RIC-6028 4.5/4
StrADDegy—Developing addition strategies (Ages 7–9)
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Published by Didax, Inc. 2005 Revised and reprinted under licence by R.I.C. Publications® 2006 Copyright© Jamie Fraser 2005 ISBN-10 1-74126-529-0 ISBN-13 978-1-74126-529-3 RIC–6028
This master may only be reproduced by the original purchaser for use with their class(es). The publisher prohibits the loaning or onselling of this master for the purposes of reproduction.
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In some cases, websites or specific URLs may be recommended. While these are checked and rechecked at the time of publication, the publisher has no control over any subsequent changes which may be made to webpages. It is strongly recommended that the class teacher checks all URLs before allowing students to access them.
View all pages online PO Box 332 Greenwood Western Australia 6924
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Foreword
Contents
StrADDegy is a maths book specifically designed to provide students with a ‘bank’ of strategies to help with solving and remembering basic addition facts. This resource provides teachers with a clear explanation of each strategy and how it relates to the other strategies within the book. Each activity is clearly set out in three parts:
(ii) the activity or ‘Work out’; and (iii) the summary or . . . ‘cool down’. Teachers are also given a detailed ‘Materials list’ and the most suitable grouping of students for the activity to aid in classroom organisation.
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an introduction or ‘Warm up’;
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(i)
Introduction Introduction......................................................................................................... ii Strategy summary chart .....................................................................................iii Overview of strategies ..................................................................................... iv–v Strategy: Hang ten Strategy summary................................................................................................ 1 Lesson 1: Pay atTENtion ..................................................................................... 2 Lesson 2: Made to measure ................................................................................. 4 Lesson 3: Fish for facts ........................................................................................ 6 Lesson 4: Take aim .............................................................................................. 7 Lesson 5: Tic, tac, ten .......................................................................................... 9 Strategy: Count-on it Strategy summary.............................................................................................. 11 Lesson 1: Flip and fill bingo.............................................................................. 12 Lesson 2: Hop to it ............................................................................................. 14 Lesson 3: Having none of it ............................................................................... 16 Lesson 4: NIMble ............................................................................................... 18 Lesson 5: Sail away ............................................................................................ 20 Strategy: Doubles Strategy summary.............................................................................................. 23 Seeing double................................................................................26–34 Lesson 1: Happy in pairs ................................................................................... 26 Lesson 2: Mirror, mirror .................................................................................... 28 Lesson 3: Double up .......................................................................................... 30 Lesson 4: Go fish ................................................................................................ 32 Lesson 5: The magic doubling machine .......................................................... 33 Near-doubles .................................................................................35–42 Lesson 6: Double and one ................................................................................. 35 Lesson 7: Framed ............................................................................................... 37 Lesson 8: Domino homes .................................................................................. 39 Two-away ......................................................................................43–47 Lesson 9: Nearly neighbours ............................................................................. 43 Lesson 10: Lay it on the line ............................................................................. 45 Strategy: Give me ten Strategy summary.............................................................................................. 48 Lesson 1: No TENsion ........................................................................................ 49 Lesson 2: I can’t see you.................................................................................... 51 Lesson 3: See you tomARROW .......................................................................... 53 Strategy: Build-a-bridge Strategy summary.............................................................................................. 55 Lesson 1: Frame it differently ............................................................................ 56 Lesson 2: Bunnies in the hole ........................................................................... 58 Lesson 3: Blockers .............................................................................................. 60 Review Lesson 1: Three in a row ................................................................................... 63 Lesson 2: Hex ..................................................................................................... 65 Lesson 3: Bingo .................................................................................................. 67 Lesson 4: Domino compare............................................................................... 69 Problem bank............................................................................................................ 70 Mathmasters .............................................................................................................. 72
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resources has also been provided at the back of the book for teachers to photocopy and use where appropriate.
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© R. I . C.Publ i cat i ons f o rr evi ew pur posesonl y• A collection • of generic maths
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StrADDegy
R.I.C. Publications® www.ricgroup.com.au
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Introduction JUST
ASSUMPTIONS
The StrADDegy system should only be introduced once children have: • demonstrated an understanding of the concept of addition— that it involves putting items together • had multiple opportunities to solve problems with manipulatives • constructed the understanding that numbers can be decomposed and sustain their value: ‘5’ is the same as ‘3 + 2’ and ‘4 + 1’
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THE STRATEGIES
Why are the facts so difficult for children to commit to memory? Probably because, in isolation, the numerals that make up the number fact have no inherent significance. 8 + 6, without context, has no meaning. Yet, this is how ‘flash’ cards and other memory devices often encourage memorisation. StrADDegy is different. It develops ‘memory through meaning’, by linking each fact to one or more strategies, which, in turn, are supported with a common vocabulary and visual models. If the child can’t recall the answer to 8 + 6, he/she can scan their StrADDegy ‘toolkit’ to see 8 + 6 as a ‘Two-away’. The child’s previous, systematic work with ‘Count-on it’ helps them recognise that the addends are separated by two, and their work with ‘Seeing doubles’ triggers the answer: Let’s see, 6 and 8 are two numbers away, so I will find the number in between and double it. 7 + 7 = 14; 6 + 8 is 14. The commutative property of addition, which cuts the number of facts to be memorised by more than half (from 121 to 66) is not taught as a separate strategy, but is linked explicitly to the exploration of all other strategies and facts. The language commutative is replaced with ‘turnaround’. Children are continuously reminded to think turnaround: If you know that 3 + 2 = 5, then you know what 2 + 3 equals. The following is a useful visual activity to provide verification of the commutative property. Build a number sentence with two distinct colours of snap cubes; for example: build a cube link of three blue and four red cubes. Stand before a child and ask the child to read the number sentence left to right as they would words on a page. The child will see ‘four plus three’. How can that be, when I read the cube link I see ‘three plus four’? Turn the cube around so the child now sees what you were viewing. What do you see now? 3 + 4. That is what I mean by a ‘turnaround fact’. We are both looking at the same number story, but we see it from a different perspective. You see 4 + 3, I see 3 + 4, but we are both seeing the same quantity.
• explored the relationships of ‘more than’ and ‘less than’, accurately identifying a number as greater or less than another within the range of 0–20.
The program also assumes that:
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The purpose of this resource is to help children acquire basic addition facts. This does not imply that mathematics is simply ‘facts’. Indeed, mathematical fluency is a great deal more. Fact acquisition in mathematics is similar to decoding in reading. While required for fluent reading, decoding is a subskill. Reading itself is a ‘meaning-making’ process. Similarly, competency with basic facts is merely a subskill that supports children’s fluency in the language of mathematics, a language that brings meaning to the patterns of life. For the purposes of this resource, the facts have been extended to include all addition, with addends from zero to ten, increasing the number of facts to be recalled to 121. The rationale for the inclusion of facts with ten is to reinforce the decimal nature of our numeration system. The child’s flexibility with multiples of ten will greatly improve his/her later mental computational work.
ABOUT
THE
THE FACTS
• teachers will never impose the use of a strategy. If a child is not comfortable with a strategy, simply try another. The goal is to find what works for the individual. • the strategies are ephemeral, becoming obsolete as facts take root in the child’s memory.
HOW
THE PROGRAM CAN BE USED
© R. I . C.Pdifferently ubl i ca i o s depending ont the needsn of the children and teacher. You may choose to use the whole resource or simply cull those strategies that you think yours students require. Each the games •f orr evi ew p u r po es o nofl y •and investigations has been designed to be:
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• Inviting–
Children are easily invited into the activity.
• Engaging–
Each game and activity has a natural ebb and flow that maintains the children’s interest.
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StrADDegy has been designed to be flexible and dynamic, used
• Repeatable– The investigation or game can be revisited without losing participant interest. The activities are flexible enough to be done in whole-class, smallgroup, or one-on-one settings. The activities are also a wonderful tool for homework to support children’s learning.
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THE
PROBLEM BANK
In his influential work, Elementary and middle school mathematics: Teaching developmentally, John A Van de Walle cites research suggesting that there are as many as 14 different types of word problems identified for addition and subtraction (2005, pp.115– 120). To teach the symbolism for addition while divorced from context for practical usage, does little to improve student understanding. The ‘Problem bank’ on pages 70–71 supports teachers in their desire to build student familiarity with a practical understanding of addition. Children turn over number tiles or number cards to create quantities to be used in ‘real’ situations. As a result, the same problem can be revisited, changing each time the child randomly selects the number to be used in the problem.
StrADDegy
Strategy summary chart HANG
TWO-AWAY
TEN
When two numbers add to ten, they make a ‘Hang ten’ fact. The Hang ten strategy provides a foundation for later strategies in the program and helps create an intuition for numbers that makes multi-digit addition and subtraction easier. Turnarounds:
IT
10
WO T
6+
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Prerequisites:
Count-on it and Seeing double strategies.
8
9
7+2=9
Number of facts: 57
When one of the addends in the addition fact is a 10, children rely on a consistent pattern to find the answer: the numeral in the ‘ones’ place stays the same and the numeral in the ‘tens’ place increases by one. Number of facts: 21
E ME TE IV G
N
7
ME TEN
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8 = 14
Turnarounds:
GIVE
When children see a 0, 1 or a 2 in the addition fact, they can use the ‘Count-on it’ strategy. Children may, easily understand this strategy, but require a reminder to ‘count on’ from the larger of the two addends.
-AWAY
+
Number of facts: 18
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COUNT-ON
10
6 4
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Number of facts: 11
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When children notice that the difference between two numbers being added is .2., they can use the ‘Two-away’ strategy. They simply find the difference between the two numbers and double it.
10
7+
10 = 17
Turnarounds: 10 © R. I . C.Publ i cat i o ns B - S • f o r r e v i e w p u r p o s esonl y• ‘Doubles’ are addition facts where When one of the addends is a 7, 8 27
0
NEAR-DOUBLES
8 + 5 = 13
10 + 3 = 13
SE
The leftover is then added to the 10 (Give me ten strategy) to find the answer. Number of facts: 36 Turnarounds: Prerequisites:
18
Hang ten and Give me ten strategies.
-DOUBL AR
ES
Turnarounds:
-A-BR I ILD U
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When the two numbers added are one number apart, children can find the answer with this strategy. They can double the lesser of the two addends and then add one, or double the greater addend and subtract one. Number of facts: 20
2+2=4
NE
Turnarounds:
2 2
or 9 and the sum is greater than 10, children can use the ‘Build-abridge’ strategy. First, children use the Hang ten strategy to divide one addend into two parts, so that one portion can be added to the 7, 8 or 9 to make 10.
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Number of facts: 11
NG DOUB EI
LE
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both addends are the same. Children will come to this program with many of the doubles firmly entrenched. Still, the activities and the games can be used to build speed and accuracy.
B
UILD A BRIDGE
EEING DOUBLE
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Turnarounds:
+ 5+
6 = 11
10
Prerequisites:Count-on it and Seeing double strategies.
StrADDegy
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iii
Overview of strategies Assessment in StrADDegy is fairly intuitive. If a child cannot access a fact in a timely manner, then instruction and practice is required. The chart that follows provides teachers with an overview of the strategies that can be used when a child is having trouble with a fact or a cluster of facts. In many instances, teachers can choose from multiple strategies. For example, if a child is having difficulty remembering 7 + 8, the teacher can model the fact using a Near-doubles or a Build-a-bridge strategy. Fact
Hang ten
Count-on it 0s
1s
Doubles
2s Seeing double Near-doubles
Two-away
Give me ten
Build-a-bridge
0+0 0+1 0+2 0+3 0+4 0+6
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0+5
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0+7 0+8 0+9
0 + 10 1+1 1+2 1+3 1+4 1+5 1+6
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1+7
1 + 10 2+2 2+3 2+4 2+5 2+6 2+7 2+8
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1+9
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1+8
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2+9 2 + 10 3+3 3+4 3+5
iv
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StrADDegy
The problem bank Fact
Hang ten
Count-on it 0s
1s
Doubles
2s Seeing double Near-doubles
Two-away
Give me ten
Build-a-bridge
3+6 3+7 3+8 3+9 3 + 10 4+4 4+5 4+6 4+7 4+9
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4+8
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4 + 10 5+5 5+6 5+7 5+8 5+9
5 + 10 6+6 6+7
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6+8 6+9
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6 + 10 7+7 7+8 7+9
7 + 10 8+8 8+9 8 + 10 9+9
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9 + 10 10 + 10
StrADDegy
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The number ‘ten’ is the building block of our number system. Children who are provided with opportunities to become familiar with the number pairings that make ten—often called ‘friendly numbers’—have a frame of reference that supports the acquisition of other basic facts, as well as the ability to work flexibly with larger numbers.
Strategy: Hang ten
The Hang ten strategy helps children build a set of addition facts that become a foundation for work in later grades.
HANG
TEN FAST FACTS:
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NG TE N HA
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+ 0 1 2 3 4 5 6 7 8 9 10
0 0 1 2 3 4 5 6 7 8 9 10
1 1 2 3 4 5 6 7 8 9 10 11
2 2 3 4 5 6 7 8 9 10 11 12
3 3 4 5 6 7 8 9 10 11 12 13
4 4 5 6 7 8 9 10 11 12 13 14
5 5 6 7 8 9 10 11 12 13 14 15
6 6 7 8 9 10 11 12 13 14 15 16
Number of turnarounds: 5
Facts with multiple strategies: See chart below
7 7 8 9 10 11 12 13 14 15 16 17
8 8 9 10 11 12 13 14 15 16 17 18
9 9 10 11 12 13 14 15 16 17 18 19
10 10 11 12 13 14 15 16 17 18 19 20
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10
Number of facts: 11 ( 0 + 10, 1 + 9, 2 + 8, 3 + 7, 4 + 6, 5 + 5, 6 + 4, 7 + 3, 8 + 2, 9 + 1, 10 + 0)
Give me Build-aten bridge
Doubles
Count-on it 0s
1s
2s
Seeing double
0 + 10, 10 + 0
1 + 9, 9+1
2 + 8, 8+2
5+5
Neardoubles
Twoaway 4 + 6, 6+4
© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y• LIST:
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MATERIALS
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The Hang ten strategy covers eleven facts.
• Ten frames (Mathmaster 6, p.78) • 10c coins • Number lines (Mathmaster 5, p. 77) • Balance scales • Number cards (Mathmaster 2 or 3, pp. 73–75) • Coloured centimetre cubes • Styrofoam cups • Overhead projector • Pencils • Coloured markers
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StrADDegy
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Pay atTENtion - lesson plan WARM
UP:
6 4
• Lay ten coins on your desk. Present the following problem to the children: I have dropped ten coins on my desk. When I look down, I notice some are showing ‘heads’ and some are showing ‘tails’. Who can guess how many ‘tails’ and how many ‘heads’ are showing? • Have children write down his/her guess. • Ask children to share their guesses and record them. • Invite a child to come to your desk to reveal the answer.
WORK
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OUT:
GROUPING: Pairs
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5
6
10
ATERIALS LIST:
• Pay atTENtion recording sheet, one per pair of children (Factmaster HT1, p. 3) • Ten 10c coins per pair of children
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Explain the game on Factmaster HT1. Review with children how to use a ten frame to represent numbers: start at the top-left corner and fill across until the top row is full. This represents the number ‘5’. The lower left-hand corner represents the number ‘6’. Fill across until the full frame is complete, representing ‘10’.
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10
INTRODUCE
ICON:
The name we are going to give the facts that add to ten is ‘Hang ten’.
© R. I . C.Publ i cat i ons Enlarge and glue a copy of the Hang icon (page 79) onto •f orr evi ew pur poses otenn l y • chart paper. Invite children to
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DOWN:
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• Ask: How many different ways can we show ‘10’? 11 • Show each of the eleven possibilities. • Ask: What do you notice about ‘4 + 6’ and ‘6 + 4’? ‘4 + 6’ and ‘6 + 4’ use the same numbers to make ten, but they tell a different story. Exactly. One shows 4 ‘tails’ and 6 ‘heads’, the other shows 6 ‘tails’ and 4 ‘heads’. We call these facts that share the same digits, but in different places, Turnarounds. • Ask: What other Turnarounds do you see?
