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Introduction Games Accumulation Come Closer Ring Your Neck Spiral ink Big Toss Up Trading Places Your Numbers Up Copy Cat Creating Line Symmetry Last Place Build A Polygon Cards and Hexagon Puzzles Tour the Planets Tour the USA Border Patrol Card Puzzle I Border Patrol Card Puzzle II Decimal Dice Fraction Dice Bingo Fraction Dice Race Lets Make 14 Pizza Fractions Game Dice Tic Tac Toe Pass It On Its Your Call Lets Predict Lets Convert Let It Slide Metric Ant Paths One Meter Card Dash Lets Estimate 654 3 Ways to Win Two Dice Sums Dice Calendar Puzzle Stacking Dice Puzzles Making Connections Touching Faces Dice Puzzles Rolling 3 Dice Trick Touching Faces Dice Trick Math Baseball Magnicent Flying Machines Make a Buck Addition, Subtraction, Multiplication, Division Mental Arithmetic Addition, Subtraction, Multiplication, Division Basic Facts Forming, Reading Numbers Addition, Probability Place Value, Comparison Place Value, Decision Making Symmetry Symmetry Area Polygons Addition Operations Operations Addition Card Game Addition Card Game Fractions, Decimals, Conversion Equivalent Fractions and Mixed Numbers Meaning of Fractions Review Addition Facts, Strategy Comparing Fractions Plotting Ordered Pairs Percent of a Number Probability Multiplication and Probability Metric Measurement Conversion Metric Length Metric Measurement Metric Measurement Metric Length Measurement Four Probability Games Probability Probability Probability, Problem Solving, Spatial Relations Addition, Spatial inking Addition, Subtraction, Multiplication, Division Spatial inking Using Dice Dice Trick Dice Trick Multiplication, Probability Number Recognition Addition of Decimals 3 4 5 7 9 11 13 14 15 18 20 21 22 23 25 31 34 37 38 39 41 43 46 49 51 52 53 55 57 58 60 62 63 65 66 68 70 71 73 75 77 78 79 81 82

IPMG Publishing

Contents

Relay the Message 2 or 22 Do You Read Me? Fractions and Decimals in Between Box Shot Lucky Number Around the Schoolyard Woodchuck Count:Down Windmill Card Puzzles Operation Table Puzzles Guess My Rule Puzzles Tic Tac Math Multiplication Tic Tac Math Division Tic Tac Math Subtracting Decimals Multiplying by 10, 100, and 1000 Multiplying with Large Numbers Multiplying with Numbers Ending in Zero Multiplication Compensation Waiting Time Division by Powers and Multiples of 10 Meaning of Fractions Money Multiplying Decimals Dividing Small Decimals Percent to Decimals Percent Of Percent Of Money What Percent Am I? More Percent Practice Adding Decimals Selected Answers, Comments and Mini-Card Masters Mental Math Comparing, Addition of Fractions Reading Whole Numbers and Decimals Comparing Whole Numbers, Fractions, Decimals Place Value, Addition Dice Game Division of Whole Numbers Addition, Subtraction, Multiplication, Division Subtraction of Whole Numbers Simple Sums Addition, Multiplication, Subtraction 84 86 87 88 91 93 96 99 101 102 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126

IPMG Publishing

Introduction

Math Games Played with Cards and Dice (4-6) is the second book in the Galaxy Series of supplementary mathematics materials. is is written as a source book for teachers and parents and is aimed at improving the basic skills of upper elementary school students. It contains a wide variety of games and puzzles to challenge learners of all ability levels in performing the basic arithmetic operations, use of the metric system, probability, and some pre-algebra concepts. Math Games Played with Cards and Dice (4-6) provides motivating mathematics games and puzzles that are supplementary to any basal mathematics program. It is not a self-contained mathematics curriculum. Its materials are designed with the entire range of learners in mind. Each game contains variations that present challenges for students who are able to probe more deeply into the activities presented. Classroom testing of these games and activities has consistently demonstrated that students enjoy them, are motivated by them and master basic skills through their use. Answers and comments are provided for many of the activities in the last section of this book. is book requires little more than standard playing cards, standard dice, meter sticks, and common classroom materials for successful use. Calculators can be useful in some activities, though they are not required. When customized dice are required, a non-permanent marker may be used to doctor the faces of the standard dice. Separate optional kits of such materials may be purchased online at www.iplaymathgames.com. e entire Galaxy Series conforms to the Mathematics Focal Points recommendations of the National Council of Teachers of Mathematics (NCTM) as well as most state standards. e books also help prepare students for testing programs that are mandated under state and federal statutes. Users of the Galaxy Series are invited to search for additional classroom supplementary materials by consulting www.iplaymathgames.com. Purchasing online is an ecient way to ensure that your materials are received in a timely manner and at a reasonable cost for shipping and handling. If a reader has comments on any of the several IPMG Publishing materials, please e-mail your remarks to customerservice@iplaymathgames.com ank you for using the supplementary mathematics materials of IPMG Publishing!

