You are on page 1of 26

DOMONIQUE FELICELLO

WHY CARDS: IT IS ONE OF THE CHEAPEST AND EASIEST MATH MANIPULATIVE TO USE IS A DECK OF CARDS.
CARDS NOT ONLY HAVE NUMBERS BUT A SET OF OBJECTS TO REPRESENT THE NUMBERS
COUNTING. SIMPLE COUNTING IS EASILY TAUGHT BY USING THE NUMBER CARDS AND THE ACE FOR A ONE.
SORTING AND PATTERNS. HAVE YOUR CHILD SORT THE CARDS BY COLOR AND SHAPES. MIX IT UP BY ALLOWING YOUR
CHILD TO CREATE PATTERNS WITH RESPECT TO COLORS, SHAPES, AND NUMBERS.
ADDITION WAR. DIVIDE THE DECK IN TWO AND GIVE ONE HALF TO YOUR CHILD AND KEEP ONE FOR YOURSELF OR
ANOTHER CHILD. EACH PLAYER WILL LAY DOWN TWO CARDS. THE TWO CARDS THAT ADD UP TO THE GREATER
NUMBER IS THE WINNER. THE WINNER KEEPS THE WINNING HAND. PLAY CONTINUES UNTIL ALL CARDS ARE PLAYED.
THE ONE WITH THE MOST CARDS IS THE FINAL WINNER.
SUBTRACTION WAR. PLAY AS DESCRIBED ABOVE EXCEPT THIS TIME THE WINNING HAND IS THE ONE WITH THE TWO
CARDS WITH THE GREATEST DISTANCE.
MULTIPLICATION WAR. PLAY AS DESCRIBED ABOVE EXCEPT MULTIPLY THE TWO CARDS.

GREATER THAN LESS THAN

CLOSE CALL: AN ADDITION CARD GAME


Close call place value and addition practice
How to:
Step 1: Build two piles of cards faced down
Step 2: Have students take 4 cards each and
place face up
Step 3: Students make 2digit + 2digit sum
Step 4: Closest Sum to 100 to get a point
Alternate result: make largest sum

(www.education.com...

WHY CARDS?
ANYTHING GOES WAR. EACH PLAYER LAYS DOWN TWO TO FOUR CARDS. THE PLAYERS HAVE THE CHOICE OF ADDING,
SUBTRACTING, MULTIPLYING, OR A COMBINATION TO COME UP WITH THE HIGHEST AMOUNT. WINNING HAND IS KEPT BY THE
PLAYER WHO LAID IT DOWN. THE PLAYER WITH THE MOST CARDS AT THE END OF THE GAME WINS.
MEMORY AND MATCHING. LAY THE CARDS FACE DOWN AND HAVE THE CHILD PICK UP ONE AND THEN PICK UP ANOTHER. IF THE
CARD MATCHES OR ADDS TO A PARTICULAR NUMBER PREVIOUSLY DECIDED ON, THEN HE REMOVES THE THE CARDS FROM THE
PLAY AREA. PLAY CONTINUES UNTIL ALL THE CARDS HAVE BEEN MATCHED.
5 DIGIT WINNINGS. REMOVE KINGS AND JACKS FROM THE DECK. ACE IS ONE AND QUEEN IS ZERO. PLAYERS TAKE TURNS
DRAWING ONE CARD AT A TIME, TRYING TO CREATE THE LARGEST 5 DIGIT NUMBER POSSIBLE. AS EACH CARD IS DRAWN IT IS
PLACED (AND CANNOT BE MOVED) INTO THE ONES, TENS, HUNDREDS, THOUSANDS, OR TEN-THOUSANDS PLACE. WHEN THE
SIXTH CARD IS DRAWN, THE PLAYER CAN CHOOSE ONE OF THE CARDS ON THE TABLE TO DISCARD AND REPLACE IT WITH THE
SIXTH CARD. LARGEST 5 DIGIT NUMBER WINS. MAKE THIS GAME EASIER OR HARDER BY VARYING THE NUMBER OF DIGITS.
GUESS THE ADDENDS. (YOU CAN USE THIS FOR MULTIPLYING AS WELL.) YOU WILL NEED THREE PLAYERS FOR THIS GAME.
REMOVE THE FACE CARDS AND KEEP THE ACE TO REPRESENT ONE. CARDS ARE DEALT EVENLY AMONG TWO PLAYERS. THE
THIRD PLAYER THEN DIRECTS THE PLAYERS TO TAKE ONE CARD OFF THE TOP OF THE DECK AND HOLD IT TO THEIR FOREHEADS
FACING OUT SO ONLY THE OTHER PERSON AND THE 3RD PLAYER CAN SEE THE CARD. THE 3RD PLAYER GIVES THE OTHER PLAYERS THE SUM
OF THE CARDS. NOW EACH PLAYER TAKES TURNS GUESSING THE NUMBER OF THEIR OWN CARD. THE FIRST PLAYER TO GUESS CORRECTLY WINS.

