WunderKeys Card Games

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a head start in music, math, and life WunderKeys Card Games WUNDERKEYS PIANO FOR PRESCHOOLERS

1 WunderKeys Card Games Introduction The WunderKeys Card Games are the last activity performed in each lesson. (Activity 5/5) They are used to teach a variety of skills associated with each of the 3 lesson books. Included in the WunderKeys Card Games Package are 3 decks of cards that correspond to skills learned in each of the 3 lessons books. When you have a student working in Method Book 1 Sorting Sounds, you will use the Sorting Sounds Playing Cards. When you have a student working in Method Book 2 Predicting Patterns, you will use the Predicting Patterns Playing Cards. When you have a student working in Method Book 3 Reading Rhythm, you will use the Reading Rhythm Playing Cards. Materials Print, cut, and laminate the cards in each of the 3 decks to prolong use. Using a commercial printer to have the cards printed on a heavier paper weight is optimal. Playing the WunderKeys Card Games The following pages contain a number of different games that can be played with each deck, along with the actual playing cards to be printed.

2 Deck 1 Sorting Sounds Introduction The playing cards in Deck 1 Sorting Sounds are designed to help preschool children recognize numbers 1 10, and to count objects (notes) in a group. There are 2 types of playing cards in Deck 1: 1. Number Cards that display the numbers in their written form, ie. 5, and 2. Note Cards that display numbers as groups of notes. The counting skills acquired in the following cards games are helping to prepare preschool children to understand note duration when they get to Method Book 3 Reading Rhythm. In addition, children are learning that a symbol (ie. 3 ) can represent a numerical value. Card Game #1 Memory Have your student place all 20 cards face down on the floor. When they are done instruct them to find matching number cards by flipping over 2 cards at a time. Alternate turns with your student to make a game of it. If you or your student finds a group of notes that matches the number on a card place those cards in the bank. Card Game #2 Go Fish Deal out 4 cards to you and your student. Ask your student to look for cards that have matching notes and numbers. If they find a match, instruct them to put the matching cards in the bank, and pick up cards to replace the matching cards that were removed. You, of course, do the same. When there are no more initial matches to be found, instruct your student to ask for a matching card, at which point you can hand over the matching card (if you have it) or say, Go Fish, at which point the student picks up a card from the deck. Play continues until all cards in one player s hand are paired.

3 Card Game #3 More than, Less Than This game is similar to War. Have your student deal 10 cards to each player. On the count of 3, flip over the top card on each of your decks. Compare the numbers and notes on the cards to determine who has the greater number. The player having the card with the highest value, gets to keep both cards. If 2 cards are played that have matching values, both cards go to the student (sorry!).

4 Deck 2 Predicting Patterns Introduction The playing cards in Deck 2 Predicting Patterns are designed to build on the counting skills learned with Deck 1, and to teach students to recognize simple patterns. There are 2 types of playing cards in Deck 2: 1. Number Cards that display the numbers in their written form, ie. 5, and 2. Pattern Cards that display numbers built from groups of Finger Friends. If math is the science of patterns, then music is the art of patterns. The patterning skills acquired in the following card games are setting the foundation for all future musical and mathematical understanding. Note The following card games are the similar to the games played with Deck 1, however, groups of notes have been replaced with groups of Finger Friends. Card Game #1 Memory Have your student place all 20 cards face down on the floor. When they are done instruct them to find matching number cards by flipping over 2 cards at a time. Alternate turns with your student to make a game of it. If you or your student finds a group of Finger Friends that matches the number on a card place those cards in the bank. When a Finger Friend card is flipped over have the student say the pattern while pointing to each Finger Friend. When they are done, always ask, Which Finger Friend comes next? Card Game #2 Go Fish Have your student deal out 4 cards to each player (you and the student). Ask your student to look for cards that have matching groups of Finger Friends and numbers. If they find a match, instruct them to put the matching cards in the bank, and pick up cards to replace the matching cards that were removed. You, of course, do the same. When there are no more initial matches to be found, instruct your student to ask for a matching card. You can then hand over the matching card (if you have it) or say, Go Fish, at which point the student picks up a card from the deck. Play continues until all of the cards in one player s hand are paired.

