|Grade span:||K to 2|
|Duration:||At least 10 minutes|
Description:This sample lesson is one example of how you can implement Math Games. In this activity, students roll number cubes to move a bicyclist toward the finish line, and then create a chart showing the frequency of the numbers rolled.
- Count with understanding and recognize "how many" in sets of objects
- Develop a sense of whole numbers and represent and use them in flexible ways
- Understand data and how data can be represented in bar graphs
- Connect number words and numerals to the quantities they represent, using physical models and representations on number cubes
- Develop fluency with basic number combinations for addition
- Finish Line Game Board (PDF) (Please print this PDF file.)
- Water color, dry erase, or overhead markers
- Dice for each small group
- Copy game board. Laminate or cover with clear contact paper.
- If you plan to introduce the game to the whole group, make an overhead copy of game board.
What to Do:
- Set the game up, making sure that all students can see the game board (an overhead projector might prove useful).
- Have students select a number (1-12) that they will cheer for; each number represents a cyclist on the board game.
- Ask students to predict who will win and why.
- Provide two number cubes and have students take turns rolling dice.
- After each roll, students add the two numbers rolled and mark with an x in the next empty space above the bicyclist whose number corresponds with the sum of the two numbers rolled.
- Each x represents the bicyclist moving closer toward the finish line.
- Students continue taking turns rolling the cubes and charting the outcome until one of the bicyclists reaches the finish line.
- As students play, encourage them to predict who they think will win, who is ahead, and why. Ask questions throughout and after the game. See Teaching Tips for sample questions.