Math Games and Puzzles

Similar documents
Level I Math Black Line Masters Toolkit

MATHS ACTIVITIES FOR REGISTRATION TIME

Ready, Set, Go! Math Games for Serious Minds

Math vocabulary can be taught with what Montessorians call the Three Period Lesson.

Math Board Games. For School or Home Education. by Teresa Evans. Copyright 2005 Teresa Evans. All rights reserved.

Decimals and Percentages

The Crescent Primary School Calculation Policy

Sue Fine Linn Maskell

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

Third Grade Math Games

Math Games For Skills and Concepts

PAYCHEX, INC. BASIC BUSINESS MATH TRAINING MODULE

Hooray for the Hundreds Chart!!

Everyday Math Online Games (Grades 1 to 3)

Calculator Practice: Computation with Fractions

Parts and Wholes. In a tangram. 2 small triangles (S) cover a medium triangle (M) 2 small triangles (S) cover a square (SQ)

Unit 1 Number Sense. In this unit, students will study repeating decimals, percents, fractions, decimals, and proportions.

Objective To introduce the concept of square roots and the use of the square-root key on a calculator. Assessment Management

The Puzzle That Makes You Smarter

Three daily lessons. Year 5

Accuplacer Arithmetic Study Guide

Game 9. Overview. Materials. Recommended Grades 3 5 Time Instruction: minutes Independent Play: minutes

Mental Computation Activities

Base-Ten and Place Value

Acing Math (One Deck At A Time!): A Collection of Math Games. Table of Contents

Math Games For Skills and Concepts

Introduction to Decimals

Mental Math. Fact Learning Mental Computation Estimation. Grade 4 Teacher s Guide

SKILL BUILDING MATH GAMES & ACTIVITIES

Minnesota Academic Standards

Mathematics Success Grade 6

Unit 6 Number and Operations in Base Ten: Decimals

First Grade Exploring Two-Digit Numbers

Decimals and other fractions

numerical place value additional topics rounding off numbers power of numbers negative numbers addition with materials fundamentals

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

What Is Singapore Math?

Fractions to decimals

Commutative Property Grade One

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

Pocantico Hills School District Grade 1 Math Curriculum Draft

The Elementary School Math Project. Money Counts. Students will count and compare amounts of money less than or equal to one dollar.

MEMORY WORK - MATH FACTS 1

Arithmetic 1 Progress Ladder

FIRST GRADE MATH Summer 2011

The gas can has a capacity of 4.17 gallons and weighs 3.4 pounds.

Add or Subtract Bingo

Grade 5 Math Content 1

The Lattice Method of Multiplication

Wigan LEA Numeracy Centre. Year 3 Time Block 3 Mental Arithmetic Test Questions

1.6 The Order of Operations

MBA Jump Start Program

Mathematical goals. Starting points. Materials required. Time needed

Possible Stage Two Mathematics Test Topics

Calculation Policy Fractions

Chapter 1: Order of Operations, Fractions & Percents

Grade 4 - Module 5: Fraction Equivalence, Ordering, and Operations

Don t Slow Me Down with that Calculator Cliff Petrak (Teacher Emeritus) Brother Rice H.S. Chicago cpetrak1@hotmail.com

Math Journal HMH Mega Math. itools Number

Kenken For Teachers. Tom Davis June 27, Abstract

SQUARE-SQUARE ROOT AND CUBE-CUBE ROOT

Exponents, Radicals, and Scientific Notation

Factor Trees. Objective To provide experiences with finding the greatest common factor and the least common multiple of two numbers.

LESSON 7 Don t Be A Square by Michael Torres

An Introduction to Number Theory Prime Numbers and Their Applications.

LESSON 5 - DECIMALS INTRODUCTION

Decimals Adding and Subtracting

Sample Pages THINKING STRATEGIES: ADDITION BUILDING MASTERY OF ADDITION FACTS CELIA BARON. Portage & Main Press

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

Mercer County Schools

Fifth Grade Physical Education Activities

Solve addition and subtraction word problems, and add and subtract within 10, e.g., by using objects or drawings to represent the problem.

MATHEMATICS. Y5 Multiplication and Division 5330 Square numbers, prime numbers, factors and multiples. Equipment. MathSphere

Assessment Management

Contents. Sample worksheet from

Counting Money and Making Change Grade Two

Mathematics Navigator. Misconceptions and Errors

Paramedic Program Pre-Admission Mathematics Test Study Guide

The Mathematics School Teachers Should Know

HFCC Math Lab Arithmetic - 4. Addition, Subtraction, Multiplication and Division of Mixed Numbers

That s Not Fair! ASSESSMENT #HSMA20. Benchmark Grades: 9-12

POLYNOMIAL FUNCTIONS

5 Mathematics Curriculum

Vocabulary Cards and Word Walls Revised: June 29, 2011

PREPARATION FOR MATH TESTING at CityLab Academy

Year 6 Mathematics - Student Portfolio Summary

Maths Workshop for Parents 2. Fractions and Algebra

Blood Circulation Game

EXAMPLES OF ASSIGNING DEPTH-OF-KNOWLEDGE LEVELS ALIGNMENT ANALYSIS CCSSO TILSA ALIGNMENT STUDY May 21-24, 2001 version 2.0

Change Number Stories Objective To guide children as they use change diagrams to help solve change number stories.

Quarter One: August-October

BISHOP SCHOOL K 5 MATH FACTS GUIDE

Recall the process used for adding decimal numbers. 1. Place the numbers to be added in vertical format, aligning the decimal points.

SuperSpeed Math. Addition, Subtraction, Multiplication, Division And the Gnarlies!

