SAIL Math Booklet
SAIL Math Booklet
Grades
K-2
Mathematics
Mathematics Institute for Learning Disabilities and Difficulties
www.meadowscenter.org
Purpose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Classroom Management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Getting Started With Learning Centers or Stations . . . . . . . . . . . . . . . . . . . . . . . . . 4
Gathering Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Timing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Selecting Signals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Student Accountability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Rotation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Establishing Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Introducing Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
General Instructions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
2. Wiggle Worm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
3. Memory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
5. Balloon Fiesta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
2. Shapes in Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
a. Magnitude Comparison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
b. Addition/Subtraction Combinations . . . . . . . . . . . . . . . . . . . . . . . . . . 70
c. Place Value . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
a. Magnitude Comparison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
b. Addition/Subtraction Combinations . . . . . . . . . . . . . . . . . . . . . . . . . . 81
c. Place Value . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
5. Memory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Response to intervention (RtI) is a process for ensuring high-quality instruction for all
students. RtI focuses on practices that systematically identify and provide services to
students who are most in need of preventative intervention. In a multitiered approach
to RtI, three tiers are common practice. Tier 1 is characterized by the implementation of
evidence-based core instruction for all students. Tier 2 includes intervention to prevent
further difficulties in early mathematics and reading skills and concepts for students
identified as being at risk, with ongoing progress monitoring to assess the response to
treatment. Tier 2 intervention consists of explicit and systematic instructional procedures
provided to small groups of students for a fixed duration.1 Tier 3, or tertiary instruction,
is reserved for students who continue to struggle and thus require even more intensive
intervention than that provided in Tier 2.
Researchers have also identified best practices for creating and implementing learning
activities in classrooms. First, activities should directly link to standards-based curricula.4
Second, successful models include an accountability system for students and teachers.
Accountability systems should include problem solving, self- or peer checking, and writ-
ten documentation of work provided.5 Third, effective management and organization of
these activities have been shown to be key components of student success.6
1
Introduction
Based on research, teacher input, and feedback from state specialists, this booklet, Strate-
gies and Activities for Independent Learning — Mathematics (“SAIL Into Math”), presents
guidelines and strategies to effectively establish and maintain student-led learning cen-
ters and stations. Additionally, this booklet provides sample activities and games that can
be used in learning centers or stations with the rest of the class while teachers conduct
intervention lessons with small groups or individual students. Blackline masters of the
games and activities are included by grade level and mathematical concept. Suggestions
for scaffolding activities and games are also included to meet the various needs of diverse
learners. Finally, the activities and games in this booklet align with the Texas Response
to the Curriculum Focal Points (TXRCFP) and the Texas Essential Knowledge and Skills
(TEKS); specific TEKS are listed at the top of each activity.
2
Classroom Management
Classroom management is an im-
portant component of meaning-
ful, student-run activities during
intervention time. From choosing
and modeling appropriate activi-
ties to having students effectively
run and transition the activities
on their own, many decisions
need to be made so that the
activities meet the needs of your
students and are seamlessly
integrated into your classroom
routine.
Classroom Management Getting Started With Learning Centers or Stations
Effective centers require planning for both classroom organization and how to teach the
activities to students. Many teachers use time in the summer or work with colleagues in
the beginning of the year to select and gather activities and materials, assess and config-
ure classroom space conducive to learning stations, and plan timing and transitions.
There are multiple ways to group your students. These groupings depend on the activities,
abilities of your students, time, and classroom space. Keeping groups small increases learning
time and limits behavior issues. Examples of suggested groupings include the following:
• Small-group centers: 3–5 students working together on a specific activity and rotating
through all or some of the center stations
• Pairs: two students working together, often practicing and checking each other
Depending on how many activities are running at one time, you could set groups for activities,
rotate students through activities, or give each student specific directions about which activi-
ties he or she should do individually.
Mixed-ability (heterogeneous) groupings can be effective because students who understand a
skill can answer questions and keep the activity running independently. This grouping format
also helps students develop problem-solving skills. An alternative is grouping students at the
same level or who need to develop a particular skill that an activity targets (homogeneous).
4
Classroom Management Getting Started With Learning Centers or Stations
General Recommendations
Checklist
• Assess how many students can do an activity at once (2–4 students per activity
is suggested).
• Select students to work together who can problem solve, support each other,
and cooperate.
• Your groupings can change throughout the year or depending on the objective of the
activity.
Group students who need to develop a particular skill that an activity targets.
These students may need additional scaffolds and supports, such as designating
a student or paraeducator to help problem solve and check answers; providing
manipulatives, answer keys, or illustrated or additional directions in problem areas;
and adjusting the game or activity so that everyone can accomplish the task.
Students who understand a skill can answer questions and keep the activity run-
ning independently.
5
Classroom Management Getting Started With Learning Centers or Stations
Crucial to meaningful and effective learning centers are the activities themselves. Select tasks that
reinforce or review target skills, particularly skills that need frequent practice (e.g., facts, geometry,
and measurement). When selecting your objectives and corresponding activities, also consider how
the activities meet the various learning needs in the classroom and how to adapt the activities for
specific students. Accumulating many activities across math subject areas and ability levels allows
you to choose appropriate tasks for students.
• Your students
Selecting Activities
Checklist
• Link objectives to the Texas Essential Knowledge and Skills (TEKS) and Texas
Response to the Curriculum Focal Points (TRCFP).
• Add applied and extension activities for math skills in which students demon-
strate competence.
6
Classroom Management Getting Started With Learning Centers or Stations
3. Gathering Materials
Center activities vary in the amount of materials needed: Some games require only a deck of
cards, while others require game pieces, cards, and manipulatives. Seek out materials that are
reusable, engaging, safe, and inexpensive.
Finding materials:
Space is often at a premium in classrooms. Find a designated space in your classroom to store center
materials. The space should be labeled and easily accessible for students.
7
Classroom Management Getting Started With Learning Centers or Stations
Center Materials
Additionally, decide where each activity or type of Computer
activity should be done in your room. Space out groups, Turn in Work Station
but ensure they are visible from your intervention area. Super
Shapes
Teacher’s Desk
Fun
-
Facts
- Boxes
- Shelves
- Drawers or trays
- Closet
5. Timing
8
Classroom Management Getting Started With Learning Centers or Stations
Suggested Configurations
Checklist
The number and types of activities depend on the total time allotted for centers.
