Math Games/Activities for Teaching Mathematics in Elementary School
Number Recognition & Counting Games
Number Comparison Games: TWISTY ROADS (Adapted from MathLand Gr. K) 2-4 Players Color Tiles; 1or 2 dice; Teddy Bear or other counters
Players work together to build a pathway of tiles for the game board In turn, each player tosses the die and moves that many spaces along the twisty road until one player reaches the end. Players may change the design and play again. Variation: Use 2 dice and/or invent rules for specific spaces on the path, such as blue means lose a turn or red means go ahead 2 spaces
HANDS GAME (Adapted from MathLand Gr. K) 2 players Teddy bear or other counters
One player picks a number (such as 5). The other player takes that many bears, distributing some in each hand behind their back. The first player asks to see what is in one hand and then tries to figure out how many are in the other. Repeat with players in opposite roles.
BUTTONS (Adapted from MathLand Gr. K) 2 players Two 5x10 graph paper game boards; 100 buttons or other counter; 1-2 dice
The first player rolls one die, takes buttons equaling the number on the die, and places the buttons on the game board. The second player takes her turn in the same manner. At the end of each turn, the player states how many buttons they have on their board in all. The first player to fill up the board wins. Variation: Use 2 dice.
NEXT STEP (Adapted from MathLand Gr. K) 2 players 55 Linter Cubes; 1 sets of 1-10 number cards; 1 game board which is made from 2 cm. graph paper cut in a staircase pattern, from 1-10 square high
Each player draws 5 cards. The player who has the 5 card goes first, building a tower with 5 cubes and laying it down on the appropriate spot on the game board. Player 2 looks at her cards to see if she can add the next step by having either a 4 or a 6. If so, she plays the card by building the corresponding tower and laying it on the game board in the proper spot. If not, she passes. In turn, the players look at their cards to see if they can add the next step to the staircase, just before or after those already on the board. They pass if they cannot. The game ends when all the steps have been built and played. FILL IN THE STEPS (Adapted from MathLand Gr. K) 2 players 110 Linter Cubes; 2 sets of 1-10 number cards; 2 game boards each of which board which is made from 2 cm. graph paper cut in a staircase pattern, from 1-10 square high
Players mix up 2 sets of 1-10 number cards and place them face down in a pile. In turn, each player draws a number card and builds a linker cube tower with that number of cubes. The player than lays their tower down on their game board. If the tower has already been built, then the player must pass. The game is over when both players game boards are full. CONCENTRATION 2-4 players full or partial deck of deck of playing cards or number cards 1) For younger children, start with partial deck with 8-10 pairs, then add more as they become more familiar with the game. 2) Shuffle the cards and place them face down in rows. 3) In turn, players flip over 2 cards. If they match they keep the pair and take another turn. If they dont match, player returns the cards, face down, and the next player takes his turn. 4) The player with the most pairs wins. Variation for older children: Determine winner by adding up the face value of the cards.
2 Math Games/Activities for Teaching Mathematics in Elementary School
MANCALA (African skip counting game) 2 players Egg Carton gameboard and 36 counters (12 cells plus 2 collection boxes) Object is to get as many counters into your Mancala (collection box) as possible. Distribute 3 counters into each cell. Player 1 scoops up the counters from one cell and starts dropping a counter in each consecutive cell moving clockwise. If he reaches the end of his side, he drops one in his Mancla and continues around to his opponents side of the board. He drops on in each consecutive cell except for his opponents Mancala until he has run out of counters in his hand. It is then his opponents turn. If the players last counter lands in his own Mancala, he gets another turn. If the player empties his marble into an empty cup, he captures his opponents counters from the cell directly opposite. These go into his Mancala. Players are not allowed to touch their counters. If you touch the counters in cell, you must play that cell. Winning: The games ends when a player runs out of counters on his side. The player with the most counters in his Mancala at that point wins. Varation: Play with 48 counters and put 4 in each cell.
Beginning Computation Games
Non-Number Early Childhood Games HIGH CARD (aka WAR) 2 players (challenges can be adapted for more players) Four of each 0-10 number cards or ace (1) 10 playing cards
Players start with equal number of shuffled cards, face down in a stack. At the same time, players turn over their top cards. Player whose card has the greater value keeps both cards. When cards with equal value are turned over, the Challenge begins. Each Player places 4 more cards on top of their card. Three are face down. The fourth is face up. Player with the greater value card face up keeps all 10 cards. The player with the most cards at the end wins.
