This action might not be possible to undo. Are you sure you want to continue?

Welcome to Scribd! Start your free trial and access books, documents and more.Find out more

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

Table of Contents

Introduction to Acing Math Card Sort (Grades K - 3) Greater or Less Than (Grades K - 3) Number Battle (Grades K - 3) Place Value Number Battle (Grades 1 - 6) Addition Number Battle (Grades 1 - 3) Advanced Addition Number Battle (Grades 1 - 6) Subtraction Number Battle (Grades 1 - 3) Multi-Digit Subtraction Number Battle (Grades 1 - 3) Multiplication Number Battle (Grades 3 - 6) Advanced Multiplication Number Battle (Grades 3 - 6) Multi-Digit Multiplication Number Battle (Grades 3 - 6) Fraction Number Battle (Grades 4 - 6) Integer Addition Number Battle (Grades 5 - 8) Integer Multiplication Number Battle (Grades 5 - 8) Strategy Number Battle (Grades 5 - 8) Absolute Strategy Number Battle (Grades 5 - 8) Exponent Number Battle (Grades 5 – 8) End Game (Number Battle Extension) (Grades 1 - 6) Give Me 10 (Grades 1-3) Reading Addition Minds (Grades 1 - 5) Reading Multiplication Minds (Grades 3 - 6) Hit The Target (Grades 4 - 8) Multiplication Zone (Grades 4 - 8) Addition Toss Up (Grades 2 - 5) page 5 page 8 page 9 page 10 page 11 page 12 page 13 page 14 page 15 page 16 page 17 page 18 page 19 page 20 page 21 page 22 page 23 page 24 page 25 page 26 page 27 page 28 page 29 page 30 page 31

2

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

Subtraction Toss Up (Grades 4 - 6) Multiplication Toss Up (Grades 3 - 5) Sum Fractions (Grades 5 – 8) Difference Fractions (Grades 5 – 8) Product Fractions (Grades 5 – 8) Quotient Fractions (Grades 5 – 8) M & M & M s (Grades 4 – 6) The Chosen One (Grades 5 – 8) Make it Texas Size! (Grades 2 – 5) Make it Rhode Island Size! (Grades 2 – 5) Elevator (Grades 1 – 3) Pattern Points (Grades 1 – 5) I Spy Sums (Grades 1 – 3) I Spy Products (Grades 3 – 6) Flip Out (Grades 1 – 5) Number Memory (Grades 1 – 5) Addition Memory (Grades 1 – 5) Color Number Memory (Grades 1 – 5) Odd/Even Number Memory (Grades 1 – 5) Hit (Grades 5 - 8) Over-Under (Grades 3 - 6) First to Fifty Addition (Grades 2 - 5) First to Five Hundred Multiplication (Grades 3 - 5) Give Some Percent! (Grades 4 - 6) Get to the (Decimal) Point Addition (Grades 3 - 5)

Advanced Get to the (Decimal) Point Addition (Grades 3 - 5)

page 32 page 33 page 34 page 35 page 36 page 37 page 40 page 42 page 43 page 44 page 46 page 47 page 48 page 49 page 50 page 51 page 52 page 53 page 54 page 55 page 56 page 57 page 58 page 59 page 60 page 61 page 62

**Get to the (Decimal) Point Subtraction (Grades 3 - 5)
**

3

5) page 63 Odd-Even Race (Grades 1 .5) Addition Squares (Grades 2 .Acing Math (One Deck At A Time!): A Collection of Math Games Advanced Get to the (Decimal) Point Subtraction (Grades 3 .5) Round and Round (Grades 2 .5) page 64 page 65 page 67 page 68 4 .3) Finders Keepers (Grades 1 .

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

“Cards provide a manipulative that is inexpensive. The standard deck is imbued with a rich mix of patterns and symmetries that are visually recognizable” (Baker. math card games are an effective multisensory reinforcement tool. Let’s take a closer look at some of the benefits. and motivator of. and move around while they see the facts on the cards and say them as well.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. 1999). “The cards enable a concrete and user-friendly introduction to. What a card game does is give the students something to hold. Benefit #2. Manipulating the cards in a variety of games. whether it is matching. the same fact will 6 . 1999). or creating groups of similar attributes. as a result.Multisensory Support Math card games provide an excellent source of multisensory support as part of a well rounded educational program. the more formal and abstract concerns of several branches of academic mathematics” (Baker. making decisions on which answer is higher. easily stored and kinesthetically accessible to most humans. when playing a card game.Acing Math (One Deck At A Time!): A Collection of Math Games Besides the benefit of giving students a break from worksheets. is a highly effective multisensory tool. Benefit #1 . 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. touch.