Summer Assignment for incoming Fairhope Middle School 7 th grade Advanced Math Students

CBA Fractions Student Sheet 1

Math Review. Numbers. Place Value. Rounding Whole Numbers. Place value thousands hundreds tens ones

Rational Number Project

MATH Fundamental Mathematics IV

NUMBER CORNER YEARLONG CONTENT OVERVIEW

Transcription:

Math Games and Puzzles (Level III Math Teacher Resource) Draft (NSSAL) C. David Pilmer 20 (Last Updated: December 203)

This resource is the intellectual property of the Adult Education Division of the Nova Scotia Department of Labour and Advanced Education. The following are permitted to use and reproduce this resource for classroom purposes. Nova Scotia instructors delivering the Nova Scotia Adult Learning Program Canadian public school teachers delivering public school curriculum Canadian nonprofit tuition-free adult basic education programs The following are not permitted to use or reproduce this resource without the written authorization of the Adult Education Division of the Nova Scotia Department of Labour and Advanced Education. Upgrading programs at post-secondary institutions (exception: NSCC) Core programs at post-secondary institutions (exception: NSCC) Public or private schools outside of Canada Basic adult education programs outside of Canada Individuals, not including teachers or instructors, are permitted to use this resource for their own learning. They are not permitted to make multiple copies of the resource for distribution. Nor are they permitted to use this resource under the direction of a teacher or instructor at a learning institution.

Table of Contents Introduction (for Instructors) ii 3 by 3 KenKen Puzzles (A to D). 4 by 4 KenKen Puzzles (A and B) by KenKen Puzzles. 8 KenKen Puzzles: Signed Numbers 9 Magic Squares. 2 Addition Pyramids: Whole Numbers.. 3 Addition Pyramids: Decimal Numbers Addition Pyramids: Signed Numbers.. 6 Row Factors and Column Factors 7 Whole Number Cross Word Puzzles (A to D) 8 Signed Numbers Cross Word Puzzles (A and B) 22 RAD Puzzles: Whole Numbers... 24 RAD Puzzles: Signed Numbers.. 27 Connect Four Whole Number Addition Game (A and B).. 30 Connect Four Whole Number Subtraction Game (A and B).. 32 Connect Four Whole Number Multiplication Game (A to D) 34 Connect Four Whole Number Division Game 38 Divisibility or Prime Connect Four Game.. 39 Connect Four Fraction Decimal Equivalency Game.. 40 Connect Four Adding Decimal Numbers Game (A and B) 4 Connect Four Subtracting Decimal Numbers Game (A and B). 43 Connect Four Fraction Percent Equivalency Game 4 Connect Four Percentage Game. 46 Connect Four Adding Signed Numbers Game 47 Connect Four Subtracting Signed Numbers Game. 48 Connect Four Multiplying Signed Numbers Game 49 Connect Four Dividing Signed Numbers Game. 0 Connect Four Squaring and Cubing of Signed Numbers Game. Connect Four Time Ahead Game (A and B).. 2 Connector 4 Fraction Fury Puzzles (A and B). Math Logic Puzzles. 9 Answers.. 60 NSSAL i Draft

Introduction (for Instructors) One of the ongoing concerns for teachers, instructors, and professors, who teach secondary and post-secondary mathematics courses, is poor arithmetic skills (and related estimation skills) displayed by some learners. These educators are attempting to teach higher level mathematical concepts to their learners but, in some cases, these efforts are impeded when learners have poor arithmetic and estimation skills. These learners waste valuable time and effort and/or fail to understand underlying concepts because of deficiencies in this area. For example, how can a learner factor a trinomial by inspection, if one does not know their whole number math facts? Similarly, how can a learner simplify a rational expression, if they have difficulty working with fractions? In the past, the approach to fostering strong arithmetic skills was to have learners complete a variety of "drill-and-kill" questions, usually in a timed situation. Examples of such questions are shown below. Complete the following questions within the next ten minutes. 3 2 (a) 39 8 (b) 6 (c) Convert 8 3 (d) 294 8 (e) 4.8 + 682.3 (f) 4 2 6 7 2 6 to a decimal. (g) 63 28 637 (h) 2 6 2 3 4 7 3 2 (i) 6 7 8 Learners who were unable to correctly answer 80% of the questions during the allotted time would often be expected to return at lunch time or after school to make the necessary corrections. For those adults schooled during the 960s and 970s, this was a common practice. Although this practice did result in stronger arithmetic skills and in some cases stronger estimation skills, they were two shortcomings associated with it.. The focus was primarily on the mastery of specific algorithms. Instead of thinking flexibly about mathematics, learners were largely expected to follow the same rules to answer questions. Therefore this feeds the misconception that mathematics is a rule-driven noncreative discipline. 2. A timed test, with lunch hour or afterschool corrections, was not fun anyone. Who enjoys math when the only reward is avoiding a correction session (i.e. detention). Also, learner perception was that the only thing valued by the math teacher was the right answer; all the work that preceded it was moot if the learner made a careless mistake in their last step. The "all-that-counts-is-the-final-answer" misconception is fostered by this practice. Does that mean that we never expose our learners to these types of "drill and kill" questions? No, but we must recognize that these questions are only one tool for improving arithmetic skill and that they must be used judiciously. NSSAL ii Draft

Are there non-threatening and engaging means of improving arithmetic skills that also foster more flexible thinking? Yes, and this can be accomplished using mathematical games and puzzles. Hence we have created the following outcome for our Level III Math course. Learners will be expected to develop efficient strategies, high levels of automaticity, and flexible thinking skills as they pertain to arithmetic skills in the context of whole numbers, decimal numbers, fractions, and signed numbers through the ongoing use of games and puzzles. In this accompanying Level III Math resource, instructors can find a variety of games and puzzles that range from Level I to Level III. This being said, not all puzzles and games are appropriate for all learners. Therefore the material in this resource should not be viewed as a unit that a learner completes from "stem-to-stern" within an allotted time; rather, this is an instructor resource where activities are gradually, yet regularly, distributed based on the instructor's professional judgment. NSSAL iii Draft

