This activity has now been accepted for publication in the journal Australian Primary Mathematics Classroom. Develop students understanding of the part-whole concept through this simple yet deceptively strategic and tactically demanding game.
This activity has now been published in the journal Australian Primary Mathematics Classroom. This highly accessible game is an engaging way of supporting students to strengthen their sense of quantity in the early years.
It makes a great follow-up to the handfuls task Gervasoni, It can be extended into the middle years and upper years of primary school, with a focus on multiplicative thinking. This activity is similar to Nearest to the Gnarly Number , however is focussed on fractions instead of whole numbers. It supports the development of conceptual strategies for comparing fractions, including benchmarking and residual thinking.
It also provides opportunities to convert fraction sums to decimal numbers. Looking for a maths game that plays more like a board game? You might want to check out evolution.
At lower levels, students focus on skip-counting sequences; at higher levels, on factors and multiples. This activity has now been published in the journal Primary Mathematics.
This activity was designed by my brother, Toby. He has come up with a highly engaging game to build familiarity with representing negative numbers on a hundreds chart. If you want to use this game in your classroom, you might want to check out my article which introduces the Extended Hundreds Chart as a teaching tool through presenting it as a rich, novel assessment task.
Take on the role of Dingo. Select your ingredients and avoid rolling a poison number. The learning focus is on number patterns and probability.
Help students build fluency with non-standard partitioning with these two enjoyable place value games. Support children to explore the part-whole concept, equivalence and sequential number sentences through this enjoyable, card-based game. Skip-counting Bingo: Skip-counting by 2s, 3s, 4s, 5s and 6s Fast Facts. Probability Football: Planning and thinking ahead Understanding. These activities has now been published in the MAV conference proceedings. Improve student estimation skills and place value understanding through this engaging, dice-based game.
The goal is for students to place four of their numbers in a row on a number-line without their opponent interrupting their sequence. Enhance students' number sense and develop their fluency with place value through this engaging dice-based game based on principles derived from the classic computer game Pac-Man. This game-based activity prompts students to explore the structure of multiplication, experiment with the distributive property, and begin investigating prime numbers.
This activity has now been published in the journal Teaching Children Mathematics. This article introduces ten simple subitising-related activities that can be undertaken with a set of subitising plates.
These activities are particularly suitable for Kindergarden, Foundation and Grade 1 students, and can be arranged as one-on-one educator-student or parent-child interactions, teacher-facilitated small group work, or as a whole-of-class number fluency warm-up.
This game-based activity engages students in discussions around benchmarking a form of estimation to one-half and equivalent fractions, whilst also exposing students to the procedure for converting fractions into decimals. This short article introduces Dynamic Counting, a process for building fluency with counting-related strategies and place value. The major focus of these games is on building subitising skills and strengthening student understanding of the part-whole concept e.
They will also be exposed potentially to a variety of counting and decomposition strategies e. This game is focussed around building mental computation skills and developing fluency with doubles facts in particular. It requires dice and playing cards. This activity has now been published in the magazine Common Denominator.
This dice-based game is targetted towards improving number sense, estimation skills and place value understanding. These two variants on the counting game aim to support students in the early years to make sense about place value amid the vagaries of the English language in naming numbers. Links to SURF:. Nearest to the gnarly number is a highly tactical, absorbing card game. It provides opportunities for students to practise addition strategies, whilst enhancing their estimation skills.
It is suitable for primary school students of all ages. Place that number is a whole-class game-based activity aimed at building student understanding of place-value and magnitudethrough representing numbers on a number-line.
It can be easily modified for primary school students of all ages. Caught red-handed is a counter-based game introducing students to strategic thinking. It is suitable for primary students of all ages. This article considers how a simple board game, Snakes and Ladders, can be used to teach a rich variety of number concepts from Foundation to Year 4, through subtle modifications of game rules and student instructions. One modification in particular offers a powerful means of attempting to move students on from count-on to using more efficient mental computation strategies.
Multiple Mysteries is a challenging, thought-provoking card game which requires students to efficiently identify multiples of 6, 7, 8 and 9. It builds on the concepts explored in the Factor Fiction game. These two games are further editions to the 3-in-a-row series of games. These activities has now been published in the journals: Primary Mathematics and Learning and Teaching Mathematics. These two playing-card based games are designed to encourage students to develop fluency with complements to Fast Facts , which are referred to in the second game as super rainbow facts.
It covers a variety of teaching points, including:. Build on students' love for doubling by introducing exponential growth with this strategic bingo game.
Potentially relevant teaching points include:. Factor Fiction Fact-or-Fiction is a strategy-based card game that encourages students to develop an intimate knowledge of how to efficiently factorise numbers between 1 and At the heart of the activity is the intention to strengthen students' relational understanding of the equals sign through introducing inequalities. The games have been designed around this common theme to take advantage of the fact that students already have some familiarity with the rules and workings of the game.
There is a version of three-in-a-row that covers the following teaching points:. Super Rainbow Facts Fast Facts , also known as complements to ;. Building on from the 3-in-a-row games, Target Number provides a simple and effective games-based scaffold for supporting more advanced mental computation skills and strategy-use. There is a version of target number which covers the following teaching points:. Target 1 Division: Factorising Understanding ; Multiplication undoes division, Division undoes multiplication Understanding.
The mathematics in the activity is suitable for students in Years 2, 3 and 4, with more mathematically capable students encouraged to employ their knowledge of multiplication facts and mental strategies for adding two-digit numbers, rather than skip-counting.
This simple activity is a simple way of simultaneously investigating and consolidating many of the key ideas, strategies and facts on the SURF board. Students really enjoy this activity, which they seem to find highly intuitive. It provides an excellent opportunity for whole-class sharing, helping to build students' mathematical language and reasoning ability as they justify their choices.
Note that if dice are not available, the activity can also be undertaken with playing cards. A good way of getting students to think about why they need to be able to use both count up and count back as subtraction strategies.
When students are sharing their decisions with the whole-class, there is an opportunity for teachers to represent student thinking using an open number line.
This activity has now been published in the journal: Mathematics Teaching. Additional games and activities are available under lesson plans and Challenging Tasks. Solve the crossword puzzle by deciding which letter belongs to which number. The Daily Commuter Crossword. Daily Futoshiki. Daily Shirokuro. Daily Shirokuro puzzles in three different sizes: connect Black to White. Daily Nonograms. Daily Sudoku. Every day a new Sudoku in 4 difficulty levels.
Killer Sudoku. Daily Suguru. Daily Str8ts. Daily Bridges. Daily Word Search. Block Champ. Daily Star Battle. Word Wipe. Daily Kakurasu. Daily Numbrix. TextTwist 2. Scramble Words. Like TextTwist: rearrange the scrambled letters and make as many words as you can. Daily Tracks. The Daily Crossword. Challenge your skills everyday with a huge variety of crossword puzzles waiting for you to play. Daily 1 to Daily Sokoban. Daily Loop. Penny Dell Crosswords.
Daily Crossword Challenge. Merge It.
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