during free time. “…card game activities offer a physiological and psychological edge over traditional didactic methods in the math classroom” (Baker. 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. Also. With all the varieties available in this collection of games. There are a plethora of card games within Acing Math as well as never ending adaptations. or during indoor recess.com 7 . practicing the same facts over and over again will seem like a new activity with each new version of a game played. all while the teacher benefits by keeping educational quality alive and breaking the routine with something fun. so enjoy and please let us know of any games you have that we can add to this resource for teachers everywhere. As you can see the possibilities are endless. The students will be happy to play games and the games will help their memories absorb the facts. and effective at the same time. Math practice games are also useful as centers. 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. You will be surprised at how many students will ask to play these math games after you teach them how to play.Acing Math (One Deck At A Time!): A Collection of Math Games present itself over and over again. You can contact The Positive Engagement Project at: pepreps@yahoo. allowing the students plenty of opportunity for repetition to support the objective of the given lesson. engaging.

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

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

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

Ace worth one Skill: Number recognition. Players may move the cards and place in any position of the number they wish.6) Players: Groups of two Materials: Deck of cards with the face cards and 10s removed.Acing Math (One Deck At A Time!): A Collection of Math Games Place Value Number Battle (Grades 1 . order. place value. 11 . * Note that you can increase the number of cards to flip if you are working on larger numbers. 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. Player 1: number is 431 Player 2: number is 874 The highest number wins all six cards.

The next hand is played normally and the winner of the next addition number battle takes the center pile as well. Player 1: sum is 11 Player 2: sum is 8 If the cards sums have the same value.Acing Math (One Deck At A Time!): A Collection of Math Games Addition Number Battle (Grades 1 . Player 1: sum is 13 Player 2: sum is 18 The highest sum wins all four cards. face cards worth ten.3) Players: Groups of two Materials: Deck of cards. 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. 12 . the cards are placed in a center pile.

13 . The next hand is played normally and the winner of the next addition number battle takes the center pile as well. Player 1: sum is 25 Player 2: sum is 27 The highest sum wins all six (or eight) cards. 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 23 Player 2: sum is 35 If the cards sums have the same value. Jack worth 12. Ace worth 11. the cards are placed in a center pile.6) Players: Groups of two Materials: Deck of cards. Queen worth 13.Acing Math (One Deck At A Time!): A Collection of Math Games Advanced Addition Number Battle (Grades 1 .

Acing Math (One Deck At A Time!): A Collection of Math Games Subtraction Number Battle (Grades 1 . The next hand is played normally and the winner of the next subtraction number battle takes the center pile as well. face cards worth ten. Player 1: difference is 7 Player 2: difference is 0 The greatest difference wins all four cards. 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. the cards are placed in a center pile. 14 . Player 1: difference is 5 Player 2: difference is 4 If the cards differences have the same value.3) Players: Groups of two Materials: Deck of 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. Ace worth one Skill: Number recognition. place value. 15 .3) Players: Groups of two Materials: Deck of cards with the face cards and 10s removed. and subtraction How to Play: Players split a deck of cards and simultaneously flip over their top three cards.Acing Math (One Deck At A Time!): A Collection of Math Games Multi-Digit Subtraction Number Battle (Grades 1 . * Note that you can increase the number of cards to flip if you are working on larger numbers. Player 1: 98 – 3 = 95 Player 2: 76 – 4 = 72 The greatest difference wins all six cards.

face cards worth ten.Acing Math (One Deck At A Time!): A Collection of Math Games Multiplication Number Battle (Grades 3 .6) Players: Groups of two Materials: Deck of cards. 16 . The next hand is played normally and the winner of the next multiplication number battle takes the center pile as well. Player 1: product is 24 Player 2: product is 12 If the cards products have the same value. Player 1: product is 30 Player 2: product is 80 The highest product wins all four cards. 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. the cards are placed in a center pile.