3 by 3 KenKen Puzzles (A) Insert the numbers, 2, and 3 into the grid such that: no number is repeated in the same row or column, and the numbers in the cages produce the target number using the indicated operation (e.g. 2 : find two numbers when multiplied give you 2). (a) 2 + (b) 9 3+ 4+ 6 3+ 6 (c) 4+ 6 (d) 2 3 + 4+ 3 3+ (e) 4+ 6 (f) 6 3+ 3+ + 2 3 3 NSSAL Draft

3 by 3 KenKen Puzzles (B) Instructions: Insert the numbers 3, 4, and into the grid such that: no number is repeated in the same row or column, and the numbers in the cages produce the target number using the indicated operation (e.g. 2 : find two numbers when multiplied give you 2). (a) 2 8+ (b) 20 4 9+ 2 7+ (c) 4 (d) 8+ 2+ 7+ 8+ 2 20 9+ (e) 2+ + (f) 2 8+ 4+ 2 NSSAL 2 Draft

3 by 3 KenKen Puzzles (C) Instructions: Insert the numbers, 6, and 7 into the grid such that: no number is repeated in the same row or column, and the numbers in the cages produce the target number using the indicated operation (e.g. 3 : find two numbers when multiplied give you 3). (a) 3 3+ (b) 42 + + 2+ 42 30 7 (c) 30 9+ (d) 7+ 3 + 8+ 3+ 7 (e) 42 (f) 7+ 42 + 3+ 3+ 3 30 NSSAL 3 Draft

3 by 3 KenKen Puzzles (D) Instructions: Insert the numbers 7, 8, and 9 into the grid such that: no number is repeated in the same row or column, and the numbers in the cages produce the target number using the indicated operation (e.g. 72 : find two numbers when multiplied give you 72). (a) 72 6+ (b) 9 6 8 + + 63 63 7+ (c) 24+ 6 (d) 7+ 6 72 23+ 72 6+ (e) + 72 (f) 63 72 2+ 7+ 22+ 6 NSSAL 4 Draft

4 by 4 KenKen Puzzles (A) Insert the numbers, 2, 3, and 4 into the grid such that: no number is repeated in the same row or column, and the numbers in the cages produce the target number using the indicated operation (e.g. 8 : find two numbers when multiplied give you 8). (a) 8 4+ 2 (b) 3 2 4 6+ 6+ 7+ 6+ 6 4+ 4 6 8 (c) 6 2 (d) 6+ 3 4 2 7+ 3+ 9+ 3 24 2 8+ 2 NSSAL Draft

4 by 4 KenKen Puzzles (B) Insert the indicated numbers into the grid such that: no number is repeated in the same row or column, and the numbers in the cages produce the target number using the indicated operation (e.g. 8 : find two numbers when multiplied give you 8). (a), 2, 3, 4 Puzzle (b), 2, 3, 4 Puzzle 3 8 6 6 + + 2 3+ 3 + 2 4 9+ 2 3+ + (c) 2, 3, 4, Puzzle (d) 2, 3, 4, Puzzle 8 8+ + 2+ 6+ 20 6+ 2 0 8 6 8+ 6+ NSSAL 6 Draft

(e) 3, 4,, 6 Puzzle (f) 3, 4,, 6 Puzzle 24 7+ 8+ + + 8+ + 30 2 30 0+ 8 0+ 4 (g) 4,, 6, 7 Puzzle (h) 4,, 6, 7 Puzzle + + 42 28 + 2+ 4 20 3+ 30 7+ 20 3 42 + 4 (i), 6, 7, 8 Puzzle (j) 6, 7, 8, 9 Puzzle 48 + 30 3+ + 72 + 6 4+ 6 3 7+ 42 2+ 4+ 63 NSSAL 7 Draft

by KenKen Puzzles Insert the numbers the appropriate numbers into the grid such that: no number is repeated in the same row or column, and the numbers in the cages produce the target number using the indicated operation (e.g. 8 : find the numbers when multiplied give you 8). (a), 2, 3, 4, Puzzle (b) 2, 3, 4,, 6 Puzzle 8 20 6 8 6+ 4+ 3+ 8 6 4+ 4 9+ 30 4 2 8+ 3 6+ 24 + 9+ + + (c) 4,, 6, 7, 8 Puzzle (d), 6, 7, 8, 9 Puzzle 32 42 + 30 9 40 2+ 42 4 40 48 4 + 9+ 3+ 63 4 3 48 9+ 20+ 6 72 7 0+ 3+ NSSAL 8 Draft

KenKen Puzzles: Signed Numbers Insert the numbers the appropriate numbers into the grid such that: no number is repeated in the same row or column, and the numbers in the cages produce the target number using the indicated operation (e.g. -8 : find the numbers when multiplied give you -8). (a), -2, 3 Puzzle (b) -, 2, -3 Puzzle (c) 2, -3, 4 Puzzle -2 4+ -+ + 8 + 3 -+ 3-6 -6-2 -3 4 -+ (d) -3, 4, - Puzzle (e) 3, -4, Puzzle (f) -4,, -6 Puzzle -20-4+ -+ -20 -+ -30-2 8+ 24-2 + (g) 6, -7, 8 Puzzle (h) 7, -8, 9 Puzzle (i) -7, 8, -9 Puzzle 48-7 -7+ 63-72 -6-6 4+ 6+ -2+ -+ -6 + NSSAL 9 Draft

