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Mathematical Games Monken Hadley Friday 8 th March 2013

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Mathematical Games. Monken Hadley Friday 8 th March 2013. Why play games?. Develops turn taking, sharing & collaborative skills Develops thinking, memory skills & concentration Develops speaking and listening and vocabulary Develops problem solving, logical & strategic thinking - PowerPoint PPT Presentation

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Page 1: Mathematical Games

Mathematical Games

Monken Hadley

Friday 8th March 2013

Page 2: Mathematical Games

Why play games?

• Develops turn taking, sharing & collaborative skills• Develops thinking, memory skills & concentration• Develops speaking and listening and vocabulary• Develops problem solving, logical & strategic thinking• Improves mental calculation• Competitive• Can be affordable (Cards from 50p)• Structured images aid learning and promotes abstract

understanding• Fun!

Page 3: Mathematical Games

Research• The advantages of using games in a mathematical programme have been

summarised in an article by Davies (1995) who researched the literature available at the time.

• Meaningful situations - for the application of mathematical skills are created by games

• Motivation - children freely choose to participate and enjoy playing • Positive attitude - Games provide opportunities for building self-concept and

developing positive attitudes towards mathematics, through reducing the fear of failure and error;

• Increased learning - in comparison to more formal activities, greater learning can occur through games due to the increased interaction between children, opportunities to test intuitive ideas and problem solving strategies

• Different levels - Games can allow children to operate at different levels of thinking and to learn from each other. In a group of children playing a game, one child might be encountering a concept for the first time, another may be developing his/her understanding of the concept, a third consolidating previously learned concepts

• Assessment - children's thinking often becomes apparent through the actions and decisions they make during a game, so the teacher has the opportunity to carry out diagnosis and assessment of learning in a non-threatening situation

• Home and school - Games provide 'hands-on' interactive tasks for both school and home

• Independence - Children can work independently of the teacher. The rules of the game and the children's motivation usually keep them on task.

 

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Page 5: Mathematical Games
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Page 8: Mathematical Games

Dice Odds & Evens

Two people –one is odd and one is even!Roll one dice each.Add the two numbers togetherWork out whether it is odd or even If odd, odd person wins and scores a point/takes a counterIf even, even person wins and scores a point/takes a counter

Variations - score the total – winner is 1st to 50.Start from 50 and subtract total.

Is this game fair? Why? What scores are possible?

Page 10: Mathematical Games

Killer - Closest to 50 T U T U

Up to 4 players 1 v 1 or 2v2

Aim of game – to make a number that is a closest to 50 as possible

Have dice 0 to 9 or pile of cards face down - Ace (1) up to 9 - all 4 suits

Player/Team 1 - roll dice and decide where to put on grid – the tens column or the units column.

Player/Team 2 - roll dice and decide where to put on grid – the tens column or the units column.

Player/Team 1 - roll dice and complete your number

Player/Team 2 - roll dice and complete your number

Closest to 50 is the winneer.

• Use <, > or = symbols• Difference calculated • Link to probability• Extend to HTU – Closest to 500

Page 13: Mathematical Games

Dice coordinates

• Draw a co-ordinates grid 0 to 6

• Roll 2 dice e.g. 3 & 6

• Decide which coordinates you will make e.g. (3,6) or (6,3)

• Place a counter or colour in the position you land on.

• The first person to get 3 in a line is the winner.

Page 14: Mathematical Games

Factors

A factor is any number which divides exactly into another number.

For example the factors of 8 are 1, 2, 4 & 8.

Roll a 1 – 20 dice twice.Choose which number will be your multiple number

Work out all the factors of your multiple numberAdd them together - this is your score.

First to 100 is the winner

Page 17: Mathematical Games

Fractions

• Remove dominoes with blanks!• Place rest face down.• Both players choose one domino each.• Make a fraction by turning the domino

vertically, placing the smaller number on top)

• Whose fraction is the greatest.• (Convert by making common

denominators)

Page 19: Mathematical Games

Why use cards?

• Inexpensive (cheap – about 50p)• Improves mental calculation• Structured images aid learning and promotes abstract

understanding• Develops turn taking, sharing & collaborative skills• Develops thinking and memory skills• Develops speaking and listening• Develops vocabulary• Competitive• Fun!

Page 20: Mathematical Games

Sorting

Individual or small groups – All Cards

• Children given the 52 cards (or 13 etc) and asked to put them in an order.

How will they sort them? (Colour, number, suits, odd, even?) Can they be sorted in any other way?

• Can they sort them ace to king in the 4 separate suits?

Variation

• Give out 51 cards or 12 from same suit. Which card is missing?• Give out 5 cards each from 1 suit. Who can order them the

quickest?• Use with Carroll or Venn diagrams

Page 22: Mathematical Games

1 More Snap

Individual - 2 to 3 players – all cards

Similar rules as snap, only….