• Timing considerations:
- How many activities students are expected to complete during one intervention pe-
riod (number of rotations)
- Transitions (1–3 minutes each for setting up, moving between activities, and cleaning
up)
- Automatic timer
- Experienced students self-regulating and moving on to next activity when one is com-
pleted
9
Classroom Management Getting Started With Learning Centers or Stations
6. Selecting Signals
While you are leading an intervention, you may need to communicate quickly and quietly
with some or all students. Signals can be used for transitions, as behavior reminders, or to
deliver directions.
• Choose a visual, nonverbal signal that lets students know when to:
- Switch activities
- Clean up
• Example signals:
- Hand clap
10
Classroom Management Getting Started With Learning Centers or Stations
11
Classroom Management Running Activities Versus Activities Running Themselves
After preparing and introducing the activities to students, take advantage of the sev-
eral strategies to keep students meaningfully engaged. Holding students accountable,
planning rotations, scaffolding activities, and targeting transitions all help to maximize
student learning time.
1. Student Accountability
Improve the quality of student work, increase on-task behavior, and measure student prog-
ress by requiring students to complete and show activities.
• Assess students’ skills by having them show you the work they accomplished during the
activities.
• Accountability has been shown to improve student work quality and on-task behavior.
• Commonly used accountability checks including the following (see the following pages
for examples):
- Journal entry stating what activities the student completed, what the student learned,
and why the student thought the teacher included the activity
12
Accountability Chart
Name:
Monday Tuesday Wednesday Thursday Friday
Week of:
#1 Super Shapes
Classroom Management
#2 Fun Facts
#3 Problem-Solving
Solutions
#4 Measurement
Mania
#5 Place Value
This accountability chart is a sample that you can use in several ways. Students can fill out the spaces on
their own, using faces that show how the center went that day; color in the boxes to show which activities
were completed that day; write something they learned in the boxes; or number tasks to show the order
in which they were completed. Teachers can also use this format to write notes to students about how to
complete each activity (which may assist in scaffolding lessons), record observations, provide feedback to
students, and number centers to indicate the order in which to complete them.
13
Running Activities Versus Activities Running Themselves
Classroom Management Running Activities Versus Activities Running Themselves
Friday
Thursday
Accountability Chart
Wednesday
Tuesday
Monday
Week of:
Name:
14
Name Center
Classroom Management
Can do
Great! OK. better!
15
Running Activities Versus Activities Running Themselves
16
Center
Name Date
Classroom Management
Yes Almost No
2. Rotation
Having students complete more than one activity during a time block reinforces skills and aids
behavior management.
Teacher
Tip
- Recognize when it is time to rotate (either when they are finished or there has been a
signal)
• Use visual aids that explain student rotations, such as the following:
17
Classroom Management Running Activities Versus Activities Running Themselves
• Include instructions for each activity’s standard, extension, and reteaching options.
Tip
- Simplify directions.
• To challenge students:
• Give each student an independent work folder that lists what task and which cards or
skills they need to work on for the week.
• Have students write in a journal about the activity if they finish early.
18
Classroom Management Running Activities Versus Activities Running Themselves
19
Classroom Management Running Activities Versus Activities Running Themselves
• Teach and introduce all expected behaviors for each activity slowly and individually (even
down to how to safely move around the room).
• Have students demonstrate and model expected behavior multiple times and then as
needed.
• Elicit feedback from students on what went well and what could be changed.
- A designated “captain” who answers questions, either for each task or for the entire
class
• Establish a clear timing system for rotation so that students know when to move and
when to clean up.
• Post a map or diagram to remind students where to do specific activities and to where
they should transition.
• Teach students how to patiently and quietly help each other answer questions.
20
Behavior Management Plan
Establishing and maintaining rules and expectations from the start fosters
appropriate behavior, so that many behavioral concerns can be avoided or
limited.
Behavior Management Promoting Positive Behavior
1. Establishing Rules
Planning ahead helps to avoid learning disruptions during center activities. Students should
be told what is expected of them and how to complete each task. Set clear expectations for
center and station behavior—provide specific examples and nonexamples of appropriate be-
havior. By clearly establishing rules and expectations, opportunities for behavioral issues can
be reduced. When misbehavior does occur, having set rules and procedures in place can aid in
redirecting behavior with minimal time and attention from you.
Take into account common issues before introducing centers. First, think about behavioral
problems that tend to occur with your students during station or center activities. Keep these
issues in mind when planning, selecting, and teaching rules. It may be helpful to keep a log
of problems that occur, when they occur, and under what conditions they occur. Record what
you did to stop the behavior and whether it worked. See the next pages for example logs and
blank logs that you can use as templates.
22
Example Behavior Log
Behavior Management
Wiggle 9/23/10 Fighting over who When starting Reteach and model Yes, but took addition-
Worm uses which game the game rolling the die to de- al private reminders to
pieces termine who selects 2 students
game pieces first
Jungle Out 9/27/10 Students from Another activity • Place activities Place activities further
There other games com- station was set further apart in the apart in the room.
ing over to watch up nearby; be- room.
(students off task) havior occurred • Reteach and
near the end of model what to do
activity time when students fin-
ish a station before
time is up.
• Set up and teach
consequence of
not working on
designated station.
23
Promoting Positive Behavior
Behavior Management Promoting Positive Behavior
Behavior Log
24
Example Behavior Log
Behavior Management
Flashcard War • Turn-taking Loud voices: shout- • Reteach and Use a timer with the
• Checking an- ing out answers rehearse “1-inch game
swers voices” (refer to
posted sign).
• Practice wait
time.
All Aboard • Quiet voices Some students Discussed misbe- • Adjust partner-
• Working out an- struggled with havior privately ships after re-
swers on scrap reading the word with select group teaching.
paper problems, which • Pair these stu-
led to off-task be- dents with a
havior. buddy to assist
in reading the
problems.
25
Promoting Positive Behavior
Behavior Management Promoting Positive Behavior
Behavior Log
26
Behavior Management Promoting Positive Behavior
• Misusing materials
2. Introducing Rules
Students need to have a clear understanding of expected behavior, what appropriate
and inappropriate behavior looks and sounds like, and the consequences for behaviors.
Model the rules and expectations for each activity and have other students model the
behaviors. Identify inappropriate behaviors as well. Provide opportunities for students to
practice the rules and expectations, and provide feedback on student behaviors.