(j), -2, 3, -4 Puzzle (k) 2, -3, 4, - Puzzle -4 4+ 8 -+ - 8-2 -6-20 -2-3+ -+ -+ -+ 2 (l) 3, -4,, -6 Puzzle (m) 4, -, 6, -7 Puzzle -+ -8-30 -42 -+ 6-0+ -28-20 -20 - -+ 3 -+ -2 24 (n), -6, 7, -8 Puzzle (o) 6, -7, 8, -9 Puzzle -30 48 6+ -72-7 -42 7-6 -+ -+ -+ -+ + -40 63 48 NSSAL 0 Draft

(p), -2, 3, -4, Puzzle (q) 2, -3, 4, -, 6 Puzzle -6-20 -+ -8-8 -+ -2 6+ 3+ -3+ 2 + -+ 3+ 4-8+ 8+ -0 3-0 -2 (r) -4,, -6, 7, -8 Puzzle (s) -, 6, -7, 8, -9 Puzzle + 48-28 -42 8 -+ 4-40 -8-30 -4 63 2+ -7+ -30-72 -42-4+ 3+ -42 9+ 8-6+ -4-40 -2+ NSSAL Draft

Magic Squares In a magic square, the numbers in each column, row, and diagonal all add up to the same number. For example, with the magic square on the right, the numbers in each column, row, and diagonal all add up to 30. 7 4 9 2 0 8 6 3 Complete each of the magic squares below. (a) 6 (b) 3 (c) 7 3 7 2 6 4 7 (d) 4 (e) 4 (f) 0 3 8 8 7 6 8 2 (g) (h) 4 (i) 2 7 9 9 2 7 0 3 8 6 NSSAL 2 Draft

Addition Pyramids: Whole Numbers With addition pyramids, the two numbers in adjoining boxes add to give the number in the box immediately above. 8 8 34 3 7 4 20 2 9 9 Insert the missing numbers in each of the following addition pyramids. 4 8 3. 2. 9 3. 3 4 6 0 3. 4. 4 6. 9 8 2 9 8 7. 8. 9. 9 9 7 2 0 3 6 2 4 0. 8. 2. 9 3 8 0 7 6 3. 4. 2. 7 2 9 4 3 2 4 8 NSSAL 3 Draft

6. 7. 8. 30 6 0 7 7 6 0 8 2 9. 20. 2. 3 2 7 2 8 3 9 2 7 3 2 6 22. 23. 24. 40 7 20 22 0 9 2 0 3 6 NSSAL 4 Draft

Addition Pyramids: Decimal Numbers Complete the following addition pyramids. With addition pyramids, the two numbers in adjoining boxes add to give the number in the box immediately above.. 2. 3. 3.8.2 2 0.4 2..7 0.8 0.2.4 4.. 3.4 6..4. 0.9.4 0.9 0.3 0.7 0.6 7. 3. 8. 9. 4.3 2.3.8.3 0.4.4 0.8. 0.. 2. 2.7.2 0.9.3 0.8 0.3.4 0.9 2. 0.3 0.6 0. 3. 4..7. 3.4 2.6 3.2 2.7.6.8.7.8 0.2 0.4 0.3 6. 9.7 7. 8..3 4.3 4.6 2.4 2..6 0.9 0.9 0.7. 0.4 NSSAL Draft

Addition Pyramids: Signed Numbers Complete the following addition pyramids. With addition pyramids, the two numbers in adjoining boxes add to give the number in the box immediately above.. 2. 3. 2-2 -6-2 -6-4 -4-3 4. 4. -2 6. -3-6 - -4-4 7. 3 8. 9. -6-2 -6 3 6-3 - -2 0.. 2. -2 - - 3 4-3 7-2 -4-8 -2-3 3. 4.. 3-6 - -2-8 -4-3 6-3 -4 6. 7. -3 8. - 2-6 2 - - 2 - -4-6 4 NSSAL 6 Draft

Row Factors and Column Factors In each question you have been provided with a chart that is missing four numbers. These numbers are the factors of the numbers found to the right of each row, and factors of the numbers found at the bottom of each column. Find the missing numbers. Example: Answer: 3 28 7 4 28 3 2 3 2 Questions: (a) 0 (b) 8 (c) 20 2 2 2 8 6 6 8 30 (d) 27 (e) 60 (f) 28 7 8 3 2 9 24 20 4 2 (g) 8 (h) 8 (i) 40 20 4 7 36 0 4 8 3 (j) 24 (k) 20 (l) 4 8 42 32 27 6 30 28 28 6 (m) 4 (n) 6 (o) 3 40 6 27 72 30 2 6 63 NSSAL 7 Draft

Whole Number Crossword Puzzle (A) A B C D E F G H I J K L M N O P Q R S T U V W Across: A. Next even number after 384 C. 22 + 0 + 0 G. one thousand, four hundred twenty I. more than 228 J. Double 2 L. The product of 4 and 8 O. 96 + 23 Q. 43-87 R. times 7 T. The number of minutes in hour and 34 minutes V. 4 2 W. A number between 0 and 20 that is divisible by both and 3 Down: B. 8 0 D. 2000 + 00 + 30 + 9 E. 337-0 F. 8 90 H. 7 less than 470 K. Next number in the following sequence. 70, 74, 78, 82, M. 3 sets of 9 N. increase 734 by 20 P. + + 3 + 9 S. Next number in the following sequence. 63, 60, 7, 4, U. The number of cents in 2 quarters, dime, and nickel NSSAL 8 Draft

