Hit The Deck: A Collection Of Math Lessons - THE POSITIVE ENGAGEMENT .

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

Acing Math (One Deck At A Time!): A Collection of Math Games Subtraction Toss Up (Grades 4 - 6) page 32 Multiplication Toss Up (Grades 3 - 5) page 33 Sum Fractions (Grades 5 – 8) page 34 Difference Fractions (Grades 5 – 8) page 35 Product Fractions (Grades 5 – 8) page 36 Quotient Fractions (Grades 5 – 8) page 37 M & M & M s (Grades 4 – 6) page 40 The Chosen One (Grades 5 – 8) page 42 Make it Texas Size! (Grades 2 – 5) page 43 Make it Rhode Island Size! (Grades 2 – 5) page 44 Elevator (Grades 1 – 3) page 46 Pattern Points (Grades 1 – 5) page 47 I Spy Sums (Grades 1 – 3) page 48 I Spy Products (Grades 3 – 6) page 49 Flip Out (Grades 1 – 5) page 50 Number Memory (Grades 1 – 5) page 51 Addition Memory (Grades 1 – 5) page 52 Color Number Memory (Grades 1 – 5) page 53 Odd/Even Number Memory (Grades 1 – 5) page 54 Hit (Grades 5 - 8) page 55 Over-Under (Grades 3 - 6) page 56 First to Fifty Addition (Grades 2 - 5) page 57 First to Five Hundred Multiplication (Grades 3 - 5) page 58 Give Some Percent! (Grades 4 - 6) page 59 Get to the (Decimal) Point Addition (Grades 3 - 5) page 60 Advanced Get to the (Decimal) Point Addition (Grades 3 - 5) page 61 Get to the (Decimal) Point Subtraction (Grades 3 - 5) page 62 3

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

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

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

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

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

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, face cards removed Skill: Number recognition, order, and sequencing How to Play: Each child gets a set of cards Ace through 10 (for the numbers 1-10). One player selects a "secret card" from his/her hand and places it face down. 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. 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. The second player continues to make guesses by selecting and showing different cards until he/she has discovered the value of the secret card. Players then switch roles. 9

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

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

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

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

Acing Math (One Deck At A Time!): A Collection of Math Games Subtraction Number Battle (Grades 1 - 3) Players: Groups of two Materials: Deck of cards, face cards worth ten, 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. Player 1: difference is 7 Player 2: difference is 0 The greatest difference wins all four cards. Player 1: difference is 5 Player 2: difference is 4 If the cards differences have the same value, the cards are placed in a center pile. The next hand is played normally and the winner of the next subtraction number battle takes the center pile as well. 14

Acing Math (One Deck At A Time!): A Collection of Math Games Multi-Digit Subtraction Number Battle (Grades 1 - 3) Players: Groups of two Materials: Deck of cards with the face cards and 10s removed, Ace worth one Skill: Number recognition, place value, and subtraction How to Play: Players split a deck of cards and simultaneously flip over their top three 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. Player 1: 98 – 3 95 Player 2: 76 – 4 72 The greatest difference wins all six cards. * Note that you can increase the number of cards to flip if you are working on larger numbers. 15

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, face cards worth ten, 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. Player 1: product is 30 Player 2: product is 80 The highest product wins all four cards. Player 1: product is 24 Player 2: product is 12 If the cards products have the same value, 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. 16

Acing Math (One Deck At A Time!): A Collection of Math Games Advanced Multiplication Number Battle (Grades 3 - 6) Players: Groups of two Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14, 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. Player 1: product is 336 Player 2: product is 520 The highest product wins all six (or eight) cards. Player 1: product is 208 Player 2: product is 1,540 If the cards products have the same value, 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. 17

Acing Math (One Deck At A Time!): A Collection of Math Games Multi-Digit Multiplication Number Battle (Grades 3 - 6) Players: Groups of two Materials: Deck of cards with the face cards and 10s removed, 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. Make two of them into a 2-digit number and multiply by the third. Players may move the cards and place in any position of the number they wish. Player 1: product is 261 Player 2: product is 384 The highest product wins all six (or eight) cards. * 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 Fraction Number Battle (Grades 4 - 6) Players: Groups of two Materials: Deck of cards, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: Number recognition, multiplication, fractions, numerator, and denominator How to Play: Players split a deck of cards and simultaneously flip over their top two cards, using the smaller card as the numerator. Player 1: fraction is 3/13 Player 2: fraction is 8/10 The greatest fraction wins all four cards. If the cards are equivalent fractions, 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. 19

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, Ace worth 11, Jack worth 12, Queen worth 13, King worth 14, scratch paper Skill: Number recognition, positive integers, negative integers, and addition How to Play: Black cards are positive numbers; red cards are negative numbers. Players split a deck of cards and simultaneously flip over their top two cards. Remember -2 is greater than -7. Player 1: sum is 7 Player 2: sum is -5 The highest sum wins all four cards. . Player 1: sum is -5 Player 2: sum is 14 If the cards sums have the same value, the cards are placed in a center pile. The next hand is played normally and the winner of the next addition number battle takes the center pile as well. 20

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

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

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

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, face cards worth ten, Ace worth 1 or 11 (teacher decides), scratch paper Skill: Multiplication, base, exponents How to Play: Players split a deck of cards and simultaneously flip over their top two cards, the first card is the base and the second card is the exponent. Player 1: (4 x 4 x 4) 64 Player 2: (7 x 7 x 7 x 7) 2,401 The highest product wins all four cards. Play continues until all cards are played. Player with the most cards wins. 24

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, face cards worth ten, Ace worth 1 or 11 (teacher decides) Skill: Number recognition, order, and sequencing How to Play: When the players have battled through the entire deck, shuffle the captured cards and play on until someone collects such a huge pile of cards that the other player surrenders. * End Game can be played with any of the Number Battle games mentioned in Acing Math. 25

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, Ace worth one Skill: Number recognition and addition How to Play: Deal 12 cards face up. Players take turns finding and removing combinations of cards that add up to 10. When both the players agree that no more tens are possible, the next 12 cards are dealt face up. 26

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

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

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

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

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

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

Acing Math (One Deck At A Time!): A Collection of Math Games Multiplication Toss Up (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, scratch paper Skill: Multiplication How to Play: Each player draws three cards from the deck. On the count of three, 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. Points are earned for every card that lands face up. The first player to reach a designated amount of points wins (100 or 200). 33

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

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

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, face cards worth ten, Ace worth 1 or 11 (teacher decides), scratch paper Skill: Multiplying fractions, multiplication, division, numerator, denominator How to Play: The two players work as a team as they multiply fractions. Deal four cards and place them face up. Use the four cards to create two fractions (example: 4, 5, 7, and a King). For this game, do not use improper fractions, but rather keep with the two largest cards being the denominators: 4/10 and 5/7. Players use paper or to figure out and record any work used to solve fract

Math card games provide an excellent source of multisensory support as part of a well rounded educational program. What a card game . Player 1: sum is 13 Player 2: sum is 18 . The highest sum wins all four cards. Player 1: sum is 11 Player 2: sum is 8 . If the cards sums have the same value, the cards are placed in a center .

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