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help you record each of the Hang ten facts. Use a different coloured marker for the Turnarounds.
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Remind the children to first fill the frame with ‘tails’ before filling the frame with ‘heads’. The completed frame on Factmaster HT1 reveals the situation of 4 ‘tails’ and 6 ‘heads’; 4 + 6 = 10. Invite children to write a ‘T’ or an ‘H’ in a square to represent ‘tails’ and ‘heads’.
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StrADDegy
10
Turnarounds
10 + 0 = 10
0 + 10 = 10
9 + 1 = 10
1 + 9 = 10
8 + 2 = 10
2 + 8 = 10
7 + 3 = 10
3 + 7 = 10
6 + 4 = 10
4 + 6 = 10
5 + 5 = 10
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My coins landed 4 ‘tails’ and 6 ‘heads’. 4 + 6 = 10.
II
IZABETH EL
II
IZABETH
EL
II
IZABETH
II
IZABETH EL
II
IZABETH EL
IA 1 9 90
IA 1 9 90
IA 1 9 90
IA 1 9 90
R AL ST
R AL ST
II
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R AL ST
R AL ST
IA 1 9 90
IZABETH
A
A
U
U
R AL ST
EL
IA 1 9 90
A
R AL ST
A
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A
A
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EL
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GAME
Pay atTENtion
© R. I . C.Publ i cat i ons Start: Player 1 is the child with the fewest amount of letters in his/her name. • f or r e i ew pur posesonl y• Step 1: Player 1, drop tenv coins. Step 2: Step 3:
TO PLAY
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Player 1, sort the coins on the ten frame. Fill the frame first with ‘tails’ then with ‘heads’. Keep your mat hidden from Player 2. Player 2, guess the number of ‘heads’ and ‘tails’. Example: I think your ten frame is 4 ‘heads’ and 6 ‘tails’. Player 1, show your board. Give Player 2 a ‘high-five’ if his/her guess was correct. Switch roles.
Step 4: Step 5:
Factmaster HT1
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StrADDegy
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Made to measure - lesson plan WARM
UP:
10
GROUPING: Pairs
M r o e t s B r e oo p u k S
OUT:
HOW
6 4
TO PLAY
MADE
TO MEASURE
Hand a copy of Factmaster HT2 to each child, along with twenty 1-cm cubes and one styrofoam™ cup per pair. Explain how to play Made to measure, perhaps making a transparency of Factmaster HT2 for use on an OHP. Player 1 (the child wearing the most buttons in the pairing) builds a raisin problem; e.g. 8 + = 10, keeping it hidden from his/her partner.
ATERIALS LIST:
• A balance scale for each pair of children • Factmaster HT2 (page 5) • Coloured 1-cm cubes (20 per pair of children) • styrofoam™ cups
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• Model the equation 3 + = 10 on a balance scale by placing three cubes and a styrofoam™ cup, covering seven cubes, on the left pan of the balance scale. On the scale’s right pan, place 10 cubes. Explain to children that the cubes are raisins and that, for the purposes of this activity, styrofoam™ cups have no mass. Ask: Three plus what equals ten? Seven. Provide children with cubes or other concrete materials to help them construct the answer if they can’t remember it themselves. • Remind children that if something is added/removed to one side of the scale, the same must be done to the other side to keep it in balance. If we take the 3 coloured cubes (raisins) away from the left side of the balance, and we take 3 cubes away from the right side, the scale will still be in balance. The resulting scale–the cup on the left pan and seven cubes on the right-hand pan – will help children see that 3 + 7 = 10. (See diagrams in the margin.)
WORK
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© R. I . C.Publ i cat i ons 3+ = 10 •f orr evi ew pur posesonl y•
Player 1 shows his/her mystery scale to Player 2. Player 2 figures out how many cubes are hidden under the cup and gives an answer. Player 1 lifts the cup to reveal the answer. Players ‘high-five’ and switch roles.
COOL
DOWN:
remove 3 cubes
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• Some children might prefer to use actual raisins in place of blocks to help make the concepts more concrete. • While engaged in this activity, children may develop a sense of the equivalence communicated in number sentences and equations. • Ask: What strategies did you use to help you solve the problems? • Ask: Were any problems harder or easier to solve?
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remove 3 cubes
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StrADDegy
ach er
ACTIVITY
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Made to measure Te
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StrADDegy
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Fish for facts - lesson plan WARM
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UP:
• Display a 0–10 number line on the overhead. Place a counter at number 6 (bunny), and another counter at number 10 (carrot): 0
1
2
3
4
5
6
7
8
9
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Pairs
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4
5
6
7
8
9
ATERIALS LIST:
• Number cards (Mathmaster 2, pp. 73–74) or number tiles (Mathmaster 3, p. 75)
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GROUPING:
10
Ask: My bunny is very hungry but he is also very tired. How many hops does the bunny have to take to reach the carrot? 4. Record 6 + 4 = 10. • Select a number card from a pile; e.g. 3. Ask: This number equals the hops my bunny can take. Did my bunny reach the carrot? No. |How far away is it now? One hop. 0
6 4
10
• Select another number card; e.g. 5. Move the bunny from six to this number Ask: How many hops does the bunny need to reach the carrot? 5. • Select another number card; e.g. 6. Ask: The bunny is now allowed to hop six times. Can it reach the carrot this time? Yes. Phew, my bunny was getting awfully hungry.
© R. I . C.Publ i cat i ons This is a modification of the game commonly known as Fish. It is best for three f or r e vi ew ur po esonl y• to six players, but it• is possible for two to play. Hand out 40p number cards or s WORK
OUT:
tiles to children (4 each of 0–9). Explain and demonstrate the game.
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Players turn the number tiles/cards face down to form a ‘stock’. Each player draws five (seven if two are playing) and keeps them hidden from the other players. The player who is youngest begins. Each student takes a turn. A turn consists of asking a specific player for a specific digit; for example, Player 1 calls on Mark: Mark, please give me ‘six’. I have a ‘four’ and want to make ten. If Mark has a six, he gives it to Player 1, who then calls out the Hang ten fact and places it face up on the table. Player 1 receives another turn. If Mark does not have six, he says, Go fish! Player 1 then draws a digit from the stock. If the drawn tile or card matches the digit asked for, Player 1 reveals it and is allowed another turn. If the drawn card is not the one asked for, then Player 1 keeps it and the turn now passes to the player to his/her left. Play continues until the ‘stock’ is empty and all Hang ten facts have been made. The player with the most Hang ten facts wins.
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DOWN:
• Ask: How many different ways can we show 10? 11. • Ask: Why were the 0s not used when we play with the tiles? There are no 10s. 6
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HOW TO PLAY FISH FOR FACTS
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StrADDegy
Note: If number cards are used, the 0 and 10 can be included. The deck will consist of 44 cards (4 each of 0–10).
Take aim - lesson plan
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WARM 6 4
10
MATERIALS
LIST:
• Create and show children a partially filled Take aim circle. Demonstrate how to complete the wheel. The number in the centre of the circle is the sum. The numbers in the aligned sections of the wheel are added to make that sum; e.g. 8 + 2 = 10. • Have children work with you to fill in the empty sections of a wheel: How are you deciding what number goes in each section? Some children will use addition, others will use subtraction.
r o e t s Bo8 r e p o 9 +2 k u 5 S 4 10
3 1 6
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• Factmaster HT4 (page 8) • Number cards (Mathmaster 2, pp. 73–74), or number tiles (Mathmaster 3, p. 75) • A pencil for each player
UP:
0
W :c © R. I . C . P u b l i at i ons Hand out one copy of the Take aim gameboard (Factmaster HT4, p. 8) to each player p andu 22 number cards (two eacho of 0–10). Model how the game is •f orr evi e w r p o s e s n l y • played. ORK OUT
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TAKE
Player 1 selects a number card or tile and writes that number in a section of his/her Take aim gameboard. Once a number is placed, it can’t be erased. Player 2 selects a number card or tile and writes the number shown in a section of his/her Take aim gameboard. Players continue to take turns, placing tiles so that the numbers in the aligned sections of the wheel add to ten. The first player to completely fill his/ her wheel is the winner.
AIM
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HOW TO PLAY
1
5
9 2
8
10 o 3 10 c 7 . 0 4 1 che e r 9 o 6 t r s super 5
4 6
Note: Children may need help setting out their 22 tiles on a concentration board, with numbers facing down.
COOL
DOWN:
• Take aim provides a visual support for a discussion of the inverse relationship of the operations. Use it to explore this relationship: 4 + 6 = 10 , 10 – 6 = 4. StrADDegy
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7
Take aim
GAME HOW
NG TE N HA
TO PLAY 6 4
Objective: To be the first player to fill in his/her Take aim gameboard.
Step 1:
Place your 22 number tiles to form a concentration board.
Step 2:
Player 1, turn over a number tile. Write that number in a section of your Take aim gameboard. Put the tile back as it was before.
TILES
r o e t s Bo r e p ok u S
Step 3:
Player 2, turn over a number tile. Write that number in a section of your Take aim gameboard. Put the tile back as it was before.
Step 4:
Keep taking turns, turning over tiles and filling sections on the Take aim gameboard. Remember, the sections must add to 10.
8 +2
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Teac he r
Player 1 is the child with the shortest first name.
© R. I . C.Publ i cat i o10 ns The first player to completely fill his/her Take aim •f o r evi ew pur posesonl y• gameboard is ther winner.
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Step 5:
8
NUMBER
Start:
10
o c . che e r o t r s s uper 10
R.I.C. Publications® www.ricgroup.com.au
StrADDegy
Factmaster HT4
Tic, tac, ten - lesson plan
NG TE N HA
6 4
WARM
10
GROUPING: Pairs
MATERIALS
• Remind children that the week has been spent developing fast recall of the facts that add to ten. • Ask: What have you learned this week? Answers will vary, but try to promote discussion around the discovery that there are 11 facts in all, but because of turnarounds (the commutative property) there are only six facts to remember; 0+10, 1+9, 2+8, 3+7, 4+6, 5+5.
Wo : r e t s Bo r e p ok u S
LIST:
ORK OUT
Hand out one copy of Factmaster HT5 and number cards or tiles (two of each 0–9) to each pair of children. Introduce and demonstrate the game Tic, tac, ten. Children place 20 number tiles, numbers facing down, in the following array.
ew i ev Pr
• Tic, tac, ten gameboard (Factmaster HT5, p. 10) • Number cards or tiles (Mathsmaster 2 or 3, pp. 73–75; two of each of the digits 0–9) • Blank addition chart (Mathmaster 1, p. 72) • Two coloured markers
Teac he r
UP:
Player 1 (the child with a birthday closest to Christmas) chooses a tile and determines what number must be added to that number to make ten. Player 1 then colours one square on the Tic, 4 9 10 3 tac, ten gameboard that matches the number 5 6 8 5 determined. Example: Player 1 chooses a 4 and then colours a 6 on the Tic, tac, ten gameboard. 3 10 9 15 Note: There is more than one 6 on the grid, but 5 4 3 8 only one can be coloured this turn. Player 2 takes their turn. Play continues until one player has coloured three squares in a row – horizontally, vertically or diagonally.
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COOL
DOWN:
• Put a blank addition chart on the OHP (Mathmaster 1, p. 72). Ask children to volunteer to fill in all the facts that can be solved using the Hang ten strategy. • Ask: Which facts were easy to remember? Which facts caused some difficulty?
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© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y•
o c . che e r o t r s super +
0
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0
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1
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10 11 12 13 14
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10 11 12 13 14 15
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10 11 12 13 14 15 16
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9
10 11 12 13 14 15 16 17
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8
9
10 11 12 13 14 15 16 17 18
9
9
10 11 12 13 14 15 16 17 18 19
10 10 11 12 13 14 15 16 17 18 19 20
StrADDegy
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9
Tic, tac, ten
GAME HOW
NG TE N HA
TO PLAY 6 4
Objective: To be the first player to fill three squares in a row horizontally, vertically or diagonally.
Player 1 is the child whose birthday is closest to Christmas.
Step 1:
Place the number tiles face down on a table like this.
Step 2:
Player 1, turn over a number tile. What must be added to that number to make 10? Find that number and colour it on the gameboard. Colour only one copy of that number.
Step 3:
Player 1, put the tile back where you found it.
Step 4:
Player 2, turn over a tile, find the number that must be added to it to make 10 and colour it on the gameboard.
Step 5:
Keep taking turns until one player has coloured three squares in a row horizontally, vertically or diagonally.
6
10
1
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1
8
2
3
10
3
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7
I turned over a 4. 4 + ? = 10 I must find a 6 on the gameboard to colour. 4 + 6 = 10.
3
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1
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10
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o c 6 c 8 5 4 1 5 . e her r o t s u e 10 9 1s 6p 7 r 9
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10
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Teac he r
Start:
10
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StrADDegy
Factmaster HT5
Children discover early that fingers are an efficient and readily available human calculator. Counting-on is a vital skill and an effective strategy when adding numbers with a 0, 1 or 2 as an addend. These activities and games are designed to help children become familiar with the written form of the fact and recognise that when adding on, it is always more efficient to begin with the larger addend and then count-on the quantity shown in the smaller addend. For example, when adding 7 + 2, many young children don’t immediately see the efficiency of starting with the 7 and counting on … 8, 9.
Strategy: Count-on it
NT-ON I OU
7
8
9
0 0 1 2 3 4 5 6 7 8 9 10
1 1 2 3 4 5 6 7 8 9 10 11
2 2 3 4 5 6 7 8 9 10 11 12
Symbol: ADD1 Number of facts: 21 (0 + 1, 1 + 1, 2 + 1, 3 + 1, 4 + 1,
3 3 4 5 6 7 8 9 10 11 12 13
4 4 5 6 7 8 9 10 11 12 13 14
5 5 6 7 8 9 10 11 12 13 14 15
6 6 7 8 9 10 11 12 13 14 15 16
5 + 1, 6 + 1, 7 + 1, 8 + 1, 9 + 1, 10 + 1, 1 + 0, 1 + 2, 1 + 3, 1 + 4, 1 + 5, 1 + 6, 1 + 7, 1 + 8, 1 + 9, 1 + 10)
7 7 8 9 10 11 12 13 14 15 16 17
8 8 9 10 11 12 13 14 15 16 17 18
9 9 10 11 12 13 14 15 16 17 18 19
10 10 11 12 13 14 15 16 17 18 19 20
Number of turnarounds: 10 Facts with multiple strategies: See chart below Count-on it
Hang ten
Doubles
Give me ten
2s
Seeing double
Near-doubles
0 + 1, 1 + 0 2 + 1, 1 + 2 9 + 1, 1 + 9
1+1
0 + 1, 1 + 0, 1 + 3, 3 + 1 1 + 2, 2 + 1
0s
Two-away
Build-abridge
10 + 1, 1 + 10
Symbol: ADD2 © R. I . C.Publ i c at i o ns Number of facts: 21 (0 + 2, 1 + 2, 2 + 2, 3 + 2, 4 + 2, 5 +o 2, 6n + 2,l 7y + 2, • 8 + 2, 9 + 2, 10 + 2, •f orr evi ew pur poses 2 + 0, 2 + 1, 2 + 3, 2 + 4, 2 + 5, 2 + 6,
The Count-on it strategy covers 57 facts. LIST:
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MATERIALS
• Number cards or tiles (Mathmasters 2 and 3, pp. 73–75) • Connecting cubes • Coins • Coloured counters or 1 cm cubes • Paper clips • Pencils
. te
ADD 2
2 + 7, 2 + 8, 2 + 9, 2 + 10)
Number of turnarounds: 10 Facts with multiple strategies: See chart below Count-on it 0s
Hang ten
Doubles Seeing double
1s
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+ 0 1 2 3 4 5 6 7 8 9 10
ADD 1
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Teac he r
7+2=9
IT FAST FACTS:
r o e t s Bo r e p ok u S
T
C
COUNT-ON
Near-doubles
Two-away
1 + 2, 2 + 1, 0 + 2, 2 + 0, 3 + 2, 3 + 2 4 + 2, 2 + 4
o c Symbol: ADD0 . che e Number of facts: r o r st super 0 + 2, 2 + 0 2 + 1, 1 + 2 8 + 2, 2 + 8
NOTHING
2+2
Give me ten
Build-abridge
10 + 2, 2 + 10
9 + 2, 2 + 9
TO IT
21 (0 + 0, 0 + 1, 0 + 2, 0 + 3, 0 + 4, 0 + 5, 0 + 6, 0 + 7, 0 + 8, 0 + 9, 0 + 10, 1 + 0, 2 + 0, 3 + 0, 4 + 0, 5 + 0, 6 + 0, 7 + 0, 8 + 0, 9 + 0, 10 + 0)
Number of turnarounds: 10 Facts with multiple strategies: See chart below Count-on it 0s
2s
0 + 1, 1 + 0 2 + 0, 0 + 2
StrADDegy
Hang ten
0 + 10, 210 + 0
Doubles
Give me ten
Seeing double
Near-doubles
0+0
1 + 0, 0 + 1 0 + 2, 2 + 0
Two-away
Build-abridge
10 + 0, 0 + 10
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11
WARM
C
UP:
7
• Ask: When you count, what number comes after six? Seven. What number comes after four? Five. What number comes after nine? Ten. • Hold up a number card or tile, such as four. Have children find the number card or tile that is one more: Five; one less, three. • Continue asking children to count-on one from a variety of starting numbers. • Introduce the ADD1 strategy. Be sure to remind children that it is always easier to begin the count with the larger number. For example, when adding 1 + 8 start at eight and count-on by one to make nine.