Whole Number Crossword Puzzle (B) A B C D E F G H I J K L M N O P Q R S T U V W Across: A. 0 9 C. more than 8 G. 4000 + 800 + 0 + I. increase 3 by 30 J. 63-29 L. 7 = 4 O. The number of minutes in 6 hours and 4 minutes Q. A number between 0 and 20 that is divisible by 2, 3, 6, and 9 R. decrease 70 by 7 T. The product of 2 and 7 V. + 0 + 2 + 30 W. The even number before 88 Down: B. The next odd number after D. six thousand, four hundred thirty-nine E. 23 rounded to the nearest tens F. Next number in the following sequence 394, 399, 404, 409, H. 6 + 36 K. 7 2 M. Double 2 N. 42 3 P. 6 sets of S. 6 less than double 20 U. Next number in the following sequence 60, 4, 48, 42, NSSAL 9 Draft

Whole Number Crossword Puzzle (C) A B C D E F G H I J K L M N O P Q R S T U V W Across: A. 70 8 C. Triple 6 plus G. 78 rounded to the nearest hundreds I. increase 36 by 40 J. Number of cents in 3 quarters and 2 dimes L. 9 times 6 O. 800 + 70 + 4 Q. 37 + 6 R. 8 7 T. Double 3 V. Next number in the following sequence 0, 47, 44, 4, W. 6 = 8 Down: B. 6 + 20 + 2 + 40 D. nine thousand, seven hundred twelve E. Next number in the following sequence 886, 890, 894, 898, 902, F. 23 H. The next multiple of that follows 30 K. 8 sets of 4 M. 8 2 N. Number of minutes in 3 hours and 6 minutes P. 6-87 S. 39 decreased by 6 U. A number between 20 and 30 that is divisible by 2, 4, 7, and 4 NSSAL 20 Draft

Whole Number Crossword Puzzle (D) A B C D E F G H I J K L M N O P Q R S T U V W Across: A. The next odd number after 769 C. 6 sets of 3 G. six thousand, three hundred seven I. Next number in the following sequence 338, 344, 30, 36, J. 444 6 L. 2+47 O. + 30 + 4 + 00 + 0 Q. 6 times 7 R. 9 = 4 T. Number of cents in 2 quarters and 3 dimes V. A number between 40 and 0 that is a multiple of 3,, 9, and W. The product of 8 and 9 Down: B. 87 decreased by 9 D. 8000 + 600 + 20 + 9 E. 746 increased by 60 F. 0 less than 784 H. Number of minutes in 2 hours and 37 minutes K. triple 8 plus 4 M. Next number in the following sequence 07, 04, 0, 98, N. 24 3 P. 9 2 S. Double 32 U. 9-37 NSSAL 2 Draft

Signed Number Crossword Puzzle (A) A B C D E F G H I J K L M N O P Q R S T U V W Across: A. -6 7 C. 24 + (-3) G. 90 2 I. -20 + 60 J. (-3) + 3 9 L. 78-2 (-) O. 8 sets of -2 Q. -0 + 40 + (-20) R. 8 - T. 0 less than - V. 30 more than -0. W. 3 + (-2) Down: B. - (-8) D. -90 (-20) E. 300 - (-00) F. Next number in the following sequence -44, -49, -4, -9, H. Decrease -46 by 2. K. 2 less than double M. 6 + (-) (-4) N. -22 + 3 P. 2 2 0 S. 40 2 + (-8) U. - (-3) - 4 (-3) NSSAL 22 Draft

Signed Number Crossword Puzzle (B) A B C D E F G H I J K L M N O P Q R S T U V W Across: A. -3 8 C. - 8 G. Double 20 plus - H. 40 more than -0 I. -70 (-6) J. 2 decreased by 7 L. Find the next number in the sequence. 6, 0, 4, -2,, O. -24 - (-3) Q. 0 2 0 R. -8 - (-) 3 V. 3 4 2 Down: B. -40 (-7) D. 3400 + (-200) E. 8 sets of -7 F. + (-0) K. The number between 0 and 20 that is divisible by both -6 and -9. M. 4 9 N. 6 7 P. - times - S. 4 9 2 T. How many times does -4 go into -20? U. (-3) 4 + 8 W. 2 4 2 NSSAL 23 Draft

RAD Puzzles: Whole Numbers Using the numbers in the table below, correctly complete each puzzle. (a) (b) - = = + = 0 = + - + - + - + - 2 0 = 6 = + 6 = 8 = + 0 + - + - - = = + + 3 = = + 2 2 2 2 3 3 3 4 0 2 2 2 2 3 3 4 4 4 6 7 8 8 0 2 4 4 6 6 9 24 30 32 48 60 (c) = = + 28 + = = + - + - 40 - = 6 = = 36 = 4 - - + + - - + 2 = = + - = = + (d) 7 9 2 2 3 3 4 4 4 4 0 2 3 3 4 7 0 0 2 30 3 34 36 4 6 6 9 9 9 9 40 42 42 80 4 4 NSSAL 24 Draft

(e) (f) = = 72 - + = = 8 - - + - - + 6 3 + = 63 = 9 = 24 = 40 2 + + + - + + + = = + = 20 = 2 3 3 3 4 6 6 0 2 2 3 4 4 6 6 7 7 7 7 8 0 20 2 49 6 6 8 8 0 2 9 23 30 60 70 36 48 (g) (h) 32 + = = = = - - + + 4 2 = 28 = 2 - = 8 = 2 36 + + + - - = = + - = = - 9 2 2 3 3 3 4 4 6 2 2 3 3 4 6 7 8 7 7 8 8 8 9 4 7 9 9 0 3 24 27 28 30 24 6 0 8 NSSAL 2 Draft

(i) - = = + = = + (j) + + + + + 3 2 6 = 30 = = 48 = - 36 - - - + - 7 + = = = = 2 2 2 2 3 3 3 4 0 2 2 2 3 4 6 6 7 7 8 0 4 6 8 30 6 7 7 8 0 2 8 30 36 42 60 49 8 (k) - = = 3 = = (l) + + + - + 7 0 - = 64 = 4 = 32 = 48 + + - - + 7 = = = 8 = 2 6 8 8 8 8 8 2 2 2 3 3 4 4 6 9 0 2 6 22 40 42 72 6 6 8 2 3 6 24 36 6 84 88 64 72 NSSAL 26 Draft