Introduce the rules prior to starting centers. Choose 3–5 rules and post them in the class-
room or at each center (use pictures if needed).
27
Behavior Management Promoting Positive Behavior
• Work and problem solve without the teacher, except at designated times.
• Stay on task.
• Clean up.
As with rules and expectations, identify and model consequences for misbehavior during inter-
vention time. These consequences will vary due to the type and severity of the behavior. Include
natural consequences that link to classroom and center rules. Clear consequences for misbehav-
iors and nonverbal signals that indicate specific consequences reduce distractions for the class,
teacher, and intervention group.
28
Behavior Management Promoting Positive Behavior
Suggested Consequences
Checklist
• Provide a system of behavior support (e.g., peer helper, paraeducator) for stu-
dents to help with redirection and completing the task.
• Have students who do not follow rules attend a “Center Academy” to relearn
the rules and practice proper behavior.
• Have students not participate in recess or another fun activity to make up the
work.
GREAT JOB
Alicia Brian Carlos Diane
GOOD DAY
THINK ABOUT IT
TEACHER’S CHOICE
PARENT CONTACT
29
Behavior Management Maintaining and Reinforcing Expectations
Throughout the year, students need periodic reminders of the rules, expectations,
and consequences for behaviors during center time. Focus more heavily on rule
review for the first 6 weeks of the school year. Reteach the expectations as needed
and with each new center or station activity.
Providing feedback is a powerful way to reinforce positive behavior. Provide specific praise
for appropriate behavior more often than reacting to problem behavior. Examples of specific
praise include the following: “I see that group 1 is putting the materials away carefully for the
next group.” “Group 2 really showed us how to problem solve with their neighbors.” “[Student]
quietly found the right task to do when [he/she] finished early.”
Use visual (e.g., thumbs-up, colored flag, smiley face sign) and verbal (e.g., “Keep up the good
work, Table 2!” “Team 5 is working together to keep everyone on task.”) prompts to reinforce
targeted behaviors. Give student-identified, meaningful rewards to students who complete all
activities and follow rules. Depending on the age of the students and your resources, exam-
ples of such awards could include extra free time, choice of which station to start with, stick-
ers, and positive notes.
30
Behavior Management Maintaining and Reinforcing Expectations
When students misbehave, they often need to be reminded of what the appropriate behav-
iors look and sound like. Ask students to identify the inappropriate behavior. Have students
model appropriate behavior. If many students consistently struggle with the rules, review and
model appropriate behaviors and expectations as a group. Consider whether the designated
consequences are being applied consistently or whether they need to be changed.
Hands on table!
Ears listening!
Mouth Ready
quiet! to learn!
Eyes on activity!
31
Behavior Management Maintaining and Reinforcing Expectations
Solicit student feedback on activities (e.g., ask students to reflect on what went well and what
did not, which centers students enjoy and do not enjoy). Adjust activities to keep students
engaged.
• Bright colors
• Pictures/images
• Hands-on manipulatives
• Movement
• Variety
• Clarity
32
Behavior Management Fostering Independent Problem Solving
Designate one student per day as the “problem solver.” This student is the first point of contact
if someone has a question or concern and is a liaison between the students and the teacher.
Rotating this position throughout the year allows each student to be an “expert” problem
solver.
Speak to individual students or groups of students privately after the students have engaged
in inappropriate behavior. Ask the students to identify ways they could have solved the prob-
lem on their own and that they could use next time in that situation.
33
Behavior Management Fostering Independent Problem Solving
Praise students or groups of students who problem solve well and have those students model
to the class. Periodically reinforce and expand problem-solving skills by modeling and re-
hearsing a decision-making process and solutions with your students.
34
Game Instructions
This section of the booklet contains mathematics games that students can play during
center time.
• Several different game boards are included for each game that span various number ranges.
Blank game boards are also provided. Use a board with a number range that matches cur-
rent or reviews past instructional content.
• All of the games, with the exception of All Aboard, have separate playing card sets, each
focusing on a specific mathematics skill. For example, Shapes in Space has different playing
card sets for magnitude comparison, addition/subtraction combinations, and place value.
Introduce each skill and its corresponding playing cards separately to keep the objective of
the game clear.
• Familiarize yourself with the game instructions and materials before introducing them to
students. Each game has separate teacher and student instructions. The student instructions
are intended to be a secondary support for students after you have modeled and reviewed
the games. Most games use a game board, score card, and playing cards. Two games, Memo-
ry and Flash Card War, use only cards.
• Unless otherwise noted, each game uses the same score card across all versions of the game.
• A suggested grade level is listed for each game. However, if necessary, adapt the games to fit
the needs and abilities of your students across grades by:
- Using the scaffolding ideas and extension activities listed for many of the games
- Filling in the blank game board and blank set of playing cards provided with each game
with a specific skill or number range
• The games are designed to provide practice in essential mathematics skills. The goal of the
games is to review skills, not to have 1 winner.
• All of the materials are provided in PDF form (game boards, playing cards, and score cards).
Print the materials on white paper with a color printer, except the All Aboard playing cards,
which should be printed on colored paper or cardstock (see game instructions for more
information).
• The game boards are available in two sizes to accommodate varying printer capabilities:
- An 11-inch by 17-inch (tabloid size), whole-page version; if possible, use this version
- A split-page version with two 8.5-inch by 11-inch (standard letter size) pages to be taped
together
35
Game Instructions
• Playing cards are organized by skill and grade level. Print the cards double-sided.
• If possible, laminate the game boards and playing cards to lengthen their life and to allow
the use of dry-erase markers with the blank materials, making them reusable.
• Print and laminate the additional support materials, such as number lines and hundreds
charts, as needed.
Note: Additional materials not provided in this booklet or on the website are needed for some
games (e.g., game pieces, pencils or markers, number lines, hundreds charts). Gather any such
materials before beginning each game.
36
Game Instructions General Instructions
- Take turns.
- Help your friends at your table.
- If you have a question, ask a friend in
your group first.
- Roll the die—do not throw it.
- Decide who goes first. One way to
decide is to roll the die and have the
player with the highest roll go first.
- Choose your game piece. Again,
you can roll the die to see who
picks first.
- Do not shout answers.
- Be respectful.
- Write your name and the date on
your score sheet.
- Continue to play the entire time.
- The goals of the games are to
practice and to have fun! There is no
winner.
