Category - Mathematics

1
Investigating Architecture Terms
2
Making Timers
3
Measurement Continued
4
Measuring our body
5
Math games templates
6
Math Games

Investigating Architecture Terms

Let’s backtrack, during our field trip to the new campus, the architects had mentioned a lot about “perimeter” and “area.” All of G123 had not heard these terms before or how they are used in the real world; thus, we did a few simple activities to clarify these terms to them.

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Making Timers

Recently we have been learning about time. We started out by timing ourselves doing different activities like filling a drink bottle or washing our hands. The students had to guess how long it would take them and then see if their guess was correct. This allowed students to have a greater understanding of duration and how long seconds and minutes actually are.

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Measurement Continued

Over the last week we have continued on with our investigation into measurement. After discovering their own height in centimetres (cm) students had to make their own 1 metre ruler. Before this we learnt about millimetres, centimetres and metres and how they are connected. After finding out there were 100cm in 1 metre, students went off and made their rulers. Some of the materials students used to build their ruler included cardboard, plastic bottles, textas, lego and connector toys. There was a great variety but they all had 1 thing in common – they were 1 metre long.
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Measuring our body

Over the last two weeks we have been working on measurement. We have been learning about estimation, measuring tools and measuring units like centimetres (cm) and metres (m).
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Math games templates

In grade 1 and 2 we play quite a number of math games. I have attached templates for 3 different games we play in class.

Place Value Ladders

For the game you will need two dice. Each time you roll the dice you have to decide which dice will be worth tens and which one will be worth ones. For eg. If I rolled a 4 and 6, I could choose this number to be 46 or 64. Once you have made your number you have to write it onto the place value ladder. Your place value ladder has to be in the correct order from smallest to largest. See how many goes you can have to fill the ladder up. Then try with 3 dice and 4.

Download (PDF, 19KB)

100 or bust

For this game you will need 1 dice. The aim of this game is to get as close to 100 without going over 100. You must roll the dice 7 times. Every time you roll the dice, you have to decide whether the number is worth tens or ones. For eg. My first roll is a 6, I make my score 60. My second roll is a 4, I decide to make it worth 4 and add it to my score to make 64. My third roll is a 1, I decide to make it worth 10 and add it to my score to make 74. Keep going until you roll 7 times, but remember you can’t go over 100.

Download (PDF, 33KB)

Bull, cow, miss

Bull, cow, miss has already been explained in a previous post, but here are the instructions just in case you missed it. For Bull, Cow, Miss! you will need to draw up a table like the above photo with a hundreds column, tens column and ones column. This game can be played with 2 or more players. One player is chosen to be in, they have to think of a number between 111 and 999. The other students then have to try and guess this number. For e.g. In the above game, the person has thought of the number 473. The first guess was 243. The game works like this – if the digit is not in the secret number at all it is a miss. If the digit is in the number but in the incorrect place value it is a cow and if the digit is in the correct place value it is a bullseye. For the first guess the digit 2 wasn’t in the number at all so was a miss, the digit 4 is in the number but it is in the wrong place so it is a cow and the digit 3 is in the correct place so it is a bullseye. The next guess is 463. 4 is the correct digit, 6 is a miss and 3 is the correct digit. The last guess 473 is correct. Students have to use their knowledge of place value to realize the 4 doesn’t belong in the tens column so it must be in the ones column and is worth 4 or in the hundreds column and is worth 400. To make it interesting, the people guessing can only have 5 guesses to get the correct number.

Download (PDF, 30KB)

Hope you enjoy playing with maths at home.

 

Math Games

Hi there

Over the last couple of weeks in Grade 1 and 2 we have been playing a lot of different math games. Mr Jarryd loves to make math fun, exciting, challenging and hands-on so has introduced the students to a range of different games that you can play at home. They include:

Red or Black

Equipment: Pack of cards (jokers and Ace worth 1, picture cards word 10) and pencil and paper.

You can play this game by yourself or with as many players as you like. Each player starts on 20. Shuffle the deck of cards . Before you choose a card from the deck, you must decide if it is going to be red or black. Turn over the card, if your guess was correct, you add to your score of 20. If your guess was wrong you subtract from your score of 20. You can play for as long as you like but if you reach 0 you reset back to 20.

Cyclops

All you need for cyclops is one die with the numbers 1-6. The aim of the game is to get the highest score possible, but you can’t roll a 1. When you roll a 1 you lose your turn and your points if you didn’t save them. You can choose to save your score at any time. If you save your score, then next time it is your turn and you roll a 1 your score only goes back to the saved amount.

For e.g. I rolled a 5, then a 4 (score = 9) and then a 1. Because I rolled a 1 and I didn’t save, my score goes back to 0. But if I rolled a 5, then a 4 (score = 9) and then saved my score at 9. My next turn I rolled a 2 (score = 11), then a 3 (score = 14) and then a 1 (I lose my turn, but my score goes back to 9 because that was when I last saved my score). You can play until someone reaches 50.

Tri-Dice

All you need for ‘Tri-Dice’ is 3 dice with the numbers 1-6. You can play by yourself or with as many players as you like. First roll the three dice and take out the highest number (5, 3, 2 – I take out the 5). Now roll the 2 remaining dice (4, 6 – I take out the 6). Now roll the last dice (3 ). My 3 scores are – 5, 6 and 3 – now add these together and see what your total score was. Try beating it the next time. To make it more challenging you can add in more dice and just take out the highest scoring dice each time.

Bull, Cow, Miss!

KODAK Digital Still Camera

For Bull, Cow, Miss! you will need to draw up a table like the above photo with a hundreds column, tens column and ones column. This game can be played with 2 or more players. One player is chosen to be in, they have to think of a number between 111 and 999. The other students then have to try and guess this number. For e.g. In the above game, the person has thought of the number 473. The first guess was 243. The game works like this – if the digit is not in the secret number at all it is a miss. If the digit is in the number but in the incorrect place value it is a cow and if the digit is in the correct place value it is a bullseye. For the first guess the digit 2 wasn’t in the number at all so was a miss, the digit 4 is in the number but it is in the wrong place so it is a cow and the digit 3 is in the correct place so it is a bullseye. The next guess is 463. 4 is the correct digit, 6 is a miss and 3 is the correct digit. The last guess 473 is correct. Students have to use their knowledge of place value to realize the 4 doesn’t belong in the tens column so it must be in the ones column and is worth 4 or in the hundreds column and is worth 400. To make it interesting, the people guessing can only have 5 guesses to get the correct number.

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