THE BIGGER THE BETTER 2-4 players Four of each, 0-9 on number cards
Players shuffle cards and place them face down in a pile. Each player draws 2 cards and arranges them to make the greatest number possible. The player with the greatest number keeps all the cards played on that round. Play continues until all cards have been drawn and played. Player with the most cards wins. Variation: The object of the game is making the smallest number rather than greatest.
BEAN TOSS (or 2-COLOR COUNTER TOSS) 2-4 players 10 2-color beans or other counters; one 10-frame (2x5 grids) per person; red & black crayons In turn, players toss 10 beans and arrange them on the 10-Frame, one bean per square. The player sketches the results of their toss and writes an equation to represent the toss. Players continue until they have found all the possibilities? Variation: Try the same process tossing 6, 7, 8, or 9, finding all the possible combinations for these numbers.
TOWER TOPS (Adapted from MathLand Gr. 1) 2 Players 100 linker cubes (unlinked); number tiles or card 1-20, face down and mixed up
Each player draws a tile and builds a tower with that many cubes. Players stand their towers next to each other and compare the heights The player with the higher tower takes off and keeps the tower top, that is, the part that is taller than her partners. The other cubes are returned to the center. Play continues until the cubes in the center run out. Adapted from MathLand Grade 1, Creative Publications, p. 83
TENS (Adapted from MathLand Gr. 1) 2-4 players Four of each ace-9 on playing cards or 0-10 number cards
Players shuffle cards and place them face up in a 3-by-3 array. First player looks for pairs of numbers that equals 10. She keeps any pairs she finds, and then deals new cards from the deck to replace the cards she has taken. Play continues until all the cards have been dealt and no more 10s can be found. The player with the most pairs is the winner. Variation for older children: They can find the sum of all their cards (which will be 10 x the number of pairs they have).
3 Math Games/Activities for Teaching Mathematics in Elementary School
Non-Game Center Activities
Games for Older Children (Note that many of these will be taught later in the semester) BEHIND THE WALL (Adapted from MathLand Gr. 1) 2 players pattern blocks; a folder or book Players sit facing each other with the folder or book forming a wall between them. One player makes a patter block design using 10 or fewer blocks. The other player tries to make the same design from verbal instructions given by the first player. When players feel the design has been duplicated, they lift the wall and compare designs. Players reverse roles and play again.
UPSTAIRS DOWNSTAIRS (Adapted from MathLand Gr. 1) Crayons, 1 Die Cut out a house like the sample Choose an animal you can draw. This animal with be the resident in your house. Roll the die to find out how many of your animal live upstairs in the house. Draw them. Roll the die to find out how many of your animal live downstairs in the house. Draw them. Count the total number of animals in your house and write that number on the front door of the house. On the inside cover of your house book, write a number sentence for the total number of animals in your house.
ATTRIBUTE BLOCK TRAINS 3-5 players or whole class Full set of attribute blocks
Divide the attribute blocks evenly among players. The first player puts down a block. The next player puts down a block that differs in only one attribute- shape, size, or color-from the block put down by the previous player. A player who does not have a block that meets the requirements misses that turn. Play continues until no more blocks can be played. The player with the fewest blocks left wins. PATTERN BLOCKS CREATURES (Adapted from MathLand Gr. K)
Pattern Blocks, Pattern Block Stickers, Crayons
Use up to 10 pattern blocks to make a creature. Copy your creature onto blank paper using the pattern block stickers. How many blocks did you use in all? How many of each color did you use? Using corresponding crayon colors, record how many of each you used. Be sure to use zeroes for any color you didnt use in your creature. Place a second piece of scratch paper on top of your sticker record. Use a crayon to make a rubbing of your creature.