37
Game Instructions
MC-Magnitude Comparison
NS-Number Sense
NR-Number Recognition
GG-Geometry and Graphing
38
Game Instructions Kindergarten Games
Teacher Instructions
The first player rolls the die and moves the game piece
the number of spaces shown.
The student fills in 1 space on his or her score card above the same animal.
Students should fill in the smaller spaces in the right column above each
animal, as shown. The left column is used in another version of this game.
Students can put their cards back in the pile or keep them until the end of the game.
Continue playing as time allows. Students can go around the board many times. If appropri-
ate, have students count how many times they landed on each animal and write the total
number by each animal’s picture on the score card.
39
Game Instructions Kindergarten Games
1a. Student
Student Instructions
1. Roll the die.
2. Move your game piece the number of spaces you rolled.
3. Take 1 card that matches the animal you landed on.
4. Fill in 1 space above the same animal in
the smaller box on the right side of the
score card (do not use the big boxes on
the left side).
5. The next player rolls the die.
6. Continue playing until time runs out.
7. Count how many spaces you filled in for each animal.
8. Write the total next to each animal.
40
Game Instructions Kindergarten Games
Materials: game board; 3 decks of playing cards with an animal on 1 side and
an animal face on the other side; die; game pieces; 1 score card
TEKS
K.1C, K.6B, K.7B,
per student; pencils, crayons, or markers K.8C, K.14A
Teacher Instructions
The first player rolls the die and moves game piece the
number of spaces shown.
The student says how many animal faces are on the card and writes the
number in the space in the left column above the animal on the score card.
The right column will not be used in this version of the game. Students can
keep their cards or put them card on the bottom of the appropriate pile.
Continue playing as time allows. Students can go around the board many times.
41
Game Instructions Kindergarten Games
1b. Student
Student Instructions
1. Roll the die.
2. Move your game piece the number of
spaces you rolled.
3. Take 1 card that matches the animal you landed on.
4. Count the number of animal faces on the other side
of the card.
5. Say how many animal faces are on the card and write the
number above the animal in the larger box on the left side of
the score card (do not use the small boxes on the right side).
6. The next player rolls and repeats the steps above.
7. Continue playing as time allows. You can go around the board
many times.
42
Game Instructions Kindergarten Games
Materials: game board; 3 decks of playing cards with an animal on 1 side and
a number on the other side; die; game pieces; 1 score card per
TEKS
student; counting cubes; pencils, crayons, or markers K.1A, K.14A
Note: Blank cards are included in each set. Add 1 or 2 blank cards per game to
represent 0. Use the remaining blank cards to adjust the game as needed.
Teacher Instructions
The first player rolls the die and moves game piece
the number of spaces shown.
The student says the number on each card and builds the number using counting cubes.
The student then says which number is bigger and writes the bigger number in the space
in the left column above the animal on the score card. The right column will
not be used in this version of the game. Students can keep their cards or
put them on the bottom of the appropriate pile.
43
Game Instructions Kindergarten Games
1c. Student
Student Instructions
1. Roll the die.
2. Move your game piece the number of
spaces you rolled.
3. Take 2 cards that match the animal you landed on.
4. Say the numbers on the cards, build the numbers
with counting cubes, say which number is bigger, and
then write the bigger number above the animal in the
larger box on the left side of the score card (do not use
the small boxes on the right side).
5. The next player rolls and repeats the steps above.
6. Continue playing as time allows. You can go around the
board many times.
44
Game Instructions Kindergarten Games
2. Wiggle Worm
2a. Wiggle Worm
Number Sense/Magnitude Comparison, 0-20
TEKS
Materials: game board; 2 decks of playing cards with a pink or orange K.1A, K.7B, K.8C,
Wiggle Worm face on 1 side and a number on the other side; die; K.14A
game pieces; 1 score card per student; counting cubes; pencils,
crayons, or markers
Teacher Instructions
The first player rolls the die and moves the game piece
the number of spaces shown.
45
Game Instructions Kindergarten Games
2a. Student
Student Instructions
1. Roll the die.
2. Move your game piece the number of spaces
you rolled.
3. Take 2 cards that match the color you landed
on.
4. Say the number on each card, build each number with
counting cubes, say which number is bigger, and then
write the bigger number in the column of the same
color on your score card.
5. The next player rolls and repeats the steps above.
6. Continue playing as time allows. You can go around the
board many times.
46
Game Instructions Kindergarten Games
Materials: game board; 2 decks of playing cards with a pink or orange Wiggle
Worm face on 1 side and a number sequence on the other side;
TEKS
K.2A, K.2B, K.7B,
die; game pieces; 1 score card per student; number line; pencils, K.8C
crayons, or markers
Teacher Instructions
The first player rolls the die and moves the game piece the
number of spaces shown.
The student picks 1 card that matches the color that he or she
landed on.
47
Game Instructions Kindergarten Games
2b. Student
Student Instructions
1. Roll the die.
2. Move your game piece the number of spaces
you rolled.
3. Take 1 card that matches the color you landed
on.
4. Say the number sequence on the card, point to
the missing number on the number line, say
the missing number, and then write the missing
number in the same color on your score card.
5. The next player rolls and
repeats the steps above.
6. Continue playing as time allows. You can go around the board
many times.
48
Game Instructions Kindergarten Games
3. Memory
3a. Memory, Matching Dots
Number Sense, 1-6
TEKS
Materials: 2 sets of playing cards with a light bulb on 1 side and 1 to 6 dots K.1A, K.1C, K.8A
on the other side (12 cards total)
Teacher Instructions
Students shuffle the 2 decks together and then arrange all of the cards with the light bulb
side up.
The first player turns over 2 cards and says how many dots are on each
card. If the numbers match, the student keeps the cards as a matched
pair. If the numbers do not match, the student turns the cards back
over in their original spots.
The next player chooses 2 cards and repeats the steps above.
49
Game Instructions Kindergarten Games
3a. Student
Student Instructions
1. Shuffle the dot cards and then place them on the table, 1
card at a time, with the light bulb side up.
2. Turn over 2 cards. Count the dots on each
card and say the numbers.
3. If the numbers are the same, keep the cards
next to you.
4. If the numbers are different, turn them
back over in the same place on the table.
5. The next player turns over 2 cards and
repeats the steps above.
6. Continue playing until the teacher says
“Stop” or all the cards are matched.
