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Integrating Games in Math Class to Build Concepts

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Title: Integrating Games in Math Class to Build Concepts


1
Integrating Games in Math Class to Build Concepts
  • Jim Rahn
  • LL Teach, Inc.
  • www.llteach.com
  • www.jamesrahn.com
  • james.rahn_at_verizon.net

2
Mean and Median Game
  • Materials
  • Regular deck of cards with kings and queens
    removed (red cards are negative, black cards are
    positive, jokers and jacks are zero)
  • 3-9 spinner with paper clip
  • Counter, tiles, or cubes for keeping score
  • Players two
  • Objective To find and compare the mean and
    median for a set of randomly generated data.

3
Rules
  • Each player spins the spinner to determine how
    many pieces of data they must select from the
    deck of cards.
  • Players select cards alternately from the deck of
    cards until they have the number of required
    data.
  • Each player calculates their median and mean of
    their data.
  • The player whose median is closer to their mean
    wins the game and takes a counter, tile or cube.
  • Play continues for an pre-determined amount of
    time.
  • The player with the most counters, tiles, or
    cubes wins the game.

4
Example
  • Violet spins a 6 and draws
  • The median is 0.5 and the mean is 0.17
  • Victor spins a 5 and draws
  • The median is 3 and the mean is 2.2

Violet take the counter, tile, or cube as winner.
5
Alternate Form
  • Play the same game, but only calculate the means.
    The person with the highest mean wins the game.
  • Play the same game, but only calculate the
    median. The player with the highest median wins
    the game.

Write a journal entry that describes your
strategies to find the mean and the median of
your data.
6
Earning an 80 game
  • Materials
  • 0-9 spinner or a regular deck of cards with all
    red cards, tens, kings and queens removed (jacks
    and jokers are zero)
  • Tiles, counters, or cubes for keeping score
  • Players two
  • Objective To find the scores needed on a set of
    tests to earn an average (or mean) of 80.

7
Rules
  • Each player randomly generates 10 digits and uses
    all the digits to create 5 grades.
  • A number is then generated that represents the
    number of tests that will still remain to be
    taken and will count toward the mean grade for
    the set of scores.
  • The winner is the player who needs the the lesser
    mean of the remaining tests to earn an 80. They
    get a marker.
  • Players who need greater than 100 lose their
    turn.
  • If a mean of 80 cannot be earned by either
    player, no one receives a marker for the game.
  • Play continues for a pre-selected amount of time.

8
Examples
  • Bernard generates the following numbers
  • 9, 0, 6, 5, 8, 8, 1, 2, 4, and 6
  • He forms the following grades
  • 95, 84, 82, 61, and 60
  • Bette generates the following numbers
  • 7, 5, 3, 3, 7, 5, 4, 2, 1, and 5
  • She forms the following grades
  • 74, 73, 53, 52, and 51

9
  • Bernard generates a 4, which means he has four
    more tests to take to average 80.
  • To get an average of 80 on the 9 test, he will
    have to have an average of 84.5 on the four
    tests.
  • This is possible.
  • Bette generates a 3, which means she has three
    more tests to take to average 80.
  • In order to average 80 on the eight tests, she
    will have to have an average of 112 1/3 on the
    three tests.
  • This is impossible

Bernard wins the game.
10
Shady Deal Game
  • Objective To create as many polygons as
    possible within a given figure. The winner is the
    player who ends up with the smaller area of the
    given rectangle not covered by other rectangles
    or polygons.
  • Materials
  • Communicators, markers, graph paper, rulers, 2
    dice or spinners, and counters

11
Rules
  • Each player uses graph paper in their
    communicator to create a playing board that has
    100 square units.
  • Alternately, players roll two dice or spin two
    spinners to find the dimensions of a rectangle or
    polygon and then draw the figure inside the 100
    square playing board.
  • As more rectangles or polygons are added, they
    may be adjacent, but may not overlap.
  • When a player cannot add another figure on their
    playing board, the area of the playing board that
    is not covered by the rectangles or polygons is
    their score.
  • The player with the lower score wins the marker.
  • Play continues for a pre-determined amount of
    time.

