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Math Games for Station Breaks

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Topics: addition, subtraction

Materials: none

Recommended grades: K, 1, 2, 3, 4

When kids get antsy, it is time to break out these quick, fun, physical math games. They
are perfect for a class break between stations, or a moment of flagging energy.

Teacher-led Games
• Groups (2-5 minutes)

The teacher calls out a number (3), and the students have 10 seconds to get themselves
into groups of that size. It might be impossible for everyone to get in a group every
time, but each new number gives everyone another chance. 


In the basic game, just call out single numbers. Once students get the gist, you can call
out addition or subtraction problems (i.e., “get into groups of 7-4.”)


Don’t forget to call out a group of 1 and a group of however many students are in the
entire class at some point in the game.

• Stand Up/Sit Down (2-5 minutes)



The rules are simple: if the teacher gives the number 10, students stand up. Any other
number, they sit down. The trick is, the teacher will say things like “7+3” and “14 -
5” (pick appropriate sums and differences for your students to solve mentally). This is
a great game to try to “trick” the students by standing up or sitting down on when they
should be doing the opposite. 


There are endless variations. For example:

-stand when the number is larger than 5; sit if it is 5 or below

-stand when the number is even; sit when it is odd

-stand if the digit 1 appears on the number; sit otherwise.

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• Bigger/Smaller/Equal (2-5 minutes)

If the teacher says a number greater than 10, students expand their bodies to take up
as much space as they can (while keeping their feet firmly planted on the ground—no
running around). If the teacher says a number less than 10, students shrink their
bodies to take up the least space they can. If the teacher gives the number 10 exactly,
students hold their body neutrally and make an equals sign with their arms.


As before, the teacher moves to sums and differences once students get the rules.

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• Rhythmic Clapping/Counting (2-5 minutes)

The teacher claps/counts out a rhythm. Students imitate the rhythm of the clap and
the count. 

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• Skip Counting with Movement (2-5 minutes)

Make up a movement that comes in 2, 3, or more parts. Whisper the first parts, and
call out the final move loudly. 


Example: Windmills. Whisper “1” and touch your right hand to your left foot. Whisper
“2” and touch your left hand to your right foot. Call out “3” and do a jumping jack!
Continue counting like this up to 30, calling out the multiples of 3 and whispering the
numbers in between.


Example: http://mathandmovement.com/pdfs/skipcountingguide.pdf 

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• Circle Count (2-5 minutes)

Stand in a circle and try to count off as quickly as possible all the way around the
circle. Start with 1, then the student on your right says “2,” and the student on their
right says “3,” and so on until the count comes back to you. Challenge the kids to go as
quickly and seamlessly as possible.


When everyone can do this proficiently, count by twos, fives, tens, or threes. You can
also start at numbers greater than 1, or try counting backward.

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Student-pair Games
• Finger Speed-Sums (1-5 minutes)

Students meet in pairs with one hand behind their back. On the count of three, they
each put forward some number of fingers. Whoever says the sum first wins. Then the
pair breaks up and each person finds a new person to play with. Advanced players can
use two hands instead of just one.

• Finger Speed-Differences (1-5 minutes)



Same as speed-sums, except whoever find the difference between the two numbers
first wins.

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• Five High Fives (1 - 2 minutes, or longer with the exploration)

Students try to give a high-five to five different classmates. When they’ve gotten their
five high-fives done, they sit down. This game is part mystery: sometimes it will be
possible for everyone to get a high-five; sometimes not. The difference (which the
teacher knows but the students don’t) is that it is only possible if there are an even
number of people giving high-fives. Try this game at different times and let students

Copyright 2014 Math for Love LLC


guess whether they think everyone will get a high-five or not. Why does it only work
sometimes, not always?


If you make it four or six high-fives instead of five, then everyone will be able to get
their high-fives every time.

Why we love these games


Getting kids moving is a win-win. Movement refreshes your students while giving them
another take on math concepts. These games are super quick and super fun for
everyone.

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Tips for the classroom
1. Make sure kids never feel ashamed if they don’t already know the right answer. You
can also tweak competitive games to make them collaborative.

2. You enthusiasm is critical in these games. Figure out your favorites, and expand on
them, or get the students to come up with their own variations. If you’re into them
and having a good time, the kids will have a good time too.

CCSS Standards: CCSS.Math.Content.K.OA.A.5

CCSS.Math.Content.K.OA.A.2 Fluently add and subtract within 5.

Solve addition and subtraction word CCSS.Math.Content.1.OA.C.6


problems, and add and subtract
within 10, e.g., by using objects or Add and subtract within 20,
drawings to represent the problem. demonstrating fluency for addition
and subtraction within 10.
CCSS.Math.Content.K.OA.A.4
CCSS.Math.Content.2.OA.B.2
For any number from 1 to 9, find the
number that makes 10 when added Fluently add and subtract within 20
to the given number, e.g., by using using mental strategies.2 By end of
objects or drawings, and record the Grade 2, know from memory all
answer with a drawing or equation. sums of two one-digit numbers.

Copyright 2014 Math for Love LLC

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