50
Game Instructions Kindergarten Games
Materials: 1 set of playing cards with a light bulb on 1 side and a number,
1–10, on the other side; 1 set of playing cards with a light bulb on
TEKS
K.1A, K.1C
1 side and dots, 1–10, on the other side
Teacher Instructions
Students shuffle the decks separately and arrange the cards in 2 groups
next to each other with a space in between.
The first player turns over 2 cards (1 from each group) and says the
number on each (shown either by a numeral or dots). If the numbers
match, the student keeps the cards as a matched pair. If the numbers
do not match, the student turns the cards back over in their original spots.
The next player chooses 2 cards and repeats the steps above.
Continue playing as time allows or until all the cards are matched.
51
Game Instructions Kindergarten Games
3b. Student
Student Instructions
1. Shuffle the cards with numbers and place them
on the table, 1 at a time, with the light bulb
side up. Shuffle the cards with dots and place
them on the table, 1 at a time, with the light
bulb side up, next to the first set of cards.
2. Turn over 2 cards. Say the number or the
number of dots on each card.
3. If the numbers are the same, keep the cards.
4. If the numbers are not the same, turn the
cards back over in the same place.
5. The next player turns over 2 cards and
repeats the steps above.
6. Continue playing until the teacher says
“Stop” or all the cards are matched.
52
Game Instructions Kindergarten Games
Materials: 2 decks of playing cards with a light bulb on 1 side and a number,
1–20, on the other side
TEKS
K.14A
Teacher Instructions
Students shuffle the 2 decks together and then arrange the
cards with the light bulb side up.
The first player turns over 2 cards and says the number on
each card. If the numbers match, the student keeps the cards
as a matched pair. If the numbers do not match, the student
turns the cards back over in their original spots.
The next player chooses 2 cards and repeats the steps above.
Continue playing as time allows or until all the cards are matched.
53
Game Instructions Kindergarten Games
3c. Student
Student Instructions
1. Shuffle the number cards together and place
them on the table, 1 card at a time, with the
light bulb side up.
2. Turn over 2 cards. Say the number on each
card.
3. If the numbers are the same, keep the cards.
4. If the numbers are not the same, turn them
back over in the same place.
5. The next player turns over 2 cards and
repeats the steps above.
6. Continue playing until the teacher says
“Stop” or all the cards have been matched.
54
Game Instructions Kindergarten Games
Teacher Instructions
Students shuffle the deck and then divide the cards equally between each player in a stack
with the dot side facing down.
Each player turns over 1 card and counts the number of dots shown.
The student with the greatest number of dots on his or her card wins
the round and adds the other students’ cards for that round to the
bottom of his or her stack.
If the second cards drawn in the war have the same number of dots,
the students keep revealing cards until 1 student wins the round.
55
Game Instructions Kindergarten Games
4a. Student
Student Instructions
1. Shuffle the cards and deal them equally between each
player in a stack with the dots hidden.
2. All players turn over their top card at the
same time, count the dots, and say the
number. The player with the biggest number
of dots wins all of the cards from that round
and adds them to the bottom of his or her stack.
3. If more than 1 player has the same biggest
number of dots, those players turn over a
second card and count and say the number of
dots. The player with the biggest number of dots
takes all of the cards.
4. If the number of dots is the same again, those
players keep turning over cards until 1 card has
more dots.
5. Repeat the steps above for each round.
6. If you run out of cards, you are out of the
game until it begins again.
7. Continue playing as time allows.
56
Game Instructions Kindergarten Games
Teacher Instructions
Students shuffle the cards and then divide them equally between each player in a stack with
the dot side facing down.
Each student turns over 1 card and says the number shown. The students
build the numbers using counting cubes. The student with the biggest
number on his or her card wins the round and adds the other students’
cards for that round to the bottom of his or her stack.
If more than 1 student shares the same greatest number, those students
turn over the next card in their stack and say the number shown. The
student with the greatest number takes all of that round’s cards.
If the second cards drawn in the war show the same number,
those students keep revealing cards until 1 student wins the round.
57
Game Instructions Kindergarten Games
4b. Student
Student Instructions
1. Shuffle the cards and deal them equally between
each player in a stack with the numbers hidden.
2. All players turn over their top card at the same
time and say the number shown. Build the numbers with
counting cubes. The player with the biggest number wins all
of the cards from that round and adds them to the bottom
of his or her stack.
3. If more than 1 player has the same biggest number,
those players turn over a second card and say the
number shown. The player with the biggest number
takes all of the cards.
4. If the numbers are the same again, those players
keep turning over cards until 1 card has a bigger
number.
5. Repeat the steps above for each round.
6. If you run out of cards, you are out of the
game until it begins again.
7. Continue playing as time allows.
58
Game Instructions Kindergarten Games
5. Balloon Fiesta
5a. Balloon Fiesta
Number Sense, 0–20
TEKS
Materials: game board; 5 decks of party house cards, each sitting on its K.7B,K.8C, K.14A
matching house on the game board; die; game pieces; 1 score
card per student; pencils, crayons, or markers
Teacher Instructions
Players put their game pieces in the house next to the
balloon labeled, “Start.” The first player rolls the die and
moves the game piece the number of spaces shown. If a
student lands on an arrow, the student moves forward or
backward 1 space in the indicated direction.
59
Game Instructions Kindergarten Games
5a. Student
Student Instructions
1. Place your game pieces in the house
next to the word, “Start.” Roll the die.
2. Move your game piece the number of spaces
you rolled. If you land on an arrow, move your
game piece 1 space forward or backward. Say
the number that you landed on and write the
number in the balloon of the same color on the
score card. If you land on a party house, pick a
card from that deck and make your own party
house card pile next to your score card.
3. The next player rolls and repeats the steps
above.
4. Continue playing as time allows. You can
go around the board many times. Try to fill
each balloon with numbers, and count how
many party house cards you have in all.
60
Game Instructions Kindergarten Games
Materials: game board; 5 decks of party house cards, each sitting on its
matching house on the game board; 4 decks of playing cards with
TEKS
K.1A, K.7B, K.8C,
a number on 1 side and a balloon on the other side; die; game K.14A
pieces; 1 score card per student; counting cubes; pencils, crayons,
or markers
Teacher Instructions
Players put their game pieces in the house next to the balloon
labeled, “Start.” The first player rolls the die and moves the game
piece the number of spaces shown. If a student lands on an
arrow, the student moves forward or backward 1 space in the
indicated direction.
