No Nonsense Number Games Each book in this series: s s s s s targets specific areas of the mathematics curriculum supplements the classroom numeracy programme states learning objectives for each game presents activities in a visually appealing, student-friendly manner offers the option of copying games to play at home for extra reinforcement. Book 1 Stage 5 To implement a high-quality numeracy programme, you need high-quality support. This No Nonsense Number Games series provides exactly that for numeracy teaching and learning for Stages 1 to 6. Each book has been designed to supplement the classroom programme after a concept has been introduced, with games and activities that help to develop the related number knowledge. These books focus on all aspects of number knowledge including number identification, number sequence and order, addition and subtraction, grouping and place value, and basic facts. Instructions for the games have been written in child-friendly language to encourage independence. To ease your navigation through a wealth of wonderful resources, links between each game and activities in the No Nonsense Number and the Number Counts series are provided. Code: 0432 ISBN: 978-1-877478-98-7 Code: 0513 Code: 0433 ISBN: 978-1-877478-99-4 0513 ISBN 978-1-877536-92-2 0514 ISBN 978-1-877536-93-9 No Nonsense Number Games Stage 5 Suzi de Gouveia, Jackie Andrews and Jude Callaghan Title: No Nonsense Number Games: Stage 5 Authors: Suzi de Gouveia, Jackie Andrews and Jude Callaghan Editor: Tanya Tremewan Designer: Doreen Neason Book code: 0513 ISBN: 978-1-877536-92-2 Published: 2010 Publisher: Essential Resources Educational Publishers Limited United Kingdom: Australia: Unit 8–10 Parkside PO Box 906 Shortgate Lane Strawberry Hills, Laughton, BN8 6DG NSW 2012 ph: 0845 3636 147 ph: 1800 005 068 fax: 0845 3636 148 fax: 1800 981 213 New Zealand: PO Box 5036 Invercargill ph: 0800 087 376 fax: 0800 937 825 Websites: www.essentialresources.com.au www.essentialresources.co.nz Copyright: Text: © Suzi de Gouveia, Jackie Andrews and Jude Callaghan, 2010 Edition and illustrations: © Essential Resources Educational Publishers Limited, 2010 About the authors: Suzi is the enthusiastic principal of St Teresa’s Primary School in Christchurch who has international teaching experience. She has had the pleasure of teaching in a multi-cultural environment. Over 25 years of teaching have enabled Suzi to develop a wealth of ideas and resources to best help children. Jackie is an experienced teacher who has taught middle primary children in both New Zealand and the United Kingdom. As a mother of four young children she is beginning to wonder where the time to diversify has gone. Jude is an experienced, enthusiastic teacher with a passion for teaching and learning. Her teaching programmes are innovative and exciting. Jude has embraced the Numeracy Development Programme wholeheartedly. She has joined the writing team to share her deep understanding and wealth of ideas. Copyright notice: Schools and teachers who buy this book have permission to reproduce it within their present school by photocopying, or if in digital format, by printing as well. Quantities should be reasonable for educational purposes in that school and may not be used for non-educational purposes nor supplied to anyone else. Copies made from this book, whether by photocopying or printing from a digital file, are to be included in the sampling surveys of Copyright Licensing Limited (New Zealand), Copyright Agency Limited (Australia) or Copyright Licensing Agency (United Kingdom). For further information on your copyright obligations, visit: New Zealand: www.copyright.co.nz, Australia: www.copyright.com.au, United Kingdom: www.cla.co.uk Contents Introduction 4 Recognising doubles and halves 5 Double ‘n’ Halve Beans 5 Double ‘n’ Halve Memory 6 Double ‘n’ Halve Snap 6 Recognising multiplication facts Abacus Times Recalling basic facts Spider Foot Facts Recalling groupings within 10 and 100 11 11 15 15 17 Making 10 Snap 17 Making 100 Snap 19 Recalling addition and multiplication facts 23 Bigger or Smaller? 