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.540 If the cards products have the same value. King worth 14. Jack worth 12.6) Players: Groups of two Materials: Deck of cards. the cards are placed in a center pile. 17 . The next hand is played normally and the winner of the next multiplication number battle takes the center pile as well.Acing Math (One Deck At A Time!): A Collection of Math Games Advanced Multiplication Number Battle (Grades 3 . Player 1: product is 208 Player 2: product is 1. Queen worth 13. Ace worth 11. Player 1: product is 336 Player 2: product is 520 The highest product wins all six (or eight) cards.

6) Players: Groups of two Materials: Deck of cards with the face cards and 10s removed. * Note that you can increase the number of cards to flip if you are working on larger numbers. 18 .Acing Math (One Deck At A Time!): A Collection of Math Games Multi-Digit Multiplication Number Battle (Grades 3 . Make two of them into a 2-digit number and multiply by the third. Player 1: product is 261 Player 2: product is 384 The highest product wins all six (or eight) cards. 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. Players may move the cards and place in any position of the number they wish.

fractions. and denominator How to Play: Players split a deck of cards and simultaneously flip over their top two cards.6) Players: Groups of two Materials: Deck of cards.Acing Math (One Deck At A Time!): A Collection of Math Games Fraction Number Battle (Grades 4 . Jack worth 12. multiplication. If the cards are equivalent fractions. 19 . King worth 14. Player 1: fraction is 3/13 Player 2: fraction is 8/10 The greatest fraction wins all four cards. scratch paper Skill: Number recognition. Queen worth 13. numerator. Ace worth 11. using the smaller card as the numerator. 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.

Player 1: sum is 7 Player 2: sum is -5 The highest sum wins all four cards. the cards are placed in a center pile. Player 1: sum is -5 Player 2: sum is 14 If the cards sums have the same value. negative integers. Jack worth 12. King worth 14. Ace worth 11. . red cards are negative numbers. Players split a deck of cards and simultaneously flip over their top two cards. scratch paper Skill: Number recognition. The next hand is played normally and the winner of the next addition number battle takes the center pile as well. positive integers. 20 . Queen worth 13. Remember -2 is greater than -7.8) Players: Groups of two Materials: Deck of cards. and addition How to Play: Black cards are positive numbers.Acing Math (One Deck At A Time!): A Collection of Math Games Integer Addition Number Battle (Grades 5 .

8) Players: Groups of two Materials: Deck of cards. red cards are negative numbers. Queen worth 13. Player 1: product is -24 Player 2: product is -12 If the cards products have the same value. Remember that two negative numbers make a positive product and -2 is greater than -7. Jack worth 12. 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. and multiplication How to Play: Black cards are positive numbers. Ace worth 11. King worth 14. scratch paper Skill: Number recognition. negative integers. 21 .Acing Math (One Deck At A Time!): A Collection of Math Games Integer Multiplication Number Battle (Grades 5 . Players split a deck of cards and simultaneously flip over their top two cards. positive integers. Player 1: product is -24 Player 2: product is -130 The highest product wins all four cards.

Players may do what ever math manipulation they wish with the numbers to create the largest result. Ace worth 11. Players may move the cards and place in any position of the equation they wish. 22 . subtraction. Player 1: (14 + -11) x (-4 x -3) = 36 Player 2: 10 + 8 + -13 x 4 = 20 The greatest answer wins all eight (or ten) cards.Acing Math (One Deck At A Time!): A Collection of Math Games Strategy Number Battle (Grades 5 . red cards are negative numbers.8) Players: Groups of two Materials: Deck of cards. Players split a deck of cards and simultaneously flip over their top four (or five) cards. Jack worth 12. King worth 14. positive integers. addition. and mathematical reasoning How to Play: Black cards are positive numbers. Queen worth 13. multiplication. negative integers. scratch paper Skill: Number recognition.

Players split a deck of cards and simultaneously flip over their top four (or five) cards. Players may move the cards and place in any position of the equation they wish. red cards are negative numbers. multiplication. subtraction. King worth 14.8) Players: Groups of two Materials: Deck of cards. addition. 23 . Jack worth 12. Ace worth 11.Acing Math (One Deck At A Time!): A Collection of Math Games Absolute Strategy Number Battle (Grades 5 . scratch paper Skill: Number recognition. Queen worth 13. and mathematical reasoning How to Play: Black cards are positive numbers. Player 1: -11 . negative integers. positive integers.-4 + 14 + -3 = 4 Player 2: (-13 + 10) + (8 – 4) = 1 The answer with the lowest absolute value (closest to zero) wins all eight (or ten) cards. Players may do what ever math manipulation they wish with the numbers to create the smallest result.