WORK
OUT:
9
GROUPING: Pairs
TO PLAY FLIP AND FILL BINGO
A deck of 16 number cards or number tiles is placed face down. Player 1 turns over the top card and determines where to put the number shown on the Flip and fill bingo game mat. If the child decides to put the number in a ten frame, he/she must fill the frame to match the number. If the number is used to complete a sum, the child simply writes the number. Player 1 puts his/her card in the discard pile. It is now Player 2’s turn. As the game progresses, players will turn over cards that cannot be played because they do not complete a number story. In these cases, the player misses that turn. When a child completes a number sentence, he/she writes their initials in the grid. Players alternate turns. The first player to mark his/her initials in three squares horizontally, vertically or diagonally is the winner.
ATERIALS LIST:
• Factmaster ADD11 (page 13) for each pair of children • 16 number cards or number tiles (Mathmaster 2, pp. 73– 74, Mathmaster 3, p. 75), two of each digit 1–8 • Connecting cubes • A pencil for each player
ew i ev Pr
Teac he r
8
7+2=9
M r o e t s Bo r e p ok u S
Hand out one copy of Factmaster ADD11 to each pair of children, along with one deck of number cards or number tiles (16, two of each digit 1–8). Model the game Flip and fill bingo.
HOW
NT-ON I OU
T
Flip and fill bingo - lesson plan
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© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y•
o c C . c Stress that only one action may e h r • Ask: What happens when you add one to ane even number? You get an odd either the obechildtakenfillseachin a turn: r st super number. ten frame or writes REMINDER:
OOL DOWN
What happens when you add one to an odd number? You get an even number. • Ask: Why do we always begin counting on with the larger number? Take 8 + 1, for example. If you start at 8, you only have to count-on once. If you start at one, you have to count-on 8 times. HF
12
HF
+1=
+1= 7
+1= 8
+1= 5
+1=
+1=
+1= 6
+1=
R.I.C. Publications® www.ricgroup.com.au
StrADDegy
the number in the square as a sum. For example: TM chooses a 4. She can either write the number in any sum square, or colour in any ten frame on the board. TM chooses to place it in the top right-hand corner to block HF from getting three-in-a-row horizontally.
7
9
7+2=9
8
NT-ON I OU
TO PLAY
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Objective: To be the first player to mark his/her initials in three squares horizontally, vertically or diagonally. Start: Player 1 is the child whose birthday falls closest to a Wednesday.
HOW
StrADDegy
R.I.C. Publications® www.ricgroup.com.au
+1=
+1=
+1=
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o c . che e r o t r s super
+1=
Step 1: Step 2:
+1=
or
+1=4
+1=
+1=
+1=
+1=
+1=
+1=
+1=
+1=
Player 1 puts his/her card in the discard pile.
•• • •
Place the number cards in a pile face down. Player 1 turns over the top card and decides where to place the number on the gameboard. Example: 4 is chosen, Player 1 can either;
Teac he r
Flip and fill bingo
© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y•
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Factmaster ADD11
Step 4:
Step 3:
Note:
GAME
+1=
+1=
+1=
+1=
Swap players and repeat Step 2. When a player completes a number grid, record his/ her initials in the grid. If a number cannot be played, the player misses a turn.
r o e t s Bo r e p ok u S
T
13
C
WARM
C
UP:
7
• Ask: When you count, what number is two more than six? Eight. What number is two more than three? Five. What number is two after seven? Nine. • Hold up a number card, such as two. Have children find the number cards that are two more and two less. Four, zero. • Continue asking children to count-on two from a variety of starting numbers. • Introduce the ADD2 strategy. Be sure to remind children that it is always easier to begin the count with the larger number. For example, when adding 2 + 6, start at six and count on by two to make eight.
WORK
NT-ON I OU
T
Hop to it - lesson plan
OUT:
GROUPING: Pairs
TO PLAY
HOP
TO IT
Each child selects four numbers on the number line on which to draw an ‘X’. If children chose the same number, they simply draw an ‘X’ above his/her partner’s.
ATERIALS LIST:
• Factmaster ADD21 (page 15) for each pair of children • Number cards or tiles (Mathmaster 2 or 3, pp. 73– 75) (22, two each of 0–10) • Two coins as game pieces.
ew i ev Pr
Teac he r
9
M r o e t s B r e oo p u k S
Hand out 1 copy of Factmaster ADD21 to each pair of children, along with one deck of number cards. Model the game Hop to it.
HOW
8
7+2=9
© R. I . C.Publ i cat i ons Player 1 selects a number card and places a coin on the corresponding number on the line. • f orr evi ew pur posesonl y• 1
2
3
4
5
6
7
8
9
10
11
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Player 1 hops his/her coin two spaces. If an ‘X’ is on the sum, the player circles the X and records the addition fact and point total on Factmaster ADD21. Once an X is landed on, it is erased from the number line. Player 1 picks a 2 from the deck of numbers cards, places a coin on 2 (she doesn’t capture the X on the 2) and counts on two to land on 4. While there are two Xs on the 4. Player 1 only captures one of them for a single point.
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0
o c . c e he r Player 1 returns the card to the bottom of the original pile and Player 2 o t r s Note: super takes a turn. A point is awarded for the X on a Players alternate turns until no more Xs are on the line or six rounds 0
1
2
3
4
5
6
7
8
9
10
11
sum, not for an X on a number matching the number card.
have been played. The player who lands on more Xs wins.
COOL
DOWN:
• Ask: What do you do when you see an addition sentence with a two in it? Think about counting on. • Ask: Why do we always begin counting on with the larger number? Take 7 + 2, for example. If you start at seven, you only have to count on twice. If you start at two, you have to count on seven times. 14
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StrADDegy
Note: If two Xs sit on a number and a player lands on that number, only one X can be claimed.
C
9
7+2=9
8
T
StrADDegy
R.I.C. Publications® www.ricgroup.com.au
0
1
+
+
+
+
+
+
2
=
=
=
=
=
=
Player 1
3
Yes
X?
4
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Round
Recording sheet
TO PLAY
5
No
6
Round
Name:
Step 4:
Step 3:
Teac he r Step 5:
+
+
+
+
7
8
+
+
9
=
=
=
=
=
=
Player 2
10
11
Yes
X?
12
No
Player 1 hops his/her coin two spaces. If an X is on the sum, the player circles the X and records the addition fact and point total on his/her recording sheet. Once an X is landed on, it is taken off the number line. Player 1 returns the card to the bottom of the number pile and Player 2 takes a turn. Keep playing until all Xs have been played. Each X is worth 1 point.
Recording sheet
Objective: To be the player who lands on the most Xs. Start: Player 1 is the child with most letters in his/her first name. Step 1: Both players select four numbers each on the number line. Draw an X on the numbers. Step 2: Player 1 selects a number card and places a coin on the corresponding number on the line.
HOW
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Name:
GAME
7
Hop to it
© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y•
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NT-ON I OU
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Factmaster ADD21
r o e t s Bo r e p ok u S
15
WARM
C
UP:
• Hold up three fingers on one hand for children to see? How many fingers am I holding up? Three. Make a fist with the other hand to represent zero. + How many fingers am I holding up in this hand? None, zero. How many fingers am I holding up altogether? Three. Represent the finger scenario 3 + 0 = symbolically: 3 + 0 = 3. • Create another finger scenario to help children generalise that when zero is added to a number, the number doesn’t change.
WORK
NT-ON I OU
T
Having none of it - lesson plan
OUT:
7
3
9
GROUPING: Individual
M r o e t s B r e oo p u k S
HOW TO PLAY
HAVING
NONE OF IT
Students lay their cards face down and turn over a card. They use connecting cubes and the building frame to show the number. They find the equation where the number fits. The student colours in the ten frame above the number and writes the corresponding number sentence. Example: Student selects an 8 from the number cards:
ATERIALS LIST:
• Factmaster ADD01 (page 17) for each pair of children • Number cards (22, two each of 0–10) (Mathmaster 2, pp. 73–74) • Connecting cubes • A pencil for each player
ew i ev Pr
Hand out one copy of Factmaster ADD01 to each child, along with ten connecting cubes and a deck of number cards (22 cards, two each of 0–10). Explain the activity Having none of it.
Teac he r
8
7+2=9
© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y•
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Step 2:
0 . te
Step 3:
+ + +
= 8
Student searches the number sentences to find where the 8 belongs.
o c . + c e r +h er o t s super 0 + 8 = 8 Student colours the appropriate ten-frame and completes the number sentence.
The student discards the 8 and continues to select other cards until Factmaster ADD0/1 is completed.
COOL
DOWN:
• Ask: What happens when you add zero to a number? The number doesn’t change. 16
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Step 1:
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StrADDegy
BUILDING
C
NT-ON I OU
T
Having none of it
ACTIVITY FRAME
7
8
9
7+2=9
+
+
+ +
+
0
= 5
+
6
+
= 6
+
= 3 0 ©+ R. I . C.P ubl i cat i ons+ •f orr evi ew pur poseson l y• + +
= 8
0
+ = 7
+
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+
0
= 2
+
+ + . te + 0 = 0 0 +o c . che e r o t r s super + +
= 1
+
0
+
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+
+
+
0
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Teac he r
r o e t s Bo r e p ok u S
+
= 10
+
0
+
= 4
+ + +
Factmaster ADD01
0
= 9
StrADDegy
R.I.C. Publications® www.ricgroup.com.au
17
WARM
C
NT-ON I OU
T
NIMble - lesson plan UP:
7
• Hold up a card; for example, seven. What is one more? Eight. What is two more? Nine. What happens when we add zero to the number? It stays the same. • Repeat with other numbers. • Tell students that they will be playing an ancient Chinese game called NIM. If players can discover the correct strategy, they can win the game every time.
8
9
7+2=9
GROUPING: Pairs
WORK
OUT:
M r o e t s B r e oo p u k S NIM
Hand out Factmaster ADDUP1 and 12 counters to each pair of students. Model the game described below with a volunteer. Explain that unlike Tic-Tac-Toe, NIM never ends in a tie. BLE
This is a strategy game for two players. The object is to avoid being the last player to play a counter. After deciding who will be go first (player 1), players take turns placing one or two counters on the gameboard, beginning at square 1. The player forced to cover the 12 loses. After each turn, students record their starting and ending positions with a count-on fact.
Recording sheet Round
Fact 2
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0
+ 5
6
2
=
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7
8
Start
End
0
2
9 10 11 12
Player 2 chooses to add 1 counter.
0
+
o c . c e her r Fact Start End o t s s r u e p 2 0 2 = 2
2
+
1
Round
=
3
2
3
Students play three games and discuss their strategies.
COOL
Note:
DOWN:
• Invite children to share any strategies or insights discovered while playing. 18
On any given turn, the player decides to place one or two counters on the number track. Repeat the game, but change one of the following: the number of spaces on the gameboard; the number of spaces students can colour each turn; or the rules for winning. The winner is the player who colours the last space on the number track.
© R. I . C.P ubl i cat i ons Player 1 decides to 4 5 6 7 8 9 10 11 12 place two counters •f orr evi ew p u r p osesonl y• on On track.
TRACK
3
REMINDER:
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NUMBER
• Factmaster ADDUP1 (page 19) for each pair of students • Coloured counters or cubes (12 per pair)
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Teac he r
HOW TO PLAY
ATERIALS LIST:
R.I.C. Publications® www.ricgroup.com.au
StrADDegy
Remind students that the first move is recorded as: 0 + 1 or 0 + 2.
HOW
C
TO PLAY
7
Objective: To avoid being the last player to play a counter. Start: Player 1 is the child with the most letters in his/her last name. Step 1: Players take turns placing one or two counters on the Number track, beginning at 1. The player forced to cover the 12 loses; for example:
3
4
1
2
8
9
7+2=9
Step 2:
After each turn, record your starting and ending position with a count-on fact; for example:
8
9 10 11 12
r o e t s Bo r e p ok u S 3 4 5 6 7 8 9 10
11 12
5
6
7
8
5
6
NIMble recording sheet Fact
0
7
9 10 11 12
Round
4
+
Start =
0
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Teac he r
Number track
NT-ON I OU
T
NIMble
GAME
End
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Factmaster ADDUP1
+
=
+
=
+
=
+
=
+
=
+
=
+
=
+
=
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© R. I . .Pu l i cat i ons +C = b f • orr evi e r posesonl y• +wp =u
o c . che e r o t r + s = e s r up
StrADDegy
R.I.C. Publications® www.ricgroup.com.au
19
WARM
C
UP:
• You are a famous explorer. There is a rumour of an undiscovered island full of the most unimaginable riches. What kind of riches do you want to be on the island? Elicit responses from the students. • You fear that you are not the only captain to have heard the news. You are very anxious to be the first captain to get all your ships out to sea so that you can fill them with (use the riches provided by your students to fill the blank).
WORK
NT-ON I OU
T
Sail away - lesson plan
OUT:
8
9
7+2=9
GROUPING: Pairs
M r o e t s B r e oo p u k S
ATERIALS LIST:
Hand out on a copy of Factmaster ADDUP2 to each child, 20 counters and a deck of 22 number cards to each pair of students. Remind players how to make a spinner and model the game described below. HOW TO PLAY
SAIL
AWAY
In this game, coloured counters or 1 cm cubes are ships and the numbered columns are the different docks. Students take 10 coloured counters or 1 cm cubes and place them on any of the docks. The arrangement of the ships is at the discretion of the player. A dock can hold all 10 ships, no ships or any number in between. Players spin the spinner, then turn over a number from the deck of cards. The two numbers are added to find a sum. A ship (coloured counter or 1 cm cube) is then removed from the dock that matches that number. Only one counter or 1 cm cube can be removed each turn. If the dock that matches that number is empty, no ship sets sail (removed). Players alternate turns until one captain sets all 10 ships to sea.
• Factmaster ADDUP2 (page 22) for each child • Coloured counters or 1 cm cubes (10 for each child) • Number cards (22, two each of 0–10 Mathmaster 2, pp. 73–74.) • Paperclips
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Teac he r
7
REMINDER:
Spinner
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Number card
te 5 .
0
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© R. I . C.Publ i cat i o ns A deck of standard playing cards can be used instead of number •f orr evi ew pur poses oThenaces l y cards. are• used as ones.
1
0
o c . 2 0 che e r o t r s super 2
1
1 2 3 4 5 6 7 8 9 10 11 12 Player 1 spins a zero and turns over a 5 from the deck of number cards. She calculates the sum: 5 + 0 = 5 and removes one of her ships from dock number 5.
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StrADDegy
T
7
8
COOL
9
7+2=9
NO
–
FINGER
• Put a blank addition chart on the OHP (Mathmaster 1, p. 72). Ask students to volunteer to fill in all the facts that can be solved using the Count-on it strategy.