23 Multiplication Bingo 30 Recognising the numbers before and after Build Your Maths Muscles Applying place value knowledge 34 34 36 Place Value Train Beans 36 Place Value Train Snap 37 Place Value Train Memory 37 Recognising fractions 43 Fraction Match Beans 43 Fraction Match Memory 44 Fraction Match Snap 44 Recognising mixed fractions 51 Fraction Rummy 51 Fraction Memory 52 Fraction Snap 52 Introduction Another useful arrangement each time a group plays a game is for the group to begin with a pile of 10 counters set aside. Each time someone wins a game, that child takes one counter. This system will show who the overall winner is and ensures that each game is played 10 times. I am learning to recognise fraction symbols for common fractions. Fraction Match Memory Equipment needed • Game cards Aim of the game To collect as many pairs of cards with the same value as possible. Playing instructions (two players) • Spread out all the cards face down over the floor or another large surface. • In turn, each player turns over two cards. • If the two cards show the same fraction, the player sets them aside as a pair. If they do not match, the player puts them back in the same place, face down. • The first player to collect five pairs is the winner. 5:10 I am learning to recognise fraction symbols for common fractions. Fraction Match Snap Equipment needed • Game cards Aim of the game To get all of the game cards. Playing instructions (two players) • Deal out all the cards equally between the two players, who hold their own cards face down in a small pile. • In turn, each player places the top card in their pile face up in the middle. • If the card they place shows the same value as the card that is immediately underneath it in the middle pile, both of the players race to be first to “snap” the pile. The player who is first gets the pile and puts it at the bottom of their own pile of cards. • The player who gets all the cards is the winner. 44 Each game comes with an instruction card that includes the learning intention. Any related content cards required for the game are also provided here and just need to be photocopied. We suggest that, to assist with classroom organisation, you copy the cards for each stage in one specific colour. The instruction cards and game cards all have a code on them to help sort out mixed-up cards. 5:10 This set of games books in the No Nonsense Number series has been designed to help busy teachers provide children in their class with activities that contribute to the achievement of an identified learning intention. Games are an enjoyable way of reinforcing learning. They can also be sent home for the children to play with their families, providing more repetition for the children as well as involving families and showing them what their children are learning. © Essential Resources Educational Publishers Ltd, 2010 1 2 one half 5:10 1 3 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 one third 5:10 1 4 one quarter 5:10 1 5 one fifth 5:10 1 8 one eighth 5:10 1 10 one tenth 5:10 © Essential Resources Educational Publishers Ltd, 2010 4 © Essential Resources Educational Publishers Ltd, 2010 45 Recognising doubles and halves Overview: Double ’n’ Halve Beans, Memory and Snap Double ‘n’ Halve Beans, Memory and Snap are three games designed to assist children to recognise doubles and halves of numbers. Preparation and organisation Copy the game cards onto coloured paper. • Laminate and cut out the cards. • Store in a ziplock bag. For Double ‘n’ Halve Beans, include four small bean bags as well. • I am learning to recognise doubles and halves. Double ’n’ Halve Beans Equipment needed • Two bean bags • Game cards • Pen and paper for record keeping Aim of the game Playing instructions (three players) • The dealer picks up the top card from this pile, assesses their cards and passes one unwanted card to the second player. This second player then assesses their cards and passes one unwanted card to the third player. • The third player puts their own unwanted card into a discard pile. • When a player has two pairs, they grab a bean bag. The other two players race to take the remaining bean bag. • The player with the two pairs shows them for the other players to verify. If both pairs are correct, the player without a bean bag gets one letter towards the spelling of beans. • Rounds continue in this way. The first player to spell beans is out. • The dealer shuffles all the cards, deals out four to each player and places the remaining cards face down in a pile by their side. 5:1 To