Save this PDF as:

Size: px
Start display at page:

## Transcription

1

5 Acing Math (One Deck At A Time!) A Collection of Math Games The Positive Engagement Project believes it is possible for a teacher to make the material and activities they use challenging and still have fun in their classroom. We know time is one of the biggest obstacles in teaching, so we have compiled a collection of engaging math games, ranging from Kindergarten to the upper elementary grades, using only an ordinary deck of playing cards. These games have been created by The Positive Engagement Project or found online to help make math entertaining and lively. Keeping our students interested, active, and engaged makes a significant difference in the overall learning experience and we believe this collection of math games will do just that. In mathematics, basic addition, subtraction, multiplication, and division facts are the foundation upon which the rest of our students math learning will be built. While many children recoil at the mere suggestion that they work on these vital basics, all kids love to play games. Acing Math has games covering these four core skills! In addition to these core skills, there are games covering fractions, percents, decimals, patterns, positive and negative integers, as well as many others. Using games from Acing Math during instruction can be an effective educational tool as well as a way to make math fun for the students and the teacher. As author Marilyn Burns says in her book, Win-Win Math Games: "Games help to lift math off the textbook pages, and they support students' learning about numbers and operations." 5

6 Besides the benefit of giving students a break from worksheets, math card games are an effective multisensory reinforcement tool. The cards enable a concrete and user-friendly introduction to, and motivator of, the more formal and abstract concerns of several branches of academic mathematics (Baker, 1999). Acing Math provides extra repetition and creative ways to practice the same thing using the same set of cards in a variety of ways making it seem new and different. Let s take a closer look at some of the benefits. Benefit #1 - Multisensory Support Math card games provide an excellent source of multisensory support as part of a well rounded educational program. What a card game does is give the students something to hold, touch, and move around while they see the facts on the cards and say them as well. Manipulating the cards in a variety of games, whether it is matching, making decisions on which answer is higher, or creating groups of similar attributes, is a highly effective multisensory tool. Cards provide a manipulative that is inexpensive, easily stored and kinesthetically accessible to most humans. The standard deck is imbued with a rich mix of patterns and symmetries that are visually recognizable (Baker, 1999). Benefit #2- Extra Repetition When you play a card game there are a limited amount of facts that can be used. In a regular deck of cards there are four of each number; as a result, when playing a card game, the same fact will 6

7 present itself over and over again, allowing the students plenty of opportunity for repetition to support the objective of the given lesson. Benefit #3- Variety Allows the Same Thing to Look New Teachers can go crazy thinking of different ways to practice the same facts to help students learn without getting bored. There are a plethora of card games within Acing Math as well as never ending adaptations. With all the varieties available in this collection of games, practicing the same facts over and over again will seem like a new activity with each new version of a game played. Also, card game activities offer a physiological and psychological edge over traditional didactic methods in the math classroom (Baker, 1999). Acing Math is a supply of unique and interesting card games to use in math class that will help make math fun for students. The students will be happy to play games and the games will help their memories absorb the facts; all while the teacher benefits by keeping educational quality alive and breaking the routine with something fun, engaging, and effective at the same time. Math practice games are also useful as centers, during free time, or during indoor recess. You will be surprised at how many students will ask to play these math games after you teach them how to play. As you can see the possibilities are endless, so enjoy and please let us know of any games you have that we can add to this resource for teachers everywhere. You can contact The Positive Engagement Project at: 7

8 Card Sort (Grades K - 3) Players: Individual or groups of two Materials: Deck of cards Skill: Number recognition and group, sort, or categorize by attribute How to Play: As a group, or individually, have students use the full deck of cards to sort and create groups by attribute. Some sorting possibilities are by color, suit, or number. Students can sort by color. Students can sort by suit. Students can sort by number. 8

9 Greater or Less Than (Grades K - 3) Players: Groups of two Materials: Cards Ace through 10 for each player, face cards removed Skill: Number recognition, order, and sequencing How to Play: Each child gets a set of cards Ace through 10 (for the numbers 1-10). One player selects a "secret card" from his/her hand and places it face down. Flip over when correct The second player tries to guess what the number on the card is by selecting a card from his/her hand and placing it face up. 1 st guess 2 nd guess 3 rd guess The first player then tells whether the secret card is greater than or less than the face-up card. The second player continues to make guesses by selecting and showing different cards until he/she has discovered the value of the secret card. Players then switch roles. 9

10 Number Battle (Grades K - 3) Players: Groups of two Materials: Deck of cards, face cards worth ten, Ace worth 1 or 11 (teacher decides) Skill: Number recognition, order, and sequencing How to Play: This classic game, commonly called WAR, helps students recognize relative values of numbers. Players split a deck of cards and simultaneously flip over their top cards. Player 1: value is 10 Player 2: value is 8 The highest-value card wins the pair. Player 1: value is 6 Player 2: value is 9 The highest-value card wins the pair. If the cards have the same value, each player lays three cards face down, then a new card face up. The card with the highest value wins all the cards from the round, including the face-down cards. 10

11 Place Value Number Battle (Grades 1-6) Players: Groups of two Materials: Deck of cards with the face cards and 10s removed, Ace worth one Skill: Number recognition, place value, order, and sequencing How to Play: Players split a deck of cards and simultaneously flip over their top three cards to create a 3-digit number. Players may move the cards and place in any position of the number they wish. Player 1: number is 431 Player 2: number is 874 The highest number wins all six cards. * Note that you can increase the number of cards to flip if you are working on larger numbers. 11

12 Addition Number Battle (Grades 1-3) Players: Groups of two Materials: Deck of cards, face cards worth ten, Ace worth 1 or 11 (teacher decides) Skill: Number recognition and addition How to Play: Players split a deck of cards and simultaneously flip over their top two cards. Player 1: sum is 13 Player 2: sum is 18 The highest sum wins all four cards. Player 1: sum is 11 Player 2: sum is 8 If the cards sums have the same value, the cards are placed in a center pile. The next hand is played normally and the winner of the next addition number battle takes the center pile as well. 12

13 Advanced Addition Number Battle (Grades 1-6) Players: Groups of two Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14 Skill: Number recognition and addition How to Play: Players split a deck of cards and simultaneously flip over their top three (or four) cards. Player 1: sum is 25 Player 2: sum is 27 The highest sum wins all six (or eight) cards. Player 1: sum is 23 Player 2: sum is 35 If the cards sums have the same value, the cards are placed in a center pile. The next hand is played normally and the winner of the next addition number battle takes the center pile as well. 13

14 Subtraction Number Battle (Grades 1-3) Players: Groups of two Materials: Deck of cards, face cards worth ten, Ace worth 1 or 11 (teacher decides) Skill: Number recognition and subtraction How to Play: Players split a deck of cards and simultaneously flip over their top two cards and subtract the smaller number from the larger number. Player 1: difference is 7 Player 2: difference is 0 The greatest difference wins all four cards. Player 1: difference is 5 Player 2: difference is 4 If the cards differences have the same value, the cards are placed in a center pile. The next hand is played normally and the winner of the next subtraction number battle takes the center pile as well. 14

15 Multi-Digit Subtraction Number Battle (Grades 1-3) Players: Groups of two Materials: Deck of cards with the face cards and 10s removed, Ace worth one Skill: Number recognition, place value, and subtraction How to Play: Players split a deck of cards and simultaneously flip over their top three cards. Make two of them into a 2-digit number and subtract the third. Players may move the cards and place in any position of the number they wish. Player 1: 98 3 = 95 Player 2: 76 4 = 72 The greatest difference wins all six cards. * Note that you can increase the number of cards to flip if you are working on larger numbers. 15