ONE FINGER:
In place of the spinner, have children play a modified version of Rock, paper and scissors to determine whether to add 0, 1 or 2 to the number shown on their card. On the count of three, both students declare a number using one hand: a fist is 0 , one finger extended is 1 .
+
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Possible outcomes child 2
sum
fist
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o 1t 2 r 3e 4B 5 6 7 s r e o p2 2 3 4 5 6 o 7 8 u k S 3 3 4 5 6 7 8 9
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DOWN:
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fist
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Number card 0 1
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• Make an enlarged copy of the Count-on it icon (page 80) and place it above a chart with all of the Count-on it facts.
o c . che e r o t r s super
9 10 11 12
18
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+
10
Nothing to it
Add 1
NT-ON I OU
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Some children might be interested in exploring the chance of achieving each sum. Spinner
C
C
Sail away continued …
NT-ON I OU
7
8
9
7+2=9
Add 2
Fact
Turnaround
Fact
Turnaround
Fact
Turnaround
0+0=0 1+0=1 2+0=2 3+0=3 4+0=4 5+0=5 6+0=6 7+0=7 8+0=8 9+0=9 10 + 0 = 10
0+1=1 0+2=2 0+3=3 0+4=4 0+5=5 0+6=6 0+7=7 0+8=8 0+9=9 0 + 10 = 10
1+0=1 1+1=2 2+1=3 3+1=4 4+1=5 5+1=6 6+1=7 7+1=8 8+1=9 9 + 1 = 10 10 + 1 = 11
0+1=1 1+2=3 1+3=4 1+4=5 1+5=6 1+6=7 1+7=8 1+8=9 1 + 9 = 10 1 + 10 = 11
0+2=2 1+2=3 3+2=5 4+2=6 5+2=7 6+2=8 7+2=9 8 + 2 = 10 9 + 2 = 11 10 + 2 = 12
2+0=2 2+1=3 2+2=4 2+3=5 2+4=6 2+5=7 2+6=8 2+7=9 2 + 8 = 10 2 + 9 = 11 2 + 10 = 12
• Ask: What strategy can you use when you add two numbers where one of the numbers is zero, one or two? Count-on it. What number do you start with? The larger number. StrADDegy
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21
HOW
C
Objective: To be the first captain to get all of his/her ships out to sea. Start:
Player 1 is the student with the most buttons on his/her shirt.
Step 1:
Place your 10 coloured counters or cubes (each one represents a ship) on any of the docks. A dock can hold all 10 ships, no ships or any number in between.
1
5
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Step 3:
Players take turns until one captain sets sail all 10 ships.
ew i ev Pr
CARDS GO HERE
3
Player 1 spins a zero and turns over a five from the deck of number cards. He/She calculates the sum: 5 + 0 = 5 and removes one of his/her ships from dock number 5.
1
NUMBER
2
9
1
r o e t s Bo r e p ok u S 0
8
7+2=9
0
2 0
Player 1 spins, then turns over a number from the deck of cards. The two numbers are added to find a sum. A ship is then removed from the dock that matches that number. Only one ship can be removed each turn. If the dock that matches that number is empty, the player misses a chance to set sail.
Teac he r
Step 2:
Spinner
Number card
TO PLAY
NT-ON I OU
T
Sail away
GAME
Use a pencil and a paperclip to make a spinner.
0 1
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© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y•
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R.I.C. Publications® www.ricgroup.com.au
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StrADDegy
9
10
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12
Factmaster ADDUP2
Children generally start school with an understanding of the numbers that form doubles. The purpose of the following lessons is to reinforce this knowledge by building stronger visual models, which can be used to help construct answers to less accessible facts such as 8 + 7 (a near-double) and 7 + 5 (a two-away).
Strategy: Doubles
NG DOUB EI
2+2=4
DOUBLE
Symbol: SD Number of facts: 11 (0 + 0, 1 + 1, 2 + 2, 3 + 3, 4 + 4, 5 + 5, 6 + 6, 7 + 7, 8 + 8, 9 + 9, 10 + 10) Number of turnarounds: None Facts with multiple strategies: See chart below
The Doubles strategy covers 49 facts.
MATERIALS
SEEING
Hang ten
Count-on it
LIST:
0s
• Pictures of animals with bilateral symmetry (butterfly, spider, ant, octopus etc.) • Mirrors • Connecting cubes • Ten frames (page 78) or tiles (pages 73–75) • Number cards • Paperclips • Dominoes (page 76) • Balance scales • Coins • Overheads • Overhead projector • Coloured markers • Pencils
5+5
Doubles
1s
0+0
NearTwo-away doubles
2s
1+1
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Teac he r
2 2
FAST FACTS:
r o e t s Bo r e p ok u S
LE
SE
DOUBLES
2+2
None
Give me Build-aten bridge 10 + 10
None
© R. I . C.Publ i cat i ons + 0 1 2 3 4 5 6 7 8 9 •f orr evi ew0 p r e l 0u 1p 2o 3s 4s 5o 6n 7y 8• 9
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8 + 8, 9+9
10 11 12 13 14
o c . 12 13 14 15 che 7 7 8 9 10 11 r e o 8 8 9 r 10 s 11 12 13 14 15 16 t r s u e p 9 9 10 11 12 13 14 15 16 17
16 17 17 18 18 19
10 10 11 12 13 14 15 16 17 18 19 20
StrADDegy
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23
Strategy: Doubles continued DOUBLES NEAR-DOUBLES
r o e t s Bo r e p ok u S
Teac he r
Count-on it
0s
+
0
0 1
2s 1 + 2, 2 + 1, 2 + 3, 3 +2
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10 11 12 13 14 15 16 17 18
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10 11 12 13 14 15 16 17 18 19
3 4
6 7 . t e 7 8
o c . ch e 10 11 12 13 14 15 16 r e o t r s su 11 12 13 14 15 p 16 e 17r 8
9
10 11 12 13 14
9
10 11 12 13 14 15
10 10 11 12 13 14 15 16 17 18 19 20
24
6 = 11
© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y• 1 + 2, 2+1
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2
1s
+
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0 + 1, 1+0
Give me Build-aten bridge Near6 + 7, Two-away doubles 7 + 6, 9 + 10, 7 + 8, 10 + 9 8 + 7, All None 8 + 9, 9+8 Doubles
5+
ES
Hang ten
R-DOUBL EA
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Symbol: ND Number of facts: 20 (0 + 1, 1 + 2, 2 + 3, 3 + 4, 4 + 5, 5 + 6, 6 + 7, 7 + 8, 8 + 9, 9 + 10, 1 + 0, 2 + 1, 3 + 2, 4 + 3, 5 + 4, 6 + 5, 7 + 6, 8 + 7, 9 + 8, 10 + 9) Number of turnarounds: 10 Facts with multiple strategies: See chart below
N
FAST FACTS:
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StrADDegy
Strategy: Doubles continued DOUBLES O TW
-AWA Y
6+
8 = 14
r o e t s Bo r e p ok u S
TWO-AWAY
Symbol: TA Number of facts: 18 (0 + 2, 1 + 3, 2 + 4, 3 + 5, 4 + 6, 5 + 7, 6 + 8, 7 + 9, 8 + 10, 2 + 0, 3 + 1, 4 + 2, 5 + 3, 6 + 4, 7 + 5, 8 + 6, 9 + 7, 10 + 8) Number of turnarounds: 9 Facts with multiple strategies: See chart below
Hang ten
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Teac he r
+
FAST FACTS:
Give me Build-aten bridge 5 + 7, NearTwo-away 7 + 5, doubles 6 + 8, 9 + 10, 8 + 6, 10 + 9 7 + 9, None All 9+7 8 + 10 10 + 8
Count-on it 0s
Doubles
1s
2s
© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y• 0 + 2, 2+0
1 + 3, 3+1
0 + 2, 2 + 0, 2 + 4, 4+2
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4 + 6, 6+4
10 11 o 4 4 5 6 7 8 9 10 11 12 c . che 5 5 6 7 8 9 r e11 12 13 10 o r st s p 6u 6 e 7 r 8 9 10 11 12 13 14 9
12 13 13 14 14 15 15 16
7
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10 11 12 13 14 15 16 17
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10 11 12 13 14 15 16 17 18
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10 11 12 13 14 15 16 17 18 19
10 10 11 12 13 14 15 16 17 18 19 20
StrADDegy
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25
WARM
GROUPING: Small group
Factmaster SD1 has a list of all the doubles facts from one to ten. Your job is to think of something in life that represents each of these doubles and write it on your recording sheet. DOWN:
ATERIALS LIST:
• A collection of pictures of animals with bilateral symmetry (spiders, ants, octopus, butterfly etc.) • Factmaster SD1 (page 27)
ew i ev Pr
Teac he r
OUT:
2+2=4
M r o e t s Bo r e p ok u S
Organise children into groups of three or four. Hand out one copy of Factmaster SD1 to each group and explain the activity.
© R. I . CWhere .Pmight ub l i cat i ons I see it? •f orr e ew pur posesonl y• 1+ 1v = 2i
w ww
• Invite groups to share their discoveries. • There may be some facts children can’t link to the real world. That’s fine. Encourage them to keep thinking. • Have a vote to decide which connection will be used in the classroom to describe each doubles fact. • Have these doubles facts displayed visibly in the class in chart form. • A finished chart might look something like this.
2+2=4
m . u
COOL
SE
2 2
UP:
• Hold up a picture of an animal with bilateral symmetry. Ask: What can you tell me about this animal? Answers will vary. • Elicit the response that the animal has the same number of body parts on both sides: legs in the case of ants and spiders, tentacles in the case of an octopus, wings in the case of a butterfly. • Ask: How many legs does a spider have altogether? Eight. Exactly. Four legs on one side and four on the other. I will record this fact with the following addition story: 4 + 4 = 8. We call this fact a double fact, because both of the numbers being added together are the same.
WORK
NG DOUB EI
LE
Happy in pairs - lesson plan
3+3=6
. te 5 + 5 = 10 o c . c e r 6 + 6h = 12 er o t s E super 4+4=8
XTRA STRETCH:
7 + 7 = 14
Fold a piece of paper. Tell children that another term for the fold line is a line of symmetry. Punch six holes in the folded sheet. Ask: When I unfold the two halves, how many dots will I end up with? Twelve.
8 + 8 = 16 9 + 9 = 18 10 + 10 = 20 26
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StrADDegy
SE
NG DOUB EI
LE
Happy in pairs
ACTIVITY
2 2
2+2=4
Where might I see it?
1+1=
ew i ev Pr
Teac he r
2+2=
r o e t s Bo r e p ok u S
3+3=
4+4=
m . u
© R. I . C.Publ i cat i ons orr evi ew pur posesonl y• 5+5• = f
w ww
6+6=
7+7=
8+8=
. te
o c . che e r o t r s super
9+9=
10 + 10 = Factmaster SD1
StrADDegy
R.I.C. Publications® www.ricgroup.com.au
27
WARM
SE
UP:
2 2
GROUPING: Individual
M r o e t s B r e oo p u k S
OUT:
Hand out a copy of Factmaster SD2 to each child. Explain the Mirror, mirror activity. Use a mirror and cubes. Place a number of cubes in front of the mirror. Record how many cubes actually exist, in the ‘Real cubes’ column. Look into the mirror and count the number of cubes you see reflected. Put that number in the ‘Reflected cubes’ column. Record the number of cubes you see altogether in the ‘Total cubes seen’ column. Complete the chart.
2+2=4
Real cubes
Reflected cubes = Total cubes seen
ATERIALS LIST:
• Mirrors • Ten connecting cubes per child • Overhead projector • Factmaster SD2 (page 29)
ew i ev Pr
Teac he r
• Show four cubes on an overhead projector. How many cubes do you see? Four Hold up a mirror. Ask: What do you think will happen when I put the mirror behind the cubes? Answers will vary. • Invite a child to the front of the room to place the mirror behind the cubes. Ask: How many cubes can you see altogether, including real cubes and reflected cubes? Eight. • Repeat with a different number of cubes. Elicit the observation that the number of real cubes and the number of reflected cubes are always the same.
WORK
NG DOUB EI
LE
Mirror, mirror - lesson plan
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�
�
�
� �
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�
�
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DOWN:
• Ask: Are any of the doubles easier for you? Answers will vary. • Ask: Why are the number of real cubes and reflected cubes always the same? • Ask: How many cubes are reflected when there are no cubes in front of the mirror? None. How would I show that as a number sentence? 0 + 0 = 0 28
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StrADDegy
STRETCH: Have children perform the activity by filling a ten frame along with a mirror to reflect the cubes.
SE
NG DOUB EI
LE
Mirror, mirror
ACTIVITY
2 2
Use a mirror
REAL
and cubes
+
CUBES
REFLECTED
CUBES
= TOTAL
CUBES SEEN
r o e t s Bo r e p ok u S
ew i ev Pr
Teac he r
2+2=4
to complete the chart.
© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y•
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m . u
o c . che e r o t r s super
Reflect: Can a double be an odd number? Explain. Factmaster SD2
StrADDegy
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29
WARM
SE
NG DOUB EI
UP:
LE
Double up - lesson plan
2 2
• Hand out a set of number cards or tiles to each pair of children (20 cards: two of each digit 0–9). Have them spread the cards out with the numerals facing down. • Invite a child to turn over a card; for example, seven. Ask: What is the sum of the double? 14 • Repeat several times.
2+2=4
GROUPING: Pairs
WORK
OUT:
M r o e t s Bo r e p ok u S D
Hand out Factmaster SD3 to each pair of students, number cards or tiles, along with coloured cubes to be used as game pieces. Explain how to play Double up. OUBLE UP
Each player selects a ten frame playing board. Players place the number cards or tiles face down on the table. Player 1 turns over a number card or tile, doubles it and covers the matching sum on the ten frame with a coloured counter. Player 1 returns the number card or tile to the pile. For example, player 1 turns over a 5 , 0 2 4 6 8 doubles it to make 10, then covers the 12 14 16 18 10 on the ten frame. Player 2 takes a turn. Students alternate turns, covering their respective ten-frames, until one player completely fills his/her gameboard.
• Twenty cubes of two different colours for each pair. • Number cards (Mathmaster 2, pp. 73–74) • Factmaster SD3 (page 31) Note:
ew i ev Pr
Teac he r
HOW TO PLAY
ATERIALS LIST:
If a student makes a double that is already covered, he/she loses a turn.
© R. I . C.Publ i cat i ons •f orr evi ew pur posesonSl y•:
DOWN:
w ww
• Ask: Why are all the numbers on the ten-frame even? • Ask: Is it possible to double a number and produce an odd number? No. • Ask: When do we use the doubles strategy? When the two numbers being added are the same.
. te
2
4
10
8
16 14 12
6
12 16 18
6
16
2
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16
18
2
4
14
4
10 14
10 14 10
8
12
2
6
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COOL
TRETCH
16
4
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6
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16 12
14 18
8
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16
o c Use the. chart above, which is che e found on page 44. Have children r oplay Tic, Tac and Double. Simply r st super follow the rules for Tic, Tac, Ten, 18 10
6
12
4
14 12 10
10
12 10
8
18
2
as described on page 9.
30
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StrADDegy
6
18
SE
NG DOUB EI
LE
Double up
GAME
2 2
2+2=4
HOW
TO PLAY
Objective: To be the first player to fill in his/her Double up gameboard. Step 1:
Player 1, turn over a number and find the double.
Step 2:
Cover the number on your ten frame that matches the double.
Step 3:
Put the number back.
Step 4:
Player 2, it’s your turn.
Step 5:
Keep taking turns until one player completely fills his/her ten frame.
Teac he r
Player 1 is the student with the shortest hair.
PLAYER 1
TEN FRAME
ew i ev Pr
r o e t s Bo r e p ok u S
Start:
© R. I . C.Publ i cat i ons •f or evi e pose 0r 2w pu 4r 6sonl 8y•
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10
Factmaster SD3
12
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PLAYER 2
12
StrADDegy
TEN FRAME
14
16
18
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31
WARM
SE
2 2
UP:
• Hand out a set of number cards to each pair of children (22: two of each numeral 0–10). Have them spread the cards out with the numbers facing down. • Invite a child to turn over a card; for example, six. Ask: What is the double sum? 12. • Repeat several times.