The student picks 2 game cards that match the color that he or
she landed on.
The student says the number on each card, builds each number
with counting cubes, says which number is greater, and writes the
greater number in the balloon of the same color on the score card.
Students can keep their cards or put them on the bottom of the
appropriate pile. If a student lands on a party house, the student
picks a party house card from the deck on that house. Students
should start a party house card pile next to their score card.
The next student rolls and repeats the steps above. If a student lands on a party house, the
student picks a party house card from the deck on that house. Students should start a party
house card pile next to their score card.
Continue playing as time allows. Students can go around the board many times.
61
Game Instructions Kindergarten Games
5b. Student
Student Instructions
1. Place your game pieces in the house next
to the word, “Start.” Roll the die.
2. Move your game piece the number of spaces
you rolled. If you land on an arrow, move your
game piece 1 space forward or backward.
3. Take 2 cards that match the color you landed
on.
4. Say the number on each card, make each
number with counting cubes, say which number
is bigger, and write the bigger number in the
balloon of the same color on your score card. If
you land on a party house, pick a card from that
deck and make your own party house card pile
next to your score card.
5. The next player rolls and repeats the steps above.
6. Continue playing as time allows. You can go around the
board many times. Try to fill each balloon with numbers, and
count how many party house cards you have in all.
62
Game Instructions
2. Shapes in Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
a. Magnitude Comparison (MC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
b. Addition/Subtraction Combinations (ASC). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
c. Place Value (PV) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
3. Help the Baker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
a. Magnitude Comparison (MC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
b. Addition/Subtraction Combinations (ASC). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
c. Place Value (PV) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
4. All Aboard: Word Problem Solving, Grade 2 (WPS) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
5. Memory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
b. Matching Numbers to Number Words, Vocabulary (V) . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
c. Matching Terms to Symbols, Vocabulary (V) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
63
Game Instructions
64
Game Instructions Grades 1 and 2 Games
Unless otherwise noted, the following games can be used with both grade 1 and
grade 2 students.
Materials: game board; 3 decks of playing cards with an animal on 1 side and
a number on the other side; die; game pieces; 1 score card per
student; counting cubes; pencils, crayons, or markers
Teacher Instructions
The first player rolls the die and moves game piece
the number of spaces shown.
65
Game Instructions Grades 1 and 2 Games
1. Student Grade 1
Student Instructions
1. Roll the die.
2. Move your game piece the number
of spaces you rolled.
3. Take 2 cards that match the animal
you landed on.
4. Say the number on each card, make both
numbers with counting cubes, say which
number is bigger, and then write the bigger
number above the animal in the larger box on
the left side of your score card. (Do not use the small
boxes on the right side.)
5. The next player rolls and repeats the steps above.
6. Continue playing as time allows. You can go around the
board many times.
66
Game Instructions Grades 1 and 2 Games
2. Shapes in Space
2a. Shapes in Space
Magnitude Comparison
TEKS
1.1A, 1.5C, 1.6A,
Materials: game board, 4 decks of playing cards with a number on 1 side 1.12A
2.1B, 2.5A, 2.5B,
and a shape on the other side, die, game pieces, 1 score card per 2.13A
student, base ten rods and units (grade 1); pencils, scratch paper
or wipe board
Teacher Instructions
The first player rolls the die and moves the game piece the number of spaces shown.
The student reads aloud the number that he or she landed on and
picks 2 game cards that match the shape that he or she landed on.
The student says the number on the other side of each card and
writes both numbers in the box with the matching shape on the
score sheet.
Grade 1 students build the numbers with rods and units and then
circle the number that is greater or less (teacher’s choice) or both
numbers if they are the same. Grade 2 students say and circle the
number that is greater or less or both numbers if they are the same.
When a student goes around the whole board, he or she marks an “X” in the mission box.
67
Game Instructions Grades 1 and 2 Games
2a. Student Grade 1
Countdown
Materials: game board, 4 decks
of playing cards with a
number on 1 side and
a shape on the other
side, die; game pieces, 1
in space
©
score card per student,
base ten rods and units,
pencils, scratch paper or
wipe board
Student Instructions
1. Roll the die.
2. Move your game piece the number of spaces you rolled.
3. Read aloud the number that you landed on and pick 2 cards
that match the shape that you landed on.
4. Say the 2 numbers from your cards, make the
numbers with rods and units, and write the
numbers on your score card in the space that
matches your shape.
5. If you pick a blank card or wild card, choose
your own number.
6. Your teacher will tell you to circle the number
that is greater or less. Circle both numbers if they are the same.
7. The next player rolls and repeats the steps above.
8. Mark an “X” in the mission box after you go
around the board once.
9. Continue playing as time allows.
68
Game Instructions Grades 1 and 2 Games
2a. Student Grade 2
Countdown
Materials: game board, 4 decks
of playing cards with a
number on 1 side and a
shape on the other side,
die; game pieces, 1 score
in space
©
card per student, pencils,
scratch paper or wipe
board
Student Instructions
1. Roll the die.
2. Move your game piece the number of spaces you rolled.
3. Read aloud the number that you landed on and pick 2 cards
that match the shape that you landed on.
4. Say the 2 numbers from your cards and write
the numbers on your score card in the space
that matches your shape.
5. If you pick a blank card or wild card, choose
your own number.
6. Your teacher will tell you to circle the number
that is greater or less. Circle both numbers if
they are the same.
7. The next player rolls and repeats the steps above.
8. Mark an “X” in the mission box after you go around the
board once.
9. Continue playing as time allows.
69
Game Instructions Grades 1 and 2 Games
Materials: game board, 4 decks of playing cards with a fact on 1 side and
a shape on the other side, die, game pieces, 1 score card per
TEKS
1.5D, 1.6A, 1.12A
student, counters (grade 1), pencils, scratch paper or wipe board 2.3A, 2.5C, 2.13A
Teacher Instructions
The first player rolls the die and moves the game piece the number of spaces shown.
The student reads aloud the number that he or she landed on and
picks 1 game card that matches the shape he or she landed on.
The student reads aloud the fact on the card. Grade 1 students show
and solve the fact with counters. All students write the fact and
solution in the box on the score card that matches the shape.
If the student draws a blank card or wild card, he or she makes up a fact.
