2-digit x 1

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Multi-Digit Multiplication
District Resources 2010-2011
Fishing for Multiplying Multiples
Multiplication Pictionary (2-digit x 1-digit)
Multiplication Rounding Challenge (2-digit x 1-digit)
Multiplication Evaluates Reasonableness Activity Bank
Multiplication Methods (2-digit x 1-digit)
Multiplication Pictionary (3-digit x 1-digit)
Multiplication Rounding Challenge (3-digit x 1-digit)
Roll a Problem (3-digit x 1 digit)
Multiplication Rounding Challenge (4-digit x 1-digit)
Roll a Problem (4-digit x 1-digit)
Multiplication Pictionary (2-digit x 2-digit)
Multiplication Rounding Challenge (2-digit x 2-digit)
Roll a Problem (2-digit x 2-digit)
Multiplication Story Bank
Fourth Grade Number and Operations Guide Unit 3 2010-2011
Fishing for Multiplying Multiples
Materials Needed:
Set of cards from the following four pages in this resource
guide (p. 12-16) for each group of students.
How to Play:
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
Play begins by passing out 5 cards to each of the
players and placing the remainder of the cards face
down in a pile in the middle.
Next, players must remove any matches that they
already have in their hand.
The first person then asks any of the players if they
have a certain card. Players can ask for a specific
product or ask for the two factors card. If the first
person makes a match they continue their turn. If the
person does not have the card requested then the
player must draw a card from the middle. If a match is
then created the player may lay it down, but their turn is
over.
Play continues until all of the possible matches have
been created.
The player with the most matches is the winner
Fourth Grade Number and Operations Guide Unit 3 2010-2011
9 x 20
180
200 x 9
1,800
90 x 20
1,800
8 x 60
480
600 x 8
4,800
Fourth Grade Number and Operations Guide Unit 3 2010-2011
600 x 5
3,000
60 x 50
3,000
80 x 8
640
8 x 800
6,400
80 x 80
6,400
Fourth Grade Number and Operations Guide Unit 3 2010-2011
Multiplication Pictionary
(2-digit x 1-digit)
Materials Needed:
Set of cards from the following two pages in this resource
guide (p. 18-19).
How to Play:





Students work in teams when playing the game. Each
team must have at least two players.
Play begins by one team deciding who is going to draw
and who is going to receive. The player drawing turns
over an equation card and draws the model that
matches the card.
Next, the teammates receiving must write the complete
equation.
If the equation matches the model drawn, the team
receives a point.
Play continues for a total of five rounds. The team with
the most points is the winner.
Variation:

Teams can use a timer to limit the amount of time each
team is allowed to draw and guess.
Fourth Grade Number and Operations Guide Unit 3 2010-2011
48 x 3 45 x 4
3 x 56 9 x 13
75 x 3 5 x 58
6 x 75 14 x 8
29 x 4 4 x 36
Fourth Grade Number and Operations Guide Unit 3 2010-2011
7 x 57 7 x 15
84 x 8 63 x 5
38 x 6 21 x 9
4 x 47 5 x 54
4 x 92 5 x 32
Fourth Grade Number and Operations Guide Unit 3 2010-2011
Multiplication Rounding Challenge
(2-digit x 1-digit)
Materials Needed:
Set of cards from the following two pages in this resource
guide (p. 21-22) for each group of students.
How to Play:





Students can work in partners, teams, or together when
playing the game.
Play begins by turning over two cards and rounding
each number if needed.
Next, multiply the two numbers and record the rounded
product.
Play continues for a total of four rounds. Students add
the four estimated products.
The person with the highest total sum is the winner.
Variation:



Students record estimated products and find the sum for
the four rounds.
Students find the actual products and find the actual
sum for the four rounds.
The player with the closest estimated total and actual
total is the winner.
Fourth Grade Number and Operations Guide Unit 3 2010-2011
4
2
3
6
5
7
8
9
97 39
Fourth Grade Number and Operations Guide Unit 3 2010-2011
45
27
31
64
53
77
82 94
57 48
Fourth Grade Number and Operations Guide Unit 3 2010-2011
Multiplication Evaluates Reasonableness
Activity Bank
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Pickles in 6 medium jars
34 x 22
Students on 4 school buses
Chairs in 5 rooms
People in the 3 schools
Houses on the 8 blocks
Candy bars in 10 bags
Slices of cheese in 5 large packs
Cookies in 7 bags
Teachers in 5 schools
Crackers in 2 saltine packs
Stamps on 9 sheets
Potatoes in 5 bag
Carrots in 3 large bag
Grocery stores in the city
Picture frames in 10 houses
People at 20 festivals/carnivals
Dry erase markers in 15 classrooms
Students who play musical
instruments in 5 schools
 Buttons on 8 remotes
 Girls/ boys in 25 classes
Fourth Grade Number and Operations Guide Unit 3 2010-2011
Multiplication Methods
(2-digit x 1-digit)
Materials Needed:
Set of cards from the following three pages in this
resource bank (p. 25-27) for each group of students.
How to Play:





Students can work in partners, teams, or together when
playing the game.
Play begins by turning over two cards. One card is a
“Methods” Card and the other is an “Equation” Card
Next, the player must multiply the equation using the
method on the card. The player must then explain the
method to the other player. If correct, a point is
awarded
Play continues for a total of five rounds.
The player with the highest total points is the winner.
Variation:

Game can be used as an instructional tool in small
group to practice efficient methods with the teacher.
Fourth Grade Number and Operations Guide Unit 3 2010-2011
Expanded
Notation
Method
Algebraic
Notation Method
Shortcut
Method
Choice of
Method
Expanded
Notation
Method
Algebraic
Notation Method
Shortcut
Method
Choice of
Method
Choice of
Method
Choice of
Method
Fourth Grade Number and Operations Guide Unit 3 2010-2011
48 x 3 45 x 4
3 x 56 9 x 13
75 x 3 5 x 58
6 x 75 14 x 8
29 x 4 4 x 36
Fourth Grade Number and Operations Guide Unit 3 2010-2011
7 x 57 7 x 15
84 x 8 63 x 5
38 x 6 21 x 9
4 x 47 5 x 54
4 x 92 5 x 32
Fourth Grade Number and Operations Guide Unit 3 2010-2011
Multiplication Pictionary
(3-digit x 1-digit)
Materials Needed:
Set of cards from the following two pages in this resource
guide (p. 29-30).
How to Play:





Students work in teams when playing the game. Each
team must have at least two players.
Play begins by one team deciding who is going to draw
and who is going to receive. The player drawing turns
over an equation card and draws the model that
matches the card.
Next, the teammates receiving must write the complete
equation.
If the equation matches the model drawn, the team
receives a point.
Play continues for a total of five rounds. The team with
the most points is the winner.
Variation:


Teams can use a timer to limit the amount of time each
team is allowed to draw and guess.
Game can be used as an instructional tool in small
group to practice efficient methods with the teacher.
Fourth Grade Number and Operations Guide Unit 3 2010-2011
164 x 2 412 x 3
4 x 172 9 x 108
282 x 3 501 x 6
360 x 2 492 x 2
4 x 612 3 x 316
Fourth Grade Number and Operations Guide Unit 3 2010-2011
198 x 2 426 x 5
395 x 3 614 x 3
4 x 354 9 x 126
7 x 344 2 x 376
625 x 4 536 x 5
Fourth Grade Number and Operations Guide Unit 3 2010-2011
Multiplication Rounding Challenge
(3-digit x 1-digit)
Materials Needed:
Set of cards from the following two pages in this resource
guide (p. 32-33) for each group of students.
How to Play:






Students can work in partners, teams, or together when
playing the game.
Play begins by turning over two cards and rounding
each number if needed.
Next, multiply the two numbers and record the rounded
product.
Play continues for a total of four rounds. Students add
the four estimated products.
The person with the highest total sum is the winner.
Game can be used as an instructional tool in small
group to practice efficient methods with the teacher.
Variation:



Students record estimated products and find the sum for
the four rounds.
Students find the actual products and find the actual
sum for the four rounds.
The player with the closest estimated total and actual
total is the winner.
Fourth Grade Number and Operations Guide Unit 3 2010-2011
4
2
3
6
5
7
8
9
672 539
Fourth Grade Number and Operations Guide Unit 3 2010-2011
845 927
331 453
764 277
802 974
537 648
Fourth Grade Number and Operations Guide Unit 3 2010-2011
Roll a Problem (3-digit x 1 digit)
Materials Needed:
Ten-sided dice
How to Play:
 Player One rolls a ten-sided dice and writes the digit
(0-9) in one of the four squares on his/her sheet.
Once written in a square, a digit may not be erased
and moved.
 Player Two does the same and records the digit on
his/her sheet.
 After both players have filled in all four of their
squares, they multiply.
 The object of the game is to have the largest correct
product. In order to focus on accuracy, you may want
to add that students who do not get the correct
answer are disqualified.
X

Game can be used as an instructional tool in small
group to practice efficient methods with the teacher.
Fourth Grade Number and Operations Guide Unit 3 2010-2011
Variation:

Each round can have a different goal (highest, lowest,
closest to 1,000, etc.)
Fourth Grade Number and Operations Guide Unit 3 2010-2011
Multiplication Rounding Challenge
(4-digit x 1-digit)
Materials Needed:
Set of cards from the following two pages in this resource
guide (p. 32-33) for each group of students.
How to Play:






Students can work in partners, teams, or together when
playing the game.
Play begins by turning over two cards and rounding
each number if needed.
Next, multiply the two numbers and record the rounded
product.
Play continues for a total of four rounds. Students add
the four estimated products.
The person with the highest total sum is the winner.
Game can be used as an instructional tool in small
group to practice efficient methods with the teacher.
Variation:



Students record estimated products and find the sum for
the four rounds.
Students find the actual products and find the actual
sum for the four rounds.
The player with the closest estimated total and actual
total is the winner.
Fourth Grade Number and Operations Guide Unit 3 2010-2011
4
2
3
6
5
7
8
9
3,672 5,739
Fourth Grade Number and Operations Guide Unit 3 2010-2011
4,845 1,927
2,331 6,453
7,064 8,277
8,302 9,742
5,737 8,648
Fourth Grade Number and Operations Guide Unit 3 2010-2011
Roll a Problem (4-digit x 1-digit)
Materials Needed:
Ten-sided dice
How to Play:
 Player One rolls a ten-sided dice and writes the digit
(0-9) in one of the four squares on his/her sheet.
Once written in a square, a digit may not be erased
and moved.
 Player Two does the same and records the digit on
his/her sheet.
 After both players have filled in all four of their
squares, they will multiply.
 The object of the game is to have the largest correct
product. In order to emphasize accuracy, you may
want to add that students who do not get the correct
answer are disqualified.
X

Game can be used as an instructional tool in small
group to practice efficient methods with the teacher.
Fourth Grade Number and Operations Guide Unit 3 2010-2011
Variation:

Each round can have a different goal (highest, lowest,
closest to 1,000, etc.)
Fourth Grade Number and Operations Guide Unit 3 2010-2011
Multiplication Pictionary
(2-digit x 2-digit)
Materials Needed:
Set of cards from the following two pages in this resource
guide (p. 29-30).
How to Play:





Students work in teams when playing the game. Each
team must have at least two players.
Play begins by one team deciding who is going to draw
and who is going to receive. The player drawing turns
over an equation card and draws the model that
matches the card.
Next, the teammates receiving must write the complete
equation.
If the equation matches the model drawn the team
receives a point.
Play continues for a total of five rounds. The team with
the most points is the winner.
Variation:


Teams can use a timer to limit the amount of time each
team is allowed to draw and guess.
Game can be used as an instructional tool in small
group to practice efficient methods with the teacher.
Fourth Grade Number and Operations Guide Unit 3 2010-2011
14 x 23 39 x 12
12 x 47 23 x 28
58 x 32 44 x 76
13 x 29 45 x 63
46 x 23 36 x 37
Fourth Grade Number and Operations Guide Unit 3 2010-2011
14 x 59 32 x 65
22 x 77 48 x 32
64 x 23 19 x 33
17 x 28 26 x 59
72 x 43 53 x 56
Fourth Grade Number and Operations Guide Unit 3 2010-2011
Multiplication Rounding Challenge
(2-digit x 2-digit)
Materials Needed:
Set of cards from the following two pages in this resource
guide (p. 32-33) for each group of students.
How to Play:






Students can work in partners, teams, or together when
playing the game.
Play begins by turning over two cards and rounding
each number if needed.
Next, multiply the two numbers and record the rounded
product.
Play continues for a total of four rounds. Students add
the four estimated products.
The person with the highest total sum is the winner.
Game can be used as an instructional tool in small
group to practice efficient methods with the teacher.
Variation:



Students record estimated products and find the sum for
the four rounds.
Students find the actual products and find the actual
sum for the four rounds.
The player with the closest estimated total and actual
total is the winner.
Fourth Grade Number and Operations Guide Unit 3 2010-2011
14
18
37
36
28
12
51
33
92
49
Fourth Grade Number and Operations Guide Unit 3 2010-2011
59
22
41
58
27
32
44
13
34
48
Fourth Grade Number and Operations Guide Unit 3 2010-2011
Roll a Problem (2-digit x 2-digit)
Materials Needed:
Ten-sided dice
How to Play:
 Player One rolls a ten-sided dice and writes the digit
(0-9) in one of the four squares on his/her sheet.
Once written in a square, a digit may not be erased
and moved.
 Player Two does the same and records the digit on
his/her sheet.
 After both players have filled in all four of their
squares, they will multiply.
 The object of the game is to have the largest correct
product. In order to focus emphasize accuracy, you
may want to add that students who do not get the
correct answer are disqualified.
X
Fourth Grade Number and Operations Guide Unit 3 2010-2011

Game can be used as an instructional tool in small
group to practice efficient methods with the teacher.
Variation:

Each round can have a different goal (highest, lowest,
closest to 1,000, etc.)
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