16 Multiplication Number Battle (Grades 3-6) Players: Groups of two Materials: Deck of cards, face cards worth ten, Ace worth 1 or 11 (teacher decides) Skill: Number recognition and multiplication How to Play: Players split a deck of cards and simultaneously flip over their top two cards. Player 1: product is 30 Player 2: product is 80 The highest product wins all four cards. Player 1: product is 24 Player 2: product is 12 If the cards products have the same value, the cards are placed in a center pile. The next hand is played normally and the winner of the next multiplication number battle takes the center pile as well. 16

17 Advanced Multiplication Number Battle (Grades 3-6) Players: Groups of two Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: Number recognition and multiplication How to Play: Players split a deck of cards and simultaneously flip over their top three (or four) cards. Player 1: product is 336 Player 2: product is 520 The highest product wins all six (or eight) cards. Player 1: product is 208 Player 2: product is 1,540 If the cards products have the same value, the cards are placed in a center pile. The next hand is played normally and the winner of the next multiplication number battle takes the center pile as well. 17

18 Multi-Digit Multiplication Number Battle (Grades 3-6) Players: Groups of two Materials: Deck of cards with the face cards and 10s removed, Ace worth one, scratch paper Skill: Number recognition and multiplication How to Play: Players split a deck of cards and simultaneously flip over their top three (or four) cards. Make two of them into a 2-digit number and multiply by the third. Players may move the cards and place in any position of the number they wish. Player 1: product is 261 Player 2: product is 384 The highest product wins all six (or eight) cards. * Note that you can increase the number of cards to flip if you are working on larger numbers. 18

19 Fraction Number Battle (Grades 4-6) Players: Groups of two Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: Number recognition, multiplication, fractions, numerator, and denominator How to Play: Players split a deck of cards and simultaneously flip over their top two cards, using the smaller card as the numerator. Player 1: fraction is 3/13 Player 2: fraction is 8/10 The greatest fraction wins all four cards. If the cards are equivalent fractions, the cards are placed in a center pile. The next hand is played normally and the winner of the next fraction multiplication number battle takes the center pile as well. 19

20 Integer Addition Number Battle (Grades 5-8) Players: Groups of two Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: Number recognition, positive integers, negative integers, and addition How to Play: Black cards are positive numbers; red cards are negative numbers. Players split a deck of cards and simultaneously flip over their top two cards. Remember -2 is greater than -7. Player 1: sum is 7 Player 2: sum is -5 The highest sum wins all four cards.. Player 1: sum is -5 Player 2: sum is 14 If the cards sums have the same value, the cards are placed in a center pile. The next hand is played normally and the winner of the next addition number battle takes the center pile as well. 20

21 Integer Multiplication Number Battle (Grades 5-8) Players: Groups of two Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: Number recognition, positive integers, negative integers, and multiplication How to Play: Black cards are positive numbers; red cards are negative numbers. Players split a deck of cards and simultaneously flip over their top two cards. Remember that two negative numbers make a positive product and -2 is greater than -7. Player 1: product is -24 Player 2: product is -130 The highest product wins all four cards. Player 1: product is -24 Player 2: product is -12 If the cards products have the same value, the cards are placed in a center pile. The next hand is played normally and the winner of the next multiplication number battle takes the center pile as well. 21

22 Strategy Number Battle (Grades 5-8) Players: Groups of two Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: Number recognition, addition, subtraction, multiplication, positive integers, negative integers, and mathematical reasoning How to Play: Black cards are positive numbers; red cards are negative numbers. Players split a deck of cards and simultaneously flip over their top four (or five) cards. Players may do what ever math manipulation they wish with the numbers to create the largest result. Players may move the cards and place in any position of the equation they wish. Player 1: ( ) x (-4 x -3) = 36 Player 2: x 4 = 20 The greatest answer wins all eight (or ten) cards. 22

23 Absolute Strategy Number Battle (Grades 5-8) Players: Groups of two Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: Number recognition, addition, subtraction, multiplication, positive integers, negative integers, and mathematical reasoning How to Play: Black cards are positive numbers; red cards are negative numbers. Players split a deck of cards and simultaneously flip over their top four (or five) cards. Players may do what ever math manipulation they wish with the numbers to create the smallest result. Players may move the cards and place in any position of the equation they wish. Player 1: = 4 Player 2: ( ) + (8 4) = 1 The answer with the lowest absolute value (closest to zero) wins all eight (or ten) cards. 23

24 Exponent Number Battle (Grades 5 8) Players: Groups of two or more Materials: Deck of cards, face cards worth ten, Ace worth 1 or 11 (teacher decides), scratch paper Skill: Multiplication, base, exponents How to Play: Players split a deck of cards and simultaneously flip over their top two cards, the first card is the base and the second card is the exponent. Player 1: (4 x 4 x 4) = 64 Player 2: (7 x 7 x 7 x 7) = 2,401 The highest product wins all four cards. Play continues until all cards are played. Player with the most cards wins. 24

25 End Game (Number Battle Extension) (Grades 1-6) Players: Groups of two Materials: Deck of cards, face cards worth ten, Ace worth 1 or 11 (teacher decides) Skill: Number recognition, order, and sequencing How to Play: When the players have battled through the entire deck, shuffle the captured cards and play on until someone collects such a huge pile of cards that the other player surrenders. * End Game can be played with any of the Number Battle games mentioned in Acing Math. 25

26 Give Me 10 (Grades 1-3) Players: Groups of two or more Materials: Deck of cards with the face cards removed, Ace worth one Skill: Number recognition and addition How to Play: Deal 12 cards face up. Players take turns finding and removing combinations of cards that add up to 10. When both the players agree that no more tens are possible, the next 12 cards are dealt face up. 26

29 Hit The Target (Grades 4-8) Players: Groups of two to five players Materials: Deck of cards, Ace worth 1 or 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: Multiplication, addition, subtraction, division, order of operations, and mathematical reasoning How to Play: Each group of 2-5 students selects a target number from One of the players will turn five cards from the deck face up and the object is for students to make a number sentence using all five cards with any operations to reach the target number. For example, suppose the target number is 20 and the cards in play are 5, 5, 6, 2, and Ace (worth 1). x = 20 One winning combination is: 5 x = 20. Another is (6 x 5) - (2 x 5 x 1). Also, (6 2) x 5 + (5 x 1) works, as do many more. The first player to find a winning combination keeps the cards and chooses the next target number. If no combination is found in about a minute, flip over another card and try to make a combination using six cards. To keep the game fair for players of different abilities, introduce the rule that if a player hasn't made a combination in three rounds, he or she may make combinations using four of the five cards until they make a winning combination; other players must use five. 29

30 Multiplication Zone (Grades 4-8) Players: Two to four players Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: Multiplication and estimation How to Play: Each player is dealt 10 cards. A card from the remaining stack is flipped face up. Player 1 Remaining stack Player 2 Its value is multiplied by 10, and players look at their pile of cards and try to find a pair of cards whose product is in that "decade." Player 1: 63 Remaining stack Player 2: 60 Zone: For example, if the flipped card is a six, then the zone is any number in the sixties (60-69), so a winning pair would be 9 and 7 (product 63) or 12 and 5 (product 60), etc. Any player who can make a pair removes those cards from his or her hand. Flip over the next card in the remaining stack to determine the next zone. Play continues until one player's hand is empty. 30

31 Addition Toss Up (Grades 2-5) Players: Groups of two or more Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: Addition How to Play: Each player draws three cards from the deck. On the count of three, each player tosses their cards into the air. Player 1: sum is 15 Player 2: sum is 12 Each player adds only their own cards that land face up. Points are earned for every card that lands face up. The first player to reach a designated amount of points wins (50 or 100). * Make sure students don t toss their cards too close to one another or too high. 31