WORK
NG DOUB EI
LE
Go fish - lesson plan
OUT:
GROUPING: 2–4 players
M r o e t s Bo r e pG ok u S
Ask children to describe the game Go fish. Tell them that today they are going to play a similar game, but with doubles. Explain how to play Go fish. HOW TO PLAY
O FISH
ATERIALS LIST:
• Number cards (Mathmaster 2, pp. 73–74)
ew i ev Pr
Children deal seven cards (five, if more than two players are participating) to each player and place the remaining cards in a pile to form a stock. Player 1 asks another player for a card. Player 1 has to have that card in his/her hand to be able to ask for it: ‘Mary, do you have a five?’ Player 2 (Mary) either responds by giving Player 1 all of the fives in her hand, or says, ‘Go fish’ if she doesn’t have any. If Player 1 receives a five, he/she completes a pair and says, ‘Five plus five is ten’ and places the cards in his/her pair pile. If Mary doesn’t have a five, Player 1 draws the top card from the stock. If the drawn card is a five —the card asked for—Player 1 gets another turn. Players alternate turns in a clockwise sequence. The game continues until a player has no cards left in their hand or the stock runs out. The winner is the player with the greatest number of pairs.
Teac he r
2+2=4
w ww
COOL
. te
DOWN:
m . u
© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y•
So : c . che e Players can play Concentration. r o Lay the cards face down in five r st rows of four. super Children turn over two cards in an attempt to
• Ask: How many possible pairs are there in a game? Twenty. • Ask: What is an important skill in this game? Listening.
TRETCH
make a match. If a match is made the player recites the pair combination and keeps the cards. Example: 4 + 4 = 8. If the cards do not match, they are turned over and returned to their initial location. Players alternate turns until all cards are collected. The player with the most pairs wins.
32
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StrADDegy
LE
SE
The magic doubling machine - lesson plan
NG DOUB EI 2 2
WARM
• Recount the following, or a similar story: Billy was so excited. His favourite aunt was coming to visit. He loved his Aunt Martha. She was funny, nice and always seemed interested in Billy’s life … his hockey, his writing and his pet spiders. But what Billy loved most about Aunt Martha was her magic doubling machine. It was the strangest machine Billy had ever seen: whatever was put into it doubled. If Billy put two lollipops in the machine, to his amazement four came out. If he put five coins in the machine, ten came out. • Engage children in a few questions related to the magic doubling machine: What if Billy puts a pair of shoes in the machine, how many will come out? Four. What if Billy puts three eggs in the machine, how many will come out? Six. And so on …
2+2=4
GROUPING: Individual
MATERIALS
• Factmaster SD4 (page 34) • 20 connecting cubes per student • Paperclips and pencil (one per child) to make a spinner
WORK
OUT:
• Hand out Factmaster SD4 to each child along with twenty connecting cubes and a paperclip. Show them how to use the spinner.
STRETCH:
Rather than invent your own story, begin the lesson with a reading of the book Two of everything by Lily Toy Hong.
ew i ev Pr
r o e t s Bo r e p ok u S
LIST:
Teac he r
UP:
8
9 0
1
7
Numbers are randomly selected as children flick the paperclip ‘with their fingers.’
6
2
3
© R. I . C.Publ i cat i ons • w Explainp to u students that they will spin o to find al number. They then create •f orr evi e r p o s es n y• a short story about the magic doubling machine and the number. Example: I spun a three. Let me think about my story. Okay, three frogs were hopping along chasing flies. They weren’t looking where they were going and hopped right into a big magic doubling machine. Six hopped out the other side. DOWN:
0 0 1 2 3 4 5 6 7 8 9 10 1 1 2 3 4 5 6 7 8 9 10 11 2 2 3 4 5 6 7 8 9 10 11 12 3 3 4 5 6 7 8 9 10 11 12 13 4 4 5 6 7 8 9 10 11 12 13 14 5 5 6 7 8 9 10 11 12 13 14 15 6 6 7 8 9 10 11 12 13 14 15 16 7 7 8 9 10 11 12 13 14 15 16 17 8 8 9 10 11 12 13 14 15 16 17 18 9 9 10 11 12 13 14 15 16 17 18 19 10 10 11 12 13 14 15 16 17 18 19 20
• Invite students to share some of their stories. • Put a blank addition chart on the OHP (Mathmaster 1 p. 72). Ask children to volunteer to fill in all the facts that can be solved using the Seeing double strategy: What do you notice about the numbers? They increase by two. • Make an enlarged copy of the Seeing double icon (page 79) and place it above a chart with all the Seeing double facts. • Ask: What do you do when you see a number sentence that asks you to add two numbers that are the same? Think doubles. I can’t hear you! THINK DOUBLES! StrADDegy
NG DOUB EI
LE
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+ 0 1 2 3 4 5 6 7 8 9 10
SE
COOL
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5 4
2 2
2+2=4
0+0=0 1+1=2 2+2=4 3+3=6 4+4=8 5 + 5 = 10 6 + 6 = 12 7 + 7 = 14 8 + 8 = 16 9 + 9 = 18 10 + 10 = 20
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33
NG DOUB EI
LE
The magic doubling machine
SE
ACTIVITY
2 2
8
9 0
7 Teac he r
1
r o e t s Bo r 2 e p ok u S 3
Use a pencil and a paperclip to make a spinner.
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6
2+2=4
5 4
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R.I.C. Publications® www.ricgroup.com.au
StrADDegy
Factmaster SD4
ES
N
Double and one - lesson plan
R-DOUBL EA
WARM
+ 5+
• Show children two towers of connecting cubes like these: • Ask: Which double does this show? Six plus six. Record 6 + 6 = ? • Ask for the answer and record the response. 6 + 6 = 12. • Add a cube to one of the towers. How many cubes now? Don’t count the cubes. 13. Record 6 + 7 = 13. • Excellent. When the numbers we are adding are only one number apart, we can double the smaller number and add 1. Can someone think of another strategy that uses the double fact? Double the larger number and subtract one. • Introduce the Near-doubles logo (Mathmaster 7, p. 80) and build other towers to reinforce the strategy.
6 = 11
GROUPING: Individual
MATERIALS
• Factmaster ND1 (page 36) • Connecting cubes • Number tiles or number cards (Mathmaster 2 or 3, pp. 73–75)
WORK
ew i ev Pr
r o e t s Bo r e p ok u S
LIST:
Teac he r
UP:
OUT:
Hand out Factmaster ND1 to each child along with 20 connecting cubes and number tiles or number cards; 0–10. Children place their number tiles or cards face down and select a number. They build a double fact for the number with two towers of cubes. Children add one more cube to one of the towers to create a near-double and record the fact. Children record the turnaround fact for the near-double.
© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y•
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I built 2 towers of 4 to show the doubles fact.
I added another cube to show the near-doubles fact.
o c . che e r o t r s super NUMBER 4
This activity only reinforces the ‘doubles plus one’ strategy. The following activities encourage children to also consider a ‘doubles minus one’ strategy.
DOUBLE
FACT
4 + 4 = 8
COOL Note:
I moved the towers to show the turnaround fact.
m . u
I picked the number 4.
NEAR-DOUBLES
TURNAROUND
4 + 5 = 9
5 + 4 = 9
DOWN:
• Ask children to share all the Near-doubles facts. • Invite children to identify the turnarounds. • Ask: When can we use the Near-doubles fact strategy? When the difference between the two numbers being added is one.
StrADDegy
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35
N
R-DOUBL EA
ES
Double and one
ACTIVITY
+ 5+
I built 2 towers of 4 to show the doubles fact.
NUMBER 4
36
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=
8
Double fact
NEAR-DOUBLES 4 + 5 = 9 Near-doubles fact
TURNAROUND 5 + 4 = 9 Turnaround fact
+b =a + = © R=. I . C.Pu l i c t i ons •f or r ev i ew pu r po seson l y• + = + = + =
FACT
+
+
=
+
=
+
=
+
=
. te+ + +
+ +
o c . = + = + ch e r er o t s s r u e p = + = + =
+
=
=
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r o e t s Bo r e p ok u S
DOUBLE 4 + 4
Your Number turn
I moved the towers to show the turnaround fact.
I added another cube to show the near-doubles fact.
ew i ev Pr
Teac he r
I picked the number 4.
6 = 11
+
= = = =
+
=
+
=
+
=
+
=
+
=
+
=
+
=
+
=
+
=
R.I.C. Publications® www.ricgroup.com.au
StrADDegy
Factmaster ND1
ES
N
Framed - lesson plan
R-DOUBL EA
WARM
• Hand out a set of number cards to each pair of students (20 cards: two each of the digits 0–9). Hold up a number card. Find a card that matches this one and tell me the doubles fact. (For example, five) ‘Five plus five is 10’.
+ 5+
UP:
6 = 11
+
GROUPING: Pairs
r o e t s Bo r e p ok u S 1. Teacher reveals a card.
MATERIALS
LIST:
Teac he r
3. Students chant the doubles fact 5, + 5 = 10.
• Repeat the process, but this time children hold up a card that is one less or one more than the teacher’s card. How can you use your knowledge of the double fact to find the sum of your card and mine? I can double the smaller number and add one, or I ccan double the larger number and subtract one. +
or
1. Teacher holds up the card for 7.
ew i ev Pr
• Factmaster ND2 (page 38) • Number cards 0–9 (two of each digit) for each pair of students (Mathmaster 2, pp. 73–74)
2. Students find its match.
2. Children hold up a 6 or an 8, one less or one more.
or
3. Children solve their number story using a near-doubles strategy. 6 + 7 = 13 6 + 6 = 12 + 1 or 7 + 7 = 14 – 1 7 + 8 = 15 7 + 7 = 14 + 1 or 8 + 8 = 16 – 1
© R. I . Cout.P ubND2 l i c at i o n s the game Framed. Hand Factmaster to each child and explain Framed F •f orr evi e w p u r p o s e s o nl y• Children spread out 20 number cards face down. WORK
OUT:
HOW TO PLAY
RAMED
Player 1 turns over a card and finds a number sentence that the number completes.
+
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+
o c . che e r o t r s super
Note: This activity only reinforces the ‘doubles plus one’ strategy. Following activities encourage children to also consider a ‘doubles minus one’ strategy.
Player 1 turns over a 4. He/She colours one of the ten frames with four to complete the addition fact and returns the number card to the pile.
9 9 Player 1 colours the appropriate ten frame to complete the addition fact and returns the number card to the pile (face down). If the number doesn’t fit on the board, Player 1 loses a turn. Player 2 takes his/her turn. Players alternate turns until one player completely fills in his/her gameboard.
COOL
DOWN:
• Ask students to share all the Near-doubles facts in the game. • Invite children to identify the turnarounds. • Ask: When can we use the Near-doubles fact strategy? When the difference between the two numbers being added is one. • Ask: What do you notice about the answers in this game? They are all odd numbers. StrADDegy
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37
Framed
HOW
R-DOUBL EA
ES
N
GAME
+
TO PLAY
Start:
5+
Player 1 is the student with the longest hair.
6 = 11
Objective: To be the first player to completely fill his/her gameboard. Spread out your number cards
Step 2:
Player 1, turn over a card.
Step 3:
Find a number sentence that fits your card.
r o e t s Bo r e p ok u S I turned over a
4.
I can place it in the top frame of 4 + 5 = 9
Step 4:
Colour the ten frame to complete the addition fact. If your number doesn’t fit, miss a turn.
Step 5:
Return the card to the pile.
Step 6:
Player 2, it’s your turn.
Step 7:
Keep taking turns until one player fills in all the ten frames.
9
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13
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+
+ 5
+
+
+ 15
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17
9
11
+ 3
38
face down.
ew i ev Pr
Teac he r
Step 1:
19 R.I.C. Publications® www.ricgroup.com.au
StrADDegy
Factmaster ND2
ES
N
Domino homes - lesson plan
R-DOUBL EA
WARM
+ 5+
6 = 11
GROUPING: Pairs
MATERIALS
• Hand out a set of real doubles and near-doubles dominoes or one set of Mathmaster 4 to each pair of children. • Hold up a double domino: Find the two near-doubles Double +1 that can be solved using Double –1 3+3=6 this doubles fact? For 6+1=7 example: hold up a 3 + 3 3+3=6 domino. Students find a 2 + 6–1=5 3 and a 3 + 4 domino. • Record the discovery on the overhead projector. • Repeat with a number of doubles facts.
• Factmaster ND3A and B (pages 41–42) • Dominoes to match those on Mathmaster 4 (page 76) or laminated copies of each double and near-double (one set per pair of students) • Overhead copies of Mathmaster 4 (page 77) for teacher use
WORK
OUT:
ew i ev Pr
r o e t s Bo r e p ok u S
LIST:
Teac he r
UP:
Hand out one copy of Factmaster ND3A and B to each pair of students and model the game Domino homes. HOW TO PLAY
DOMINO
HOMES
© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y•
REMINDER:
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Children place the doubles and near-doubles dominoes (19 in total) face down. Each player chooses nine dominoes, leaving one remaining in the pile (the mystery domino). Players keep their dominoes hidden from their partner. Player 1 chooses a domino from his/her hand and places it on the ‘Doubles plus 1’ or ‘Doubles minus 1’ machine. Note: Doubles must always be placed on the left-hand side of each machine. Player 2 places one of his/her dominoes on the board. Players verify each other’s moves to ensure they make sense. If a player can’t place a card, he/she skips a turn. Players alternate turns until one player is out of dominoes, or no more moves can be made by either player. Players total their pips or Doubles plus 1 calculate the sum of the machine Doubles plus 1 Doubles numbers remaining on the dominoes in their hand. The player with the lower total wins. Players clear the board and play as many games as time allows.
o c . che e r o t r s super
• Double dominoes can only be played on the left side of either doubling machine. • Dominoes can be placed in the output of either machine. • A near-double domino can be placed as an output before the doubles input has been played.
Player 1 decides to play his domino in the Doubles plus one machine.
StrADDegy
R.I.C. Publications® www.ricgroup.com.au
39
Domino homes continued … COOL
DOWN:
• Invite students to share game strategies. • Put a blank addition chart on the OHP (Mathmaster 1, p. 72). Ask children to volunteer to fill in all the facts that can be solved using the Near-doubles strategy. +
0
1
2
3
4
5
6
7
8
9
10
0
0
1
2
3
4
5
6
7
8
9
10
1
1
2
3
4
5
6
7
8
9
10 11
2
2
3
4
5
6
7
8
9
10 11 12
3
3
4
5
6
7
8
9
10 11 12 13
10 11 12 13 14
5
6
7
8
9
5
5
6
7
8
9
10 11 12 13 14 15
6
6
7
8
9
10 11 12 13 14 15 16
7
7
8
9
10 11 12 13 14 15 16 17
8
8
9
10 11 12 13 14 15 16 17 18
Teac he r 4
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4
r o e t s Bo r e p ok u S
9
10 11 12 13 14 15 16 17 18 19
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40
G DOUB IN
S LE
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turnarounds. • Make an enlarged copy of the Near-doubles icon (page 80) and place it above a chart with all the Near-doubles facts. • Ask: What do you do when you see a number sentence that asks you to add to numbers that are one number apart? Think neardoubles. I can’t hear you! THINK NEAR-DOUBLES!
SE E
10 10 11 12 13 14 15 16 17 18 19 20
2 2
2+2=4
Fact 0+1 1+2 2+3 3+4 4+5 5+6 6+7 7+8 8+9 9 + 10
Turnaround 1+0 2+1 3+2 4+3 5+4 6+5 7+6 8+7 9+8 10 + 9
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© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y• Ask: What do you notice about the numbers? There are a number of 9
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StrADDegy
HOW
N
R-DOUBL EA
ES
Domino homes
GAME TO PLAY
r o e t s Bo r e p ok u S
Input
Doubles
Doubles plus 1 machine
ew i ev Pr
Teac he r
+ Objective: To be the player with the least number of pips. Start: Player 1 is the student with the longest name. 5+ 6 = 11 Step 1: Place the dominoes face down. Choose nine dominoes each. Keep dominoes hidden from the other player. Step 2: Player 1 chooses a domino and places it on the ‘Doubles plus 1’ or ‘Doubles minus 1’ machine. Step 3: Players take turns to place dominoes. Step 4: If a player cannot place a domino, he/she skips a turn. Keep playing until one player is out of dominoes or no more moves can be made by either player. Step 5: Total the number of pips you have left on your dominoes.
