When the first card is revealed, both players multiply the number shown by 10 and say the value out loud. Taking turns, players flip cards faceup one by one.
BEST COMPUTER GAMES FOR MULTIPLICATION HOW TO
How to play: Remove face cards and deal each player half the remaining cards. What they’ll practice: Adding multiples of 10 Whoever has the most points at the end of five minutes wins. Anytime someone rolls doubles, they say, “Double Down!” Both students in that pair should stop rolling, then add the value of the dice, and record the sum under the player’s name who rolled it.Īs play continues, students keep track of both sets of scores. When you say, “Roll ’em!” everyone rolls their two dice simultaneously. How to play: In pairs, time students so that each round of play lasts five minutes. What they’ll need: Two dice, one piece of paper, and one pencil per student (The next person isn’t allowed to toss until the numbers are totaled.) The first team to reach a dollar wins! If she misses, she picks it up, subtracts it, and goes to the end of the line. If she gets the coin in the bucket, she adds the amount to the total on the board.
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When the first person makes it in, he writes the amount of the coin on the board and the next person in line tosses. When you say “go,” the first line of students tosses coins one by one into their team’s bucket.
BEST COMPUTER GAMES FOR MULTIPLICATION FULL
Divide students into groups of four and give each team a baggie full of coins that amount to one dollar (two quarters, three dimes, two nickels, and ten pennies work well). About six feet from the board, tape lines on the floor. How to play: Stagger buckets under the chalkboard. What they’ll need: Small buckets, lots of coins (fake is fine, but real is more fun!) What they’ll practice: Coin values, addition, subtraction Play ends when time runs out or someone wins all the cards. Whoever calls out the correct number first gets to keep both cards. Each soldier then takes that sum, subtracts the number her opponent is holding, and calls out the value of the card she can’t see. The general (the only one who can see both cards) adds the two numbers together and says the sum aloud. To begin the game, both soldiers salute the general by holding one of their cards up to their forehead (they can’t see the card they’re holding but the other two players can). How to play: Two players are the “soldiers” and one player is the “general.” Deal half a deck to each soldier. What they’ll need: One deck of cards for every three students (face cards are worth 11) What they’ll practice: Addition, subtraction Modify this game to suit your needs by changing the symbols on the board to match whatever you’re studying.
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The first student to flashlight-tag the correct answer wins a point for his or her team.
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Turn off the lights and ask the students a math problem. One player from each team should come to the front of the classroom. How to play: Before class begins, list several numbers on the board (either in rows or random order). What they’ll need: Chalkboard or interactive whiteboard, two flashlights (one with colored cellophane wrapped around the top to distinguish between teams) Play continues until all piles are correct and a speed racer crosses the finish line! If a mistake is found, the opponent gets to finish flipping her own cards into piles until she finishes or makes a mistake (at which point it would revert to the other player). After the fastest flipper puts down his last card, he calls out, “Stop!” and his opponent freezes.
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Students flip over cards one by one to make two piles: odds and evens. How to play: Students should remove all face cards and divide the deck in half. What they’ll need: One deck of cards per pair What they’ll practice: Identifying odd and even numbers