32 Subtraction Toss Up (Grades 4-6) Players: Groups of two or more Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: Addition, subtraction, positive and negative integers How to Play: Each player draws three cards from the deck. On the count of three, each player tosses their cards into the air. Player 1: sum is 15, then subtract the face down card Player 2: sum is 12, then subtract the face down cards Each player adds only their own cards that land face up and then subtracts the card(s) that land face down. Points are earned for the difference of all of the cards. It is possible for answers to go into the negatives, so only play this game if students have been introduced to both positive and negative integers. The first player to reach a designated amount of points wins (50 or 100). * In this particular game, card color does NOT determine if a number is positive or negative. * Make sure students don t toss their cards too close to one another or too high. 32

33 Multiplication Toss Up (Grades 3-5) Players: Groups of two or more Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: Multiplication How to Play: Each player draws three cards from the deck. On the count of three, each player tosses their cards into the air. Player 1: product is 54 Player 2: product is 12 Each player multiplies only their own cards that land face up. Points are earned for every card that lands face up. The first player to reach a designated amount of points wins (100 or 200). 33

34 Sum Fractions (Grades 5 8) Players: Groups of two Materials: Deck of cards, face cards worth ten, Ace worth 1 or 11 (teacher decides), scratch paper Skill: Adding fractions, multiplication, division, numerator, denominator How to Play: The two players work as a team as they add fractions. Deal four cards and place them face up. Use the four cards to create two fractions (example: 4, 5, 7, and a King). For this game, do not use improper fractions, but rather make the two largest cards the denominators: 4/10 and 5/7. Players use paper to figure out and record the common denominator and then add the fractions. Reduce answer to its simplest form. 78/70 is reduced to 1 and 4/35. * This is not a game, but rather an opportunity for students to work collaboratively and manipulate the problems. 34

35 Difference Fractions (Grades 5 8) Players: Groups of two Materials: Deck of cards, face cards worth ten, Ace worth 1 or 11 (teacher decides), scratch paper Skill: Subtracting fractions, multiplication, division, numerator, denominator How to Play: The two players work as a team as they subtract fractions. Deal four cards and place them face up. Use the four cards to create two fractions (example: 4, 5, 7, and a King). For this game, do not use improper fractions, but rather make the two largest cards the denominators: 4/10 and 5/7. Players use paper or to figure out and record the common denominator (70) and then subtract the fractions. Reduce answer to its simplest form. 22/70 is reduced to 11/35. * This is not a game, but rather an opportunity for students to work collaboratively and manipulate the problems. 35

36 Product Fractions (Grades 5 8) Players: Groups of two Materials: Deck of cards, face cards worth ten, Ace worth 1 or 11 (teacher decides), scratch paper Skill: Multiplying fractions, multiplication, division, numerator, denominator How to Play: The two players work as a team as they multiply fractions. Deal four cards and place them face up. Use the four cards to create two fractions (example: 4, 5, 7, and a King). For this game, do not use improper fractions, but rather keep with the two largest cards being the denominators: 4/10 and 5/7. Players use paper or to figure out and record any work used to solve fractions. Reduce answer to its simplest form. 4/10 X 5/7 would equal 20/70 and is reduced to 2/7. * This is not a game, but rather an opportunity for students to work collaboratively and manipulate the problems. 36

37 Quotient Fractions (Grades 5 8) Players: Groups of two Materials: Deck of cards, face cards worth ten, Ace worth 1 or 11 (teacher decides), KSF game-board, multiplication cover card, scratch paper Skill: Dividing fractions, multiplication, division, numerator, denominator How to Play: The two players work as a team as they divide fractions. Deal four cards and place them face up. Use the KSF game-board, multiplication cover cards, and four playing cards to create two fractions (example: 4, 5, 7, and a King). For this game, do not use improper fractions, but rather keep with the two largest cards being the denominators: 4/10 and 5/7. Players keep the first fraction the same, use multiplication cover card to switch operations, and flip the last fraction to solve the problem. 4/10 X 7/5 would equal 28/50 and is reduced to 14/25. * KSF game-board and multiplication cover cards are on following pages. 37

38 38 Acing Math (One Deck At A Time!): A Collection of Math Games

39 Multiplication Cover Cards 39

40 M & M & M s (Grades 4 6) Players: Groups of two or more (Be sure not to go over a maximum of 4 players!) Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: Finding mode, median, mode, and range of a set of data, addition, subtraction, multiplication How to Play: Deal out 7 cards to each group. Ask each group to arrange their cards in sequential order. Range: 10 2 = 8..Range = 8 Once they have the cards in sequential order, have students raise the first and last card of the set. Subtract the first card from the last card to find the range. Then, depending upon which M you want to play, follow the directions below: Finding the first M. the Mode: Each player finds the mode in their hand of cards. Mode = 4 To locate the mode of the set of data, have students raise any cards that are the same. 40

41 M & M & M s (Grades 4 6).continued Finding the second M. the Median: Each player finds the median card in their set of data. Median = 4 To locate the median of the set of data, have students raise the card that is in the middle. Thus, using the hand above, the median of the cards is 4, since it's the value of the middle card. Finding the third M. the Mean: Each player finds the sum of all their cards, then divides the total by 7 (the total number of cards) to find the mean. Mean = 4 To find the mean, have the students add 2, 3, 4, 4, 7, 8, and 10 and then divide the total by 7. 41

42 The Chosen One (Grades 5 8) Players: Up to four players Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: Adding positive and negative integers How to Play: The goal of the game is to reach a total of one by adding and subtracting. Deal 2 cards to each player. Player 1 Player 2 Player one plays a card, states its value and immediately picks up another (*players must hold 2 cards at all times.) The value can be positive or negative eg +5 or 5 Player 1 Player 2 Player two plays and adds or subtracts card 1, which is 5, and card 2, which is 6. Player two can add to make 11 or subtract to make 1. Play continues until a positive 1 is made. The player who makes positive 1 wins the cards. Play continues until all cards are played. The player with the most cards wins. 42

43 Make it Texas Size! (Grades 2 5) Players: Individual or in groups of two Materials: Deck of cards with the face cards and 10s removed, Ace worth one, Make it Size! page Skill: Place value and comparing numbers How to Play: Use the Make it Size! page, (or have kids create their own on a blank sheet of paper). Students deal out six cards face down. They can shuffle those cards for an even further mix up, but no peeking. This is a game of chance and reasoning in which the players are trying to create the largest number possible. The players must think carefully where to place each card. Once a card is placed it cannot be moved., throw away The player flips over one card at a time and decides where to place it to form the largest number possible, or the most Texas sized number. The throw away box is for any card they feel will not help in creating a large number; a 2 or 3 for example., throw away Once a card is placed it cannot be moved. Notice the 5 was placed in the hundreds; to make the largest number possible, it would have been better placed in the tens place. * Make it Size! page is on the page after Make it Rhode Island Size! * Note that you can increase the number of cards to flip if you are working on larger numbers. 43

44 Make it Rhode Island Size! (Grades 2 5) Players: Individual or in groups of two Materials: Deck of cards with the face cards and 10s removed, Ace worth one, Make it Size! page Skill: Place value and comparing numbers How to Play: Use the Make it Size! page, (or have kids create their own on a blank sheet of paper). Students deal out six cards face down. They can shuffle those cards for an even further mix up, but no peeking. This is a game of chance and reasoning in which the players are trying to create the smallest number possible. The players must think carefully where to place each card. Once a card is placed it cannot be moved., throw away The player flips over one card at a time and decides where to place it to form the smallest number possible, or the most Rhode Island sized number. The throw away box is for any card they feel will not help in creating a small number; a 8 or 9 for example., throw away Once a card is placed it cannot be moved. In the example above, the player was able to make the smallest number possible. * Make it Size! page is on following page. * Note that you can increase the number of cards to flip if you are working on larger numbers. 44