Output
Doubles plus 1
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StrADDegy
R.I.C. Publications® www.ricgroup.com.au
41
N
R-DOUBL EA
ES
Domino homes
GAME
+ 5+
Input
Teac he r
Doubles r o e t s Bo Output r e minus 1 ok up machine
S
Doubles minus 1
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Doubles
6 = 11
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R.I.C. Publications® www.ricgroup.com.au
StrADDegy
Factmaster ND3B
O TW
Nearly neighbours - lesson plan
-AWA Y
WARM
+ 6+
8 = 14
GROUPING: Pairs
MATERIALS
• Hand out a copy of Factmaster TA1 and 18 connecting cubes to each child and one set of number cards. • Hold up a number. Ask children to show this number with connecting cubes on Ten-Frame 1 (Factmaster TA1). Build it yourself on the overhead. • Purposely choose a second number that is two-away from the first. Have children show this number with connecting cubes on Ten frame 2. Show this number on the ten frame overhead. • Ask: Do you notice anything about the two ten frames? Answers will vary. Attempt to elicit the observation that the difference between the two frames is two cubes. For example: The number of cubes in Ten frame 1 is 6, the number of cubes in Ten frame 2 is 8. 6 8 • Ask: What happens when you move + one cube from the ten frame with more cubes to the ten frame with fewer cubes? You end up with two frames with the same number of cubes. Move a cube from the 8 pile to the 6 to form two ten frames of seven. • Here is another strategy. When you 7 7 + add two numbers that are two apart, find the middle number and double it. • Repeat the process with new two-aways.
• Factmaster TA1 (page 44) • Number cards 0–10, one set (Mathmaster 2, pp. 73–74) or number tiles • Connecting cubes • Overhead • Overhead transparency of Factmaster TA1 • Two coloured markers each of a different colour • Player 1 turns over a 6 card and places six cubes in Ten frame 1. He/She decides to fill Ten frame 2 with four cubes.
ew i ev Pr
r o e t s Bo r e p ok u S
LIST:
Teac he r
UP:
© R. I . C.Publ i cat i ons :o •f orr evi ewWpur p sesonl y•
4
10
8
16 14 12
6
12 16 18
6
16
2
8
16
18
2
4
14
4
10 14
10 14 10
8
12
2
6
8
8
16 12 2
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6
4
16
4
14
6
14 18
8
2
18
4
18 10
6
12
4
14 12 10
10
12 10
8
. te
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Hand out one copy of Factmaster TA1 to each pair of students and model the game Nearly neighbours. HOW TO PLAY
NEARLY
NEIGHBOURS
m . u
2
ORK OUT
Children choose a marker and place one set of number cards (0–10) face down. Player 1 selects a number card and builds it with connecting cubes on Ten frame 1. He/She then decides to create a number on Ten frame 2 that is two more or two less than the number on Ten frame 1. Player 1 then moves a cube from the frame with two more cubes to the other frame to form a double. Player 1 finds the sum and colours a square on the gameboard that matches the sum (only one square can be covered per turn). Player 2 takes his/her turn. Play continues until a player colours three squares in a row, horizontally, vertically or diagonally to win the game.
o c . c e her r • Player 1 moves one cube o t s super from Ten frame 1 to Ten frame 2 to form the double 5 2
18
6
18
+ 5. He/She then covers 10 on the gameboard. Ten frame 1
Ten frame 2
COOL
DOWN:
• Invite children to share game strategies. • Ask: What turnaround facts did you notice? All nine two-away facts have a turnaround. StrADDegy
R.I.C. Publications® www.ricgroup.com.au
43
Nearly neighbours
ACTIVITY
HOW
O TW
-AWA Y
+
TO PLAY
Objective: To be the first player to colour three squares in a row, horizontally, vertically or diagonally.
6+
8 = 14
Player 1 is the students with the shortest name.
Step 1:
Choose a coloured marker and place one set of number cards face down in a pile.
Step 2:
Player 1 selects a number card and builds it with connecting cubes on Ten frame 1. He/She then creates a number on Ten frame 2 that is two more or two less than the number on Ten frame 1. Player 1 then moves a cube from Ten frame 2 to Ten frame 1 to form a double. Player 1 finds the sum and colours a square on the gameboard that matches the sum.
Step 3:
Players continue to take turns.
r o e t s Bo r e p ok u S
2
4
10
8
16
14
12
12
16
18
6
16
2
8
18
6
2
4
14
4
10
8
16
4
14
6
8
16
14
18
8
2
18
4
2
18
. 10 te
10
2
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Teac he r
Start:
6
16 14
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16
o c . ch e r 12e10 8 18 o 6 18 t r s super 6
12
4
14
Ten frame 1
44
12
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12
10
Ten frame 2
StrADDegy
Factmaster TA1
O TW
Lay it on the line - lesson plan
-AWA Y
WARM
+ 6+
8 = 14
GROUPING: Pairs
MATERIALS
• Place three cubes on one side of the balance scale and five on the other. How many cubes do you see altogether? Eight. 3+5=8 • Ask: Is there a way that we can end up with eight cubes on the scale and have it balance? Yes. Invite a child to demonstrate the solution by moving one cube from the pan with five cubes to the pan with three to create a 4 + 4 scale. • Who can describe the Two-away strategy? Invite a child to explain that when two 4+4=8 numbers with a difference of two are added, simply find the middle number and double it. • Repeat the scale model with additional Two-aways examples.
• Factmaster TA2 (page 47) for each child • Number cards (22, two of 0–10 Mathmaster 2, pp. 73–74) • A balance scale for teacher demonstrations • Two coloured markers, each of a different colour • Two coins per child as game pieces
WORK
OUT:
ew i ev Pr
r o e t s Bo r e p ok u S
LIST:
Teac he r
UP:
Hand out four coins, two coloured markers and one copy of Factmaster TA2 to each pair of children. Have children place their number cards face down. Explain the game Lay it on the line.
© R. I . C.Publ i cat ons Li Each child selects four even numbers on the number line on which to draw •f orr evi ew pur posesonl y• an ‘X’. If children chose the same number, they simply draw an X above HOW TO PLAY
AY IT ON THE LINE
their partners. Remind children that odd numbers cannot have an X.
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Note: If two Xs sit on a number and a player lands on that number, only one X can be claimed.
5 6 7 8
9 10 11 12 13 14 15 16 17 18
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0 1 2 3 4
Player 1 selects a number card and places a coin over it. He/She then decides to place his/her other coin on the number that is two more or two less than the first number. Player 1 finds the number between the two coins and doubles it. If an X is on the sum, the player circles the X and records his/her addition fact and point total on Factmaster TA2. Once an X is landed on, it is erased from the number line. Player 1 returns the card to the bottom of the original pile, removes the coin and Player 2 takes a turn. Players alternate turns until no more Xs are on the line or ten rounds have been played. The player with the most points wins.
o c . che e r o t r s super 0 1 2 3 4
5 6 7 8
9 10 11 12 13 14 15 16 17 18
Player 1, turns over the number five and places a coin on it. She/He chooses to put the other coin two spaces away on the three. When she/he doubles the number in between (four) he/she lands on eight and gets a point. StrADDegy
R.I.C. Publications® www.ricgroup.com.au
45
Lay it on the line continued … COOL
DOWN:
• Invite children to share game strategies. • Ask: Why don’t we put Xs on odd numbers? When numbers with a difference of two are added the sum is always even. • Ask children to add all the facts that can be solved using the Two-away strategy to the class Near-doubles chart. • Ask: What do you do when you see a number fact with one number 2 greater than the other? Think Two-away strategy.
r o e t s Bo r e ok T Tp u S HINK
WO AWAY
6+8=?
ew i ev Pr
Teac he r
Step 1: Ask: Are the numbers two-away? Yes
Step 2: Find the number between the two addends. 7
6+8=?
6 7 8
Step 3: Double the middle number. 6 + 8 is the same as 7 + 7 = 14.
© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y•
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6 + 8 = 14
o c . che e r o t r s super
R.I.C. Publications® www.ricgroup.com.au
StrADDegy
6+
+
-AWA Y
8 = 14
O TW
0 1
4 5 6
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Recording sheet
2 3
o c . che e r o t r s super +
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Number on card
9
Your two-away
7 8
Sum
Teac h 10 11 12 13 14 e 15 16 17 18 19 20 r
Lay it on the line
© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y•
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Factmaster TA2
Yes
X?
No
r o e t s Bo r e p ok u S
StrADDegy
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47
GAME
Students who have had concrete experiences developing place value concepts, particularly the base ten grouping structure of our number system, will quickly grasp the Give me ten strategy.
GIVE
ME TEN FAST FACTS:
r o e t s Bo 10 r e p ok u S
Teac he r 0s
0 + 10, 10 + 0
0 + 10, 10 + 0
Build-abridge
Doubles
1s
2s
Seeing double
NearTwo-away doubles
10 + 1, 1 + 10
10 + 2, 2 + 10
10 + 10
9 + 10, 10 + 9
7+
+ 0 1 2 3 4 5 6 7 8 9 10
0 0 1 2 3 4 5 6 7 8 9 10
1 1 2 3 4 5 6 7 8 9 10 11
N
Count-on it
E ME TE IV G
10 = 17
ew i ev Pr
Symbol: 10 Number of facts: 21 (0 + 10, 1 + 10, 2 + 10, 3 + 10, 4 + 10, 5 + 10, 6 + 10, 7 + 10, 8 + 10, 9 + 10, 10 + 10, 10 + 0, 10 + 1, 10 + 2, 10 + 3, 10 + 4, 10 + 5, 10 + 6, 10 + 7, 10 + 8, 10 + 9) Number of turnarounds: Ten Facts with multiple strategies: See chart below Hang ten
Strategy: Doubles
2 2 3 4 5 6 7 8 9 10 11 12
3 3 4 5 6 7 8 9 10 11 12 13
4 4 5 6 7 8 9 10 11 12 13 14
5 5 6 7 8 9 10 11 12 13 14 15
6 6 7 8 9 10 11 12 13 14 15 16
7 7 8 9 10 11 12 13 14 15 16 17
8 8 9 10 11 12 13 14 15 16 17 18
© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y• 8 + 10, 10 + 8
None
9 9 10 11 12 13 14 15 16 17 18 19
10 10 11 12 13 14 15 16 17 18 19 20
The Give me ten strategy covers 21 facts.
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48
• Overhead ten frames (Mathmaster 6, p. 78) • Number tiles and the 10 place value card (Mathmaster 3, p. 75) • Coloured counters or cubes • Connecting cubes • Base ten materials • Paperclips • Pencils • Overhead projector
o c . che e r o t r s super
R.I.C. Publications® www.ricgroup.com.au
LIST:
m . u
MATERIALS
StrADDegy
No TENsion - lesson plan
N
E ME TE IV G
10 7+
WARM
10 = 17
GROUPING: Pairs
MATERIALS
• Place six cubes on a ten frame on an OHP. Ask: How many cubes do you see? Six. • Place another empty ten frame on the )OHP. Ask: How many cubes will there be if I fill this frame with ten cubes? 16. 16 • Show children the following two ten frames. Ask: What number does this show? 14. • Place a Base ten rod on the OHP. Add eight unit cubes. Ask: How many cubes are there altogether? 18.
• Factmaster 10–1 (page 50) • 5 Base ten rods and 25 unit cubes for each child • Overhead projector ten frames (Mathmaster 6, p. 78) for teacher demonstrations
ORK OUT
ew i ev Pr
r o e t s Bo r e p ok u S W :
LIST:
Teac he r
UP:
Hand out one copy of Factmaster 10–1, five Base ten rods and 25 unit cubes to each child in the pairing and model the game No TENsion. HOW TO PLAY
NO TENSION
The object of the game is to fill in as many spaces as possible on the No TENsion gameboard. The player with the greatest number of points is the winner.
© R. I . C .P ub i c at o son a number line. If cubes Player 1 decides tol play either ai rod orn cube(s) are played, their number must equal the distance from 10 to the end of •f orr evi ew p ur othese s onumber nl y •beside the the line. Player 1p records move in the sentence line; for example:
10 + 6 = 16
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2
3
4
5
6
7
8
9
10 11 12 13 14 15 16
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0
Player 1 chooses the 16 line and places six cubes after the 10. The six is recorded in the number sentence. Player 2 has a turn. Players alternate turns until no more moves are possible or all the lines are completely filled with rods and cubes. SCORING: Players receive two points each time they complete a line and fill in the corresponding number sentence. They write their initials beside the number sentence to record the two points. At the end of the game, players subtract the number of cubes and rods left in their hand from the points accumulated during the game.
o c . che e r o t r s super COOL
DOWN:
• Show six. Ask: What happens to six when you add 10? It becomes 16. What is different and the same about the new number? The six is still in the ones place, because 6 + 0 = 6. The one, which represents the ten, is in the tens place. StrADDegy
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49
No TENsion
GAME
N
HOW
E ME TE IV G
10
TO PLAY
Objective: To be the player with the most number of points.
7+
10 = 17
Player 1 is the student with most letters in his/her first name.
Step 1:
Both players select four even numbers each on the number line. Draw an ‘X’ on the numbers.
Step 2:
Player 1 selects a number card and places a coin on the corresponding number on the line.
Step 3:
Player 1 decides to place his/her other coin on the number that is two more or two less than the first number. Player 1 finds the number between and doubles it. If an X is on the sum, the player circles the X and records his/her addition fact and point total. Once the X is used, delete it from the number line.
Step 4:
Player 1 returns the number card to the bottom of the number pile.
Step 5:
Player 2 takes a turn. Players keep taking turns until all the Xs are removed.
r o e t s Bo r e p ok u S
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Teac he r
Start:
2 points
10
+
14
=
© R10. I . C.Publ i cat i ons + = 11 2 points •f orr evi ew pur poses onl y• 2 points
10
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10
12 2 points
10 50
R.I.C. Publications® www.ricgroup.com.au
15 StrADDegy
Factmaster 10–1
I can’t see you - lesson plan
N
E ME TE IV G
10 7+
WARM
10 = 17
GROUPING: Pairs
MATERIALS
• Place seven cubes on a ten frame on an overhead. Ask: How many cubes do you see? Seven. • Place another empty ten frame on the overhead. Ask: How many cubes will there be if I fill this frame with ten cubes? 17. • Show children the following two ten frames. Ask: What number does this show. 12 • Overlap two place value cards to give 18. 1 0 8 to make 1 8 Ask children what number they see? 18. • Separate the cards and ask them what they 1 0 to give 1 0 8 see now. Ten and eight.
• Factmaster 10–2 (page 52) • Connecting cubes • Overhead projector ten frames (Mathmaster 6, p. 78) • Number tiles (Mathmaster 3, p. 75) for teacher demonstrations • Two ten Place value cards (Mathmaster 3, p. 75) per pair of children • Number tiles – One of each of the digits 0–9 per pair of children (Mathmaster 3, p. 75)
WORK
OUT:
ew i ev Pr
r o e t s Bo r e p ok u S
LIST:
Teac he r
UP:
Hand out one copy of Factmaster 10–2, and two copies of Mathmaster 3 to each pair of students. Model the game I can’t see you. HOW TO PLAY
I
CAN’T SEE YOU
Both players select a 10 place-value card and hold it on their forehead. Together, they say ‘Go’ and choose a unit card from the pile. Without looking at the card, they place it on top of 16 the ten card to form a two-digit number on their forehead. The pair provide feedback to one another to make sure their partner’s number is formed properly. Students examine each other’s numbers and guess whether the number on their forehead is lesser or greater than their partner’s number. They place a check mark in the lesser or greater box to record their guess. They reveal their numbers to see who has the greater and who has the lesser number. A player receives 1 point for a correct guess and 0 points for an incorrect guess. Children record their points and play again. The player with the most points at the end of ten rounds wins.
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© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y•
o c . che e r o t r s super COOL
DOWN:
• Ask: What happens to the tens digit of a number when 10 is added? The digit in the tens place increases by one. • Ask: What happens to the ones digit when 10 is added? The ones digit remains the same.
