Fun games for teaching math




















Standalone printable spinners are provided for each spinner math game. The Race to the Top spinner math game is ideal for helping kindergarten students master counting to Students move up and down the number line. First player to reach the number 20 wins the math game. Young children begin developing counting skills by using their fingers.

Finger counting is one of the first steps in children developing one to one correspondence and recognition of the numbers 5 and The Finger Counting math game for numbers is a great way for students to see the relationship of counting by 5s up to number Ten frames help students visually see how numbers work together using the benchmark numbers 5 and With the 10 Frames Spinner Math Games for numbers , students work on decomposing numbers into tens and ones by matching the ten frame to the number on the spinner.

Base ten blocks are another method for helping kindergarten students learn about the number system and how to decompose numbers. Students work on decomposing numbers with this math spinner game by finding the matching number of base ten blocks to the number on the spinner. Once students understand how to decompose numbers using visual representations such as ten frames and base ten blocks, they can work on mentally decomposing numbers into tens and ones.

The Tens and Ones math spinner game is ideal for students to build this skill in a fun and interactive way. The Counting Coins spinner math game introduces counting coins up to 20 cents. It is a great beginner activity for teaching about money, coin values, and counting to Tally marks are another great way for students to practice counting while learning about the benchmark numbers 5 and Step 1: Write the word skunk and separate each letter into a different column on a sheet of paper.

Step 2: The first player rolls a pair of dice and works out the total of the two dice. The score is written in the S column. If they roll a one they score zero. Step 4: If they roll a one in the second round, play stops and the player takes the score from the first round as their total for the game. The risk a player takes in moving on and throwing again, is if two ones are thrown, all the points for the game are wiped and the player scores zero.

This game is similar to the skunk game, but there only needs to be one player and one dice. However, even with only one dice things will still get tense! Step 1: Throw the die and the player records the number that they roll. If a one is thrown at any point, the player loses all the points scored so far. Step 3: The first player to score is the winner. Step 1: Draw out a triangle made from squares, with four on the bottom up to one at the top.

Step 2: Each player chooses 10 number from the products table 1, 2, 3, 4, 5, 6, 8, 9, 10, 12, 15, 16, 18, 20, 24, 25, 30, This is simply all of the possible options you can get when multiplying the numbers between 1 and 6 together.

Step 3: Write one number in each of the ten triangles from the product table results above. Step 4: The first player then rolls 2 dice and multiplies the two numbers together. If they have the product of the two numbers written on their tower, they can then cover it with a counter. Step 5: The winner is the first player to cover all their numbers in the tower. The game can include more challenging multiplication calculations by changing the numbers on the dice. If one has the numbers and the second has the number , the numbers each player has to choose from are 7, 8, 9, 10, 11, 12, 14, 16, 18, 20, 21, 22, 24, 27, 28, 30, 32, 33, 35, 36, 40, 42, 44, 45, 48, 50, 54, 55, 60, 66 and Alternatively, both dice marked with the numbers 7 — 12 would give the products 49, 56, 63, 64, 70, 72, 77, 80, 81, 84, 88, 90, 96, 99, , , , , , and Along with dice, playing cards are one of the most versatile and underused maths resources that can be found in most family homes.

Fortunately, these games are here to put an end to that! Place value is a crucial skill for children to grasp during primary school, and this simple card game will help them to do that in visual and fun way.

Step 1: Each player draws a place value grid, with an agreed number of places. Thousands, hundreds, tens and ones. Step 2: Using a deck of cards , Ace and picture cards, with being worth their digit, Aces being worth 1 and picture cards being worth 0. Step 3: Players take turns to draw a card from the pile, and each player chooses which column to record the number in. The winner is the person to have the biggest number recorded at the end of the game.

If you like this check out our other amazing place value games. This simple game is perfect for car journeys or the 10 minutes before dinner, and it will get your children practising their maths skills in a fun and exciting way!

Step 1: Shuffle a pack of cards and place face down. Each player takes one card and turns it over in front of them. Step 2: Record the number on the card Ace is worth 1 and picture cards are worth Step 3: Each player then takes a second card and adds the number to the first number, recording it on the paper.

Step 4: Keep taking cards until the first person reaches They are the winner. A variation on this game can be to start at and keep subtracting until someone gets down to zero. For older children, instead of adding the cards together, they can be multiplied each time, with the winner being the first to reach This is a fast paced maths card game for two or more players, where all eyes will be on the Jacks in the pack….

Step 1: Other than the Jacks, remove all of the picture cards from a deck. Step 2: The aim of the game is to reach the target number. To make the target number, shuffle the pack and turn over the top two cards. If either are a 10 or joker, put them to the bottom. The 2 cards turned over make the target number. For example, if you turn over the 5 of hearts then the 2 of diamonds, your target number is Step 3: Each player is dealt 5 cards, which are set out face up.

Players then can add, subtract, multiply and divide to try to reach the target number. If the target number is reached using all 5 cards, 10 points is scored, if it is made using less than 5 cards, 8 points is scored.

There is no need for fancy equipment when it comes to these maths game. This is a KS2 maths game that most people will be familiar with, but it just so happens to be fantastic practice for coordinates. Step 1: Each player draws out a grid with A — J along the bottom and 1 — 10 up the side. Step 2: They then plot ships of various sizes on the grid by colouring in the squares:. Each player keeps track of their hits and misses on a separate grid. This game does the impossible, and manages to make learning multiplication facts fun.

Step 1: Each player needs a set of coloured counters or different coins 2ps vs 10ps as an example. Step 2: Make a grid containing the answers to the times tables being worked on you can choose which times table you want your child to tackle and a set of cards with the multiplication questions. Step 3: Each player takes it in turns to pick a card, work out the answer and cover the answer with their counter.

The first player to cover four in a row is the winner. This maths game is a classic, and the chances are high that some parents out there would have played this themselves when they were at school. They look for the answer in a different color marker on the top left hand corner of the next problem they should solve. Then, they solve that problem, identify the answer, and find the next problem to solve.

This strategy is also great in making sure that students are not practicing problems incorrectly because they cannot move on in the maze until they find the correct answer.

Directions: Each student needs to have a pre-made answer sheet to record work for each problem. Create an index card for each problem and establish an order in which the cards are to be passed around the room. Each student should start with a particular problem number and record the work to that answer on his or her answer sheet.

Start the timer for a set amount of time that you want to give your students to complete each problem. When the timer buzzes, students pass their cards to the next student in the established rotation in your room. Typically, this activity is done silently to give a good measure of where students are in terms of mastery.

Find Someone Who Benefit: Find Someone Who gets students to move around the room and practice problems at the same time. The student that answers the problem initials the box to indicate that he or she solved it.

Students may only have a classmate sign their sheet once this activity also really helps build classroom culture because students are reliant on each other to complete this activity. Directions: Present problems to the entire class and ask students to solve the problems on their whiteboards.

Make sure you already have the answers written out for the problems you are presenting, so you can quickly and easily check which students have the correct answer. Learning Stations Benefit: Learning stations gives students space to practice multiple skills during a class period.

They change up the regular structure of a math classroom by allowing students to complete stations in an allotted amount of time. Directions: Learning stations are self-explanatory and very flexible. Use them as a review method with each station representing an objective that will be on the unit test or quiz. Students begin at one station, and when the buzzer goes off, students get up and move to the next station in the room.

Directions: Write a series of problems on transparency sheets and cut them up into little pieces.



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