NUMBER MURAL (Adapted from MathLand Gr. K) Number tiles in a paper bag, markers, butcher paper with a theme
Brainstorm some ideas of things that fit the theme of the mural. Pull a number out of the bag. Pick something you can draw and add a group of that many things to the mural. Use the mural to practice counting. (e.g., how many flowers are on our mural? Are there more school buses or kids? Who can find something that there are six of? )
4 Math Games/Activities for Teaching Mathematics in Elementary School
Reckon (from MathLand, grade 4 and 5) Best with 2 players 1 deck reckon cards (can be made with index cards with the following numbers written on them(53 cards in all): 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 11, 12, 12, 13, 14, 15, 16, 16, 17, 18, 18, 19, 20, 21, 22, 23, 24, 24, 25, 26, 27, 28, wild card Each partner is dealt 3 cards face down. Another card, the answer card is placed in the center of the table, face up. The object is to be the first player to use 2 or 3 of the cards in hand to make an equation (addition, subtraction, multiplication, or division) that equals the answer card. If neither player can make an equation for the answer card from the first hand of cards, then both players draw another card from the deck until one player is able to make an equation. Equations must use at least 2 or 3 cards, but may use more. The first player to come up with an equation places a hand over the answer card and tells the equation. If the equation is correct, the player scores a point. Players discard the cards they were using and deal themselves a new hand. (Variation, deal a new answer card, but they play with their same hands.) Variation: Introduce wild card. Circles & Stars (adapted from burns, Math by All Means, Multiplication) 2 players Students need a recording sheet or booklet with space for 7 rounds; pair of dice per team Player 1 rolls one die and draws that many circles in one of the seven spaces. Player 1 then rolls the second die and draws that many starts in each of the circles. She computes the total number of starts, then writes the corresponding multiplication fact (for example if there are 4 circles with 6 stars in each, the child writes 4 x 6 =24). Player 2 repeats the process. After seven rounds, players determine their total for all seven rounds. The winner has the most stars.
Leftovers from 100 (adapted from Burns; About Teaching Mathematics, p. 218) 1 Team chooses a number, divides 100 by that number, and keeps the remainder as their score. They record their division sentence and their team number. Team 2 checks their answers and subtracts Team 1s remainder from the starting number. They then select a different number and divide the new starting number by their selected number, and the play continues until the starting number is zero or it is no longer possible for either team to score. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Starting Number Division Sentence Team #
100 100 ____ = _____ R_____
Quotient Cross Out (adapted from MathLand, grade 5) 2 to 4 players 1 die; 1 game sheet per player with the following numbers written on it: 1, 2, 3, 4, 5, 6, 8, 9, 10, 12, 15, 16, 18, 20, 24, 25, 30, 36
The first play rolls the die and crosses out on his game sheet 2 numbers whose quotient is the number rolled. (For example, if the player rolls a 3, he could cross out 12 and 4.) The other players take turns doing the same. If a player cannot cross out 2 numbers on a roll, play passes to the next player. The winner is the player having the most crossed out numbers when no one can play anymore. Variation: The winner is the player having the least sum of uncrossed-out numbers.
Million Guesstimation (adapted from MathLand Gr. 5) 2 players Full sheets of paper; a calculator The object of the game is to complete a multiplication problem so that the answer is as close to 1,000,000 as you can get. Player A writes down an incomplete problem, such as 789 x ___. Player B guesses and writes down a number to go in the blank, trying to produce an answer that will be as close to 1,000,000 as possible. Player A uses the calculator to find the answer, and Player B writes down the answer next to her guess. This tells her whether her guess was too high or too low. Player B continues guessing numbers, using feedback and estimation until she comes as close to 1,000,000 as the problem will allow using whole numbers. Players A and B switch roles.
Multiplication Tic Tac Toe (based on Addison-Wesley, 1986)
5 Math Games/Activities for Teaching Mathematics in Elementary School
Each of 2 players needs a paperclip and a different color marker. The object of the game is to circle 4 products in a line (horizontal, vertical, or diagonal). Player 1 places a paperclip on one of the numbers on the numberline. Player 2 puts the other paperclip on another number and then uses her marker to circle the product of the 2 numbers on the Game Grid. Player 1 selects and moves one of the paperclips to another number and uses his marker to circle the product of these 2 numbers on the same game grid. It is possible to move both paperclips to the same number in order to make products such as 25). The game continues until either someone has one by having 4 circles in a row, or it is no longer possible to move the paperclip to a number that creates a new product. (NOTE: The same grid can be used for a version of quotient cross out).