StrADDegy
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51
I can’t see you
GAME
N
HOW
E ME TE IV G
10
TO PLAY
Objective: To be the player with the greatest number of points at the end of ten rounds.
7+
10 = 17
Both players hold a 10 place value card to their forehead. Together, say ‘GO’ and choose a unit card from the pile. Without looking at the unit card hold it to your forehead to make a two-digit number. Check with your partner to make sure the number is formed correctly.
Step 2:
Look at the number on your partner’s forehead and guess whether the number on his/her forehead is greater or lesser than yours. Place a tick in the lesser or greater box to record your guess.
Step 3:
Reveal your numbers to see who has the greater and who has the lesser number. A correct guess earns 1 point and an incorrect guess earns 0 points.
Round
r o e t s Bo r e p ok u SGuess Actual
My number is: greater lesser
My number is: greater lesser
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Points
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Teac he r
Step 1:
o c . che e r o t r s super
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R.I.C. Publications® www.ricgroup.com.au
StrADDegy
Factmaster 10-2
See you tomARROW - lesson plan
N
E ME TE IV G
WARM
10 7+
10 = 17
GROUPING: Pairs
MATERIALS
Teac he r 3 3 4 5 6 7 8 9 10 11 12 13
4 4 5 6 7 8 9 10 11 12 13 14
5 5 6 7 8 9 10 11 12 13 14 15
6 6 7 8 9 10 11 12 13 14 15 16
7 7 8 9 10 11 12 13 14 15 16 17
8 8 9 10 11 12 13 14 15 16 17 18
9 9 10 11 12 13 14 15 16 17 18 19
10 10 11 12 13 14 15 16 17 18 19 20
OUT:
Hand out one copy of Factmaster 10–3, 12 cubes or counters and a game piece to each pair of students. Model the game See you tomARROW tomARROW.
© R. I . C.Publ i caSt i ons ARROW Each student selects six numbers upon which to place cubes. When finished, there should •f orr evi ew pur posesonl y• be 12 cubes covering 12 numbers on the chart.
. te N
E ME TE IV G
10
7+
Fact 10 + 0 = 10 10 + 1 = 11 10 + 2 = 12 10 + 3 = 13 10 + 4 = 14 10 + 5 = 15 10 + 6 = 16 10 + 7 = 17 10 + 8 = 18 10 + 9 = 19 10 + 10 = 20
10 = 17
HOW TO PLAY
EE YOU TOM
Player 1 takes a counter to be used as a game piece and places it on any number not already covered by a cube. Player 2 does the same. Player 1 spins the arrow spinner and moves his/her game piece to match the command. If Player 1 lands on a number square with a cube, he/she captures the cube. Players alternate turns until all cubes have been captured (or play for a maximum of 15 minutes). The player with the greatest number of cubes wins. It is possible that a player can’t move in a given turn. For example: the player sits on a number in the 90s and spins a ; 1–11 and spins a ; a number ending in 0 and spins a ; or a number ending in 1 and spins a . In such cases the player loses a turn.
Player 1 spins a . His game piece is on 15. He moves one space to 25 where there is a counter, which he captures.
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WORK
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1 1 2 3 4 5 6 7 8 9 10 11
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0 0 1 2 3 4 5 6 7 8 9 10
• Ask children to look at the 1–100 chart on Factmaster 10-3. Allow them a few minutes to carefully examine it to find patterns of interest to them. • Ask: What patterns do you see? Answers will vary. Try to elicit the following discoveries: all the numbers in a column share the same ones digit; numbers increase by one when you move right one square and decrease by one when you move left one square; numbers increase by 10 when you move down one square and they decrease by 10 when you move up one square. • Explain to children that you are going to teach them a special maths code to describe movements on a 100s chart. 18 = 19 18 = 8 Display the following chart and review move right one move up one 18 = 40 square: add 1 square: subtract 10 move right 2 and the command of each arrow: down 2: add 2 then 18 = 17 18 = 28 • Provide children with a number of add 20 move left one move down one different codes. Start with one-step square: subtract 1 square: add 10 arrow codes and progress until they are comfortable with three-step codes; for example: 24. Model the process by placing an X on the starting square: 24. Place a cube on 24 and then move the cube to match the commands of the arrows: down 2, right 1 (+ 10, + 10, + 1 = 45).
r o e t s Bo r e p ok u S
LIST:
• Factmaster 10–3 (page 54) • Coloured cubes or counters (12 per pair of children) • Overhead projector copy of Factmaster 10–3 (page 54) for teacher demonstrations • Counter as a game piece • Paperclip and pencil + 0 1 2 3 4 5 6 7 8 9 10
UP:
o c . che e r o t r s super
Turnaround 0 + 10 = 10 1 + 10 = 11 2 + 10 = 12 3 + 10 = 13 4 + 10 = 14 5 + 10 = 15 6 + 10 = 16 7 + 10 = 17 8 + 10 = 18 9 + 10 = 19
COOL
1 11 21 31 41 51 61 71 81 91
2 3 12 22 23 33 42 43 52 53 62 63 72 82 83 92 93
4 5 14 16 24 26 34 35 36 44 45 46 56 64 65 66 74 75 76 84 85 86 94 96
7 8 9 17 18 27 28 29 38 39 47 48 49 57 58 59 68 69 77 78 79 87 88 89 97 98 99
10 20 30 50 60 70 80 100
DOWN:
• Put a blank addition chart on the OHP (Mathmaster 1, p. 72). Ask students to volunteer to fill in all the facts that can be solved using the Give me ten strategy. What fact is different from the rest? Why? 10 +10 = 20. It has a two in the tens place. StrADDegy
R.I.C. Publications® www.ricgroup.com.au
53
See you tomARROW
GAME TO PLAY
10
Use a pencil and a paperclip to make a spinner.
Objective: To be the player with the most number of cubes. Start:
Player 1 is the person with the longest hair.
Step 1:
Place 6 cubes each on the hundred chart.
Step 2:
Player 1 and Player 2 each place a game piece on any open square.
Step 3:
Player 1, spin the spinner. Move your game piece to match the spinner.
7+
10 = 17
r o e t s Bo r e p ok u S
Step 4:
If you land on the square with a cube, you capture the cube.
Step 5:
Player 1 and Player 2 take turns until all 12 cubes are captured (or play for 15 minutes).
ARROW
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Teac he r
N
HOW
E ME TE IV G
SPINNER
©3 R. . C. u l i at on 4I 5P 6b 7c 8i 9s 10 •f or13r ev i ew pu r p ose so nl y • 11 12 14 15 16 17 18 19 20 2
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StrADDegy
Factmaster 10–3
BUILD-A-BRIDGE
-A-BR I ILD U 8 + 5 = 13
The Build-a-bridge strategy covers 33 facts. + 0 1 2 3 4 5 6 7 8 9 10 0 0 1 2 3 4 5 6 7 8 9 10 1 1 2 3 4 5 6 7 8 9 10 11 2 2 3 4 5 6 7 8 9 10 11 12
Symbol: 10 Number of facts: 33 ( 7 + 4, 7 + 5, 7 + 6, 7 + 7, 7 + 8, 7 + 9, 8 + 3, 8 + 4, 8 + 5, 8 + 6, 8 + 7, 8 + 8, 8 + 9, 9 + 2, 9 + 3, 9 + 4, 9 + 5, 9 + 6, 9 + 7, 9 + 8, 9 + 9, 4 + 7, 5 + 7, 6 + 7, 3 + 8, 4 + 8, 5 + 8, 6 + 8, 2 + 9, 3 + 9, 4 + 9, 5 + 9, 6 + 9) Number of turnarounds: Twelve Facts with multiple strategies: See chart below
ew i ev Pr
Teac he r
10 + 3 = 13
FAST FACTS:
r o e t s Bo r e p ok u S
GE D
B
Strategy: Build-a-bridge
The work students have completed with the Hang ten and Give me ten strategies will have prepared them for the Build-a-bridge strategy. Build-a-bridge is used when one of the addends is a 7, 8 or 9 and the other number is large enough to cause the sum to be greater than 10. Children need to be able to devide the lesser addend to get a number that when added to the other addend creates 10. The remaining number is then added to 10 to get the sum. For example, when confronted with 7 + 4, children think, ‘What number must be added to 7 to make 10?’ (3). They devide 4 to make 3 + 1, mentally add the 3 to 7 to make 10 and then add the remaining 1 to make 11.
7s
© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y•
4 4 5 6 7 8 9 10 11 12 13 14 5 5 6 7 8 9 10 11 12 13 14 15
Hang ten
6 6 7 8 9 10 11 12 13 14 15 16
Count-on it
0s
1s
Doubles
2s
7 7 8 9 10 11 12 13 14 15 16 17 8 8 9 10 11 12 13 14 15 16 17 18
None
None
None
None
Seeing doubles
Near-doubles
Two-away
7+7
7 + 6, 6 + 7 7 + 8, 8 + 7
7 + 5, 5 + 7 7 + 9, 9 + 7
9 9 10 11 12 13 14 15 16 17 18 19 10 10 11 12 13 14 15 16 17 18 19 20
w ww MATERIALS
8s
LIST:
. te
• Overhead projector ten frames (Mathmaster 6, p. 78) • Number tiles and the 10 place value card (Mathmaster 3, p. 75) • Coloured counters • Overhead projector number line (Mathmaster 5, p. 77) • Connecting cubes • 10c coins • Number cards (Mathmaster 2, pp. 73–74) • Paperclips and pencils • Overhead projector • Coloured markers
Hang ten
Count-on it
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3 3 4 5 6 7 8 9 10 11 12 13
Doubles
o c . che e r o t r s super 9s 0s
None
None
Hang ten
None
1s
None
2s
None
Seeing doubles
Near-doubles
8+8
8 + 7, 7 + 8 8 + 9, 9 + 8
Count-on it
None
Give me ten
Two-away
None
8 + 6, 6 + 8
Give me ten
Doubles
0s
1s
2s
Seeing doubles
Near-doubles
Two-away
None
None
2+9 9+2
9+9
8 + 9, 9 + 8
9 + 7, 7 + 9
StrADDegy
Give me ten
None
R.I.C. Publications® www.ricgroup.com.au
55
WARM
B
UP:
8 + 5 = 13
• Place nine 10c coins on a ten frame on an OHP. Ask: How many more coins do you need to make a dollar? One. • Place another ten frame with seven coins on the OHP. Borrow one coin from the second frame to fill the first. How many coins left over? Six. How many coins in all? 16. 16 Interesting, 9 + 7 is the same as 10 + 6. +
+
Start with 9 + 7
Hand out one copy of Factmaster BB1 to each child and number cards and 18 10c coins to each pair of children. Model the game Frame it differently. HOW TO PLAY
FRAME
IT DIFFERENTLY
The object of the game is to be the first player to completely fill the On track board. One player deals eleven cards to each player. Player 1 spins the spinner and places that many coins on the top ten frame. Player 1 then chooses a card from his/her hand to complete the number sentence. The bottom ten frame is used to build the number shown on the card. Player 1 records the number sentence, then borrows coins from the bottom frame to make 10 and records the new number sentence; e.g. Player 1 spins an eight and chooses a four from his/her hand.
ATERIALS LIST:
• Factmaster BB1 (page 57) • Overhead projector ten frames (Mathmaster 6, p. 78) for teacher demonstrations • 18 10c coins for each pair of students, number cards (22, two each of 0–10, Mathmaster 2, p. 73–74), or number tiles (Mathmaster 3, p. 75) • Overhead projector 10c coins • Overhead projector
ew i ev Pr
Teac he r
GROUPING:
M r o e t s Bo r e p ok u S
• We call this strategy Build-a-bridge. • Repeat this activity, adding different numbers to nine each time. OUT:
10 + 3 = 13
Pairs
Move the coin from the second frame to make 10 in the first. 10 + 6 = 16
WORK
-A-BR I ILD U
GE D
Frame it differently - lesson plan
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Player 1 chooses a 4 from his hand.
Player 1 spins an 8.
Round
. te
Build-a-bridge
o c . che e r o t r s Player 1 colours the number on the On track board that matches thes r u e p sum. If the sum is already taken, Player 1 misses a turn. 1.
Spinner 8 +
+
Number sentence
Card 4
10 + 2 = 12
Player 1 uses the Build-a-bridge strategy to find the answer 10 + 2 = 12
Player 2 follows the same procedure. Players alternate turns until one player completely fills his/her On track gameboard.
COOL
DOWN:
• Ask: How much is 8 + 7? 15. How can the Build-a-bridge strategy help solve it? Invite a volunteer to demonstrate a solution using overhead ten frames, coins or connecting cubes. 56
m . u
© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y•
R.I.C. Publications® www.ricgroup.com.au
StrADDegy
HOW
B
-A-BR I ILD U
GE D
Frame it differently
GAME
8 + 5 = 13
TO PLAY
r o e t s Bo r e p ok u S Spinner
9
7
8C.Publ Card © R. I . i cat i on s •f orr evi ew pur posesonl y• 8
9
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Round Number sentence
Build-a-bridge
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7
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Teac he r
Objective: To be the first player to completely fill the On track board. 10 + 3 = 13 Start: Player 1 is the person with the most buttons on his/her shirt. Step 1: Player 1 deals 11 cards to each player. Step 2: Player 1 spins the spinner and places that many coins on the top ten frame. Player 1 then chooses a card from their hand and places that many coins on the bottom ten frame. Player 1 records the number sentence, then borrows coins from the bottom frame to make 10 in the top frame. Use a pencil and a paperclip Record the number sentence. to make a spinner. Step 3: Player 1 then colours the number on the On track board that matches the sum. If the sum is already taken, the player misses a turn. Step 4: Player 2 then has his/her turn.
Round Number sentence
Card Spinner Card . t o +e 10 + = 6. + 10 + c . ch e + 10 + = 7. + 10 + r er o st + s per + 10 + =u 8. 10 +
Spinner
1. 2. 3.
Build-a-bridge
= = =
4.
+
10 +
=
9.
+
10 +
=
5.
+
10 +
=
10.
+
10 +
=
On track
11 Factmaster BB1
12
13
14
StrADDegy
15
16
17
18
R.I.C. Publications® www.ricgroup.com.au
57
WARM
B
UP:
8 + 5 = 13
• Place an X on the 8 on the overhead number line. The X is a bunny. Hold up a card with number 7 on it. Tells that this is how many hops the bunny will take. Ask: Help me find out where the bunny will end up. How many hops to 10? Two. How many hops left over? Five. Where is the bunny going to end up? 15. 8 + 7 is the same as 10 + 5. 2 0 1 2 3 4
5 6 7 8
GROUPING: Pairs
M r o e t s Bo r e p ok u S 9 10 11 12 13 14 15 16 17 18
10 + 5 = 15
ATERIALS LIST:
OUT:
Hand out one copy of Factmaster BB2 to each child and number cards to each pair of children. Model the game Bunnies in the hole. HOW TO PLAY
BUNNIES
IN THE HOLE
• Factmaster BB2 (page 54), overhead projector number line (Mathmaster 5, p. 77) for teacher demonstrations • Number cards or number tiles (20, two each of 0–9) (Mathmaster 2 or 3, p. 73– 75)
ew i ev Pr
• We call this strategy Build-a-bridge. We take the seven and divide it in two: 2 + 5. We chose these numbers because we wanted to build-a-bridge from the 8 to 10 (8 + 2 = 10). Once we have a 10, we simply use the Give me ten strategy to add the remaining 5 (10 + 5 = 15). When we see a 7, 8 or 9 in the fact, we can Build-a-bridge, which allows us to use our Hang ten and Give me ten strategies. • Repeat this activity, adding different numbers to 8 each time.
