Cambridge Primary Mathematics Games Book 6

Page 1



CAMBRIDGE PRIMARY

Mathematics Games Book

Emma Low

6


CD-ROM Terms and conditions of use University Printing House, Cambridge cb2 8bs, United Kingdom Cambridge University Press is part of the University of Cambridge. It furthers the University’s mission by disseminating knowledge in the pursuit of education, learning and research at the highest international levels of excellence. www.cambridge.org Information on this title: www.cambridge.org/9781107667815 © Cambridge University Press 2014 This publication is in copyright. Subject to statutory exception and to the provisions of relevant collective licensing agreements, no reproduction of any part may take place without the written permission of Cambridge University Press. First published 2014 Printed in Poland by Opolgraf A catalogue record for this publication is available from the British Library isbn 978-1-107-66781-5 Paperback Cover artwork: Bill Bolton Cambridge University Press has no responsibility for the persistence or accuracy of URLs for external or third-party internet websites referred to in this publication, and does not guarantee that any content on such websites is, or will remain, accurate or appropriate. notice to teachers in the uk It is illegal to reproduce any part of his work in material form (including photocopying and electronic storage) except under the following circumstances: (i) where you are abiding by a licence granted to your school or institution by the Copyright Licensing Agency; (ii) where no such licence exists, or where you wish to exceed the terms of a licence, and you have gained the written permission of Cambridge University Press; (iii) where you are allowed to reproduce without permission under the provisions of Chapter 3 of the Copyright, Designs and Patents Act 1988, which covers, for example, the reproduction for the purposes of setting examination questions. notice to teachers The photocopy masters in this publication may be photocopied or distributed [electronically] free of charge for classroom use within the school or institution that purchased the publication. Worksheets and copies of them remain in the copyright of Cambridge University Press, and such copies may not be distributed or used in any way outside the purchasing institution.

This End User License Agreement (‘EULA’) is a legal agreement between ‘You’ (which means the individual customer) and Cambridge University Press (‘the Licensor’) for Cambridge Primary Mathematics Games Book Stage 6 CD-ROM (‘the Product’). Please read this EULA carefully. By continuing to use the Product, You agree to the terms of this EULA. If You do not agree to this EULA, please do not use this Product and promptly return it to the place where you obtained it. 1. Licence The Licensor grants You the right to use the Product under the terms of this EULA as follows: (a) You may only install one copy of this Product (i) on a single computer or secure network server for use by one or more people at different times, or (ii) on one or more computers for use by a single person (provided the Product is only used on one computer at one time and is only used by that single person). (b) You may only use the Product for non-profit, educational purposes. (c) You shall not and shall not permit anyone else to: (i) copy or authorise copying of the Product, (ii) translate the Product, (iii) reverse-engineer, disassemble or decompile the Product, or (iv) transfer, sell, assign or otherwise convey any portion of the Product. 2. Copyright (a) All content provided as part of the Product (including text, images and ancillary material) and all software, code, and metadata related to the Product is the copyright of the Licensor or has been licensed to the Licensor, and is protected by copyright and all other applicable intellectual property laws and international treaties. (b) You may not copy the Product except for making one copy of the Product solely for backup or archival purposes. You may not alter, remove or destroy any copyright notice or other material placed on or with this Product. (c) You may edit and make changes to any material provided in the Product in editable format (‘Editable Material’) and store copies of the resulting files (‘Edited Files’) for your own non-commercial, educational use, but You may not distribute Editable Materials or Edited Files to any third-party, or remove, alter, or destroy any copyright notices on Editable Materials or Edited Files, or copy any part of any Editable Material or Edited Files into any other file for any purpose whatsoever. 3. Liability and Indemnification (a) The Product is supplied ‘as-is’ with no express guarantee as to its suitability. To the extent permitted by applicable law, the Licensor is not liable for costs of procurement of substitute products, damages or losses of any kind whatsoever resulting from the use of this Product, or errors or faults therein, and in every case the Licensor’s liability shall be limited to the suggested list price or the amount actually paid by You for the Product, whichever is lower. (b) You accept that the Licensor is not responsible for the persistency, accuracy or availability of any URLs of external or third-party internet websites referred to on the Product and does not guarantee that any content on such websites is, or will remain, accurate, appropriate or available. The Licensor shall not be liable for any content made available from any websites and URLs outside the Product or for the data collection or business practices of any third-party internet website or URL referenced by the Product. (c) You agree to indemnify the Licensor and to keep indemnified the Licensor from and against any loss, cost, damage or expense (including without limitation damages paid to a third party and any reasonable legal costs) incurred by the Licensor as a result of your breach of any of the terms of this EULA. 4. Termination Without prejudice to any other rights, the Licensor may terminate this EULA if You fail to comply with any of its terms and conditions. In such event, You must destroy all copies of the Product in your possession. 5. Governing law This agreement is governed by the laws of England and Wales, without regard to its conflict of laws provision, and each party irrevocably submits to the exclusive jurisdiction of the English courts. The parties disclaim the application of the United Nations Convention on the International Sale of Goods.