Tic Tac Toe Sums Each of 2 players needs a paperclip and a different color marker. The object of the game is to circle 4 products in a line (horizontal, vertical, or diagonal). Player 1 places a paperclip on one of the numbers on the numberline. Player 2 puts the other paperclip on another number and then uses her marker to circle the sum of the 2 numbers on the Game Grid. Player 1 selects and moves one of the paperclips to another number and uses his marker to circle the sum of these 2 numbers on the same game grid. It is possible to move both paperclips to the same number in order to make sums). The game continues until either someone has one by having 4 circles in a row, or it is no longer possible to move the paperclip to a number that creates a new sum.
6 Math Games/Activities for Teaching Mathematics in Elementary School
Too Many 2-4 players need 8 dice and a pencil and paper for each player. On a turn, a player decides how many of the 8 dice to roll. Her score is the sum of the rolled dice. However, if she rolls a 1, her score for that round is 0. The winner is the player having the highest score after 10 rounds. (From Mathland gr. 6) NOTE: For a simpler version, see Piggy Piggy 2-4 players 1 die
Players take turns rolling the die and keeping a total of the numbers they roll. Players may continue to roll as long as they want, or them may quit at anytime to find their total. Play then goes to the next player. However, if a player rolls a 1, he loses all the points for that turn and the play goes to the next player. The first player to get 50 points is the winner. (From MathLand, gr. 2) NOTE: For a more advanced version, see TOO MANY
MultoWar The game is played similarly to War (see the bigger the better). However, Kings are worth 12, Queens are worth 0, Jacks are worth 11, and Aces are worth 1. Each student flips over a card and the first person to say the product takes the cards. It is played until someone has collected all the cards, or if less time is available, it is played for a predetermined number of rounds and the player with the most cards wins.
Ordered Pairs 1. 3 players need a 5x5 grid, labeled with its coordinates and 2 different colored pencils. (One of the 3 players is the marker who doesnt play at this time. 2. Each of player chooses a pencil. The first player names an ordered pair of numbers. The marker makes a dot in that players color on the coordinate grid. 3. The other player names a coordinate and the marker makes a dot in that players color at the appropriate point. 4. At no time may either player touch the grid. 5. The winner is the first player to get 4 dots in a straight line, horizontal, diagonal, or vertical.
Variation: This can be played in small groups or as a whole class.
Yes, No, Move It! This is a group or whole class game, using the chalkboard. 1. The teacher thinks of a 2-digit number and writes it secretly on a slip of paper. Students try to guess the number. After each guess the teacher writes a clue on the board by the number guessed. 2. A star means that there is a correct digit in the right place. And M (move it) means that there is a correct digit in the wrong place. An X means nothing is right. 3. The class wins if they guess the secret number in 5 or fewer tries. Variation: 2 players play the game in the same way. One student guesses while the other provides the clues and then they switch roles. (From MathLand, gr. 3)
Rank em Players need 30 number cards with one 5-digit number (ranging from 10, 000 to 99,999) written on each. Each player needs a game mat with 5 card-sized rectangles drawn in a row. 1. One player shuffles the cards and puts the deck face down. 2. Each player draws 1 card and puts it face up in a space on his game mat. 3. Play continues with players trying to order their cards from least to greatest on the mat. 4. Players must place the card on the mat, and once it is played, it cannot be moved. The player can discard a card from his mat BEFORE drawing another card. 5. The winner is the first player to have 5 cards all arranged in the proper order. NOTE: the cards may be made by the teacher or the students (From MathLand, gr. 6). Fact Grid 2-4 players need 4 dice, and each needs a 3x3 grid and a pencil Players take turns rolling either 1,2,3,or 4 dice. The record the sum of their rolled dice in 1 space on their grid. The players try to build number facts. Rows must be addition facts. Columns must be subtraction facts. Diagonals must be multiplication or division facts. Once a player has written a number on the grid, he may not erase it and each roll must be recorded. The game continues for nine turns, until each of the squares on the grid is filled. Players get 5 points for each correct addition fact, 10 for each subtraction fact, and 20 for each mult./div. fact. A number may be part of several facts. The winner for the round has the most points. (Based on MathLand Gr. 6, Threes)