gr. 3-5

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 The Factor Game
(gr. 3-5)
 Product Game
(gr. 3-5)
 Target Number (exponents) (gr. 4-5)
  The Factor Game ( Gr. 3-5) Player A chooses a number on
the game board and circles it. Using a different color,
Player B circles all the factors of that number, except
the number itself. The game ends when there are no
numbers remaining with uncircled factors. Each player
adds the numbers that are circled with his or her color.
The player with the greater total is the winner.
  The Product Game (Gr. 3-5) Two players select
factors on the game board that are then multiplied.
Their product is circled and the player with the
highest sum of products wins the game.
  Target Number (exponents) (Gr. 4-5) Using a
calculator, a player chooses of a single digit number
with an exponent and then calculates the value of
the number. This is the target number. Other
players get points for finding the base number and
the exponent. Sources:
•  Barnes and Noble--extensive collection of games
•  Local Toy/Game stores--coupons/catalogs
•  Discount/Chain Stores--Walmart, Hobby
Lobby
•  Amazon/Internet--remember shipping
•  Math and Game/Toy Catalogs (Mindware,
EAI, etc.)
 Blokus--Fun for both kids and adults, Blokus is
a strategy board game that challenges spatial
thinking, encourages creative thinking and has
received a Mensa award for promoting healthy
brain activity. The goal of this game is for
players to fit all of their pieces onto the
board. Ages 5 & up.
 It’s as easy as 1, 2, 3. Players add, or subtract,
1, 2, or 3 to the number on the top card on the
pile to determine if they have a card that can
be played next. Sounds simple, but with
everyone playing simultaneously, the options
are constantly changing. The first player out
of cards wins. Ages 8 and up.
  Set is a card game of quick recognition and
deduction. The players--without taking turns-hastily scrutinize the images for logical "sets" of
three cards linked by combinations of sameness or
difference. It's not as complicated as it sounds! For
ages 8 and up.
 Roll the 12-sided Target Die to get your target
number, then roll the five 6-sided Scoring
Dice. Using addition and/or subtraction,
combine the Scoring Dice to match the target
number. The first player to reach the finish
line wins! For ages 6-15
•  Roll two dice, add the dots and find the best
combination of numbers to shut two rows of
nine tiles. Don't touch a tile on the second row
unless you have already shut the tile in front
of it. Very few can shut all the tiles and close
the super box. Ages 5-7.
 Put your visual perception skills to the test
with Spot It, a fun, fast-paced, and simple card
game that everyone aged 6 years and up can
enjoy. In a group of two to eight players,
you'll draw cards and match symbols, but with
one catch--only one matching symbol exists
between any two cards. For
7-12 years.
 --4…3…2…1…Blast off. Players race to play all
their cards by matching colored rings on the
previously played card. Quick minds and fast
fingers will triumph. Two to 4 players, ages 7
and up.
 Self-checking card game has three levels of
difficulty. Each card has 2 wheels and a
white target number. Students pick the
wheel that makes the target number using
addition and subtraction ONLY.
Reinforces problem solving
skills while practicing basic
operations. Grades 2 and up.
  Develop varied problem solving strategies with three
levels of difficulty. Can you make 24 first? Students
must add, subtract, multiply or divide to make it
happen. Use all four numbers, but use each number
only once. 24 is also available
in sets of “Double Digits”,
“Fractions”, and “Integers”.
Grades 4 and up.
•  Helps with mental math, math facts, learning
order of operations, critical and creative
thinking skills practice. Can be played in small
groups or large group. Enhances
addition, subtraction,
multiplication and division
skills. Ages 7 and up.
 Using the 108 wooden blocks in six colors,
players attempt to score the most points by
building lines that share a common attribute either color or shape. Also requires tactical
maneuvers and well-planned strategy in order
to score the most points.
Ages 6 & up.   Add, subtract, multiply, and/or divide three (3) dice to
produce an answer. Try to make an answer that helps
build a run for you (bonus points) or blocks your
opponent's run. An analytical aerobic workout for the
mind! Turn the board over for
Knock-out
described as "Thinking Beyond the Obvious". Add 3
numbers together to make a total, and use the numbers
to knock your opponents off the board. Ages 5 & up.
  http://www.blokus.com/online-game/
  http://www.setgame.com
•  http://www.trafficjamgame.com/
•  http://www.mathplayground.com/logicgames.html
  http://www.haelmedia.com/OnlineActivities_txh/
mc_txh4_001.html (symmetry activity)
  http://www.mazeworks.com/home.htm
  http://www.lookoutnow.com/game/mancala.htm
  http://illuminations.nctm.org/ActivityDetail.aspx?
ID=12 (The Factor Game)
  http://illuminations.nctm.org/LessonDetail.aspx?
ID=L272 (The Product Game)
  Positive Enhancement Project - This website has free
downloads for English Language Arts, Mathematics, Science,
Engagement Strategies, Test Review Strategies and
Character Education. http://www.pepnonprofit.org/
  Investigations in Number, Data and Space:
Mathematical Thinking at Grade 1
  Investigations in Number, Data and Space:
Mathematical Thinking at Grade 5
Download