45 45 Acing Math (One Deck At A Time!): A Collection of Math Games

46 Elevator (Grades 1 3) Players: Groups of two or more Materials: Deck of cards, Ace worth 1 or 11, Jack worth 12, Queen worth 13, King worth 14 Skill: Number recognition, order, and sequencing How to Play: Each player is dealt four cards face up. The remaining cards are placed in a deck in the center of the table. The aim of the game is to be the first player to arrange the cards in either ascending or descending order. This does not have to be in consecutive order, ie. 4,5,6,7. It could be 2,5,6 and 9. Both players can go in the same or different directions. Cards cannot be rearranged only exchanged. Player 1: 11, 4, 14, 3 Player 2: 13, 10, 4, 8 Starting with Player 1, each player may exchange one of his/her cards for one from the top of the deck. The card which is exchanged is placed at the bottom of the deck in the center. Players alternate turns. Player 1: 11, 7, 14, 3 Player 2: 13, 10, 4, 12 Player 1 exchanged their four of hearts for a seven of diamonds. Player 2 exchanged their eight of clubs for a Jack (12) of hearts. Player 1 is closer to having a descending order if they trade out the King (14) for a 6, 5, or 4. Player 2 still needs trade out the Jack (12) to get a 3, 2, or Ace. The first player to arrange his/her cards in order is the winner of that round. 46

47 Pattern Points (Grades 1 5) Players: Groups of two or more Materials: Deck of cards, Ace worth 1 or 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: Patterns, number order, addition, subtraction, multiplication, and division How to Play: Each player is dealt five cards. Players rearrange the cards and create a pattern using as many cards as possible. Player 1 Player 2 Players create a pattern using as many cards as possible. Player 1: four points Player 2: four points Player 1 had the cards: 2, 13, 8, 14, 6. The player made the pattern , or two cards added together makes the sum of the next card. This pattern would score 4 and the player would discard their pattern and pick up 4 more cards for the next round. Player 2 had the cards: 1, 3, 7, 10, 4. The player made the pattern , or adding 3 each time. A point is awarded for each card used. This pattern would score 4 and the player would discard their pattern and pick up 4 more cards to play again. The winner is the player who has the highest score after 5 rounds. 47

48 I Spy Sums (Grades 1 3) Players: Groups of two or more Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: Addition How to Play: Deal out the entire deck of cards face up in a 13 X 4 array. Example is not in the 13 x 4 array due to space. One player challenges the other player to find two cards next to each other, either vertically or horizontally, that add to make a number by saying, I spy two cards with a sum of 7. The other player then looks for two cards that add to make the sum then picks this pair up and any other pair(s) that add to make the stated sum. If the second player misses any pair(s) that add to the chosen sum, then the first player may claim them. Players swap roles and continue until the table is cleared. The winner is the player with the most cards at the end of the game. As large gaps appear the size of the array may be reduced to help fill the gaps. 48

49 I Spy Products (Grades 3 6) Players: Groups of two or more Materials: Deck of cards, face cards worth ten, Ace worth 1 or 11 Skill: Multiplication How to Play: Deal out the entire deck of cards face up in a 13 X 4 array. Example is not in the 13 x 4 array due to space. One player challenges the other player to find two cards next to each other, either vertically or horizontally, that multiply to make a number by saying, I spy two cards with a product of 40. The other player then looks for two cards that multiply to make the product then picks this pair up and any other pair(s) that multiply to make the stated product. If the second player misses any pairs that multiply to the chosen product, then the first player may claim them. Players swap roles and continue until the table is cleared. The winner is the player with the most cards at the end of the game. As large gaps appear the size of the array may be reduced to help fill the gaps. 49

50 Flip Out (Grades 1 5) Players: Whole class Materials: Deck of cards per student, face cards worth ten, Ace worth 1 or 11, scratch paper Skill: Addition How to Play: Each student shuffles his/her deck and lays it face down on the desk. The teacher calls out, Go! and then the students flip over one card at a time, keeping a running total of the sums. After thirty seconds, one minute, or two minutes (depending on the ability of the class), the teacher says, Stop! Player 1: = = = = = = = 50 8 cards flipped The players then record the total they reached and the number of cards flipped in order to reach the total. Flipped cards are switched with a predetermined partner who checks for accuracy. Cards are handed back to students and each student reshuffles his/her deck and prepares for the next round. 50

51 Number Memory (Grades 1 5) Players: Groups of two or more Materials: Deck of cards Skill: Number recognition How to Play: Arrange the cards face down in 13 x 4 array. Players take turns turning over a pair of cards. If the numbers match, the player wins the two cards and takes another turn. If the cards do not match, they re flipped face down and the next player has a turn. Play continues until all number matches are found. : 51

52 Addition Memory (Grades 1 5) Players: Groups of two or more Materials: Deck of cards, face cards worth ten, Ace worth 1 or 11 Skill: Number recognition and addition How to Play: Arrange the cards face down in 13 x 4 array. Player 1 turns over a pair of cards and solves to find the sum. Player 1 then turns over a second pair of cards and If the sums match, Player 1 wins the four cards and takes another turn. If the sums do not match, they re flipped face down and the next player has a turn. Play continues until no more matches can be made. 52

53 Color Number Memory (Grades 1 5) Players: Groups of two or more Materials: Deck of cards Skill: Number recognition How to Play: Arrange the cards face down in 13 x 4 array. Players take turns turning over a pair of cards. If the numbers and colors match, the player wins the two cards and takes another turn. If the cards do not match both value and color, they re flipped face down and the next player has a turn. Play continues until all number matches are found. 53

54 Odd/Even Number Memory (Grades 1 5) Players: Groups of two or more Materials: Deck of cards Skill: Odd or even number recognition How to Play: Arrange the cards face down in 13 x 4 array. Players take turns turning over a pair of cards. If the numbers are both odd or both even, the player wins the two cards and takes another turn. If the cards are not both odd or both even, they re flipped face down and the next player has a turn. Play continues until all odd or even number matches are found. 54

55 Hit (Grades 5-8) Players: Groups of two or more Materials: Deck of cards with face cards removed Skill: Number recognition, addition, subtraction, multiplication, positive integers, negative integers, and mathematical reasoning How to Play: Black cards are positive numbers; red cards are negative numbers. For each player, turn one card face down and one card face up. Everyone can see the face-up card, but only the player gets to look at his/her face-down card (until the end of the game, when all cards are revealed). The goal of the game is to get as close to zero as possible. Player 1 Player 2 Each player adds his/her cards together in their head. Then he/she may ask for up to 5 hits, or extra cards, that are dealt face up, for a maximum of 7 cards total. Player 1: asked for 3 hits, total is = = = = 0 Player 2: asked for 1 hit, total is = = 2 Player 1 is closest to zero, so they win that round. When everyone is done asking for hits, all cards are turned face up. Whatever each player s cards add up to is his/her score, and whoever scores closest to zero when all of the cards are revealed wins that round and becomes the dealer for the next round. 55

56 Over-Under (Grades 3-6) Players: Groups of two Materials: Deck of cards with face cards removed, Aces worth one Skill: Multiplication How to Play: Players split a deck of cards. One player is the Under 30 player and the other is the Over 30 player. Player 1: Under 30 Player 2: Over 30 The product is under 30. Player 1 keeps the cards. Each player turns over a card at the same time and the two numbers are multiplied together. If the product is less than 30, the Under 30 player keeps the cards. If the product is greater than 30, the Over 30 player keeps the cards. If the answer is exactly 30 each player takes back their card and places it back in their deck. When all the cards have been used the person with the most cards is the winner. 56

57 First to Fifty Addition (Grades 2-5) Players: Groups of two or more Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14 Skill: Addition How to Play: Deal two cards to each player. Each player then turns over the two cards they have been given and determines the sum. Player 1: sum is 7 Player 2: sum is 19 Player 3: sum is 11 The greatest sum is 19, so player 2 keeps their cards. The player with the largest sum keeps their two cards while the other cards are returned to the bottom of the deck and new hands are dealt again. Players total the value of the cards they have won until one player is the first to fifty (or higher). 57