Snap can only be said when one card which is 1 more is laid on top of another card. E.g. when a 4 is lid on top of a 3.

Variation

Play 2 more snap, 1 less snap or 2 less snap

Page 25: Mathematical Games

Bonds to 10 Pairs (Pelmanism)

Individual, 1 v 1 or 2v2 Two suites ace up to 9. Two additional 5s from the remaining two suits. Ace worth

1

Similar to pairsTurn over 2 cardsIf they total 10, keep themIf they do not, turn them back over (face down)

Variation

Reduce number of cards - use 1 suit ace to 9 and one additional 5

Play bonds to 9, etc NB – cards used will have to be adjusted.

Page 26: Mathematical Games

Higher or Lower

Individual, 2v2 or 1 v 1

9 Cards in a grid - from whole pack

• Turn first card over• Predict of next card will be higher or lower• You get nothing for a pair!• Ace is worth 1, Jack 11, Queen 12 & King 13.

Variation

• Can children work out the probability of the card being higher, lower, the same?

Page 28: Mathematical Games

Pontoon - 21 (Black Jack)

2-6 Individual Players – All CardsAce = 1 or 11, Picture cards =10Aim: To get a score as close to 21 as possible

Deal out 2 cards to each player face downDealer turns their 2nd card over so that everyone can see.Players add the total of their 2 cardsPlayers decide if they want another card (twist) to get closer to 21Re- add scores & repeat Can stick (no more cards) or bust (go over 21)5 cards totalling 21 or under can only be beaten by pontoon (Ace and Picture card = 21)

Variation

Can children predict probability/chances of getting a card that will not make them go bust?Have a rule where you can not ‘stick’ below 16.

Page 29: Mathematical Games

Adding & Subtracting

1 v 1 or 2v2

Using Cards Ace to 5

Use a number line 0-30Place counter on number 15Turn over card. If red, subtract that number, if black, add that number.Calculate where you will land mentally before moving counterOne player needs to get to 0, the other 30, whoever gets there first is

the winner.

VariationUse number line 0 – 100 Use cards Ace - 10

Page 30: Mathematical Games

Pyramids

Individual or pairs - All 4 suits - Ace to 10

• Lay out 5 different value cards in a row• The remainder of the card are placed in a pack• Turn over every 3rd card. • If it is the answer to the sum or difference to two cards below, place

it above them!• If not, place to the bottom of the pack.• Repeat with every 3rd card.• Aim – to complete the pyramid.

Variation

Children make their own pyramid - they are allowed to just sort through the cards

Page 32: Mathematical Games

Multiplication

Individual - Ace (1) to 10 of all 4 suits (even amount of cards)

Aim to collect all pairs of cards in as quick a time as possible.

• Turn 2 cards over at time e.g. 10 and 6• Say the multiplication 10 x 6 and calculate answer = 60• If correct keep• If incorrect place at bottom of pack (therefore will reappear later)

Variation

Use 2 suits Ace (1-10 only)Use cards Ace to 6 only

Play against another person – whoever answers first keeps cards

Page 33: Mathematical Games

Multiplication

Individual Ace to 10 – all 4 suits

• Choose a times table to practise e.g. 5• Place cards in a pack face down• Turn over 1 card at a time e.g. possibly a 4• Multiply the card (4) by the table agreed (5) and give answer - so 4 x 5 = 20• If correct keep, if incorrect, place at bottom of pack.

Variation

• Time yourself – can you beat your own time?• Use 1 suit • Use Ace (1) to 5 or 6 to 10• Play 1 v 1, as cards are turned over, the person who correctly answers the

quickest keeps the card. Winner is the person with most cards at end.

Page 34: Mathematical Games

Rummy

2 to 4 players – all cards

• Objective of Game – To be the first to collect a set of 4 and a set of 3 cards.

• A set could be a run of cards of the same suit, e.g. 3, 4, 5/6 or similar cards e.g. 3 kings

• Each player needs 7 cards. Dealer gets 8.• Remainder of cards are stacked in a pile – face down• Dealer discards one of his cards - starting a new pile of cards face up

wards.• The next player chooses a card from either pile. They may keep it and

discard a different card or just discard it.• Play continues until someone gets a set of 3 or 4 cards,

Variations

• Runs could be of mixed suits

Page 35: Mathematical Games

Thirty Six

• Use 2, 3, 4, 5, 6, 7, 8,9 & 10 of all 4 suits

• Arrange the cards so that the total of each row is 36 and the total of each column is 36.

• No two cards of the same number are in the same row, column or diagonal

• Each row and column has three red and three black cards.

• One diagonal is made up of red cards only, the other of black cards only!

Page 36: Mathematical Games

Any Questions?