IPMG Publishing

Games

e games included in Math Games Played with Cards and Dice (4-6) are designed with a wide range of learners in mind. All of the games help reinforce the basic addition, subtraction, multiplication and division skills plus fractions, decimals, percent, the metric system and probability. All are self-contained by providing score sheets and game boards that are easy to use and that may be duplicated on any standard copy machines. e authors have devised this book with the intention of providing signicant practice in the basic skills of arithmetic. Such concepts as place value, number facts, operations on fractions and decimals and basic number sense are given heavy emphasis in the games. Use of the games allows students to teach students, since many are cooperative activities that involve teams of learners competing against each other to achieve a goal. It is assumed by the publisher and the authors that cards and dice are readily available to the teacher; however, a classroom kit containing ten sets of cards, ten sets of standard dice, ten sets of faceless dice and tablets of Tic Tac Math game blanks, all of which support this books games and puzzles, is available and can be purchased online at www.iplaymathgames.com.

IPMG Publishing

Materials

One deck of cards for each group (point values: Aces = 1, Jacks = 11, Queens = 12, Kings = 13). One Accumulation record sheet for each player/team. One calculator (optional).

1. 2. is game can be used with any of the four operations (addition, subtraction, multiplication or division) for 2-4 players/teams. e object of the game is to accumulate the highest score.

3. Play begins with the dealer placing a shued deck of cards, face down, in the center of the playing area. Players take turns drawing one card at a time. After each draw, players perform the indicated operation and record the result. For example, if a player drew a Two, their current score was 6, and the game operation was multiplication; their new score would be 12. In addition games, players/teams start with 0. In subtraction games, players/teams start with 1000. In multiplication games, players/teams start with 1. In division games, players/teams start with 1,000,000. 4. Play continues until the pack is depleted. In addition and multiplication games, the player/team with the highest nal score wins. In subtraction and division games, the player/team with the lowest score wins.

Variations

Use a smaller set of cards. Also note Face Cards can be removed or given a value of 10 and operations restricted. To make the standard game more challenging, change the rules so that the operation changes after each round and includes cards with special values. For example, round 1 = addition, round 2 = subtraction, etc. Special values of may be Jokers = 0, One-Eyed Jacks = 100, Queen of Spades = 50, etc.

Accumulation

IPMG Publishing

Operation

Beginning Score

Round 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

Card Drawn

Score

Final Score

Accumulation

IPMG Publishing

Materials

One deck of cards (point values: Aces = 1, Jokers = 0), Tens and Face Cards are removed. One Come Closer record sheet for each player/team. One calculator (optional).

1. 2. is is a mental arithmetic game for 2-4 players/teams. e object of the game is to accumulate the highest score.

3. Play begins with the dealer providing each player/team with ve cards from a well-shued deck. e dealer turns over two cards. e number formed by the two cards is the key number for that round. For example, if an Ace (1) and Five are turned over, the key number is 15. e remaining cards are placed face down in a pack in the center of the playing area. 4. Players then select three of the ve cards they received. Players attempt to select three cards that when combined using any of the four operations (addition, subtraction, multiplication or division), will have a result closest to the key number. For example, if a player drew a 5, 8, 9, 2 and an Ace and the key number was 15, then a player might select the 5, 2 and Ace for play since 5 x (2+1) = 15. 5. After the selections are made, each player puts his/her cards on the playing surface in front of him/her so that all players can see the cards. Each player then has the opportunity to look at the cards that the other players have selected. Each player then announces their results and how they achieved them. e player with the result closest to the key number receives one point. In case of a tie, each player receives a point. 6. At the end of each round scores are recorded. e winner of each round receives one point for having the closest result, plus one point for each player who stayed in the game. In case of a tie, the points are shared. 7. Play continues until the pack is depleted. e player/team with the highest nal score wins.

Variations

Allow the players/teams to keep three to ve of the cards dealt to them. For younger players, restrict the combining of cards to a single operation such as addition. To make the standard game more challenging, change the rules so that the number of cards in the key number is 3 or 4 and increase the number of cards that must be used by each player to 4 or 5.

Come Closer

IPMG Publishing

Round 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

Key Number

Points

Final Score

Come Closer

IPMG Publishing

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