
9 9
1
0 0
9 1
9 2
9
3
9 4
9 5
8 6
8 7
8
8
8 9
9 0
8 1
8 2
8
3
8 4
8 5
C o w b o y c a r d s