Contents Number

The rectangle area and perimeter game

67

Place value challenge

1

The four in a row scale game

69

More or less

1

Time zones game

71

Factors in a row

5

The compound area game

75

Domino multiplication

5

Gallon man game

78

Sequence trail

8

Time intervals game

78

Nine Men’s Morris

28

Geometry

Decimal in-between

28

Irregular area game

87

Order five

31

Collecting quadrilaterals game

90

Mathematical bingo

31

Don’t make a cube game

90

Division line

36

Angles of a triangle

95

Place the numbers in the square

36

Co-ordinates

97

Place your numbers now

41

The dodecahedron and octahedron game

97

Sum to one snap

41

Co-ordinates games (2)

103

Find the total

44

The drawing angles game

103

Finding fractions of numbers

44

Handling Data

Equivalent fractions dominoes

48

The pie chart game

106

Percentages of numbers

48

The mean game

106

The smoothie ratio

52

The equally likely game

110

Measure The ordering lengths game

59

The length competition game

59

Earlier or later times

64

Matching times

64


Introduction This Games Book consolidates and reinforces mathematical learning for Stage 6 learners (usually 10–11 years). It can be used as an independent resource for anyone wanting to encourage mathematical learning in children, or as a supplementary part of the Cambridge Primary Mathematics series.

Cambridge Primary Maths brings together the world-class Cambridge Primary mathematics curriculum from Cambridge International Examinations, high-quality publishing from Cambridge University Press and expertise in engaging online enrichment materials for the mathematics curriculum from NRICH.

If used as part of the series alongside the Teacher’s Resource 6 (9781107694361), then you will often be going directly to a specific game and page number according to the reference in the ‘More activities’ section in the Teacher’s Resource and will therefore already be familiar with the learning outcome of the game. If you are using the book as an independent resource, you can use the Objective map on the CD-ROM to help you determine what game you might want to play according to what learning outcome you are after, or you can simply read the ‘Maths focus’ at the start of each game to decide if it’s appropriate.

Teachers have access to an online tool that maps resources and links to materials offered through the primary mathematics curriculum, NRICH and Cambridge Primary mathematics textbooks and e-books. These resources include engaging online activities, best-practice guidance and examples of Cambridge Primary Maths in action.

The games are grouped by strand, i.e. ‘Number’, ‘Geometry’, ‘Measure’ and ‘Handling data’ so that an independent user can easily navigate the pool of games. For those of you using this book alongside the Teacher’s Resource 6, you will find that the games within a strand are ordered according to the order in which they are referenced in the Teacher’s Resource 6 (if you grouped all chapters of a given strand together). Please note that the Games Book on its own does not cover all of the Cambridge Primary mathematics curriculum framework for Stage 6. All games boards, game cards and record sheets provided within the printed book are also available on the CD-ROM for quick printing if preferred. Some games boards and resources will also be provided as Word documents so that you can adapt them as required. The CD-ROM also provides child-friendly instructions for each game, which can be displayed at the front of the class or sent home with the games for independent play. Nets for making dice, spinners and other useful mathematical resources are also provided as printable PDFs on the CD-ROM. This publication is part of the Cambridge Primary Maths project. Cambridge Primary Maths is an innovative combination of curriculum and resources designed to support teachers and learners to succeed in primary mathematics through best-practice international maths teaching and a problem-solving approach.