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

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

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

hold it up to their foreheads so that everyone else can see it. 27 . but themselves. all players get practice with sums and addends in every round. one student is the leader and the other two are the “mind readers”. Each “mind reader” must figure out which card is on his or her own forehead and say it aloud.5) Players: Groups of three (groups of four or five for more advanced) Materials: Deck of cards Skill: Addition. The leader announces the sum of the two cards. The two players each draw a card and.Acing Math (One Deck At A Time!): A Collection of Math Games Reading Addition Minds (Grades 1 . When both “mind readers” have figured out their cards. without looking at it. The sum is 10. a new leader is chosen and the game continues. sum How to Play: In this game for three players. With Reading Addition Minds.

all players get practice with products and factors in every round. one student is the leader and the other two are the “mind readers”.6) Players: Groups of three (groups of four or five for more advanced) Materials: Deck of cards Skill: Multiplication. Each “mind reader” must figure out which card is on his or her own forehead and say it aloud. 28 . The product is 21. hold it up to their foreheads so that everyone else can see it. The leader announces the products of the two cards. product How to Play: In this game for three players.Acing Math (One Deck At A Time!): A Collection of Math Games Reading Multiplication Minds (Grades 3 . When both “mind readers” have figured out their cards. but themselves. a new leader is chosen and the game continues. With Reading Multiplication Minds. without looking at it. The two players each draw a card and.

1 = 20. flip over another card and try to make a combination using six cards. The first player to find a winning combination keeps the cards and chooses the next target number. 6. division.8) Players: Groups of two to five players Materials: Deck of cards. as do many more. and Ace (worth 1). Queen worth 13. introduce the rule that if a player hasn't made a combination in three rounds. Jack worth 12. For example. Also. order of operations. 5. subtraction. and mathematical reasoning How to Play: Each group of 2 . King worth 14. scratch paper Skill: Multiplication.(2 x 5 x 1). 2. (6 ÷ 2) x 5 + (5 x 1) works.5 students selects a target number from 130. other players must use five. suppose the target number is 20 and the cards in play are 5. 29 . 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. x + + - = 20 One winning combination is: 5 x 2 + 5 + 6 . Ace worth 1 or 11. If no combination is found in about a minute. Another is (6 x 5) . addition. he or she may make combinations using four of the five cards until they make a winning combination. To keep the game fair for players of different abilities.Acing Math (One Deck At A Time!): A Collection of Math Games Hit The Target (Grades 4 .

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

Queen worth 13.Acing Math (One Deck At A Time!): A Collection of Math Games Addition Toss Up (Grades 2 . Player 1: sum is 15 Player 2: sum is 12 Each player adds only their own cards that land face up.5) Players: Groups of two or more Materials: Deck of cards. * Make sure students don’t toss their cards too close to one another or too high. 31 . each player tosses their cards into the air. Points are earned for every card that lands face up. Ace worth 11. Jack worth 12. scratch paper Skill: Addition How to Play: Each player draws three cards from the deck. King worth 14. On the count of three. The first player to reach a designated amount of points wins (50 or 100).

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

Ace worth 11. 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. scratch paper Skill: Multiplication How to Play: Each player draws three cards from the deck. On the count of three. Points are earned for every card that lands face up.5) Players: Groups of two or more Materials: Deck of cards. Queen worth 13. The first player to reach a designated amount of points wins (100 or 200). 33 . Jack worth 12.Acing Math (One Deck At A Time!): A Collection of Math Games Multiplication Toss Up (Grades 3 . King worth 14.

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

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

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

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

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

Acing Math (One Deck At A Time!): A Collection of Math Games Multiplication Cover Cards 39 .

have students raise the first and last card of the set. Mode = 4 To locate the mode of the set of data.Range = 8 Once they have the cards in sequential order.Acing Math (One Deck At A Time!): A Collection of Math Games 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. depending upon which M you want to play. and range of a set of data. Then. follow the directions below: Finding the first M…. addition. 40 . Subtract the first card from the last card to find the range.. scratch paper Skill: Finding mode. Ask each group to arrange their cards in sequential order. King worth 14. subtraction. have students raise any cards that are the same. multiplication How to Play: Deal out 7 cards to each group. Queen worth 13. Range: 10 – 2 = 8…. the Mode: Each player finds the mode in their hand of cards. Jack worth 12. Ace worth 11. median. mode.