5 Card Game #3 More than, Less Than This game is similar to War. Have your student deal 10 cards to each player. On the count of 3, you and your student flip over the top card on each of your decks. Compare the numbers and groups of Finger Friends on the cards to determine who has the greater number. The player having the card with the highest value gets to keep both cards. If 2 cards are played that have matching values, both cards go to the student (sorry!). When a Finger Friend card is flipped over have the student say the pattern while pointing to each Finger Friend. When they are done, always ask, Which Finger Friend comes next?

6 Deck 3 Reading Rhythm Introduction The playing cards in Deck 3 Reading Rhythm are designed to reinforce note duration and to assist students in recognizing different visual representations for a number. There are 4 types of playing cards in Deck 3: 1. Number Cards that display the numbers 1, 2, and 4. 2. 3 Note Cards that display a quarter note, half note, and whole note. 3. 3 Picture Cards that display Walk (quarter note), Waiting (half note), Take it Easy (whole note) 4. 3 Heartbeat Cards that display 1 heartbeat, 2 heartbeats, and 4 heartbeats. Note Before reading the directions for the games you may find it helpful to view the Deck 3 playing cards first. Also, when you first begin Method Book 3, the students will not have been introduced to Walk, Waiting, and Take it Easy. For this reason, you can choose to keep playing games from Deck 2 OR quickly explain how Walk, Waiting, and Take it Easy relate to note values and let the lessons reinforce this in the future. If you are not familiar with Walk, Waiting, and Take it Easy, read through Method Book 3 first. Card Game #1 Quick Draw Have your student deal out 4 cards to each player and stack the remaining cards in the playing area. Take turns flipping over the top card of the deck. When the top card is revealed, the first player to put a matching card on top of the draw card wins. For instance, if the draw card has a picture of a half note, the first player to play a card with the number 2 OR the card with 2 heartbeats OR the card with the picture of a person waiting, wins!

7 Card Game #2 Big or Small Place all of the cards in a deck in the middle of the playing area. Have your student draw 2 cards from the deck (without looking at them) and place them face DOWN in the playing area. Next, you (the teacher) flip over one of the two cards to reveal its value. Then, have the student guess whether the second card will have a value bigger, smaller, or the same as the card just revealed. If the student is right a point is awarded. Remember, although the cards have different images on them they are all representing a numerical value and will therefore be bigger, smaller, or the same as the revealed card. Card Game #3 Mad Scramble Ever played 52 Card Pick Up? Be forewarned this game can get out of hand. Literally, toss all of the playing cards randomly on the floor. Time your student as they attempt to group all of the cards according to numerical values. For example, the half note card should be grouped with the number 2 card, the 2 heartbeats card, and the Waiting card.

Sor ng Sounds Sor ng Sounds Sor ng Sounds Sor ng Sounds Sor ng Sounds Sor ng Sounds Sor ng Sounds Sor ng Sounds Sor ng Sounds

10 9 8 7

Sor ng Sounds Sor ng Sounds Sor ng Sounds Sor ng Sounds Sor ng Sounds Sor ng Sounds Sor ng Sounds Sor ng Sounds Sor ng Sounds

6 5 4 3 2

Sor ng Sounds Sor ng Sounds Sor ng Sounds Sor ng Sounds Sor ng Sounds Sor ng Sounds Sor ng Sounds Sor ng Sounds Sor ng Sounds

1

Predic ng Pa erns Predic ng Pa erns Predic ng Pa erns Predic ng Pa erns Predic ng Pa erns Predic ng Pa erns Predic ng Pa erns Predic ng Pa erns Predic ng Pa erns

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6 5 4 3 2

Predic ng Pa erns Predic ng Pa erns Predic ng Pa erns Predic ng Pa erns Predic ng Pa erns Predic ng Pa erns Predic ng Pa erns Predic ng Pa erns Predic ng Pa erns

1

Recognizing Rhythm Recognizing Rhythm Recognizing Rhythm Recognizing Rhythm Recognizing Rhythm Recognizing Rhythm Recognizing Rhythm Recognizing Rhythm Recognizing Rhythm

Quarter Note Half Note Wai ng Whole Note Walk Take It Easy

Recognizing Rhythm Recognizing Rhythm Recognizing Rhythm Recognizing Rhythm Recognizing Rhythm Recognizing Rhythm Recognizing Rhythm Recognizing Rhythm Recognizing Rhythm

4 2 1