The Cambridge curriculum is dedicated to helping schools develop learners who are confident, responsible, reflective, innovative and engaged. It is designed to give learners the skills to problem solve effectively, apply mathematical knowledge and develop a holistic understanding of the subject. The Cambridge Primary Maths textbooks provide best-in-class support for this problem-solving approach, based on pedagogical practice found in successful schools across the world. The engaging NRICH online resources help develop mathematical thinking and problem-solving skills. To get involved visit www.cie. org.uk/cambridgeprimarymaths The benefits of being part of Cambridge Primary Maths are: • the opportunity to explore a maths curriculum founded on the values of the University of Cambridge and best practice in schools • access to an innovative package of online and print resources that can help bring the Cambridge Primary mathematics curriculum to life in the classroom. This series is arranged to ensure that the curriculum is covered whilst allowing teachers to use a flexible approach. The Scheme of Work for Stage 5 has been followed, though not in the same order and there will be some deviations. The components are: • Teacher’s Resource 6 ISBN: 9781107694361 (printed book and CD-ROM). • Learner’s Book 6 ISBN: 9781107618596 (printed book) • Games Book 6 ISBN: 9781107667815 (printed book and CD-ROM). For associated NRICH activities, please visit the Cambridge Primary Maths project at www.cie.org.uk/cambridgeprimarymaths


Place value challenge

More or less

Maths focus: writing and reading large numbers (six-digit numbers with two decimal places).

Maths focus: practising using the symbols ! and " correctly.

A game for two players You will need: • Game board (page 2). • 0–9 spinner (CD-ROM).

A game for two players You will need: • Game board (page 3). • Two sets of Game cards (page 4). How to play

How to play 1. Players take turns to spin the spinner and write the number shown in to a box on their row on the game board.

1. Players have one row on the grid each. Shuffle the game cards and place them face down in a pile.

2. Players then read out their numbers.

2. Players take turns to take a card and place it anywhere on the grid.

3. The winner is the player with the highest number when all the boxes have been filled.

3. Players try to win by making their number sentence true and their opponent’s number sentence false.

Players can just fill the boxes in from right to left, or they can choose a box for each number. Some will realise that they need to try to save the boxes on the left for the biggest numbers.

4. At the end of the round any player with a correct number sentence is awarded a point.

Challenge

5. At the end of an agreed number of rounds, the winner is the player with the most points.

For a more challenging game, include a second spinner that has the following numbers on it: 10, 100, 1000, 10000, and 100000; or the words: ten, hundred, thousand, etc. The players spin both spinners and have to multiply them together to get a third number, this number is then written in the appropriate place on the game board. If the player spins a 100 for example but they already have a digit written in the hundreds place on their grid, then they miss a turn.

Cambridge Primary Mathematics Games Book 6: Number

1


HTh TTh

Th

H

T

U

t

h

Player 1:

Player 2:

Original material Š Cambridge University Press 2014

Place value challenge – Game board


Player 1

! Player 2

" More or less – Game board

Original material Š Cambridge University Press 2014


More or less – Game cards

0 1 2 3 4 5 6 7 8 9 Original material Š Cambridge University Press 2014


Factors in a row

Domino multiplication

Maths focus: finding factors of two-digit numbers.

Maths focus: multiplying pairs of multiples of 10 and 100.

A game for two players

A game for two or four players

You will need: • Game board (page 6). • Counters (or alternative); different colour per player. • Two 1–6 dice or spinners (CD-ROM).

You will need: Multiplication dominoes (page 7). How to play 1. Suffle the dominoes and place them face down on the table.

How to play 1. Players take turns to roll both dice and use the numbers to make a two-digit number. 2. They find all the factors of the number and cover one copy of each factor on the game board with a counter. If all copies of a number are already covered, the player cannot place their counter. Example:

2. Each player chooses their dominoes (seven each if there are four players and fourteen each if there are two players). 3. The player with the domino showing 81 000 (the highest number) lays it down to start the game. 4. Players then take turns to match one end of a domino from their ‘hand’ to one of the two ‘ends’ in the growing line of dominoes on the table. Dominoes are matched so that the multiplication calculation on one domino is matched with the correct product on another domino. Example:

5600 4 on one dice and 2 on another dice can be used to make 24 or 42. If the player chooses to make 42: 2, 3, 6 and 7 are all factors of 42, so the player can cover these numbers (four squares) with counters.