collect two pairs of game cards, where each pair consists of either a number and its double or a number and its half. © Essential Resources Educational Publishers Ltd, 2010 5 I am learning to recognise doubles and halves. Double ’n’ Halve Memory Equipment needed • Game cards To collect as many pairs of cards as possible, where each pair consists of either a number and its double or a number and its half. Playing instructions (two players) • Spread all of the cards face down over the floor or another large, flat surface. • In turn each player turns over two cards. Aim of the game • If the two cards consist of either a number and its double or a number and its half, the player sets them aside as a pair. If they do not match, the player puts them back in the same places face down. • Play until all the cards have been paired up. The player who has collected more pairs is the winner. 5:1 I am learning to recognise doubles and halves. Double ’n’ Halve Snap Equipment needed • Game cards To get all of the game cards. Playing instructions (two players) • Deal out all the cards equally between the players, who hold their own cards face down in a small pile. • In turn, each player places their top card face up in the middle. • If the card they place is either double or half of the card that is immediately underneath it in the middle pile, both of the players race to be first to “snap” the pile. The player who is first gets the pile and puts it at the bottom of their own pile of cards. • The game continues until one player has all the cards. 6 © Essential Resources Educational Publishers Ltd, 2010 5:1 Aim of the game 5 9 5:1 6 13 5:1 10 5:1 7 14 5:1 11 5:1 8 5:1 15 5:1 12 5:1 5:1 5:1 16 5:1 5:1 © Essential Resources Educational Publishers Ltd, 2010 7 17 21 5:1 18 5:1 22 5:1 19 26 23 20 © Essential Resources Educational Publishers Ltd, 2010 5:1 27 5:1 24 5:1 5:1 5:1 5:1 8 25 5:1 28 5:1 5:1 29 33 5:1 30 40 5:1 34 5:1 31 42 5:1 36 5:1 32 5:1 44 5:1 38 5:1 5:1 5:1 46 5:1 5:1 © Essential Resources Educational Publishers Ltd, 2010 9 48 56 5:1 50 5:1 58 5:1 52 66 60 54 © Essential Resources Educational Publishers Ltd, 2010 5:1 68 5:1 62 5:1 5:1 5:1 5:1 10 64 5:1 100 5:1 5:1 Recognising multiplication facts Overview: Abacus Times Abacus Times has been designed to assist children to work out multiplication facts from existing knowledge. Preparation and organisation Copy the abacus board (two per player) and the multiplication cards onto coloured paper. • Laminate the boards and cards and cut out the cards. • Store in a ziplock bag along with counters or a whiteboard pen. • I am learning to work out multiplication facts from ones I already know. Abacus Times Equipment needed • Game cards • Counters or whiteboard pen Aim of the game To show a multiplication problem on an abacus in two different ways (commutative property). • Each player has two abacus boards and the multiplication cards are face down in a pile. • Each player takes a multiplication card from the pile. • Each player shows the two ways of representing their multiplication problem on their two abacuses, using either counters or a whiteboard pen. Playing instructions (one or two players) 5:2 • Abacus boards © Essential Resources Educational Publishers Ltd, 2010 11 3×3 3×4 5:2 3×7 5:2 3×8 5:2 4×3 3×9 4×4 4×7 5:2 5:2 5:2 5:2 © Essential Resources Educational Publishers Ltd, 2010 5:2 6×6 5:2 6×8 5:2 5:2 4×9 6×4 6×7 5:2 4×6 4×8 6×3 5:2 5:2 5:2 12 3×6 5:2 6×9 5:2 5:2 7×3 7×4 5:2 7×7 7×6 5:2 7×8 5:2 8×3 7×9 5:2 8×4 5:2 8×7 5:2 5:2 5:2 5:2 5:2 9×6 5:2 9×8 5:2 5:2 8×9 9×4 9×7 5:2 8×6 8×8 9×3 5:2 5:2 9×9 5:2 5:2 © Essential Resources Educational Publishers Ltd, 2010 13 5:2 14 © Essential Resources Educational Publishers Ltd, 2010 Recalling basic facts Overview: Spider Foot Facts Spider Foot Facts has been designed to reinforce basic facts. Preparation and organisation • Make multiple copies of the spider board onto coloured paper. • On each board, write the first number of the four equations in the four feet on the left-hand side, and the operation and the second number on the body. • Laminate the boards. • Store in a ziplock bag along with a whiteboard pen. I am learning to recall basic facts. Spider Foot Facts Equipment needed • Spider boards Aim of the game To complete the basic facts and fill in the empty spider feet. • Choose a spider board and complete the equation by writing the four answers in the spider’s feet. • Swap your board with a friend’s and check each other’s answers. 