58 First to Five Hundred Multiplication (Grades 3-5) Players: Groups of two or more Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14 Skill: Multiplication How to Play: Deal two cards to each player. Each player then turns over the two cards they have been given and determines the product. Player 1: product is 12 Player 2: product is 88 Player 3: product is 28 The greatest product is 88, so player 2 keeps their cards. The player with the largest product keeps their two cards while the other cards are returned to the bottom of the deck and new hands are dealt again. Players total the value of the cards they have won until one player is the first to five hundred (or higher). 58

59 Give Some Percent! (Grades 4-6) Players: Groups of two or more Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: Percentages and division How to Play: Shuffle the cards and place the deck face down in the center of the table. Decide on a percent for the first game. For example, let s use 50%. Turn over the top card. Players race to find the given percentage (50%) of the value of the card. (Let's say it is a four of spades.) The first player that can give a correct answer wins the card. (In this example, 50% of 4, the answer would be "2".) Play until the deck or time runs out. The player with the most cards wins. In the case of an odd number, have students use decimals or fractions to represent the answer (50% of 11 is 5.5 or 5 ½). Allow the winner of each round to determine the percent used for the next round. 59

60 Get to the (Decimal) Point Addition (Grades 3-5) Players: Groups of two or more Materials: Deck of cards with face cards and tens removed, Ace worth 1, scratch paper Skill: Decimals and addition How to Play: Players split a deck of cards and deal out three cards each, placing them face down. Player 1: 9.8 Player 2: 7.4 Each player turns over the first and third cards and leaves the second card face down to represent the decimal point. Together, players line up the decimals and add both numbers together to get the sum = 17.2 Players put those cards in the used pile and select another 3 cards for the next decimal problem. * This is not a game, but rather an opportunity for students to work collaboratively and manipulate the problems. 60

61 Advanced Get to the (Decimal) Point Addition (Grades 3-5) Players: Groups of two or more Materials: Deck of cards with face cards and tens removed, Ace worth 1, scratch paper Skill: Decimals and addition How to Play: Players split a deck of cards and deal out three to five cards each, placing them face down. Player 1: 98.2 Player 2: Each player leaves one card of their choice face down to represent the decimal point and turns over all other remaining cards. The players then align the decimals and add both numbers to get the sum ( = ). Players put those cards in the used pile and select another set of cards for the next decimal problem. * This is not a game, but rather an opportunity for students to work collaboratively and manipulate the problems. 61

62 Get to the (Decimal) Point Subtraction (Grades 3-5) Players: Groups of two or more Materials: Deck of cards with face cards and tens removed, Ace worth 1, scratch paper Skill: Decimals and subtraction How to Play: Players split a deck of cards and deal out three cards each, placing them face down. Player 1: 9.8 Player 2: 7.4 Each player turns over the first and third cards and leaves the second card face down to represent the decimal point. Together, players decide which number is larger, line up the decimals, and then subtract the smaller number to get the difference = 2.4 Players put those cards in the used pile and select another 3 cards for the next decimal problem. * This is not a game, but rather an opportunity for students to work collaboratively and manipulate the problems. 62

63 Advanced Get to the (Decimal) Point Subtraction (Grades 3-5) Players: Groups of two or more Materials: Deck of cards with face cards and tens removed, Ace worth 1, scratch paper Skill: Decimals and subtraction How to Play: Players split a deck of cards and deal out three to five cards each, placing them face down. Player 1: 98.2 Player 2: Each player leaves one card of their choice face down to represent the decimal point and turns over all other remaining cards. The players decide which number is larger and then align the decimals and subtract the smaller number to get the difference ( = ). Players put those cards in the used pile and select another set of cards for the next decimal problem. * This is not a game, but rather an opportunity for students to work collaboratively and manipulate the problems. 63

64 Odd-Even Race (Grades 1-3) Players: Groups of two or more Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: odd or even number recognition How to Play: Place one odd numbered card and one even numbered card in the center of the table. Players split the rest of the deck. Player 1 Evens Odds Player 2 Students race to get rid of all of their cards by placing their odd number cards on the odd stack and the even number cards on the even stack. The first player to correctly get rid of all of their cards wins! 64

65 Finders Keepers (Grades 1-5) Players: Groups of two or more Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14 Skill: Addition, subtraction, number recognition, sequence, and order How to Play: Players split a deck of cards evenly amongst all players. The players cannot look at their cards. Each player takes turns flipping one card from their pile and placing it in the center of table. The goal of the game is to find one of the following rules. One More Rule: Players may grab the pile if the top card played on the pile is one more than the previous card. First player to find the rule can grab the center pile. Same Number Rule: Players may grab the pile if the top card played on the pile is equal to the previous card. First player to find the rule can grab the center pile. One Less Rule: Players may grab the pile if the top card played on the pile is one less than the previous card. First player to find the rule can grab the center pile. 65

66 Finders Keepers (Grades 1-5).continued Double It Rule: Players may grab the pile if the top card played on the pile is double the previous card. First player to find the rule can grab the center pile. If a player makes an illegal grab, they have to give two cards to the bottom of the center pile. If player makes a legal grab, they get all the cards in the center pile. The player that collects all 52 cards, or no more rules can be found, wins! 66

67 Round and Round (Grades 2-5) Players: Groups of two Materials: Deck of cards with face cards removed Skill: Rounding and place value How to Play: Teacher decides what the groups will be rounding to. In this example, groups will be rounding to the nearest thousand. Deal out 4 cards to the group face-up to create a four digit number. Turn over the last two cards to represent zeros since they are not needed to determine the outcome of the rounding. Students look at the number to right of the thousands place and determine if the number should be rounded up by one to 9 or stay the same at 8. Flip the card in the hundreds place to represent a zero and to show the entire number rounded to 8,000. Place used cards to the bottom of the deck and deal out the next four cards. In the case that the number needs to be rounded up, students can look through their deck of cards to find the card needed to correctly show the new number rounded. * This is not a game, but rather an opportunity for students to work collaboratively and manipulate the problems. 67

### Ready, Set, Go! Math Games for Serious Minds

Math Games with Cards and Dice presented at NAGC November, 2013 Ready, Set, Go! Math Games for Serious Minds Rande McCreight Lincoln Public Schools Lincoln, Nebraska Math Games with Cards Close to 20 -

Third Grade Math Games Unit 1 Lesson Less than You! 1.3 Addition Top-It 1.4 Name That Number 1.6 Beat the Calculator (Addition) 1.8 Buyer & Vendor Game 1.9 Tic-Tac-Toe Addition 1.11 Unit 2 What s My Rule?

by Teresa Evans Copyright 2005 Teresa Evans. All rights reserved. Permission is given for the making of copies for use in the home or classroom of the purchaser only. SAMPLE PAGES Please enjoy using these

### MAKING MATH MORE FUN BRINGS YOU FUN MATH GAME PRINTABLES FOR HOME OR SCHOOL

MAKING MATH MORE FUN BRINGS YOU FUN MATH GAME PRINTABLES FOR HOME OR SCHOOL THESE FUN MATH GAME PRINTABLES are brought to you with compliments from Making Math More Fun at and Math Board Games at Copyright

### Permission is given for the making of copies for use in the home or classroom of the purchaser only.

Copyright 2005 Second Edition 2008 Teresa Evans. All rights reserved. Permission is given for the making of copies for use in the home or classroom of the purchaser only. Part 1 Math Card Games to Play

### Math Games with a Deck of Cards

Math Games with a Deck of Cards Multiplication/Division Chart Games to play at home to practice math skills Tips for playing math card games: You can play with a regular deck of cards. Some games may need

### UNDERGROUND TONK LEAGUE

UNDERGROUND TONK LEAGUE WWW.TONKOUT.COM RULES Players are dealt (5) five cards to start. Player to left of dealer has first play. Player must draw a card from the deck or Go For Low. If a player draws

Addition and Subtraction Games Odd or Even (Grades 13) Skills: addition to ten, odd and even or more Materials: each player has cards (Ace=1)10, 2 dice 1) Each player arranges their cards as follows. 1

### players on one side of the table and a place for the dealer on the opposite side.

13:69E-1.10D Switch Hands table; physical characteristics (a) Switch Hands shall be played at a table having betting positions for no more than six players on one side of the table and a place for the

### SKILL BUILDING MATH GAMES & ACTIVITIES

SKILL BUILDING MATH GAMES & ACTIVITIES (Dave Gardner, Head Teacher, Explorations in Math) (davega@eim.org - davgg@comcast.net) NOTE: When played at the beginning of a math period, many of the games and

### Current California Math Standards Balanced Equations

Balanced Equations Current California Math Standards Balanced Equations Grade Three Number Sense 1.0 Students understand the place value of whole numbers: 1.1 Count, read, and write whole numbers to 10,000.