RAD Puzzles: Signed Numbers Using the numbers in the table below, correctly complete each puzzle. (a) (b) + = = - 8 = = - - + - - + 3 2 = -8 = + = -6 = + -2 20 - - + + + + - + + = = + = = - -9-7 -6-6 - -4-4 -4-3 -8-8 -7-6 -4-4 -3-2 -2-2 -2-2 6 8 9 0-2 - 2 2 3 4 4 2 9 24 42 48 (c) + = = = = + (d) + + - 22 2 = -4 = -6 3 = -9 = 28 + - - - + 2 + = = - + = 6 = -4-9 -9-8 -7-6 -6-2 - -8 - -4-3 -3 - - 2 3 2 3 4 8 9 24 30 7 6 9 20 2 33 4 36 44 72 76 NSSAL 27 Draft

(e) + = = = = (f) + - - - -3 - = 2 = 3 28 = -7 = 2 - + + + + -8 + = = + 4 = = + -6 - - -4-3 -3-3 - - -9-7 - - -4-2 - 2 3 2 6 9 0 24 0 3 3 4 4 7 7 9 3 4 60 7 2 63 (g) = = 0-4 + = = (h) - + - + - + 9-6 = 48 = = 2 = - - 64 0 8 + + - + + + + - = = = = -8-8 -7-6 - -3-2 - 2-9 -6 - -4-3 -3-3 -2-2 4 4 8 0 2 22 2 33 0 2 2 2 3 6 4 40 0 30 36 NSSAL 28 Draft

(i) + = = + = = - 6 (j) - + - - -9 - -2 = 8 = 40 = 8 = + + + + - + - = = -3 - = = -9-6 -6-6 - -4-4 -3-2 -8-8 -7-7 - -4-2 -2 - -2-0 2 2 9 0 2 3 4 7 2 6 36 20 3 (k) = = 3 = = + (l) + - - + - - + = 4 = -7 4 = - = - 3 7 + + + - - = = + = = 2-9 -8-8 -4-3 -3-2 -2-2 -9-6 -6-4 -3-2 - 2-2 2 4 6 0 0 3 6 6 6 9 0 2 4 9 20 8 28 30 43 NSSAL 29 Draft

Connect Four Whole Number Addition Game (A) Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on two numbers on the Addend Strip whose sum is that desired square. Once they have chosen the two numbers, they can capture one square with that appropriate sum. They either mark the square with an X or place a colored counter on the square. There may be other squares with that same sum but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips on the Addend Strip. They then mark the square with that sum using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved on the addend strip in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 0 2 7 3 8 9 0 2 6 3 6 4 9 0 9 8 2 7 4 3 0 8 6 9 0 9 7 4 0 2 8 Addend Strip: 3 4 6 7 NSSAL 30 Draft

Connect Four Whole Number Addition Game (B) Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on two numbers on the Addend Strip whose sum is that desired square. Once they have chosen the two numbers, they can capture one square with that appropriate sum. They either mark the square with an X or place a colored counter on the square. There may be other squares with that same sum but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips on the Addend Strip. They then mark the square with that sum using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved on the addend strip in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 2 8 4 6 4 4 3 6 2 3 6 2 0 4 7 7 4 8 3 3 0 3 6 8 2 7 4 0 Addend Strip: 6 7 8 9 NSSAL 3 Draft

Connect Four Whole Number Subtraction Game (A) Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on two numbers; one from Value and one from Value 2. Once they have chosen the two numbers, they can capture one square with that appropriate difference (i.e. Value subtract Value 2). They either mark the square with an X or place a colored counter on the square. There may be other squares with that same difference but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips. They then mark the square with that difference using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 3 2 4 6 4 7 4 6 2 3 6 0 0 6 3 3 7 2 4 4 3 2 4 0 7 0 3 6 Value : Value 2: 3 2 0 9 6 7 8 9 NSSAL 32 Draft

Connect Four Whole Number Subtraction Game (B) Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on two numbers; one from Value and one from Value 2. Once they have chosen the two numbers, they can capture one square with that appropriate difference (i.e. Value subtract Value 2). They either mark the square with an X or place a colored counter on the square. There may be other squares with that same difference but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips. They then mark the square with that difference using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 3 4 6 6 8 7 9 0 7 9 7 6 3 9 7 0 7 8 4 8 6 9 4 9 3 4 7 8 0 6 Value : Value 2: 4 3 2 6 7 8 9 NSSAL 33 Draft

Connect Four Whole Number Multiplication Game (A) Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on two numbers on the Factor Strip whose product is that desired square. Once they have chosen the two numbers, they can capture one square with that appropriate product. They either mark the square with an X or place a colored counter on the square. There may be other squares with that same product but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips on the Factor Strip. They then mark the square with that product using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved on the fraction strip in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 6 4 27 4 8 0 0 36 8 20 36 8 2 4 0 36 2 8 4 27 6 2 20 4 0 0 9 27 2 3 6 36 20 Factor Strip: 0 2 3 4 9 NSSAL 34 Draft

Connect Four Whole Number Multiplication Game (B) Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on two numbers on the Factor Strip whose product is that desired square. Once they have chosen the two numbers, they can capture one square with that appropriate product. They either mark the square with an X or place a colored counter on the square. There may be other squares with that same product but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips on the Factor Strip. They then mark the square with that product using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved on the fraction strip in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 8 2 30 8 2 24 9 4 2 8 0 6 24 8 6 4 20 0 30 8 24 3 24 4 20 2 2 8 2 4 9 30 8 Factor Strip: 2 3 4 6 9 NSSAL 3 Draft