6 +5 12 9 14 Playing instructions (one player) 5:3 • Whiteboard pen © Essential Resources Educational Publishers Ltd, 2010 15 © Essential Resources Educational Publishers Ltd, 2010 5:3 5:3 16 Recalling groupings within 10 Overview: Making 10 Snap Making 10 Snap has been designed to help children identify pairs of numbers that make 10 when added together. Preparation and organisation Make two copies of the page of game cards on coloured paper. • Laminate and cut out the cards. • Store in a ziplock bag. • I am learning to recognise numbers that make 10. Making 10 Snap Equipment needed • Game cards To get all of the game cards. Playing instructions (two players) • In turn, each player places their top card face up in the middle. • If the card they place and the card that is immediately underneath it in the middle pile add up to 10, both of the players race to be first to “snap” the pile. The player who is first gets the pile and puts it at the bottom of their own pile of cards. • The game continues until one player has all the cards. • Deal out all the cards equally between the players, who hold their own cards face down in a small pile. 5:4 Aim of the game © Essential Resources Educational Publishers Ltd, 2010 17 0 1 5:4 5:4 3 4 6 5 7 8 10 5:4 © Essential Resources Educational Publishers Ltd, 2010 5:4 5:4 5:4 9 5:4 5:4 5:4 18 2 5:4 5 5:4 5:4 Recalling groupings within 100 Overview: Making 100 Snap Making 100 Snap has been designed to help children identify pairs of numbers that make 100 when added together. Preparation and organisation Make two copies of each page of game cards on coloured paper. • Laminate and cut out the cards. • Store in a ziplock bag. • I am learning to recognise numbers that make 100. Making 100 Snap Equipment needed • Game cards To get all of the game cards. Playing instructions (two players) • In turn, each player places their top card face up in the middle. • If the card they place makes 100 when added to the card that is immediately underneath it in the middle pile, both of the players race to be first to “snap” the pile. The player who is first gets the pile and puts it at the bottom of their own pile of cards. • The game continues until one player has all the cards. • Deal out all the cards equally between the players, who hold their own cards face down in a small pile. 5:5 Aim of the game © Essential Resources Educational Publishers Ltd, 2010 19 11 89 5:5 21 5:5 79 5:5 31 49 69 41 © Essential Resources Educational Publishers Ltd, 2010 5:5 61 5:5 59 5:5 5:5 5:5 5:5 20 51 5:5 39 5:5 5:5 71 29 5:5 81 5 5:5 19 5:5 91 95 5:5 9 5:5 90 5:5 10 5:5 15 5:5 5:5 5:5 85 5:5 5:5 © Essential Resources Educational Publishers Ltd, 2010 21 20 80 5:5 75 5:5 30 5:5 35 70 65 60 © Essential Resources Educational Publishers Ltd, 2010 5:5 40 5:5 45 5:5 5:5 5:5 5:5 22 25 5:5 55 5:5 5:5 Recalling addition and multiplication facts Overview: Bigger or Smaller? Bigger or Smaller? has been designed to reinforce the recall of addition and multiplication facts. Preparation and organisation Copy each set of game cards (multiplication and addition) onto a different coloured paper. • Copy one set of three symbol cards for each player. • Laminate and cut the cards. • Store in a ziplock bag. • I am learning to recall basic facts. Bigger or Smaller? Equipment needed • Game cards Aim of the game To be the first to use the correct symbol to compare the value of the two problems. Playing instructions (two players) • Choose a set of game cards and deal them out equally between the two players. • Each player places their game cards in a pile face down, and has their three symbol cards face up in front of them. • Starting at the same time each player turns over the top game card in their pile and puts it in the middle. • Each player tries to be first to place the correct symbol card between the two game cards to make the statement true. The one who is first gets to keep the game cards. • The game continues until all the game cards have been used. The player with more cards is the winner. 