### Tasks to Move Students On

Maths for Learning Inclusion Tasks to Move Students On Part 1 Maths for Learning Inclusion (M4LI) Tasks to Move Students On Numbers 1 10 Structuring Number Maths for Learning Inclusion (M4LI) Tasks to

### Conditionals: (Coding with Cards)

10 LESSON NAME: Conditionals: (Coding with Cards) Lesson time: 45 60 Minutes : Prep time: 2 Minutes Main Goal: This lesson will introduce conditionals, especially as they pertain to loops and if statements.

### Math Games with a Deck of Cards. Math Games with a Deck of Cards

Math Games with a Deck of Cards Math Games with a Deck of Cards Place Value Battle Materials: one shuffled deck of cards with the tens and face cards removed Shuffle the cards. One player deals the cards

### Math Games For Skills and Concepts

Math Games p.1 Math Games For Skills and Concepts Original material 2001-2006, John Golden, GVSU permission granted for educational use Other material copyright: Investigations in Number, Data and Space,

### RULES FOR TEXAS HOLD EM POKER

RULES FOR TEXAS HOLD EM POKER DEFINITIONS In these rules Action means a player acting in turn All-in means a player has invested all of his/her remaining chips in the outcome of a hand. His/her wager cannot

### Math Games Galore. For further information contact. Beth Hines

Math Games Galore ~ A Returning Developer ~ For further information contact Beth Hines Lewis Anna Woodbury Elem 610 S. Charleston Ave. Fort Meade, FL 33841 (863) 285-1133 beth.hines@polk-fl.net n PROGRAM

### If A is divided by B the result is 2/3. If B is divided by C the result is 4/7. What is the result if A is divided by C?

Problem 3 If A is divided by B the result is 2/3. If B is divided by C the result is 4/7. What is the result if A is divided by C? Suggested Questions to ask students about Problem 3 The key to this question

### This is a game for two players and one referee. You will need a deck of cards (Ace 10).

PLAYER SALUTE This is a game for two players and one referee. You will need a deck of cards (Ace 10). Each player draws a card and, without looking, holds the card on his/her forehead facing outward. The

### M a t h a c t i v i t i e s

M a t h a c t i v i t i e s Notes: These activities are intended to reinforce some math skills (not all) covered throughout the year in a fun way with support of a parent - or the whole family. Discussions

### Simplifying Improper Fractions Poster

Simplifying Improper Fractions Poster Congratulations on your purchase of this Really Good Stuff Simplifying Improper Fractions Poster a reference tool showing students how to change improper fractions

### 2urbo Blackjack 21.99. 2 9 Hold their face value

2urbo Blackjack Type of Game The game of 2urbo Blackjack utilizes a player-dealer position and is a California game. The player-dealer shall collect all losing wagers, pay all winning wagers, and may not

### BISHOP SCHOOL K 5 MATH FACTS GUIDE

BISHOP SCHOOL K 5 MATH FACTS GUIDE INTRODUCTION This math fact guide is an outcome of several math related discussions among the staff. There is an agreement that the children need to know their math facts

### Mental Math Addition and Subtraction

Mental Math Addition and Subtraction If any of your students don t know their addition and subtraction facts, teach them to add and subtract using their fingers by the methods taught below. You should

Math Board Games For School or Home Education by Teresa Evans Copyright 2005 Teresa Evans. All rights reserved. Permission is given for the making of copies for use in the home or classroom of the purchaser

### VISUAL ALGEBRA FOR COLLEGE STUDENTS. Laurie J. Burton Western Oregon University

VISUAL ALGEBRA FOR COLLEGE STUDENTS Laurie J. Burton Western Oregon University VISUAL ALGEBRA FOR COLLEGE STUDENTS TABLE OF CONTENTS Welcome and Introduction 1 Chapter 1: INTEGERS AND INTEGER OPERATIONS

FUN + GAMES = MATHS Sue Fine Linn Maskell Teachers are often concerned that there isn t enough time to play games in maths classes. But actually there is time to play games and we need to make sure that

### Connect Four Math Games

Connect Four Math Games Connect Four Addition Game (A) place two paper clips on two numbers on the Addend Strip whose sum is that desired square. Once they have chosen the two numbers, they can capture

### Texas Hold em. From highest to lowest, the possible five card hands in poker are ranked as follows:

Texas Hold em Poker is one of the most popular card games, especially among betting games. While poker is played in a multitude of variations, Texas Hold em is the version played most often at casinos

### TYPES OF NUMBERS. Example 2. Example 1. Problems. Answers

TYPES OF NUMBERS When two or more integers are multiplied together, each number is a factor of the product. Nonnegative integers that have exactly two factors, namely, one and itself, are called prime

### Associative Property The property that states that the way addends are grouped or factors are grouped does not change the sum or the product.

addend A number that is added to another in an addition problem. 2 + 3 = 5 The addends are 2 and 3. area The number of square units needed to cover a surface. area = 9 square units array An arrangement

### 1. General...3. 2. Black Jack...5. 3. Double Deck Black Jack...13. 4. Free Bet Black Jack...20. 5. Craps...28. 6. Craps Free Craps...

Table of Contents Sec Title Page # 1. General...3 2. Black Jack...5 3. Double Deck Black Jack...13 4. Free Bet Black Jack...20 5. Craps...28 6. Craps Free Craps...36 7. Roulette...43 8. Poker...49 9. 3-Card

### How to Play. Player vs. Dealer

How to Play You receive five cards to make your best four-card poker hand. A four-card Straight is a Straight, a four-card Flush is a Flush, etc. Player vs. Dealer Make equal bets on the Ante and Super

### Standard 12: The student will explain and evaluate the financial impact and consequences of gambling.

STUDENT MODULE 12.1 GAMBLING PAGE 1 Standard 12: The student will explain and evaluate the financial impact and consequences of gambling. Risky Business Simone, Paula, and Randy meet in the library every

### Accuplacer Arithmetic Study Guide

Accuplacer Arithmetic Study Guide Section One: Terms Numerator: The number on top of a fraction which tells how many parts you have. Denominator: The number on the bottom of a fraction which tells how

### Fundamentals of Probability

Fundamentals of Probability Introduction Probability is the likelihood that an event will occur under a set of given conditions. The probability of an event occurring has a value between 0 and 1. An impossible

### The cloth covering a Three Card Poker 6 Card Bonus table (the layout) shall have wagering areas for eight players.

*Three Card Poker 6 Card Bonus is owned, patented and/or copyrighted by SHFL Entertainment, Inc. Please submit your agreement with Owner authorizing play of Game in your gambling establishment together

### Math Learning Tips Make Learning Fun! Turn off the television and video games. Encourage your child to participate in workshops and classes

Math Learning Tips 1. Make Learning Fun! Use incentives (verbal praise, stickers, diplomas, prizes, outings, rewards) and positive reinforcement. This enhances self-esteem and increases the child's selfconfidence.