70
Game Instructions Grades 1 and 2 Games
2b. Student Grade 1
Countdown
Materials: game board, 4 decks of
playing cards with a fact
on 1 side and a shape on
the other side, die, game
pieces, 1 score card
per student, counters,
in space pencils, scratch paper or
wipe board
©
Student Instructions
1. Roll the die.
2. Move your game piece the number of spaces
you rolled.
3. Read aloud the number that you landed on
and pick 1 card that matches the shape that
you landed on.
4. Read aloud the fact. Show and solve the fact with counters.
Say the answer and write the fact and answer on your score
card in the space that matches your shape.
5. If you pick a blank card or a wild card, make up your own fact.
6. The next student rolls and repeats the steps above.
7. Mark an “X” in the mission box after you go
around the board once.
8. Continue playing as time allows.
71
Game Instructions Grades 1 and 2 Games
2b. Student Grade 2
Countdown
Materials: game board, 4 decks of
playing cards with a fact
on 1 side and a shape on
the other side, die, game
pieces, 1 score card per
student, pencils, scratch
in space
©
paper or wipe board
Student Instructions
1. Roll the die.
2. Move your game piece the number of spaces
you rolled.
3. Read aloud the number that you landed on
and pick 1 card that matches the shape that
you landed on.
4. Read the fact aloud, say the answer, and write the fact and
answer on your score card in the space that matches your
shape.
5. If you pick a blank card or a wild card, make up your own fact.
6. The next student rolls and repeats the steps above.
7. Mark an “X” in the mission box after you go around the board
once.
8. Continue playing as time allows.
72
Game Instructions Grades 1 and 2 Games
Teacher Instructions
The first player rolls the die and moves the game piece the number of spaces shown.
The student reads aloud the number that he or she landed on and picks 1 game card that
matches the shape that he or she landed on.
The student says the number shown on the card and writes the
number in the box with the matching shape on the score card.
When a student goes around the whole board, he or she marks an “X” in the mission box.
73
Game Instructions Grades 1 and 2 Games
2c. Student Grade 1
Countdown
Materials: game board, 4 decks
of playing cards with a
picture of a number on
1 side and a shape on
the other side, die, game
in space
©
pieces, 1 score card per
student, pencil, scratch
paper or wipe board
Student Instructions
1. Roll the die.
2. Move your game piece the number of spaces you rolled.
3. Read aloud the number that you landed on
and pick 1 card that matches the shape that
you landed on.
4. Say the number shown on your card and
write the number in the box that matches
your shape on your score card.
5. If you pick a blank card or a wild card, draw a picture of any
number and then write the number on your score card.
6. The next player rolls and repeats the steps
above.
7. Mark an “X” in the mission box after you go
around the board once.
8. Continue playing as time allows.
74
Game Instructions Grades 1 and 2 Games
2c. Student Grade 2
Countdown
Materials: game board, 4 decks
of playing cards with a
picture of a number on
1 side and a shape on
the other side, die, game
in space
©
pieces, 1 score card per
student, pencil, scratch
paper or wipe board
Student Instructions
1. Roll the die.
2. Move your game piece the number of spaces you rolled.
3. Read aloud the number that you landed on
and pick 1 card that matches the shape that
you landed on.
4. Say the number shown on your card and
write the number in the box that matches
your shape on your score card.
5. If you pick a blank card or a wild card, draw a picture of any
number and then write the number on your score card.
6. The next player rolls and repeats the steps
above.
7. Mark an “X” in the mission box after you go
around the board once.
8. Continue playing as time allows.
75
Game Instructions Grades 1 and 2 Games
wipe board
Teacher Instructions
The first player rolls the die and moves the game piece the number of spaces shown.
The student reads aloud the number that he or she landed on and picks 2 game cards that
match the bakery item that he or she landed on.
If the student picks a blank card or wild card, he or she chooses the comparison
number.
Grade 1 students build the numbers with rods and units and then say the number
that is greater or less (teacher’s choice) or that the numbers are the same. Grade
2 students say the number that is greater or less or that the numbers are the same.
First-grade students regroup pennies to dimes, and second-grade students regroup pennies
to dimes to dollars, as needed.
When time is up, students total the money they have collected.
76
Game Instructions Grades 1 and 2 Games
3a. Student Grade 1
77
Game Instructions Grades 1 and 2 Games
3a. Student Grade 1 (continued)
78
Game Instructions Grades 1 and 2 Games
3a. Student Grade 2
79
Game Instructions Grades 1 and 2 Games
3a. Student Grade 2 (continued)
80
Game Instructions Grades 1 and 2 Games
Materials: game board, 3 decks of playing cards with a fact on 1 side and a
bakery item on the other side, die, game pieces, 1 score card per
TEKS
1.1B, 1.1C, 1.1D,
student, counters (grade 1), pencil, scratch paper or wipe board 1.5A, 1.5D, 1.12A
2.3A, 2.3D, 2.3E,
2.5C, 2.13A
Teacher Instructions
The first player rolls the die and moves the game piece the number of spaces shown.
The student reads aloud the number that he or she landed on and picks 1 game
card that matches the bakery item that he or she landed on.
The student reads aloud the fact on the card. Grade 1 students show and solve
the fact with counters and then say the answer. Grade 2 students say the answer.
If the student picks a blank card or a wild card, he or she chooses any fact to solve.
The first player gets 6 pennies (the teacher can change this number) to put on the
score card.
When time is up, students total the money they have collected.
81
Game Instructions Grades 1 and 2 Games
83
Game Instructions Grades 1 and 2 Games
84
Game Instructions Grades 1 and 2 Games
85
Game Instructions Grades 1 and 2 Games
Teacher Instructions
The first player rolls the die and moves the game piece the number of spaces shown.
The student reads aloud the number that he or she landed on and picks 1 game card that
matches the bakery item that he or she landed on.
If the student picks a blank card or a wild card, he or she draws a pictorial
representation of any number.
First-grade students regroup pennies to dimes, and second-grade students regroup pennies
to dimes to dollars, as needed.
When time is up, students total how much money they have collected.
86
Game Instructions Grades 1 and 2 Games
87
Game Instructions Grades 1 and 2 Games
above.
8. When time runs out, count how much money
you have.