5:6 • Symbol cards (one set per player) © Essential Resources Educational Publishers Ltd, 2010 23 5:6 = = = = 5:6 > 5:6 > 5:6 > > 5:6 24 © Essential Resources Educational Publishers Ltd, 2010 5:6 2×1 2×2 5:60 2×4 2×3 5:60 2×5 5:60 2×7 2×6 5:60 2×8 5:60 2 × 10 5:60 5:60 5:60 5×2 5:60 5×4 5:60 5:60 2×9 5×1 5×3 5:60 5:60 5×5 5:60 5:60 © Essential Resources Educational Publishers Ltd, 2010 25 5×6 5×7 5:60 5×9 5:60 5 × 10 5:60 10 × 2 10 × 1 10 × 3 10 × 5 5:60 10 × 4 5:60 10 × 6 5:60 10 × 8 5:60 5:60 5:60 10 × 9 © Essential Resources Educational Publishers Ltd, 2010 5:60 10 × 7 5:60 5:60 26 5×8 5:60 10 × 10 5:60 5:60 10 + 10 9 + 10 5:61 8 + 10 9+9 5:61 8+9 8+8 5:61 7 + 10 5:61 7+9 5:61 6 + 10 5:61 6+8 5:61 6+9 5:61 6+7 5:61 5:61 7+8 5:61 7+7 5:61 5:61 6+6 5:61 5:61 © Essential Resources Educational Publishers Ltd, 2010 27 6+5 6+4 5:61 6+2 5:61 6+1 5:61 5+9 5 + 10 5+8 5+6 5:61 5:61 © Essential Resources Educational Publishers Ltd, 2010 5:61 5+4 5:61 5+2 5:61 5:61 5+7 5+5 5+3 5:61 5:61 5:61 28 6+3 5:61 5+1 5:61 5:61 4 + 10 4+9 4+8 5:61 4+7 5:61 4+6 4+5 5:61 4+4 5:61 4+3 5:61 3 + 10 5:61 3+8 5:61 3+9 5:61 3+7 5:61 5:61 4+2 5:61 4+1 5:61 5:61 3+6 5:61 5:61 © Essential Resources Educational Publishers Ltd, 2010 29 Recalling multiplication facts Overview: Multiplication Bingo Multiplication Bingo is designed to reinforce the children’s recall of multiplication facts. Preparation and organisation Copy the bingo boards onto coloured paper, then laminate and cut them out and store in a ziplock bag along with counters for covering numbers. • Copy, laminate and cut out a set of calling cards and store them in a ziplock bag. • I am learning to recall my multiplication facts. Multiplication Bingo Equipment needed • Bingo boards • Counters Aim of the game To be the first to complete a bingo board. Playing instructions (up to four players) • Nominate one player to be the caller. • Each other player has one or more bingo boards. • The caller reads out one calling card (containing a multiplication problem) at a time. • If any player has the answer to that problem on their bingo board, they cover it on their board with a counter. • The first player to cover all the numbers on their card calls out, “Bingo”. 30 © Essential Resources Educational Publishers Ltd, 2010 5:7 • Calling cards 6 10 40 8 35 12 15 18 25 5:7 30 25 80 14 4 12 10 16 60 5:7 © Essential Resources Educational Publishers Ltd, 2010 31 100 45 6 20 70 35 18 12 10 5:7 15 30 12 40 8 45 90 50 16 5:7 32 © Essential Resources Educational Publishers Ltd, 2010 2×2 2×3 5:7 5:7 2×4 5×2 5:7 5×3 5:7 5×4 5:7 5×5 5:7 5×7 5:7 5×8 5:7 5×9 5:7 10 × 9 5:7 5:7 5 × 10 5:7 5:7 10 × 8 5:7 2 × 10 5:7 10 × 7 5:7 2×9 5:7 10 × 6 5:7 2×8 5:7 5:7 5×6 2×7 5:7 10 × 5 5:7 2×6 10 × 3 5:7 10 × 4 5:7 2×5 10 × 2 5:7 10 × 10 5:7 5:7 © Essential Resources Educational Publishers Ltd, 2010 33 Recognising the numbers before and after Overview: Build Your Maths Muscles Build Your Maths Muscles comprises practice sheets designed to help children reinforce their recognition of the numbers 10, 100 and 1 000 more and 10 and 100 less. Preparation and organisation Make multiple copies of the practice sheet onto coloured paper. • Fill in three-digit numbers in the left-hand column. • Laminate the practice sheets with the left-hand column completed. • Store in a ziplock bag along with a whiteboard pen. • I am learning to recognise the number before and the number after. Build Your Maths Muscles Equipment needed • Practice sheets Aim of the game To fill in all the missing numbers on the practice sheet. Playing instructions (one player) • Swap your completed sheet with a friend for them to check. 34 © Essential Resources Educational Publishers Ltd, 2010 • Fill in the missing numbers on the practice sheet. 5:8 • Whiteboard pen 1 000 more 100 less 100 more 10 less 10 more 5:8 © Essential Resources Educational Publishers Ltd, 2010 35 Applying place value knowledge Overview: Place Value Train Beans, Snap and Memory Place Value Train Beans, Snap and Memory are three games designed to help children apply their place value knowledge. Preparation and organisation Copy the engine cards and carriage cards onto coloured paper. • Laminate and cut out the cards. • Store in a ziplock bag. For Place Value Train Beans, include four small bean bags as well. • I am learning to apply my place value knowledge. Place Value Train Beans Equipment needed • Two bean bags • Engine cards • Carriage cards • Pen and paper for record keeping Aim of the game