SLAP IT! AN ODDS AND EVENS GAME

Slap It! An Odds and Evens Card Game. It uses cards to reinforce concepts of odd and even
Object: Be able to recognize and slap the odd or even numbers

DEFENSIVE MULTIPLICATION
What You Need:
Deck of playing cards,
face cards removed
4 sheets of paper
Tape
Pencil
Scratch paper
Black marker
2 Players, or 2 teams

DEFENSIVE MULTIPLICATION: HOW TO PLAY


HAVE YOUR CHILD AND HER FRIENDS CREATE A GAME BOARD BY DRAWING A 2 X 2 GRID ON EACH PIECE OF
PAPER. TAPE THE 4 SHEETS OF PAPER TOGETHER ON THE BACK AND CREATE A 4 X 4 GRID.

ANNOUNCE THAT ACES = 1.


ASK ONE OF THE PLAYERS TO REMOVE ALL OF THE FACE CARDS FROM THE DECK. THEN DIVIDE THE CARDS THEY
REMOVED INTO RED AND BLACK CARDS. EACH PLAYER GETS EITHER THE RED OR BLACK CARDS.

THE GAME CONSISTS OF 5 ROUNDS. A ROUND OF PLAY IS MADE UP OF 16 TURNS (8 FOR EACH PLAYER) AND
FEATURES A DIFFERENT TARGET PRODUCT. YOU CAN DECIDE ON WHATEVER TARGET PRODUCTS YOU'D LIKE,
BUT THE TARGET PRODUCTS WE USED ARE: 60, 72, 84, 90, AND 96. THESE NUMBER HAVE LOTS OF FACTORS SO
THEY'RE EASIER TO WORK WITH.

THE TWO PLAYERS MUST FACE EACH OTHER. PLAYERS TAKE TURNS PLACING ANY ONE OF THEIR CARDS INTO
ONE OF THE SPACES ON THE GAME BOARD.

WHOEVER COMPLETES A LINE OF 4 CARDS IN A ROW IN ANY DIRECTION (INCLUDING DIAGONALLY),


SUCCESSFULLY CREATING THE TARGET PRODUCT, WINS ONE POINT. AN EXAMPLE OF 84: 7 X 2 X 3 X 2 = 84.

ONCE THE BOARD IS FULL THE ROUND IS COMPLETE. CLEAR THE BOARD AND REDISTRIBUTE THE CARDS BACK
TO THE PLAYERS BEFORE STARTING THE NEXT ROUND.

THE PLAYER WHO HAS THE MOST POINTS AT THE END OF 5 ROUNDS WINS!

A FRACTIONS GAME FOR TURNING FEAR OF FRACTIONS INTO


FUN.

http://www.learn-with-math-games.com/fractions-game.html

IM THE GREATEST; MULTI- ADDITION AND SUBTRACTION


What You Do:
1.Have one of the players remove the 10's and face
cards from the deck and then shuffle the cards.
2.Deal six cards to each player.
3.Explain to players that the goal is for them to
arrange their cards in two rows of three. In each row
they should create the largest number they possibly
can. Then, they need to add up their two extra large
numbers to figure out the sum.
4.Start the timer for 1 minute andyell "Go!"
5.The player who comes up with the largest sum
wins allof the cards.
6.Whoever ends up with the most cards after the
deck has run out is the winner!

Need: deck of cards, timer, paper and pencil

ELEVENS: ONE PLAYER MATH GAME


GET OUT A DECK OF CARDS AND PRACTICE FINDING
SUMS OF 11

YOU'LL LAY OUT NINE CARDS, THEN TRY TO FIND SETS OF


CARDS THAT ADD UP TO 11.