Connect Four Whole Number Multiplication Game (C) Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on two numbers on the Factor Strip whose product is that desired square. Once they have chosen the two numbers, they can capture one square with that appropriate product. They either mark the square with an X or place a colored counter on the square. There may be other squares with that same product but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips on the Factor Strip. They then mark the square with that product using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved on the fraction strip in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 4 63 6 28 30 42 2 30 63 4 0 8 2 4 8 4 2 3 8 28 42 2 8 4 4 63 6 3 0 28 42 2 2 8 Factor Strip: 2 3 4 6 7 9 NSSAL 36 Draft

Connect Four Whole Number Multiplication Game (D) Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on two numbers on the Factor Strip whose product is that desired square. Once they have chosen the two numbers, they can capture one square with that appropriate product. They either mark the square with an X or place a colored counter on the square. There may be other squares with that same product but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips on the Factor Strip. They then mark the square with that product using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved on the fraction strip in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 42 2 6 8 24 48 6 72 4 4 8 6 24 2 6 6 20 4 30 0 40 6 27 4 8 36 2 42 2 72 27 4 3 0 Factor Strip: 2 3 4 6 7 8 9 NSSAL 37 Draft

Connect Four Whole Number Division Game Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on two numbers; one from Value and one from Value 2. Once they have chosen the two numbers, they can capture one square with that appropriate quotient (i.e. Value divided by Value 2). They either mark the square with an X or place a colored counter on the square. There may be other squares with that same quotient but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips. They then mark the square with that quotient using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 6 24 2 2 2 8 3 6 30 4 8 2 0 9 8 2 6 8 2 24 6 9 30 4 2 4 3 6 8 9 2 0 8 Value : Value 2: 30 24 8 2 6 2 3 NSSAL 38 Draft

Divisibility or Prime Connect Four Game Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place one paperclip on the Tens strip and one paperclip on the Ones strip. They have now generated a two digit number. That two digit number is either divisible by a single digit whole number greater than (i.e. 2, 3, 4,, 6, 7, 8, 9), or the number is a prime. The player captures a single square that describes the number. For example if the two digit number is 4, it is divisible by 2 or 7 (of the choices we are given), then the player can capture either a square with a 2 on it, or a square with a 7 on it. If the number is prime, then a square marked P can be captured. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips on either the Tens or Ones strip. They then mark the square that describes that number using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 6 4 7 2 6 3 P 9 6 8 P 2 3 P 4 9 4 8 9 7 3 2 7 2 4 6 8 P 6 P 9 3 2 Tens Strip: Ones Strip 2 3 2 4 6 8 NSSAL 39 Draft

Connect Four Fraction Decimal Equivalency Game Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. The square with a specified decimal is captured by creating the equivalent fraction using the numerator and denominator strips at the bottom of the page. One paperclip is placed on each strip to do so. For example, if one chooses 3 on the numerator strip and 4 on the denominator, then they can capture one square labeled 0.7 ( 3 is equivalent to 0.7). They 4 either mark the square with an X or place a colored counter on the square. Only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips. They then mark the square with the equivalent decimal using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 0.4 0.2 0.4 0. 0.2 0. 0.7 0.8 0.6 0.2 0.3 0.6 0.3 0.2 0.3 0.4 0.7 0.2 0.4 0.8 0.2 0.2 0.8 0.2 0. 0. 0.4 0. 0. 0.6 0.3 0.7 Numerator (Top) Strip: Denominator (Bottom) Strip: 2 3 4 4 0 NSSAL 40 Draft

Connect Four Adding Decimal Numbers Game (A) Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on two numbers on the Addend Strip whose sum is that desired square. Once they have chosen the two numbers, they can capture one square with that appropriate sum. They either mark the square with an X or place a colored counter on the square. There may be other squares with that same sum but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips on the Addend Strip. They then mark the square with that sum using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved on the addend strip in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 0.8.4.3 2 0.8.. 0. 0.9..2 0.9.4.6 0.8. 0. 2.2 0.7.4.7.6 0.8 0.8.3 2 0..3.4.4.7. 0.9. 0.7 Addend Strip: 0.2 0.3 0. 0.6 0.9. NSSAL 4 Draft

Connect Four Adding Decimal Numbers Game (B) Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on two numbers on the Addend Strip whose sum is that desired square. Once they have chosen the two numbers, they can capture one square with that appropriate sum. They either mark the square with an X or place a colored counter on the square. There may be other squares with that same sum but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips on the Addend Strip. They then mark the square with that sum using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved on the addend strip in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 3.8 3 4.8 2.6 3.4 2.2 2 2.6 4.8 0.8 3 2.6 4.2.2 3.8 4.4.2 0.8 3.4 4.4 3.6 4.2 2 2.6 3.8 2.2 3.4 2.6 4.4.6 3.2 4.8 2.2 Addend Strip: 0.2 0.6.4 2 2.4 2.8 NSSAL 42 Draft

Connect Four Subtracting Decimal Numbers Game (A) Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on two numbers; one from Value and one from Value 2. Once they have chosen the two numbers, they can capture one square with that appropriate difference (i.e. Value subtract Value 2). They either mark the square with an X or place a colored counter on the square. There may be other squares with that same difference but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips. They then mark the square with that difference using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 2. 0.6.8 0..9 0.9 0. 2.2 2. 0.8 2.7.9 2.6 2.8.4 2.3.7.6 0.9.7.8 2.6 2 2.7.4 2.6 0.9 2..7 0.8 2.3.2 2.8 0.6 Value : Value 2: 3 2.8 2.2.9. 0.2 0.3 0. NSSAL 43 Draft

