Top 5 Add+Vantage Concepts

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Top 5 Add+Vantage Concepts
Kindergarten
 Count Around/ ZAP!- To extend knowledge of forward or backward number word
sequences
(N&O) K-1 Conceptual understanding of rational numbers with respect to whole numbers,
K-2 Understanding of the relative magnitude of numbers , K-6 Mentally adds and
subtracts whole numbers
 Bunny Ears- To think about numbers are made in the range of 1-10 using finger
patterns
(N&O) K-1 Conceptual understanding of rational numbers with respect to whole numbers,
K-2 Understanding of the relative magnitude of numbers
 Quick Dots- To recognize regular and irregular dot patterns
(N&O) K-1 Conceptual understanding of rational numbers with respect to whole numbers, K-2 Understanding of
the relative magnitude of numbers
 The Great Race- To recognize regular dice patterns and to match the pattern with a
numeral in the range of 1-6
(N&O) K-1 Conceptual understanding of rational numbers with respect to whole numbers,
K-2 Understanding of the relative magnitude of numbers
 Five Frame Activities- To automatically recognize numbers and combinations in the
range of 1-5
 Quick Frames
 Concentration/ Memory
 Go Fish
(N&O) K-1 Conceptual understanding of rational numbers with respect to whole numbers, K-2
Understanding of the relative magnitude of numbers
Count Around/ZAP!
Materials: none
Teacher selects a short number sequence between 1-20. For example 9-14. Children stand in a
circle and count around, each child saying the next number in the sequence. The first child says
9 and the count continues until the child that says 14 and ZAP! This child then sits down and the
next child begins the count again at 9. The activity continues until one child is left standing.
 Select numbers that cross the decade
 Vary the range of numbers using shorter or longer sequences
 Extend to backward number word sequences
Bunny Ears
Materials: Fingers
Children make two fists with their hands and place their hands above their head (to represent
bunny ears). The teacher says a number from 1-10 and the children will raise fingers from both
hands to make the number. The children must try to do this without looking at their hands but
initially some may have to check their number by looking.
 Use 1 hand. Show me 3. Then show 5, 2, 4, and 1. Then, have the students show it with
the other hand. Watch for lifting fingers sequentially (counting from 1) vs.
simultaneously (all at once).
 Model “throwing out” fingers to move from lifting fingers sequentially to lifting them
simultaneously. Watch me as I flash a number on my fingers. Flash 1: say “1” as you
throw out 1 finger, repeat for 2, 3, 4, 5. Now you try to flash 1, 2, 3, 4, 5. Then do them
in random order.
 Use one hand to show me 2 on your fingers. How many fingers are up? How many down?
Watch for students that look at their fingers to answer. You can infer they are
counting. How many fingers altogether? Repeat for 1-5. Then switch hands.
 Show me 2 on your fingers. How many more to make 5? Repeat for 1-5. Then switch
hands.
Quick Dots
Materials: Regular and irregular dot cards
Regular and irregular dot cards are shown for approximately a half second and students are
asked to use their fingers to show how many dots they saw.
The Great Race
Materials: The Great Race game board, 1 dot die, 6 game markers
A game marker is placed at each number. Players take turns rolling the die and telling the
number represented by the dots and moves the game marker at that number one space toward
the finish circle. The first number to reach the finish circle is the winning number (the
numbers are racing, not students). Initially, the students may need to count the dots but with
practice the students will automatically recognize the dot pattern.
Five Frame Activities
Materials: Five Frames, Numeral Cards 0-5
 Quick Frames
Five frames are shown for approximately a half second and students are asked to use
their fingers to show the amount of dots they saw on the frame or asked how many more
to make 5.
 You may also have students clap their response
 Concentration/Memory
Use 2 or 4 sets of 5 frame cards. Mix the cards up, then lay them face down in an array
on the table. Players take turns turning over 2 cards, in search of a match.
A match is two cards that make 5 (ie., 1 and 4, 2 and 3, 5 and 0). If they find a matching
pair, they keep the pair, and take another turn. If the cards do not match, the player
returns the cards and play continues with the next player. The winner is the player with
the most cards at the end of the game.
 Go Fish
Use 4 sets of 5 frame cards. Five cards are dealt to each player. Remaining cards are
scattered face down in the center of the table. Players try to match cards that add up
to 5. One player asks the other for a card to make 5 (ie. “Do you have a 3 to go with my
2?”). If player doesn’t have the card, the player tells the first player to “go fish” from
the center pile. If the card picked is the card asked for, the player lays down his match,
and takes another turn. If not, play passes to the next player.
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