Why Times Tables? Why learn times tables?
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- Charles Day
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2 Why learn times tables? Why Times Tables? Knowing the Times Tables inside out is essential for moving on easily to most other things in mathematics including division, fractions, decimals, percentages and algebra. Many people will remember the problems set at school about men digging holes, baths filling with the plug out, trains travelling toward each other etc. These seemed not to have any relevance to life but in fact we use times tables facts almost every day in many different ways: To calculate the cost of a number of items e.g. 1 bar of chocolate costs 75p, how much will 10 bars cost? To work out the number of calories in the 10 bars of chocolate we have just eaten if 1 bar contains 250 calories. To find out how many miles we will have to run to burn up all the calories if running one mile burns up only 100 calories. Children who know their times tables facts will be able to answer questions more quickly and be able to focus on using other maths strategies in more complex problems rather than being slowed down by the multiplication. Knowing times tables can also increase confidence levels as this part of the question becomes easy. The Deanwood Tables Challenge We are introducing a new school Times Tables Challenge award system to encourage the children to learn their times tables. The challenge focuses on rewarding children when they are proficient in a number of times tables. Each level will be awarded once a set of verbal questions can be answered instantly. Pauses of longer than a couple of seconds will mean that instant recall isn t established and more practice is necessary. Award assessments will be done when the teacher feels the child is ready. The system is not designed to be a weekly tables test but an incentive to encourage children to learn the tables. Badges will be awarded for each level reached. These will be given out in our reward assembly on a Monday and can be worn on uniform. Once a new level is reached the badge showing the highest level is the one worn. (Six badges on one sweatshirt too many!) Level 1 2,5,10 times tables Level 2 3,4 times tables Level 3 6,7 times tables Level 4 8,9 times tables Level 5 11,12 times tables Level 6 all times tables To support the learning process we have compiled a set of resources which can be downloaded and printed from our website If you do not have access to a printer the office will print copies for you at a cost of 50p per set. (payment to cover printing costs) 2
3 Level 1 will be awarded to children who have learnt the 2, 5 and 10 times tables. Level 2 will be awarded to children who have learnt the 3 and 4 times tables. Level 3 will be awarded to children who have learnt the 6 and 7 times tables Level 4 will be awarded to children who have learnt the 8 and 9 times tables Level 5 will be awarded to children who have learnt the 11 and 12 times tables Level 6 will be awarded to children who have learnt all the times tables 3
4 Learning times tables is valuable and children can learn them in many different ways. The following websites contain fun ways of practising tables using games and other activities Other ways include: chanting, (old fashioned but effective) listening to and singing along with CDs of tables songs writing the number patterns down many times making a set of number cards labelled 1-12, shuffling them, turning them over one at a time and multiplying it by the table being learnt making 2 sets of number cards labelled 1-12, shuffling them in 2 packs and turning over one from each set and saying the answer. 4
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8 Multiplication Three in a Row This game can be played with the tables 1-6, or with the tables Tables 1-6 For this game use two dice, or skill cards with multiplication facts on each one, or two spinners with the numbers 1-6 on each. You will also need four markers for each player. Print out one game board, and laminate for durability if required. Tables 1-12 For this game you will need two 12-sided dice, or skill cards with multiplication facts on each one, or two spinners with the numbers 1-12 on each. You will need four markers for each player. Print out one game board (left side and right side). This larger game board is designed so that it can be pasted into a file folder for easy storage (cover with contact paper to make it last even longer). If you don't wish to use it with a file folder, you can of course join the two halves with tape. How to play Each player in turn shakes the dice, draws a card, or spins the spinner to find the product. He places one of his markers on the product on the board. On his fifth turn, when he has already placed all four of his markers, he will have to move one of his markers to a new space. The object of the game is to get three markers in a row (horizontally, diagonally and vertically). You may choose to add a few more markers to each person to make the game a little easier (but older children will enjoy the challenge with just four markers). If an opponent's marker is on the space which you require, his marker is removed and replaced by yours. Variation: if using skill cards, you could throw in a few wild cards for added fun. These allow a player to place a marker in any empty space on the grid. You could also add cards such as: "trade spaces with any opponent marker". 8
9 3 in a row Tables 1 to 6 9
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12 Multiplication Touch This game is played with a similar grid, but the product (answer) spaces are blank, and need to be filled in with the product cards (counters) provided. There are game boards and cards for two levels of play: the first with tables 1-6, and the second with tables How to play The product cards (counters) are placed upside down in the centre of play, and seven are drawn by each player. One additional card is drawn and placed on the playing grid where it would be the correct answer. Remember that each number can be placed in at least two spots (for example, 21 can be placed for 3x7 or 7x3) and some can be placed in several spots (for example, 24). After the first card is placed on the board, players take turns adding a card. However, in order to place a card it must touch the edge of a square which already has a card in it. If the player cannot place a card, he must draw one from the centre pile and his turn ends (even if he can place this new card). The winner is the first player to place all of his cards. 12
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19 To use the spinners, cut them out and stick them onto card. Make a hole in the middle and push a straw through. 19
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22 To make the 12 sided dice cut out the shape and stick onto thin card. Lightly score the edges of the flaps and sides and fold along the creases. Stick the flaps onto the down with glue. This 12 sided dice shape is blank and could be decorated before assembling. 22
23 This coloured 12 sided dice shape could have number stickers added or numbers drawn on in pen before assembling. 23
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