88
Game Instructions Grades 1 and 2 Games
4. All Aboard
All Aboard
Word Problem Solving, Grade 2
TEKS
Materials: game board, 4 decks of playing cards with a color on 1 side and 2.3A, 2.12C, 2.12D,
2.13A, 2.13B, 2.14
a word problem on the other side, die, game pieces, 1 score card
per student, pencil, scratch paper or wipe board
Teacher Instructions
The first player rolls the die and moves the game piece the number of spaces shown.
The student reads aloud the number that he or she landed on and picks 1 card that matches
the color that he or she landed on.
The student reads aloud the word problem on the card and says the
answer.
The student writes the number sentence and solution in a box in the
column above the same color on the score card.
Each time a student goes around the whole board, he or she marks an “X” in a box in the
column above the word “trips.“
90
Game Instructions Grades 1 and 2 Games
4. Student Grade 2
Student Instructions
1. Roll the die.
2. Move your game piece the number of spaces you rolled.
3. Say the number that you landed on and pick 1 card
that matches the color that you landed on.
4. Read the word problem aloud and say the answer.
5. Write the number sentence and the answer in a box in the
column above the same color on the score card.
6. The other players check your answer.
7. The next student rolls and repeats the
steps above.
8. Mark an “X” in a box in the column above
the word “trips” after each time you go
around the whole board.
9. Continue playing until time runs out. How many round trips
did you make?
91
Game Instructions Grades 1 and 2 Games
5. Memory
5a. Memory, Matching Numbers
Place Value, Grade 1
TEKS
Materials: 1 deck of playing cards with a light bulb on 1 side and a numeral 1.1D
on the other side; 1 deck of playing cards with a light bulb on
1 side and a place value representation (matching the numeral
cards) on the other side
Teacher Instructions
Select the number ranges and corresponding numeral and place value cards that students
will use (a total of 20–40 cards is suggested). Students shuffle each deck separately and ar-
range the cards from each deck in a separate area with the light bulb side up.
The first player turns over 2 cards (1 numeral and 1 place value card)
and says the numbers shown. If the numbers match, the student
keeps the cards as a matched pair. If the numbers do not match,
the student turns the cards back over in their original spots.
The next student turns over 2 cards (1 numeral and 1 place value
card) and repeats the steps above.
Continue playing as time allows or until all the cards are matched.
92
Game Instructions Grades 1 and 2 Games
93
Game Instructions Grades 1 and 2 Games
Materials:1 deck of playing cards with a light bulb on 1 side and a number
word, one to ninety-nine, on the other side; 1 deck of playing cards
TEKS
2.1B
with a light bulb on 1 side and a numeral, 1–99, on the other side
Teacher Instructions
Select the number ranges and corresponding numeral and number word
cards that students will use (a total of 20–40 cards is suggested). Students
shuffle each deck separately (numerals and number words) and arrange
the cards from each deck in a separate area with the light bulb side up.
The first player turns over 2 cards (1 numeral and 1 number word) and
says the numbers shown. If the numbers match, the student keeps the
cards as a matched pair. If the numbers do not match, the student turns
the cards back over in their original spots.
The next student turns over 2 cards (1 numeral and 1 number word) and repeats
the steps above.
Continue playing as time allows or until all the cards are matched.
94
Game Instructions Grades 1 and 2 Games
95
Game Instructions Grades 1 and 2 Games
Materials: 1 deck of playing cards with a light bulb on 1 side and a math
term on the other side, 1 deck of playing cards with a light bulb
TEKS
2.1B, 2.13B
on 1 side and a symbol on the other side
Teacher Instructions
Students shuffle each deck separately (math terms and symbols) and
arrange the cards from each deck in a separate area with the light bulb
side up.
The first player turns over 2 cards (1 math term and 1 symbol) and says
the math term or symbol that is on the other side. If the math term and
symbol match, the student keeps the cards as a matched pair. If they do not
match, the student turns the cards back over in their original spots.
The next student turns over 2 cards (1 math term and 1 symbol) and
repeats the steps above.
Continue playing as time allows or until all the cards are matched.
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Game Instructions Grades 1 and 2 Games
97
Game Instructions Grades 1 and 2 Games
Teacher Instructions
Students shuffle the cards and then divide them equally between each player with the num-
bers facing down in a stack.
Each student turns over 1 card and says the number shown.
The student with the greatest number wins the round and adds the other students’ cards for
that round to the bottom of his or her stack.
If more than 1 student share the biggest number, those students turn over the next card in
their pile and read the number shown. The student with the greatest number takes all of
that round’s cards.
If the second cards drawn in the war have the same number, the students keep revealing
cards until 1 player wins the round.
98
Game Instructions Grades 1 and 2 Games
99
Game Instructions Grades 1 and 2 Games
Teacher Instructions
Students shuffle the cards and divide them equally between each player in a stack with the
flats/rods/units facing up.
All players count the flats/rods/units on their top card and say the number. Students can
check their number by turning over the card.
The student with the greatest number wins the round and adds the
other cards for that round to the bottom of his or her stack.
If the second cards drawn in the war show the same number, those
students keep revealing cards until 1 player wins the round.
100
Game Instructions Grades 1 and 2 Games
101
Game Instructions Grades 1 and 2 Games
102
Game Instructions Grades 1 and 2 Games
Teacher Instructions
Students shuffle the cards and divide them equally between each player in a stack with the
fact side facing up.
All players read aloud the fact from their top card and say the answer. Students can check
their answer by turning over the card.
The student with the greatest answer wins the round and adds the other
students’ cards for that round to the bottom of the stack.
If more than 1 student shares the greatest answer, those students read the
fact from their next card and say the answer. The student with the greatest
answer wins all of that round’s cards.
If the second cards drawn in the war have the same answer, the students keep
revealing next cards until 1 card has a bigger answer.
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Game Instructions Grades 1 and 2 Games
Student Instructions
1. Mix the cards and deal them equally between each player in
a stack with the fact side facing up.
2. All players read aloud the fact from their top card and
say the answer. You can check your answer by turning
over your card.
3. The player with the biggest answer wins all of the
cards from that round and adds them to the bottom
of their stack.
4. If players have the same biggest answer, those players
read aloud the fact from their second card and say the
answer. The player with the biggest answer wins
all of the cards from that round.
5. If the answer is the same again, those players
keep turning over cards until 1 card has a bigger
number.
6. Repeat the steps above for each round.
7. If you run out of cards, you are out of the game until it
begins again.
8. Continue playing as time allows.
104
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