The National Center for Quality Afterschool

Helping local practitioners and state education agencies develop high-quality and balanced programs

Afterschool Lesson Plan Database

Search

# Lesson Plan

Data Analysis and Probability: Race to the Finish
 Subject: Math Grade span: K to 2 Duration: At least 10 minutes
This lesson was excerpted from the Afterschool Training Toolkit under the promising practice: Math Games

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.

Learning Goals:

• 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

Materials:

• Finish Line Game Board (PDF) (Please print this PDF file.)
• Water color, dry erase, or overhead markers
• Dice for each small group

Preparation:

• 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.

Teaching Tips:

As students play, ask guiding questions to assess students' understanding. Use the sample questions below or develop your own:

During Play:
• Who is ahead? Which bicyclist is in first place right now? Who is in second place? How far behind is the second place bicyclist? How do you know?
• How far from the finish line is bicyclist 5?
• Which bicyclist moves ahead this roll? How do you know?
• How many times have you rolled a 5? How do you know?
After Play:
• For whom did you cheer in this game? If you play the game again, are you going to pick this bicyclist to cheer on again?
• Which bicyclists are more/ less likely to win? Why?
• Will bicyclist number one ever win? How do you know?

Evaluate (Outcomes to look for):

• Student engagement and participation
• Comments and answers that reflect that students can use their charts to discuss the bicyclists' standings in the race
• Comments, answers, and choices that reflect an understanding of impossible and more/less likely outcomes
• Students counting with understanding and recognizing "how many" in sets of objects