BANYAN FIELDS PRIMARY SCHOOL
Mathematics @ BFPS
Race to 100
Skill: Using the 4 operations
Goal: The aim is to make a total of 100 or as close to 100 as possible
Instructions:
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Players take turns to roll the two dice and combine the numbers with any operation to produce a score.
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The player who reaches 100 or is closest to 100 is the winner.
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Encourage players to record their choices and calculations.
For example:
Number Line Game
Skill: Addition
Goal: To be the first player to reach 20.
Instructions:
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You will need a number line from 0-20, a dice, toothpick/counter.
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Place a toothpick on the number 0, move your toothpick forward along the number line by rolling the dice.
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If you land on the same number as another player, the other player goes back to 0.
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If you go past 20 you need to return to 0.
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The first player to land on exactly 20 wins.
Double, Halve or Stay
Skill: Doubling and halving numbers
Goal: To reach your target number by doubling or halving
Instructions:
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Choose a number between 2 and 122. This is your target number.
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Roll 2 dice and write down the number rolled.
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Now, decide to either double it, halve it or do nothing. Which one will get you closer to your target number?
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If you are playing with a partner whoever gets their end number closest to the target number wins.
Example;
My target number is 60.
I rolled a 2 and a 4, so the number rolled is 24.
Now I must decide do I double it, halve it or do nothing.
Doubling will make my number 48, halving will make my number 12 and doing nothing will make my number 24.
Doubling my number will get me the closest to my target number of 60.
Take It or Leave It
Skill: Addition and Chance
Goal: To have the highest total.
Instructions:
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You will need 1 dice to play. (0-9 sided dice)
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In pairs students take it in turns to roll the dice.
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After each roll, the player must decide whether they accept (take) or reject (leave) the number rolled.
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Each player will have 10 rolls of the dice and will need to accept 5 of the rolls and reject 5 of the rolls.
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Once each player has had their 10 rolls, add up the scores and see who has the highest total.
Example using 0-9 sided dice;
Roll 1: 5 – Take it
Roll 2: 2 – Leave
Roll 3: 4 – Take it
Roll 4: 7 – Take it
Roll 5: 1 - Leave it
Roll 6: 3 - Leave it
Roll 7: 8 – Take it
Roll 8: 6 – Take it
Roll 9: 8 – Leave it
Roll 10: 4 – Leave it
Add together the 5 rolls that you accepted (5 + 4 +7 + 8 + 6 = 30)
Around the Clock
Skill: Addition and Number Sequencing
Goal: To be the first player to throw all the numbers from 1 to 12 in order.
Instructions:
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The first player throws 2 dice, hoping to throw a 1.
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Players then take it in turns trying to throw a 1.
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In round 2, those players who threw a 1 are now trying to throw a 2 (you can do this by either throwing a 2, or 1 + 1) .
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Play continues with players trying to throw all the numbers from 1-12 in sequence.
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Players can use 1 dice to get their number or add the 2 dice together. For example throwing a 3 and 6 could be counted as 3, 6 or 9.
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The first player the go around the clock (throw all the numbers from 1-12 in order) wins the game.