Connect Four Subtracting Decimal Numbers Game (B) Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on two numbers; one from Value and one from Value 2. Once they have chosen the two numbers, they can capture one square with that appropriate difference (i.e. Value subtract Value 2). They either mark the square with an X or place a colored counter on the square. There may be other squares with that same difference but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips. They then mark the square with that difference using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 2.4.4.2 3.2 0.8 0.4 2.2 0.8 2.6.4 2 3.2.6.8 2 2.4.8 0.6 3 2.8.2 0.4 0.2.4 0.8 0.6 2.6 2.8.6 2.2 0 3.8 Value : Value 2: 3.6 3 2.4 2.2.6 0.4 0.8.2.6 NSSAL 44 Draft

Connect Four Fraction Percent Equivalency Game Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. The square with a specified percent is captured by creating the equivalent fraction using the numerator and denominator strips at the bottom of the page. One paper clip is placed on each strip to do so. For example, if one chooses 3 on the numerator strip and 4 on the denominator, then they can capture one square labeled 7% ( 3 is equivalent to 7%). They 4 either mark the square with an X or place a colored counter on the square. There may be other squares with that same difference but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips. They then mark the square with the equivalent decimal using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one player clip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 40% 0% 20% 00% 40% 0% 2% 00% 2% 80% 60% 20% 30% 60% 40% 0% 30% 40% 7% 20% 30% 2% 80% 00% 20% 80% 7% 0% 20% 40% 0% 0% 00% 60% 30% 7% Numerator (Top) Strip: Denominator (Bottom) Strip: 2 3 4 4 0 NSSAL 4 Draft

Connect Four Percentage Game Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on two strips below; one on the "Percentage" strip and one on the "Of" strip. Take the percentage of that number and capture the appropriate square (e.g. 20% of 40 allows one to capture an "8" square). They either mark the square with an X or place a colored counter on the square. There may be other squares with that same value but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips. They then mark the square with that value using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 0 6 0 2 8 20 30 8 3 24 0 2 8 4 2 30 2 20 0 6 6 8 6 4 2 2 3 8 24 20 2 4 Percentage: 0% % 20% 2% 20 40 80 00 20 Of: NSSAL 46 Draft

Connect Four Adding Signed Numbers Game Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on two numbers on the Addend Strip whose sum is that desired square. Once they have chosen the two numbers, they can capture one square with that appropriate sum. They either mark the square with an X or place a colored counter on the square. There may be other squares with that same sum but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips on the Addend Strip. They then mark the square with that sum using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved on the addend strip in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: -6-4 7-0 -2-8 0 3-8 -4-6 6-2 6-2 -4 2 2-0 9-4 0-4 7-6 0-2 -8-4 9 3-6 -2 Addend Strip: -7 - - 8 NSSAL 47 Draft

Connect Four Subtracting Signed Numbers Game Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on two numbers; one from Value and one from Value 2. Once they have chosen the two numbers, they can capture one square with that appropriate difference (i.e. Value subtract Value 2). They either mark the square with an X or place a colored counter on the square. There may be other squares with that same difference but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips. They then mark the square with that difference using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: - 2-4 - -7 2-4 7-0 9 2-7 2 6-2 - - 4-0 -7 7 7-2 2-4 6-4 9-7 -0 4 - Value : Value 2: 0 2-3 -6 4-2 - NSSAL 48 Draft

Connect Four Multiplying Signed Numbers Game Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on two numbers on the Factor Strip whose product is that desired square. Once they have chosen the two numbers, they can capture one square with that appropriate product. They either mark the square with an X or place a colored counter on the square. There may be other squares with that same product but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips on the Factor Strip. They then mark the square with that product using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved on the factor strip in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 8-30 -4 36 2-2 9 0 4-8 -4 4-6 8 9-2 -4 4-2 -30-27 2-2 -27 4 4 0 8-30 8-36 -6 8 Factor Strip: -9 - -2 3 6 NSSAL 49 Draft

Connect Four Dividing Signed Numbers Game Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on two numbers; one from Value and one from Value 2. Once they have chosen the two numbers, they can capture one square with that appropriate quotient (i.e. Value divided by Value 2). They either mark the square with an X or place a colored counter on the square. There may be other squares with that same quotient but only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips. They then mark the square with that quotient using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: -8-2 9-2 4-9 -4 6 0-3 - 2 6-8 9 2-6 -3 0-9 -4-2 -4-8 - 6 9 - -6 4 6-2 Value : Value 2: -30 24-8 2-3 -2 2 6 NSSAL 0 Draft

Connect Four Squaring and Cubing of Signed Numbers Game Number of Players: Two Objective: The winner is the first player to connect four of his/her pieces horizontally, vertically or diagonally. Instructions:. Roll a die to see which player will go first. 2. The first player looks at the board and decides which square he/she wishes to capture. They place two paperclips on the two strips; one on the Base Strip and one on the Exponent Strip. Once they have chosen the values, they can capture one square with that appropriate value. For example, if the base value is -3, and the exponent is 2, then the player can capture a 9 2 square 3 9. They either mark the square with an X or place a colored counter on the square. Only one square can be captured at a time. 3. Now the second player is ready to capture a square but he/she can only move one of the paperclips. They then mark the square with that value using an O or a different colored marker. If a player cannot move a single paperclip to capture a square, a paperclip must still be moved in order to ensure that the game can continue. 4. Play alternates until one player connects four squares. Remember that only one paperclip is moved at a time. If none of the players is able to connect four, then the winner is the individual who has captured the most squares. Game Board: 4 2 2-64 27 - -27-8 4-9 2 9 27 6-27 -64-8 -64 2 2 4 8 8 9-27 2 4 4-27 -8 6 9 Base Strip: Exponent Strip: -4-3 -2-2 3 2 (square) 3 (cube) NSSAL Draft