Playing instructions (three players) • The dealer shuffles all the cards, deals out four to each player and places the remaining cards face down in a pile by their side. • The dealer picks up the top card from this pile, assesses their cards and passes one unwanted card to the second player. This second player then assesses their cards and passes one unwanted card to the third player. • The third player puts their own unwanted card into a discard pile. • When a player has one engine card matched with three carriage cards, they grab a bean bag. The other two players race to take the remaining bean bag. • The player with the completed train shows it for the other players to verify. If it is correct, the player without a bean bag gets one letter towards the spelling of beans. • Rounds continue in this way. The first person to spell beans is out. 36 © Essential Resources Educational Publishers Ltd, 2010 To collect one engine card and three carriage cards that all have the same value. 5:9 I am learning to apply my place value knowledge. Place Value Train Snap Equipment needed • Engine cards Aim of the game To get all of the cards. Playing instructions (two players) • Deal out all the cards equally between the players who hold their own cards face down in a small pile. • In turn, each player places the top card in their pile face up in the middle. • Carriage cards • If the card they place has the same value as the card that is immediately underneath it in the middle pile, both of the children race to be first to “snap” the pile. The player who is first gets the pile and puts it at the bottom of their own pile of cards. • The game continues until one player has all the cards. 5:9 I am learning to apply my place value knowledge. Place Value Train Memory Equipment needed • Engine cards Aim of the game To make as many four-carriage trains as possible. Playing instructions (two players) • Spread all of the carriage cards face down over the floor or another large, flat surface. • Deal the engine cards out equally between the two players, who are allowed to look at their share of engine cards. • In turn, each player turns over one carriage card. • If the carriage card has the same value as one of their engine cards, the player adds it to the engine. When they have collected four carriages with the same value, they have a complete train and set it aside. • Play until all the cards have been matched up. The player who has collected the higher number of complete trains is the winner. 5:9 • Carriage cards © Essential Resources Educational Publishers Ltd, 2010 37 38 © Essential Resources Educational Publishers Ltd, 2010 5:9 5:9 5:9 Three thousand, seven hundred and forty six Three thousand and twenty eight Three thousand, four hundred a and eighty five 5:9 5:9 5:9 Eight thousand, three hundred and two Six thousand, seven hundred and twenty one Eight thousand, four hundred and ten 5:9 5:9 5:9 Six thousand, two hundred and eighty one Eight thousand, five hundred and sixty four Six thousand, one hundred and seventy nine 5:9 5:9 5:9 Four thousand, three hundred and sixty five Four thousand, seven hundred and eighty nine Four thousand, two hundred and twenty seven © Essential Resources Educational Publishers Ltd, 2010 39 5:9 5:9 5:9 4 227 4 789 4 365 5:9 5:9 5:9 1 000 less than 5 227 1 000 less than 5 789 1 000 less than 5 365 5:9 5:9 5:9 1 000 more than 3 227 1 000 more than 3 789 1 000 more than 3 365 forty three hundreds and sixty five ones forty two hundreds and twenty seven ones 5:9 four thousands, seventy eight tens and nine ones 5:9 5:9 40 © Essential Resources Educational Publishers Ltd, 2010 5:9 5:9 5:9 8 302 8 410 8 564 5:9 5:9 5:9 1 000 less than 9 302 1 000 less than 9 410 1 000 less than 9 564 5:9 5:9 5:9 1 000 more than 7 302 1 000 more than 7 410 1 000 more than 7 564 eighty three hundreds and two ones 5:9 eighty four hundreds and ten ones 5:9 eight thousands, fifty six tens and four ones 5:9 © Essential Resources Educational Publishers Ltd, 2010 41 5:9 5:9 5:9 6 281 6 721 6 179 5:9 5:9 5:9 1 000 less than 7 281 1 000 less than 7 721 1 000 less than 7 179 5:9 5:9 5:9 1 000 more than 5 281 1 000 more than 5 721 1 000 more than 5 179 sixty two hundreds, eight tens and one one 5:9 sixty seven hundreds and twenty one ones 5:9 six thousands, seventeen tens and nine ones 5:9 42 © Essential Resources Educational Publishers Ltd, 2010 5:9 5:9 5:9 3 746 3 028 3 485 5:9 5:9 5:9 1 000 less than 4 746 1 000 less than 4 028 1 000 less than 4 485 5:9 5:9 5:9 1 000 more than 2 746 1 000 more than 2 028 1 000 more than 2 485 5:9 5:9 thirty seven hundreds and forty six ones thirty hundreds and twenty eight ones three thousands, forty eight tens and five ones 5:9 Recognising fractions Overview: Fraction Match Beans, Memory and Snap Fraction Match Beans, Memory and Snap are three games designed to help children recognise fraction symbols for common fractions. Preparation and organisation Copy a set of game cards onto coloured paper. • Laminate and cut out the cards. • Store in a ziplock bag. For Fraction Match Beans, include four small bean bags as well. • I am learning to recognise fraction symbols for common fractions. Fraction Match Beans Equipment needed • Two bean bags • Game cards • Pen and paper for record keeping Aim of the game To collect three game cards that all have the same value. • The dealer shuffles all the cards, deals out four to each player and places the remaining cards face down in a pile by their side. • The dealer picks up the top card from this pile, assesses their cards and passes one unwanted card to the second player. This second player then assesses their cards and passes one unwanted card to the third player. • The third player puts their own unwanted card into a discard pile. • When a player has three matching cards, they grab a bean bag. The other two players race to take the remaining bean bag. • The player with the three matching cards shows them for the other players to verify. If they are correct, the player without a bean bag gets one letter towards the spelling of beans. 5:9 5:10 • Rounds continue in this way. The first person to spell beans is out. Playing instructions (three players) © Essential Resources Educational Publishers Ltd, 2010 43 I am learning to recognise fraction symbols for common fractions. Fraction Match Memory Equipment needed • Game cards To collect as many pairs of cards with the same value as possible. Playing instructions (two players) • Spread out all the cards face down over the floor or another large surface. • In turn, each player turns over two cards. Aim of the game • If the two cards show the same fraction, the player sets them aside as a pair. If they do not match, the player puts them back in the same place, face down. • The first player to collect five pairs is the winner. 5:10 I am learning to recognise fraction symbols for common fractions. Fraction Match Snap Equipment needed • Game cards To get all of the game cards. Playing instructions (two players) • Deal out all the cards equally between the two players, who hold their own cards face down in a small pile. • In turn, each player places their top card face up in the middle. • If the card they place shows the same value as the card that is immediately underneath it in the middle pile, both of the players race to be first to “snap” the pile. The player who is first gets the pile and puts it at the bottom of their own pile of cards. • The game continues until one player has all the cards. 44 © Essential Resources Educational Publishers Ltd, 2010 5:10 Aim of the game 1 2 one half 5:10 1 3 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 one third 5:10 1 4 one quarter 5:10 1 5 one fifth 5:10 1 8 one eighth 5:10 1 10 one tenth 5:10 © Essential Resources Educational Publishers Ltd, 2010 45 2 3 two thirds 5:10 2 4 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 two quarters 5:10 3 4 three quarters 5:10 2 5 two fifths 5:10 3 5 three fifths 5:10 4 5 four fifths 5:10 46 5:10 © Essential Resources Educational Publishers Ltd, 2010 2 8 two eighths 5:10 3 8 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 three eighths 5:10 4 8 four eighths 5:10 5 8 five eighths 5:10 6 8 six eighths 5:10 7 8 seven eighths 5:10 © Essential Resources Educational Publishers Ltd, 2010 47 2 10 two tenths 5:10 3 10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 three tenths 5:10 4 10 four tenths 5:10 5 10 five tenths 5:10 6 10 six tenths 5:10 7 10 seven tenths 5:10 48 5:10 © Essential Resources Educational Publishers Ltd, 2010 8 10 eight tenths 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 9 10 nine tenths 5:10 1 6 one sixth © Essential