### An Australian Microsoft Partners in Learning (PiL) Project

An Australian Microsoft Partners in Learning (PiL) Project 1 Learning objects - Log on to the website: http://www.curriculumsupport.education.nsw.gov.au/countmein/ - Select children Select children - This

### 1. Shuffling Machine: Cards used to play Casino War shall be dealt from an automatic card shuffling device ( shuffler ).

*Casino War is owned, patented and/or copyrighted by SHFL Entertainment, Inc. Please submit your agreement with Owner authorizing play of Game in your gambling establishment together with any request for

### After 3 races the player with the highest winnings has won that day s racing.

Jockey 2-6 players Ravensburg Games Contents: 1 playing board 54 jockey cards 4 horses 1 pad of betting sheets play money This exciting game conveys all the suspense of the racetrack. In Jockey the players

### Poker. 10,Jack,Queen,King,Ace. 10, Jack, Queen, King, Ace of the same suit Five consecutive ranks of the same suit that is not a 5,6,7,8,9

Poker Poker is an ideal setting to study probabilities. Computing the probabilities of different will require a variety of approaches. We will not concern ourselves with betting strategies, however. Our

### First Grade Exploring Two-Digit Numbers

First Grade Exploring Two-Digit Numbers http://focusonmath.files.wordpress.com/2011/02/screen-shot-2011-02-17-at-3-10-19-pm.png North Carolina Department of Public Instruction www.ncdpi.wikispaces.net

### GAMES WITH ONE DIE Games where you only use a single die can be plenty exciting indeed. Here are two good examples of this!

[TACTIC rules for dice games] Here are 21 different dice games, with one, two, three or even more dice. We wish you lots of enjoyment! GAMES WITH ONE DIE Games where you only use a single die can be plenty

### Worldwide Casino Consulting Inc.

Card Count Exercises George Joseph The first step in the study of card counting is the recognition of those groups of cards known as Plus, Minus & Zero. It is important to understand that the House has

### Math 728 Lesson Plan

Math 728 Lesson Plan Tatsiana Maskalevich January 27, 2011 Topic: Probability involving sampling without replacement and dependent trials. Grade Level: 8-12 Objective: Compute the probability of winning

### Math Games For Skills and Concepts

Math Games p.1 Math Games For Skills and Concepts Other material copyright: Investigations in Number, Data and Space, 1998 TERC. Connected Mathematics Project, 1998 CMP Original material 2001-2006, John

### Know it all. Table Gaming Guide

Know it all. Table Gaming Guide Winners wanted. Have fun winning at all of your favorite games: Blackjack, Craps, Mini Baccarat, Roulette and the newest slots. Add in seven mouthwatering dining options

### Contents. Remember boxes and speech bubbles Important key points and tips. Special Features of Start Up Mathematics 3-5

Contents 1. Numbers Beyond 999 1 2. Roman Numerals 23 3. Addition 26 Assessment Sheet 1 37 4. Subtraction 38 5. Multiplication 50 6. Division 69 Assessment Sheet 2 84 Let s Review 1 85 7. Fractions 87

### Whole Numbers. hundred ten one

Whole Numbers WHOLE NUMBERS: WRITING, ROUNDING The digits are 0, 1, 2, 3, 4, 5, 6, 7, 8, and 9. The natural numbers (counting numbers) are 1, 2, 3, 4, 5, and so on. The whole numbers are 0, 1, 2, 3, 4,

### Probabilities of Poker Hands with Variations

Probabilities of Poker Hands with Variations Jeff Duda Acknowledgements: Brian Alspach and Yiu Poon for providing a means to check my numbers Poker is one of the many games involving the use of a 52-card

### A set of maths games provided by the Wiltshire Primary Maths Team. These can be used at home as a fun way of practising the bare necessities in maths

A set of maths games provided by the Wiltshire Primary Maths Team. These can be used at home as a fun way of practising the bare necessities in maths skills that children will need to be confident with

### Slots... 1. seven card stud...22

GAMING GUIDE table of contents Slots... 1 Blackjack...3 Lucky Ladies...5 Craps...7 Roulette... 13 Three Card Poker... 15 Four Card Poker... 17 Texas Hold em Bonus Poker... 18 omaha Poker... 21 seven card

### A set of maths games based on ideas provided by the Wiltshire Primary Maths Team. These can be used at home as a fun way of practising the bare

A set of maths games based on ideas provided by the Wiltshire Primary Maths Team. These can be used at home as a fun way of practising the bare necessities in maths skills that children will need to be

### Base-Ten and Place Value

1 Base-Ten and Place Value Jumping Jelly Beans Hundred Board-O Order Up! Number Neighborhood Stretching Numbers Place Value Pause Place Value Bingo 1 2 BRAIN-COMPATIBLE ACTIVITIES FOR MATHEMATICS, GRADES

### COMPASS Numerical Skills/Pre-Algebra Preparation Guide. Introduction Operations with Integers Absolute Value of Numbers 13

COMPASS Numerical Skills/Pre-Algebra Preparation Guide Please note that the guide is for reference only and that it does not represent an exact match with the assessment content. The Assessment Centre

### 7 th Grade Integer Arithmetic 7-Day Unit Plan by Brian M. Fischer Lackawanna Middle/High School

7 th Grade Integer Arithmetic 7-Day Unit Plan by Brian M. Fischer Lackawanna Middle/High School Page 1 of 20 Table of Contents Unit Objectives........ 3 NCTM Standards.... 3 NYS Standards....3 Resources

### Understand numbers, ways of representing numbers, relationships among numbers, and number systems

Equivalent Fractions and Comparing Fractions: Are You My Equal? Brief Overview: This four day lesson plan will explore the mathematical concept of identifying equivalent fractions and using this knowledge

### PLACE BETS (E) win each time a number is thrown and lose if the dice ODDS AND LAYS HARDWAYS (F) BUY & LAY BETS (G&H)

craps PASS LINE BET (A) must be rolled again before a 7 to win. If the Point is and the shooter continues to throw the dice until a Point is established and a 7 is rolled before the Point. DON T PASS LINE

### MATHS ACTIVITIES FOR REGISTRATION TIME

MATHS ACTIVITIES FOR REGISTRATION TIME At the beginning of the year, pair children as partners. You could match different ability children for support. Target Number Write a target number on the board.

### Fun ways to group students

Fun ways to group students Tips for dividing into groups. Picture Cards: Hand out cards with images on such as strawberries, blueberries, blackberries and other such groups of things. Then get them to

### Calculator Practice: Computation with Fractions

Calculator Practice: Computation with Fractions Objectives To provide practice adding fractions with unlike denominators and using a calculator to solve fraction problems. www.everydaymathonline.com epresentations

### Basic Math Refresher A tutorial and assessment of basic math skills for students in PUBP704.

Basic Math Refresher A tutorial and assessment of basic math skills for students in PUBP704. The purpose of this Basic Math Refresher is to review basic math concepts so that students enrolled in PUBP704:

TM parent ROADMAP MATHEMATICS SUPPORTING YOUR CHILD IN GRADE THREE 3 America s schools are working to provide higher quality instruction than ever before. The way we taught students in the past simply

### 1 Bet Threat Texas Hold Em Gaming Equipment Rules of the Games Temporary Amendments: N.J.A.C. 19:40-1.2; and 19:46-1.17, 1.18 and 1.