Teac he r
10 + 3 = 13
5
8 + 2 = 10
WORK
-A-BR I ILD U
GE D
Bunnies in the hole - lesson plan
5 6 7 8
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0 1 2 3 4
0 1 2 3 4
3
5 6 7 8
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9 10 11 12 13 14 15 16 17 18 19 20 3 9 10 11 12 13 14 15 16 17 18 19 20
Player 1 colours the number on the Bunny in the hole track board that matches the sum. If the sum is already taken, Player 1 misses a turn. Player 2 follows the same procedure. Players alternate turns until one player completely fills his/her Bunnies in the hole track. Starting number
7
+
Hops to 10
Stop at 10
3
10
COOL
o c . che e r o t r s super E
Hops leftover
+
3
Bunny hole
=
13
Number sentence
7
+ +
6
= =
13
DOWN:
• Ask: How much is 8 + 4? 12. How can the Build-a-bridge strategy help solve it? Invite a volunteer to demonstrate a solution using an overhead number line. 58
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© R. I . C.Publ i cat i ons •f orr evi ew pur posesonl y•
One player deals ten cards to each player. Player 1 spins the spinner and places a counter on the number line to match the number spun. Player 1 then chooses a card from his/her hand to complete the number sentence. Player 1 hops to ten, before hopping to his new home. For example: Player 1 spins a 7 and chooses a 6 from his hand. Player 1 records the hops on the recording sheet.
R.I.C. Publications® www.ricgroup.com.au
StrADDegy
XAMPLE:
Player 1 spins a seven and places a counter on the 7 on the number line to match the spin. Player 1 selects six from the cards. Player 1 moves his/her counter to 10 before moving the final three hops to 13. Player 1 records his/ her work.
HOW
B
8 + 5 = 13
TO PLAY
Objective: To be the first player to completely fill his/her Bunnies in the hole track. Start: Player 1 is the student with the longest name. Step 1: Player 1 deals ten cards to each player. Step 2: Player 1 spins the spinner and places a counter on that number on the number line. He/She then choose a card from his/her hand. Step 3: Player 1 then hops to ten, before hopping the remainder of the number to his/her new home. Player 1 records the hops on the recording sheet. Player 1 colours the number on the Bunny in the hole track board that matches the sum. If the sum is already taken, Player 1 misses a turn. Step 4: Player 2 then has his/her turn. Players alternate turns.
10 + 3 = 13
Use a pencil and a paperclip to make a spinner.
r o e t s Bo r e p ok 9 u S Spinner
7
7
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Teac he r
-A-BR I ILD U
GE D
Bunnies in the hole
GAME
8
8
9
3. 4. 5. 6P 7u 8b 9i 10 11t 12 13n 14 ©2R I C l ca i o s15 16 17 18 19 20 orr evi ewHops pu p oseson l y• Starting •f leftr Hops to 10 Stop at 10 Bunny hole Number sentence 0 1
over
10
+
=
+
10
+
=
10
+
=
10
+
=
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+
+ +
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+ +
+
=
+
=
+
=
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number
+o c . ch10e + e = + r o t r s s r u e p + = 10 +
= = =
+
10
+
=
+
=
+
10
+
=
+
=
17
18
Bunnies in the hole
11 Factmaster BB2
12
13
14
StrADDegy
15
16
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59
WARM
B
-A-BR I ILD U
GE D
Blockers - lesson plan
8 + 5 = 13
UP:
• Place seven 10c coins on a ten frame on an OHP. Ask: How many more 10c coins do you need to make a dollar? Three. • Place another ten frame with five coins on the OHP. Borrow three coins from the second frame to fill the first. Ask: How many coins left over? Two. How many coins in all? 12. Interesting, 7 + 5 is the same as 10 + 2.
10 + 3 = 13
GROUPING: Pairs
M r o e t s Bo r e p ok u S
ATERIALS LIST:
Start with 7 + 5
Move the coins from the second frame to the first to make 10. 10 + 2 = 12
WORK
OUT:
Hand out one copy of Factmaster BB3 and two paperclips to each pair of children. Model the game Blockers. HOW TO PLAY
BLOCKERS
Player 1 places one paperclip on a number in Grid 1 and another paper clip on a number in Grid 2. Player 1 adds the two numbers and colours the matching sum on the Blockers gameboard. Note: Only one sum can be covered each turn. Player 2 must move one, and only one, paperclip; either the paperclip on grid 1 or the paperclip on grid 2. Player 2 adds the two numbers and colours a corresponding sum on the Blockers gameboard. Play continues with players alternating turns until one player colours three squares in a row horizontally, vertically or diagonally.
• Factmaster BB3 (page 62) • Overhead projector ten frames (Mathmaster 6, p. 78) for teacher demonstrations • Paperclips • Overhead projector 10c coins • Overhead projector • Two different-coloured markers
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• We call this strategy Build-a-bridge Build-a-bridge. • Repeat this activity, adding different numbers to 7 each time.
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Blockers continued …
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COOL
• What can you do when you see an addition fact with a seven, eight or nine? Think Build-a-bridge. • Put a blank addition chart on the OHP (Mathmaster 1, p. 72). Ask students to volunteer to fill in all the facts that can be solved using the Build-a-bridge strategy.
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7s 7 + 4 = 11 7 + 5 = 12 7 + 6 = 13 7 + 7 = 14 7 + 8 = 15 7 + 9 = 16
8s 8 + 3 = 11 8 + 4 = 12 8 + 5 = 13 8 + 6 = 14 8 + 7 = 15 8 + 8 = 16 8 + 9 = 17
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9s 9 + 2 = 11 9 + 3 = 12 9 + 4 = 13 9 + 5 = 14 9 + 6 = 15 9 + 7 = 16 9 + 8 = 17 9 + 9 = 18
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Blockers
GAME
8 + 5 = 13
Objective: To be the first player to colour three squares in a row, horizontally, vertically or 10 + 3 = 13 diagonally. Start: Player 1 is the person with the shortest name. Step 1: Player 1 places one paperclip on a number in Grid 1 and another paperclip on a number in Grid 2. Step 2: Player 1 adds the two numbers and colours the matching sum on the Blockers gameboard. Step 3: Player 2 must move only one paperclip (either on Grid 1 or Grid 2). Player 2 adds the two numbers and colours the matching sum on the Blockers gameboard. Step 4: Keep alternating turns.
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9 Factmaster BB3
Three in a row - lesson plan
REVIEW
1
WARM
GROUPING: Pairs
MATERIALS
• Say: We have worked with a number of different strategies to learn our addition facts. Fantastic work. Many of the addition facts can be answered using a variety of different strategies. Does anyone have an example of such a strategy? Answers will vary. • Ask: Amazingly, with all these different strategies, there is still one fact that has never been reviewed. Anyone know which one it is? 6 + 3. • Ask children to develop a personal strategy to remember this fact. The act of giving the fact such prominence helps children internalise it. Possible strategies: write a poem for the fact; count-on by three, think of the fact as three 3s, think 6 + 4 =10, less 1 equals 9; 7 + 3 =10 less one equals 9 etc.
• Factmaster R1 (page 64) • Paperclips
ORK OUT
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LIST:
Teac he r
UP:
Hand out one copy of Factmaster R1 and two paperclips to each pair of children. Model the game Three in a row. HOW TO PLAY
THREE
IN A ROW
The object of the game is to be the first player to colour three squares in a row, horizontally, vertically or diagonally. Player 1 places two paperclips 4 19 6 1 12 15 18 14 on any numbers below the 17 9 20 16 4 15 8 7 Three in a row gameboard 8 13 4 2 9 0 12 11 (both paperclips can be placed on the same number to create 11 5 14 12 5 6 17 13 a double). 4 8 0 9 16 11 14 8 Player 1 adds the two numbers 15 10 18 7 4 10 19 5 and colours the matching 16 7 10 6 20 12 13 10 sum on the gameboard. Note: Only one sum can be coloured 1 14 11 2 13 7 6 9 each turn. Player 2 must move one, but 0 1 2 3 4 5 6 7 8 9 10 only one, paperclip to a new Player 1 covers a 3 and a 5 with paper clips number. Player 2 adds the and colours an 8 on the game board. two numbers and colours a corresponding sum on the gameboard. Play continues with players alternating turns until one player colours three squares in a row horizontally, vertically or diagonally.
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• Ask: What strategies did you use to help you get three in a row? StrADDegy
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Three in a row
GAME
HOW
REVIEW
1
TO PLAY
Objective: To be the first player to colour three squares in a row, horizontally, vertically or diagonally. Player 1 is the student with the shortest hair.
Step 1:
Player 1 places two paperclips on any numbers on the number line below the Three in a row gameboard.
Step 2:
Player 1 adds the two numbers and colours the matching sum on the Three in a row gameboard.
Step 3:
Player 2 must move only one paper clip to a new number. Player 2 adds the two numbers and colours the matching sum on the Three in a row gameboard.
Step 4:
Keep alternating turns.
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Factmaster R1
Hex - lesson plan
REVIEW
2
WARM
• Say: We have spent a number of days learning our facts. Write an explanation for some of the strategies you have learned in your maths journal. Make sure you identify when it makes sense to use each strategy.
GROUPING: Pairs
WORK
OUT:
Hand out one copy of Factmaster R2 and two paperclips to each pair of children. Model the game Hex.
r o e t s Bo H r e p ok u S
LIST:
HOW TO PLAY
EX
The object of the game is to be the first player to colour a clear pathway from one side of the Hex gameboard to the other.
Player 1 places two paperclips on any numbers below the Hex gameboard (both paperclips can be placed on the same number to create a double). Player 1 adds the two numbers and colours a matching sum on the Hex gameboard. Note: Only one sum can be covered each turn. Player 2 must move one, but only one paperclip to a new number. Player 2 adds the two numbers and colours a corresponding sum on the gameboard. Play continues with players alternating turns until one player has completed a path from one side of the Hex gameboard to the other. Note: Player 1 attempts to build a path running button/top while Player 2 builds a path running top/bottom.
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• Factmaster R2 (page 66) • Paperclips
Teac he r
MATERIALS
UP:
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Player 1 places the paperclips onto the 2 and the 6 to create the sum 8. Player 1 colours the 8 on the north end of the board to complete a winning path.
COOL
DOWN:
• Ask: What strategies did you use to help you find your winning path? StrADDegy
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TO PLAY
GAME
Objective: To be the first player to create a clear pathway from one side of the Hex gameboard to the other.
HOW
Player 1 is the person with the least number of buttons on their shirt.
Player 1 places two paperclips on any numbers on the number line below the Hex gameboard (both paperclips can be placed on the same number to create a double). Player 1 adds the two numbers and colours the matching sum on the Hex gameboard. Player 2 must move only one paperclip to a new number. Player 2 adds the two numbers and colours the matching sum on the Hex gameboard. Keep alternating turns. Player 1 attempts to build a path running bottom/top while Player 2 builds a path running top/bottom.
Start:
Step 1:
Step 2:
Step 3:
Step 4:
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Factmaster R2
Bingo - lesson plan
IE REV W
3
WARM
• Spend a minute writing in your journal the maths facts that you would like to be able to answer faster and more accurately.
GROUPING: Pairs
MATERIALS
UP:
WORK
Hand out one copy of Factmaster R3 to each child along with coloured counters and a deck of number cards (Mathmaster 2). Explain the game Bingo.
r o e t s Bo B r e p ok u S
LIST:
HOW TO PLAY
INGO
The object of the game is to be the first player to cover five numbers in a row, horizontally, vertically or diagonally.
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• Factmaster R3 (page 68) • A deck of 22 number cards (two each of 0–10) (Mathmaster 2, pp. 73–74) • Coloured counters as Bingo chips
Teac he r
OUT:
Fill your bingo card with numbers from 0 to 20 (children choose any numbers they like and can repeat numbers as often as they wish). Turn the number cards face down in a pile. Turn over two cards, add them to find a sum. If the sum matches a number on your card, cover it with a counter (only one number can be covered each turn). Place those cards in a discard pile and turn over two new cards from the playing deck. When the deck is gone, shuffle the discarded cards and start again. The first player to cover a row of five numbers horizontally, vertically or diagonally wins.
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DOWN:
• Depending on the group of children, you may wish to explore the likelihood of each sum. The 10 is most likely, while there is only one combination of digits that creates the 0 and the 20.
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Bingo
GAME
HOW
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Objective: To be the first player to cover five numbers in a row, horizontally, vertically or diagonally.
3
Step 1:
Fill your Bingo card with numbers from 0 to 20 (you can even repeat numbers if you like).
Step 2:
Turn the number cards face down in a pile.
Step 3:
Turn over two cards, add them to find a sum. If the sum matches a number on your card, cover it with a counter.
Step 4:
Place those cards in the discard pile and turn over two new cards from the playing deck. When the deck is gone, shuffle the discarded cards and start again.
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Factmaster R3
Domino compare - lesson plan
REVIEW
4
WARM
• Provide children with time to explore and share their past experiences with dominoes. • Explain that the dots on the dominoes are called ‘pips’. • Hold up a domino and ask children to quickly tell you how many pips are on the domino altogether.
GROUPING: • Three or four players
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MATERIALS
OUT:
Hand out a set of double-nine dominoes to each group of children. Model the game Domino compare.
LIST
HOW TO PLAY
OMINO COMPARE
The object of the game is to collect all 55 dominoes. Place the dominoes face down on the playing surface. Players each turn over a domino and find the sum of the pips. The player with the greatest sum wins all of the dominoes from the round. In the case of a tie, the players who have tied turn over one more domino. The player with the greater number wins all the dominoes in the round. Continue play until one player has all 55 dominoes, or until a predetermined time limit expires (15 minutes). At the end of the time interval, the player with the greatest number of dominoes wins.
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• A set of double-nine dominoes (Mathmaster 8, pp. 81–82) for each group of children
Teac he r
UP:
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Player 3 has the greatest sum and captures all four dominoes.
COOL
DOWN:
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• Ask: Which dominoes were hard to add quickly? Answers will vary.
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Problem bank These problems can be presented on the OHP or used as activities. Wherever children encounter an open box, they turn over a number card or number tile (Mathmaster 2 or 3, pp. 73–75) to find the quantities to be used in the problem.
JOIN
PROBLEMS: RESULT UNKNOWN
Terry has
gold coins in his coat pocket. He finds
gold coins in his sock. How many
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more. How many biscuits does Billy have now?
At the start of the hockey game there were eight players.
more joined the game. How many
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Billy had six biscuits. George gave him
players are there now?
Marina collects rare coins. She had
coins. Her sister gave her eight more. How many coins
does Marina have now?
JOIN
PROBLEMS: CHANGE UNKNOWN
© R. I . C.Publ i cat i ons Mary had lima beans. Her mother gave her some more. Mary now has 12 lima beans. How •didf o rmother r ev ew pur posesonl y• many beans Mary’s givei her? Jake has
10c coins. When he gets ten 10c coins, he can change them for a dollar. How many
Michael wants a pencil that costs 15c. He has
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cents. How many more cents does he need?
o c . c e Irfan had some paperclips. Heh found more in the drawer. Irfano nowr has 12 paperclips. How e t r s uper many paperclips did Irfan begin with? s JOIN
PROBLEMS START UNKNOWN
Kira had some lovely seashells. Terrence gave her
more. Kira now has 16 shells in her
collection. How many did she start with?
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Problem bank PART-PART-WHOLE
PROBLEMS: UNKNOWN
Tate loves animals. She has
dogs and
cats. How many animals does Tate have
altogether?
Jamie has
hardcover books and seven softcover books. How many books does he have in total?
Jack and Jill ran up the hill. Jack fell down
r o e t s Bo r e p ok u S times. Jill fell down
times. How many times
Frankie juggles fruit. He has eight apples and
PART-PART-WHOLE
oranges. How many pieces of fruit can he juggle?
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did they fall down altogether?
PROBLEMS: PART UNKNOWN
Holly has twelve bunnies.
of her bunnies are girls. How many are boys?
© R. I . C Pu b l i c at i o ns are. coloured, the rest are white. How many are white? • f orr evi ew pur posesonl y • Roberto has twenty marbles. Some are a solid colour, some are striped. If are solid, how many Anna has ten T-shirts.
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Nishaant has
stuffed animals. Thomas has six more stuffed animals than Nishaant. How many
o c . There are eight hot When all the hot dogs are placed into buns,e there are cdogs. h r er o How many buns are there? st super
There are seven pictures. When all the pictures are framed, there are
stuffed animals does Thomas have?
buns leftover.
frames left over. How many
frames are there?
Bryanne has
10c coins and some $1 coins. She has
more $1 coins than 10c coins. How
many $1 coins does she have?
StrADDegy
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