Resources Educational Publishers Ltd, 2010 49 50 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 5:10 © Essential Resources Educational Publishers Ltd, 2010 Recognising mixed fractions Overview: Fraction Rummy, Memory and Snap Fraction Rummy, Memory and Snap are three games designed to make children more familiar with fraction families. Preparation and organisation Copy the game cards onto coloured paper. • Laminate and cut out the cards. • Store in a ziplock bag. • I am learning to recognise fraction families. Fraction Rummy Equipment needed • Game cards To be the first to collect three cards that all have the same value. Playing instructions (up to four players) • The dealer places all but one of the remaining cards face down in a pile and puts one “discard card” face up next to the pile. • The dealer starts and picks up either the discard card or the top card from the pile then discards one card from their hand and puts it face up next to the pile. • The game continues in a clockwise direction. • The first player to collect a “family” of fractions is the winner. • The dealer shuffles all the cards and deals four to each player. 5:11 Aim of the game © Essential Resources Educational Publishers Ltd, 2010 51 I am learning to recognise fraction families. Fraction Memory Equipment needed • Game cards To collect as many pairs of cards as possible, where each pair consists of two fraction symbols of the same value. Playing instructions (two players) • Spread all of the cards face down over the floor or another large, flat surface. • In turn each player turns over two cards. Aim of the game • If the fraction symbols on the two cards have the same value, the player sets them aside as a pair. • Play until all the cards have been paired up. The player who has collected more pairs is the winner. 5:11 I am learning to recognise fraction families. Fraction Snap Equipment needed Aim of the game To get all of the game cards. Playing instructions (two players) • Deal out all the cards equally between the players, who hold them face down in a small pile. • In turn, each player places their top card face up in the middle. • If the card they place shows the same value as the card that is immediately underneath it in the middle pile, both of the players race to be first to “snap” the pile. The player who is first gets the pile and puts it at the bottom of their own pile of cards. • The game continues until one player has all the cards. 52 © Essential Resources Educational Publishers Ltd, 2010 5:11 • Game cards 1 22 10 4 5:11 5:11 4 210 12 5 5:11 5:11 1 12 5:11 5:11 5 110 5:11 5 4 5:11 5:11 5:11 1 14 5:11 5:11 © Essential Resources Educational Publishers Ltd, 2010 53 3 45 5:11 19 5 5:11 1 42 5:11 3 46 5:11 6 4 5:11 54 © Essential Resources Educational Publishers Ltd, 2010 5:11 1 12 5:11 2 26 5:11 5:11 5:11 1 23 5:11 5:11 6 110 8 5 5:11 3 15 5:11 3 2 7 3 5:11 5:11 5:11 5:11 5:11 5:11 2 24 27 6 5:11 1 28 14 10 5:11 8 310 5:11 5:11 © Essential Resources Educational Publishers Ltd, 2010 55 No Nonsense Number Games Each book in this series: s s s s s targets specific areas of the mathematics curriculum supplements the classroom numeracy programme states learning objectives for each game presents activities in a visually appealing, student-friendly manner offers the option of copying games to play at home for extra reinforcement. Book 1 Stage 5 To implement a high-quality numeracy programme, you need high-quality support. This No Nonsense Number Games series provides exactly that for numeracy teaching and learning for Stages 1 to 6. Each book has been designed to supplement the classroom programme after a concept has been introduced, with games and activities that help to develop the related number knowledge. These books focus on all aspects of number knowledge including number identification, number sequence and order, addition and subtraction, grouping and place value, and basic facts. Instructions for the games have been written in child-friendly language to encourage independence. To ease your navigation through a wealth of wonderful resources, links between each game and activities in the No Nonsense Number and the Number Counts series are provided. Code: 0432 ISBN: 978-1-877478-98-7 Code: 0513 Code: 0433 ISBN: 978-1-877478-99-4 0513 ISBN 978-1-877536-92-2 0514 ISBN 978-1-877536-93-9