1 Bet Threat Texas Hold Em Gaming Equipment Rules of the Games Temporary Amendments: N.J.A.C. 19:40-1.2; and 19:46-1.17, 1.18 and 1.19 Temporary New Rules: N.J.A.C. 19:46-1.13X and 19:47-35 Authority:

### Stage 2 - Addition and Subtraction 2

Tighes Hill Public School NSW Syllabus for the Australian Curriculum Number and Algebra Stage 2 - Addition and Subtraction 2 Outcome Teaching and Learning Activities Notes/ Future Directions/Evaluation

### The game of roulette is played by throwing a small ball onto a rotating wheel with thirty seven numbered sectors.

LIVE ROULETTE The game of roulette is played by throwing a small ball onto a rotating wheel with thirty seven numbered sectors. The ball stops on one of these sectors. The aim of roulette is to predict

### Quick gaming Guide 1

Quick gaming Guide 1 A quick and easy way to start gaming at any of our tables. For more information visit our websites: www.casino-barcelona.com www.casino-peralada.com www.casino-tarragona.com The information

Add or Subtract Bingo Please feel free to take 1 set of game directions and master game boards Please feel free to make 1 special game cube (write + on 3 sides and on the remaining 3 sides) You will need

### Standard 1: Students can understand and apply a variety of math concepts.

Grade Level: 4th Teacher: Pelzer/Reynolds Math Standard/Benchmark: A. understand and apply number properties and operations. Grade Level Objective: 1.A.4.1: develop an understanding of addition, subtraction,

### Match Learner. Learning by Playing

Match Learner Learning by Playing Fax Sparebanken Pluss, Post-box 200 Account No: 3000.19.54756 2 Match Learner Learning by Playing Match is a quality game for all children age 2 years and up. The games

### A Concrete Introduction. to the Abstract Concepts. of Integers and Algebra using Algebra Tiles

A Concrete Introduction to the Abstract Concepts of Integers and Algebra using Algebra Tiles Table of Contents Introduction... 1 page Integers 1: Introduction to Integers... 3 2: Working with Algebra Tiles...

### 2 is the BASE 5 is the EXPONENT. Power Repeated Standard Multiplication. To evaluate a power means to find the answer in standard form.

Grade 9 Mathematics Unit : Powers and Exponent Rules Sec.1 What is a Power 5 is the BASE 5 is the EXPONENT The entire 5 is called a POWER. 5 = written as repeated multiplication. 5 = 3 written in standard

### LESSON 1. Opening Leads Against Notrump Contracts. General Concepts. General Introduction. Group Activities. Sample Deals

LESSON 1 Opening Leads Against Notrump Contracts General Concepts General Introduction Group Activities Sample Deals 8 Defense in the 21st Century GENERAL CONCEPTS Defense The opening lead against notrump

### Table of Contents. Casino Help... 1 Introduction... 1. Using This Help Guide... 1 Getting Started... 2

Table of Contents Casino Help... 1 Introduction... 1 Introduction... 1 Using This Help Guide... 1 Getting Started... 2 Getting Started... 2 Web Casino... 3 Game Client... 4 To Play the Games... 4 Common

### Math Tic-Tac-Toe or Bingo. A Special Education Experience For struggling learners

Math Tic-Tac-Toe or Bingo A Special Education Experience For struggling learners Creating instructional unit resource guides based on principles of universal design and differentiated instruction. Crystal

### The Casino Lab STATION 1: CRAPS

The Casino Lab Casinos rely on the laws of probability and expected values of random variables to guarantee them profits on a daily basis. Some individuals will walk away very wealthy, while others will

### Fifth Grade Physical Education Activities

Fifth Grade Physical Education Activities 89 Inclement Weather PASS AND COUNT RESOURCE Indoor Action Games for Elementary Children, pg. 129 DESCRIPTION In this game, students will be ordering whole numbers.

### Grade 4 Level. Math Common Core Sampler Test

Grade 4 Level Math Common Core Sampler Test This test sample is made to be used give students and teachers a basic overview of key Grade 4 Common Core grade level work. All questions are aligned to the

### Multiplication Fact Power and Shortcuts

Multiplication Fact Power and Shortcuts Objectives To discuss multiplication facts and the importance of fact power; and to review fact shortcuts. www.everydaymathonline.com epresentations etoolkit Algorithms

### A UNIQUE COMBINATION OF CHANCE & SKILL

A UNIQUE COMBINATION OF CHANCE & SKILL The popularity of blackjack stems from its unique combination of chance and skill. The object of the game is to form a hand closer to 21 than the dealer without going

### Lesson/Unit Plan Name: Multiplication Facts Made Easy

Grade Level/Course: Grades 3-6 Lesson/Unit Plan Name: Multiplication Facts Made Easy Rationale/Lesson Abstract: Teachers can eliminate the stress associated with developing fluency with multiplication

### What Is Singapore Math?

What Is Singapore Math? You may be wondering what Singapore Math is all about, and with good reason. This is a totally new kind of math for you and your child. What you may not know is that Singapore has

A Correlation of to the Minnesota Academic Standards Grades K-6 G/M-204 Introduction This document demonstrates the high degree of success students will achieve when using Scott Foresman Addison Wesley

### Race to 20. Game 9. Overview. Related Lessons. Key Questions. Time. Materials. Extension

Game 9 Race to 20 140 Time 20 minutes Materials dice, 1 per pair of students double ten-frame (Reproducible D), 1 per student counters, 25 each of two colors per student Extension dice with a small sticker

### Created specifically for the needs of early math learners in Grades K 2

For Grades K 2 Real learning, real math, really fun! Created specifically for the needs of early math learners in Grades K 2 Developed by a highly experienced team of teachers, educational writers, animators,

### Rules of core casino games in Great Britain

Rules of core casino games in Great Britain June 2011 Contents 1 Introduction 3 2 American Roulette 4 3 Blackjack 5 4 Punto Banco 7 5 Three Card Poker 9 6 Dice/Craps 11 2 1 Introduction 1.1 This document

### Multiplying and Dividing Decimals ALPHA VERSION OCTOBER 2012 Grade 5

Multiplying and Dividing Decimals ALPHA VERSION OCTOBER 2012 Grade 5 Mathematics Formative Assessment Lesson Designed by Kentucky Department of Education Mathematics Specialists to be Field-tested by Kentucky

### Using games to support. Win-Win Math Games. by Marilyn Burns

4 Win-Win Math Games by Marilyn Burns photos: bob adler Games can motivate students, capture their interest, and are a great way to get in that paperand-pencil practice. Using games to support students

### Learn How to Use The Roulette Layout To Calculate Winning Payoffs For All Straight-up Winning Bets

Learn How to Use The Roulette Layout To Calculate Winning Payoffs For All Straight-up Winning Bets Understand that every square on every street on every roulette layout has a value depending on the bet

TM parent ROADMAP MATHEMATICS SUPPORTING YOUR CHILD IN GRADE FIVE 5 America s schools are working to provide higher quality instruction than ever before. The way we taught students in the past simply does

### EXTENSION: Students may draw two times before they make a rectangle. Are the two # s they combined odd or even? Is their sum odd or even?

TITLE: ODD or EVEN SOURCE: NCTM Addenda Series/Grades K-6 OBJECIVE; Students will be able to demonstrate an understanding of the relationships between odds and evens. Appropriate for grades 1-2, extensions

### Maths Calculation Booklet for parents

Maths Calculation Booklet for parents INTRODUCTION This booklet is intended to explain the ways in which your children are taught to write down their calculations. We have revised the school calculation

### Paramedic Program Pre-Admission Mathematics Test Study Guide

Paramedic Program Pre-Admission Mathematics Test Study Guide 05/13 1 Table of Contents Page 1 Page 2 Page 3 Page 4 Page 5 Page 6 Page 7 Page 8 Page 9 Page 10 Page 11 Page 12 Page 13 Page 14 Page 15 Page

### 3 + 7 1 2. 6 2 + 1. 7 0. 1 200 and 30 100 100 10 10 10. Maths in School. Addition in School. by Kate Robinson

1 2. 6 2 + 1. 7 0 10 3 + 7 1 4. 3 2 1 231 200 and 30 100 100 10 10 10 Maths in School Addition in School by Kate Robinson 2 Addition in School Contents Introduction p.3 Adding in everyday life p.3 Coat