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

Acing Math (One Deck At A Time!): A Collection of Math Games The Chosen One (Grades 5 – 8) Players: Up to four players Materials: Deck of cards. Play continues until a positive 1 is made. Queen worth 13. which is 6. which is 5. 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. 42 . Ace worth 11. The player who makes positive 1 wins the cards.) The value can be positive or negative eg +5 or –5 Player 1 Player 2 Player two plays and adds or subtracts card 1. Play continues until all cards are played. and card 2. The player with the most cards wins. 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. King worth 14. Player two can add to make 11 or subtract to make –1. Jack worth 12. Deal 2 cards to each player.

it would have been better placed in the tens place. This is a game of chance and reasoning in which the players are trying to create the largest number possible. a 2 or 3 for example. Notice the 5 was placed in the hundreds. The throw away box is for any card they feel will not help in creating a large number. ___ ___ ___ throw away Once a card is placed it cannot be moved.Acing Math (One Deck At A Time!): A Collection of Math Games 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. to make the largest number possible. ___ ___ ___ throw away The player flips over one card at a time and decides where to place it to form the largest number possible. Make it _____________ Size! page Skill: Place value and comparing numbers How to Play: Use the Make it _____ Size! page. Ace worth one. ___ ___. ___ ___. They can shuffle those cards for an even further mix up. 43 . or the most Texas sized number. The players must think carefully where to place each card. (or have kids create their own on a blank sheet of paper). Students deal out six cards face down. Once a card is placed it cannot be moved. but no peeking. * 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.

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

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

4. It could be 2. 10. Ace worth 1 or 11.7. Player 2 still needs trade out the Jack (12) to get a 3.6 and 9. each player may exchange one of his/her cards for one from the top of the deck. 14. The card which is exchanged is placed at the bottom of the deck in the center. Queen worth 13. 14. 10. 2. Jack worth 12. order. 4.Acing Math (One Deck At A Time!): A Collection of Math Games Elevator (Grades 1 – 3) Players: Groups of two or more Materials: Deck of cards. 3 Player 2: 13. Player 2 exchanged their eight of clubs for a Jack (12) of hearts. Player 1: 11. King worth 14 Skill: Number recognition. or Ace. ie.6. Cards cannot be rearranged – only exchanged. The aim of the game is to be the first player to arrange the cards in either ascending or descending order. 3 Player 2: 13. Player 1 is closer to having a descending order if they trade out the King (14) for a 6. 4. Players alternate turns. 4. or 4. This does not have to be in consecutive order. 7.5. The first player to arrange his/her cards in order is the winner of that round.5. 46 . 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. Player 1: 11. 5. 12 Player 1 exchanged their four of hearts for a seven of diamonds. 8 Starting with Player 1. Both players can go in the same or different directions.

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

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

“I spy two cards with a product of 40. 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. then the first player may claim them. Players swap roles and continue until the table is cleared. Example is not in the 13 x 4 array due to space. If the second player misses any pairs that multiply to the chosen product. that multiply to make a number by saying. face cards worth ten.Acing Math (One Deck At A Time!): A Collection of Math Games I Spy Products (Grades 3 – 6) Players: Groups of two or more Materials: Deck of cards. 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. 49 . One player challenges the other player to find two cards next to each other.” 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. either vertically or horizontally.

scratch paper Skill: Addition How to Play: Each student shuffles his/her deck and lays it face down on the desk. or two minutes (depending on the ability of the class). face cards worth ten. 50 . one minute. keeping a running total of the sums. the teacher says. ”Go!” and then the students flip over one card at a time. Cards are handed back to students and each student reshuffles his/her deck and prepares for the next round. Flipped cards are switched with a predetermined partner who checks for accuracy.Acing Math (One Deck At A Time!): A Collection of Math Games Flip Out (Grades 1 – 5) Players: Whole class Materials: Deck of cards per student. “Stop!” Player 1: 1 + 4 = 5 + 10 = 15 + 3 = 18 + 10 = 28 + 10 = 38 + 8 = 46 + 4 = 50 8 cards flipped The players then record the total they reached and the number of cards flipped in order to reach the total. Ace worth 1 or 11. The teacher calls out. After thirty seconds.

they’re flipped face down and the next player has a turn. : 51 . Players take turns turning over a pair of cards.Acing Math (One Deck At A Time!): A Collection of Math Games 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. the player wins the two cards and takes another turn. Play continues until all number matches are found. If the cards do not match. If the numbers match.