A MATHEMATICAL CARD TRICK


What You Do:
1.Find someone to trick.
2.Ask that person to pick a card from the deck and keep it
secret.
3.Have him double the face value of the card (aces = 1, jacks =
11, queens = 12, and kings = 13).
4.Ask him to add 3 to their result.
5.Ask him to multiply this by 5.
6.Have them add 1 if his card is a club, 2 if it is a diamond, 3 if it
is a heart, and 4 if it is a spade.
7.Ask them to tell you their number.
8.To predict the card, subtract 15 from the final total. The right
digit of the answer represents the suit of the card (1 = club, 2 =
diamond, 3 = heart, 4 = spade). The left digit or digits is the
number value of the card. For example, if their result is 83, the
card is the 8 of hearts. If the result is 134, the card is the king of
spades.

MULTIPLES OF TEN
Ten-Twenty-Thirty: "The objective of the game is to
try to get each row of three cards to equal a sum
of a multiple of 10...To make the game more
challenging, try finding sums of different multiple
bases. For example, if you use 6 as a base, sums
would have to add to 6, 12, 18..."

MAKE TEN

How to play Make Ten:


1.Remove the face cards from a deck of playing cards and
place the deck, face down on the table.
2.Each player chooses 5 cards and places the cards in front of
him.
3.The first player uses the 5 cards to create as many equations
as he can in which the sum equals ten (10). For example, If I
have 9, 9, 3, 2, 4, I could make the following equations: 9+43=10 and
9+3-2=10
4.After making as many equations as possible, player sets
aside the used cards and play passes to the next player.
5.Play continues with players refilling their hands to 5 cards at
the start of each turn.
6.Whoever uses the most cards by the end of the deck wins.
Once I was able to use all five cards at once: 8+5+3-51=10.

FLIP AND COMPARE

USE PLAYING CARDS TO PLAY "FRACTION WAR" - THIS IS A GREAT WAY TO LEARN FRACTIONS!!

All of the fractions are compared and the player with the largest fraction wins the round and keeps their cards.

This game has players adding cards until they reach 27.
2 - 4 players
Deal out all of the cards to the players. Players put their cards into a pile in front of themselves with cards face down.
The first player turns over their top card and places it in the center.
The next player turns over their top card placing it on top of the first card. This player adds the value of the two cards and tells everyone the total.
The next player does the same adding the value of their card to the previous total.
Play continues until the total reaches 27 or over. The player who puts down the card that takes the total to 27 or over takes all of the cards in this
pile and shuffles them into their pile.
Play continues for a set time or until one player has no cards left.
The winner is the person with the most cards.

BULLS-EYE! 4TH GRADE DIVISION ACTIVITIES:


PLAYERS RECEIVE 4 CARDS AND USE ANY COMBO OF OPERATIONS TO TRY AND
REACH TARGET NUMBER. FIRST PLAYER WITH TARGET NUMBER RECEIVES A
POINT. WINNER IS FIRST STUDENT WITH 3 STUDENT WITH 3 POINTS.
THE TARGET NUMBER IN THE PICTURE IS 9. TRY WITH A PARTNER TO REACH NINE WITH FOUR CARDS

Materials: Deck of cards, paper and pencil

FLIP THREE!
Players take turns to flip over three cards and attempt to
make an equation using the three cards. The equation can
be an addition, subtraction, multiplication or division, e.g.
3+3=6, 8-5=3, 2x1=2, 102=5.
If the player can make an equation they keep the cards. If
they cant make an equation the cards are flipped back
over in the same place.
Keep playing until 7 cards are left.

Match cards with number bonds

Place value mats

Equation Mats for Cards

SUBTRACTION WAR
Subtraction War:
Each player has a stack. QK = 10; A = 1. Players
take turns flipping over 2 cards from their piles.
They read their number sentences, (e.g., 5 -2=3 &
7-2=5). The player with the larger answer wins all
the cards. In the event of war (same answer),
players each draw four cards and add them
together. The largest sum wins.

BEAT THE TEACHER - A PLACE VALUE GAME

GREATER THAN WAR


Play with 2 players. Remove the face cards from a
regular deck of cards. Explain that Aces=1. Give
each player 1/2 of the deck. Both players turn over
the top card.
The one with the higher number should say, for
example, "6 is bigger than 2" (or "6 is greater than
2"), then takes both cards. Repeat until the decks
are used up, then you can turn the cards over and
play again. The one with the most cards wins--or
you can just keep turning your cards over and play
indefinitely.

THANK YOU

You might also like