CONNECTING THE DOTS DOMINO MATH GAMES STEPHANIE GARCIA
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1 Box Cars and One-Eyed Jacks CONNECTING THE DOTS DOMINO MATH GAMES STEPHANIE GARCIA FCTM Conference Tampa Bay, FL October 23-25, 2014 phone / fax boxcarsandoneeyedjacks.com BoxCarsEduc BoxcarsEducation
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3 CLOCKOMINOES set dominoes per player, upside down and shuffled. Player One draws a domino, adds and places in correct place on clock. Player Two takes their turn. If a player draws a domino that has already been filled in on the clock, they must stack it and their opponent then plays. The player who completes their clockface first is the winner. Double blank, if drawn, goes in the middle but is not needed to win.
4 Dozen Domino DILEMMA Player 1 Less Than < 6 "Equal to" Stack Player Two Greater > 6 12 Dominoes to Win! 12 Dominoes To Win! 1 Set of dominoes, upside down, shuffled. Player One selects a domino. If <6, keeps it; if >6 must give to Player Two. Any =6 sums go to "equal to" stack. Player Two takes their turn. First player to collect 12 dominoes wins.
5 1 DOMINO GOLF You Win! Each player needs their own set of dominoes, upside down, shuffled. Player One flips a domino and must make 1. Player may use + or - If successful, player Two takes their turn. If unsuccessful Player One may take a second "SHOT" (draw another domino). Dominoes that can't be played are placed upside down and re-shuffled. Player Two takes their turn. Holes must be filled in order. +, -, x and can be used as players become more skilled.
6 GEOMINOES LEVEL: Grade 1-3 SKILLS: matching patterns PLAYERS: 2 EQUIPMENT: two sets of dominoes, one gameboard per player (see reproducible) GOAL: To be the first player to complete enough patterns to score ten points. Each shape is worth a designated number of points. GETTING STARTED: Dominoes are placed face down and shuffled. Player One draws a domino and places it onto any open space of their gameboard. The goal is to build shapes by matching pips on adjacent dominoes. Once a shape on the gameboard is complete that player earns the amount of points associated with that shape. EXAMPLE: Dominoes cannot be moved once placed onto a player's gameboard. Players alternate turns until one player earns a total of ten points. 3-point shape on gameboard Completed 3-point shape on gameboard Pips match, completing this pattern and this player scores 3 points.
7 GEOMINOES
8 LEVEL; Kindergarten - Grade 2 DOMINO DICE MATCH SKILLS: adding to 12 PLAYERS: 2 EQUIPMENT: one set of dominoes ( and removed), one gameboard, 2 regular dice GOAL: To be the first player to remove all dominoes from their gameboard. GETTING STARTED: Dominoes are placed face down and shuffled. Each player draws five dominoes and places them face up onto their gameboard. Players now take turns rolling the dice and looking for an exact match on their own side of the gameboard. Both players can remove a domino on any roll. The first player to remove all five of their dominoes is the winner. VARIATION: Any domino can be removed as long as the sum is equal to the roll. EXAMPLE: Roll + = 9 Players could removed OR, if it is on their side of the gameboard. Only one domino can be removed per turn per player.
9 DOMINO DICE MATCH PLUS MINUS MATCH BEGINNERS PREDICTORS PLAYER 1 PLAYER
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11 NUMBER WORD BLACKOUT LEVEL: Kindergarten - Grade 2 SKILLS: counting, number word recognition PLAYERS: 2 EQUIPMENT: one set of dominoes, one gameboard per player (see reproducible) GOAL: To be the first player to cover up all of the spaces on their gameboard, or to cover up any line horizontally or vertically, if playing a BINGO variation. GETTING STARTED: Dominoes are placed face down and shuffled. Each player has their own gameboard. Player One draws a domino, counts the pips and matches this total to the correct number word on their board. Player Two draws a domino, counts and matches their domino to the correct number word on their board. The player who fills in all their number words first, is the winner. NOTE: Players will have several number words that contain more than one domino. Also, if the goal is for each player to cover up their entire gameboard (one to twelve), they may want to use two complete sets of dominoes from which to draw. EXAMPLE: one two three four five six seven eight nine ten eleven twelve
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13 ADDITION RECORDING SHEET
14 Session Evaluation Title : Presenter: Length: The next time you do this workshop: Keep: Discard: Add: I would / would not recommend this workshop / speaker because: Tear Here Tear Here What's Working for me: Action Plan (Don't forget the other side) - You Keep What's Not Working for me: Because of this workshop, there are things I'd like to do right away. Because of this workshop, there are things I'd like to do in the next little while. Because of this workshop, there are things that I would eventually like to do.
15 Tear Here Tear Here Tomorrow I will : This Week I will: This Month I will: This Year I will: Friends I can't wait to tell about what I'm going to do. (these are your cheerleaders who will keep you motivated) Allies who I will need to see this through. (these are people who will enable you to implement your new strategies) Acquaintances who need to be kept informed. (usually bosses or supervisors that need to be kept in the loop so they are not "surprised")
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