Ace worth 1 or 11 Skill: Number recognition and addition How to Play: Arrange the cards face down in 13 x 4 array. 52 . Player 1 wins the four cards and takes another turn. Play continues until no more matches can be made. face cards worth ten. If the sums do not match.Acing Math (One Deck At A Time!): A Collection of Math Games Addition Memory (Grades 1 – 5) Players: Groups of two or more Materials: Deck of cards. 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. they’re flipped face down and the next player has a turn.

Players take turns turning over a pair of cards. they’re flipped face down and the next player has a turn. If the numbers and colors match. If the cards do not match both value and color. 53 . Play continues until all number matches are found. the player wins the two cards and takes another turn.Acing Math (One Deck At A Time!): A Collection of Math Games 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.

54 . Play continues until all odd or even number matches are found. they’re flipped face down and the next player has a turn. If the cards are not both odd or both even. Players take turns turning over a pair of cards. the player wins the two cards and takes another turn. If the numbers are both odd or both even.Acing Math (One Deck At A Time!): A Collection of Math Games 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.

and mathematical reasoning How to Play: Black cards are positive numbers. all cards are turned face up. turn one card face down and one card face up. red cards are negative numbers. subtraction. The goal of the game is to get as close to zero as possible. but only the player gets to look at his/her face-down card (until the end of the game. Then he/she may ask for up to 5 “hits. When everyone is done asking for hits.Acing Math (One Deck At A Time!): A Collection of Math Games Hit (Grades 5 . For each player. that are dealt face up. and whoever scores closest to zero when all of the cards are revealed wins that round and becomes the dealer for the next round. addition. so they win that round. Everyone can see the face-up card. Player 1: asked for 3 hits.” or extra cards. Player 1 Player 2 Each player adds his/her cards together in their head. when all cards are revealed). Whatever each player’s cards add up to is his/her score. for a maximum of 7 cards total. positive integers. total is 2 10 + -1 = 9 + -7 = 2 Player 1 is closest to zero.8) Players: Groups of two or more Materials: Deck of cards with face cards removed Skill: Number recognition. 55 . multiplication. negative integers. total is 0 -7 + -2 = -9 + 8 = -1 + -3 = -4 + 4 = 0 Player 2: asked for 1 hit.

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

Players total the value of the cards they have won until one player is the first to fifty (or higher).Acing Math (One Deck At A Time!): A Collection of Math Games First to Fifty Addition (Grades 2 . 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. Player 1: sum is 7 Player 2: sum is 19 Player 3: sum is 11 The greatest sum is 19. 57 . Jack worth 12. Queen worth 13. Ace worth 11. so player 2 keeps their cards. Each player then turns over the two cards they have been given and determines the sum.5) Players: Groups of two or more Materials: Deck of cards. King worth 14 Skill: Addition How to Play: Deal two cards to each player.

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

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

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

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

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

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. 9.8 + 7.4 = 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

2 + 7. Player 1: 98. but rather an opportunity for students to work collaboratively and manipulate the problems.463 Each player leaves one card of their choice face down to represent the decimal point and turns over all other remaining cards.5) Players: Groups of two or more Materials: Deck of cards with face cards and tens removed. Ace worth 1.2 Player 2: 7. * This is not a game. The players then align the decimals and add both numbers to get the sum (98. 61 . scratch paper Skill: Decimals and addition How to Play: Players split a deck of cards and deal out three to five cards each.663). Players put those cards in the “used” pile and select another set of cards for the next decimal problem. placing them face down.Acing Math (One Deck At A Time!): A Collection of Math Games Advanced Get to the (Decimal) Point Addition (Grades 3 .463 = 105.

Player 1: 9. 9.8 .7. and then subtract the smaller number to get the difference.5) Players: Groups of two or more Materials: Deck of cards with face cards and tens removed. scratch paper Skill: Decimals and subtraction How to Play: Players split a deck of cards and deal out three cards each. line up the decimals.4 Players put those cards in the “used” pile and select another 3 cards for the next decimal problem.8 Player 2: 7. but rather an opportunity for students to work collaboratively and manipulate the problems. players decide which number is larger. * This is not a game.4 Each player turns over the first and third cards and leaves the second card face down to represent the decimal point. placing them face down.Acing Math (One Deck At A Time!): A Collection of Math Games Get to the (Decimal) Point Subtraction (Grades 3 . 62 .4 = 2. Together. Ace worth 1.

