This is a simple place value game that several teachers might already know and have taught. It helps to reinforce place value. You can teach students of many levels, since you determine what the highest place value that will be used. You can also determine whether students are playing to create the highest number or lowest number.
Place Value Mat
One dice or playing cards (no face cards)
How to Play
1. Each player takes a turn either pulling a card or rolling the dice.
2. The player determines where on their place value mat, they want to place the number. They write that number in the designated column.
For example: A 5 is pulled out of the deck of cards.
The player chooses to put the five in the hundred column.
3. Play continues until each player has filled up their place value mat.
4. Students compare numbers. The person with the highest (or lowest) number wins.
Notes and Modifications
*Note that when using dice, the standard die will only have numbers 1-6 but playing cards will give you 1-9 (and if needed you can use the ace as a 0).
* For younger students you can use the a few place values, whereas older students, you can go up the millions.
*To go even more advanced, for those students who need a bigger challenge, have students create the highest number they can, record it down. Then make the lowest number they can, record it down. The players then subtract the lowest number from the highest number to get their new total. The player with the highest final number wins.
Did you know that Yahtzee is a great game to play during math stations? I have a game for you today that is an abbreviated version of Yahtzee. The regular game would last too long to fit into your guided math game station, this abbreviated version would fit in perfectly. This game helps to reinforce multiplication and addition skills.
Yahtzee for Multiplication
- Score Sheet for each player
- 9 Dice
How to Play
1. Each player gets 7 turns (of three rolls) to complete his or her score card. Player one rolls the dice. That player will decide what denomination to Keep.
For example the player rolls: 4 6 8 2 5 4 3 4 9
This player might decide to keep the fours, since there are three of them.
2. The players sets the Keeper dice aside and re-rolls the remaining dice.
3. If more of the same Keepers are rolled, they set them aside. The remaining dice will be re-rolled for the third and final time.
4. The player records the number Keepers rolled and records them down in the corresponding number column.
5. Play continues around the group until each has had seven turns of three rolls.
6. Students then multiply the columns. They take the number in the dice column times the how many column to get the last column. So if they rolled the # 2 dice... 5 times.... the last column would be a 10.
7. Once all columns are multiplied across, students add the numbers going down to get their grand total.
8. The player with the highest score is the winner.
I have created the Score Card and have included printable instructions on how to play...
Every class always has those students, the fast finishers. Without direction on what to do next these fast finishers can quickly turn a quiet working classroom into free time.
Jill recently posted a great comment and asked what do my students, who are done with their independent work, do next?
My students have a couple of options...
1. Independent Math Game
2. Brain Teasers
3. Extra Review Math Packet
There are several great resource books out there, such as Take it To Your Seat by Evan Moor. With a little assembling you can make an independent math games for students to grab as they are finished with their math work. TCR has a series of great books here that are Math Brain Teasers. They come in different grade levels. I have a couple grade levels, for the different abilities in my classroom. I copy the pages and laminate.
**A good tip is to mount the pages on construction paper before laminating. Designate a color for the challenge level.
For example: Purple equals HARD
Blue equals HARDER
Yellow equals HARDEST
This ways students can easy spot which puzzles are more challenging, just right or too easy for them.**
These pages go into a bin. As students finish their math workbook pages they are to grab either a game or brain teaser.
Also Suduko or Kukuro are great math logic puzzles you can teach your students. Teach students the most basic level first and they themselves will move up to more challenging as they are ready. You can copy puzzles off the internet and laminate for repeated use. I bought a book for kids that has four levels. I teach the first level as a whole group, so they can grasp the concept. I copy puzzles from various levels and have them on hand for fast finishers.
For each math unit I also put together a packet of pages that help review and practice the concept I want them to master. This is a packet that they work on after the math book pages.
REMEMBER.... you have to teach students about this option. You will have to model and practice getting, cleaning, and returning the materials. Make a chart that lists what they can do when they are finish with their math independent work and display it in a spot where they can see and be reminded of what to do next.
I hope this helps!
What are some of your favorite fast finisher activities? Feel free to share in the comments section.
Entries must be received before 9pm EST on June 30, 2011. All blogs who are nominated and whose authors agree to participate in the contest will be required to place a badge on their blog with a link back to The Teachers’ Lounge. All submissions will be reviewed and blog authors contacted within 48 hours. Voting will take place July 1-7, 2011 and one winner from each of the three categories will be chosen.
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