30 # 40

1200

50 # 30

1500

600 # 20

5. If a player is unable to place a domino, they miss that turn. 6. Play continues until one player has laid all their dominoes. That player is the winner.

3. The first player to have five counters in a row is the winner.

Cambridge Primary Mathematics Games Book 6: Number

5


7 6 5 4

6 5 4 3

Factors in a row – Game board

8

7

3

4

5

6

5

6

7

8

3

4

5

6

7

6

7

8

3

4

5

6

7

8

7

8

3

4

5

6

7

8

9 11 2

Original material Š Cambridge University Press 2014

8

3

4

5

6

7

8

9

9 11

9 11 2

9 11 2

9 11 2

9 11 2

9 11 2

3

9 11 2 8

4

3

11 2

5

4

3

2


Domino multiplication – Multiplication dominoes

5600

30 # 40

1200

50 # 30

1500

600 # 20

12 000

50 # 70

3500

80 # 90

7200

900 # 90

81 000

100 # 20

2000

400 # 70

28 000

300 # 70

21 000

300 # 30

9000

500 # 50

25 000

400 # 60

24 000

50 # 90

45 000

50 # 50

2500

700 # 50

35 000

50 # 80

4000

600 # 70

42 000

90 # 70

6300

40 # 60

2400

60 # 60

3600

500 # 40

20 000

100 # 10

1000

70 # 30

2100

60 # 80

4800

600 # 90

54 000

800 # 70

56 000

900 # 50

45 000

70 # 80

Original material Š Cambridge University Press 2014


Sequence trail

Example trail card

-60

Maths focus: practising with sequences. A game for individuals (or pairs) You will need: • A set of trail cards (9–26). • Recording sheet for each player (page 27).

Sara makes a sequence of numbers starting with 100. She subtracts 45 each time.

How to play 1. Place the trail cards in a prominent position around the room (numbers in order).

100

55

10

2. Each player (or pair of players) is given a recording sheet. 3. Players can start at any card. They record the number at the top of their chosen first trail card anywhere on their recording sheet. Players then answer the question on the trail card and record the answer on their recording sheet, in the circle that is to the right of their starting number. All other numbers must be filled in on the next circle to the right of their previous answer. They make their way to the trail card with that number at the top, and continue until the loop is complete. 4. If doing this as as class activity, the winner is the first player (or pair) who completes their loop correctly. An alternative to a classroom trail is to reduce the cards in size and give a set to a pair of players to place in a loop. Answers (start anywhere in the loop): $60 → $35 → 6 → 65 → 1210 → 1025 → 1046 → 8 → 22 → 17 → 120 → 12 → 15 → -2 → 7 → 162 → 3 → 1027 →

8

Cambridge Primary Mathematics Games Book 6: Number

What is the next number in the sequence?

Please note that it is important to make it clear to the players that the answer sheet does not generate a sequence, it represents a loop generated between the game cards. The practise with sequences comes only from the questions on the game cards themselves and the purpose of the game is not to generate a sequence on the answer sheet. The answer sheet is merely a way to record which game cards they have been to, and which one they need to go to next.


55

10

Original material Š Cambridge University Press 2014

What is the next number in the sequence?

100

She subtracts 45 each time.

Sara makes a sequence of numbers starting with 100.

-60


-35 18

Pablo makes a sequence of 5 numbers. The first number is 2 and the last number is 18. His rule is to add the same amount each time.

2 What is the next number after 2?

Original material Š Cambridge University Press 2014


25

What is the missing number?

13

The rule for this sequence is: double and subtract 1

-2

Original material Š Cambridge University Press 2014

49


9

35

3 67

131

...

A sequence of numbers starts at 11 and follows the rule double the last number and then subtract 3

11 What is the smallest number, greater than 1000, in the sequence?

Original material Š Cambridge University Press 2014


-25

Original material Š Cambridge University Press 2014

What is the first number in her sequence?

45

Miriam makes a sequence of numbers. She chooses a starting number and then subtracts equal amounts each time. The third number in her sequence is 45. The tenth number in her sequence is -25.

6


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