2 . placing them face down.2 Player 2: 7.463 Each player leaves one card of their choice face down to represent the decimal point and turns over all other remaining cards. Players put those cards in the “used” pile and select another set of cards for the next decimal problem. but rather an opportunity for students to work collaboratively and manipulate the problems. scratch paper Skill: Decimals and subtraction How to Play: Players split a deck of cards and deal out three to five cards each. Ace worth 1. The players decide which number is larger and then align the decimals and subtract the smaller number to get the difference (98.463 = 90. 63 . * This is not a game. Player 1: 98.5) Players: Groups of two or more Materials: Deck of cards with face cards and tens removed.737).Acing Math (One Deck At A Time!): A Collection of Math Games Advanced Get to the (Decimal) Point Subtraction (Grades 3 .7.

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. Queen worth 13. 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. King worth 14. Jack worth 12.3) Players: Groups of two or more Materials: Deck of cards. The first player to correctly get rid of all of their cards wins! 64 . Ace worth 11.Acing Math (One Deck At A Time!): A Collection of Math Games Odd-Even Race (Grades 1 . Players split the rest of the deck.

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

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

In the case that the number needs to be rounded up. Turn over the last two cards to represent zeros since they are not needed to determine the outcome of the rounding. groups will be rounding to the nearest thousand. Flip the card in the hundreds place to represent a zero and to show the entire number rounded to 8. In this example. 67 .000.5) 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. 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. Deal out 4 cards to the group face-up to create a four digit number.Acing Math (One Deck At A Time!): A Collection of Math Games Round and Round (Grades 2 . Place used cards to the bottom of the deck and deal out the next four cards. 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.

but there are other combinations that could have been made. in a 3 X 3 grid.5) Players: Groups of two Materials: Cards Ace through 9. In our example. + = 11 Player 1 selects the top two cards from the shuffled deck and determines the sum of the two numbers. 68 .Acing Math (One Deck At A Time!): A Collection of Math Games Addition Squares (Grades 2 . + =5 Player 1 then draws the next two cards of the shuffled deck and repeats. we chose 5 and 6 for the sum of 11. all face cards and tens removed Skill: Number sense and addition How to Play: Place one set of Ace through nine cards in order. Player 1 then turns over any number or numbers of the playing grid that have the same sum. face up. The other three sets of Ace through nine cards are shuffled and turned face down.

5)…. After playing three rounds. Player 1 adds those numbers together and that is their score. At this point. add up the scores from each round and the player with the lowest total points is the game winner. If there are numbers are on the playing grid still showing.continued + = 10 Player 1: score for the round is 11 Player 1 continues until they can no longer turn over the exact sum drawn from the face down deck. Lowest score wins the round with zero being a perfect score.Acing Math (One Deck At A Time!): A Collection of Math Games Addition Squares (Grades 2 . 69 . the grid is reset with all grid cards facing up and the drawing deck is reshuffled and it is now Player 2’s turn.

- 2004 KS3 Maths - Paper 1 - Level 3-5
- Term 1 Planner 10 Maths Extension 2014
- Dimensional Analysis Introduction
- 03_ML8_Chapter03
- 3 Mink Weaver Math Charts
- Form Mext Edited by Mb Nadia
- 0580_s09_ms_1
- Problems involving circumference of circles lesson plan
- DLL MATH VI (1)
- 0199756562.TakingSudoku
- math cbse
- The Euclid Contest 2013
- GRE Math Practice Test 2
- Cambridge Maths 7 Chapter 6
- Unit of Work
- Lesson Plan Fil-5
- math2111s1asfdaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
- Feildian54 1
- Lesson Plan CLIL -Congruent Triangles
- Year 8 Revision Level 4 to 6_Second Half Term
- njc math apgp lecture notes teachers edition
- Famous Theorems of Mathematics
- K 3101
- Test Taking Strategies 1
- Statistics
- School

Are you sure?

This action might not be possible to undo. Are you sure you want to continue?

We've moved you to where you read on your other device.

Get the full title to continue

Get the full title to continue listening from where you left off, or restart the preview.

scribd