12
Alternate Game
  • When the spins their two numbers, they can form
    any polygon whose area equals the product of the
    two numbers spun.

13
Straight Angle Game
  • Objective To create three angles that sum to
    180o.
  • Materials
  • 0-9 spinner or a regular deck of cards with all
    red cards, tens, kings and queens removed (jacks
    and jokers are zero)
  • Markers, tiles, or cubes for keeping score
  • Players two or three
  • Play continues for a pre-determined amount of
    time

14
Rules
  • Spin the spinner 6 times
  • Use all six numbers to generate the measure of
    three angles
  • The player that comes closest to 180 degrees
    without going over wins a marker.
  • The players that can make exactly 180 degrees
    wins two markers.

15
Examples
  • Elvira generates 6, 6, 1, 3, 1, and 0
  • She creates angles that measure 110, 66, and 3
    degrees
  • Her total is 179 degrees.
  • Elvis generates 7, 8, 0, 2, 2, and 3
  • He creates angles that measure 80, 72, and 23
    degrees
  • His total is 132 degrees

Elvira wins a marker
16
Examples
  • Elvira generates the numbers 3, 4, 0, 0, 2, and 6
  • She forms the angles 60, 40, and 32 degrees
  • Her angles total 175 degrees
  • Elvis generates the numbers 1, 1, 0, 6, 3, and 7
  • He forms the angles 106, 73, 1 degrees
  • His angles total 180 degrees

Elvis wins 2 markers
17
Alternate Form
  • Generate ten numbers to create a set of angles
    that will sum as close to 360 degrees.

18
Angle Roulette Game
  • Objective To compute angle values which sum to
    180 degrees
  • Materials
  • 0-9 spinner or a regular deck of cards with all
    red cards, tens, kings and queens removed (jacks
    and jokers are zero)
  • Dice
  • Communicators
  • Markers, tiles, or cubes for keeping score
  • Players two or three

19
Rules
  • Each round begins by players draw a straight line
    on their communicators
  • Each player generates two digits 0-9 to create
    the measure of an angle less than 180 degrees
  • Each player uses their estimation skills to draw
    and label the given angle. Two supplementary
    angles are formed.
  • Each player rolls the dice to generate a number
    from 1-6. They divide the supplementary angle
    into that number of equal parts. They determine
    the measure of each of these equal angles.
    Record this angle measure.
  • Play continues until the sum of their individual
    angles measures is equal to or greater than 180
    degrees.

20
Example
  • Mary generates a 4 and 5 and creates, sketches,
    and labels an angle that measures 54 degrees.
  • She generates a 4 with the dice.
  • Her supplementary angle of 126 degrees is divided
    into 4 equal angles or 31.5 degrees.
  • Manny generates a 3 and 6 and creates, sketches,
    and labels an angle that measures 36 degrees.
  • He generates a 2 with the dice.
  • His supplementary angle of 144 degrees is divided
    into 2 equal angles or 72 degrees.

Manny is currently winning because his angle is
closest to 180 degrees.
21
Alternate Form
  • Use a circular angle instead of a straight line
    and play the game to total to 360 degrees.
  • Measure the angle with a protractor and receive a
    marker if the angle is within 5 degrees of the
    correct measure.

22
Steepness Sleuth
  • Objective To create slopes from randomly
    generated coordinates that will yield the
    steepest slope
  • Materials
  • -10 to 10 spinner or a regular deck of cards
    with kings and queens removed (jacks and jokers
    are zero, red cards are negative, and black cards
    are positive)
  • Communicators and recording sheet
  • Markers, tiles or cubes for scoring
  • Play continues for a pre-determined amount of
    time.

23
Rules
  • Each player alternately generates four numbers
    with the spinner or cards and records them on the
    record sheet as coordinates.
  • Each person calculates the slope of the line that
    passes through the two points.
  • The person with the steepest slope (regardless on
    sign) wins the round.

24
Example
  • Emilio generates the numbers -4, 3, 0, and -10.
  • The coordinates are (-4, 3) and (0, -10)
  • The slope is -13/4
  • Espanaro generates the numbers -9, -6, 3,and 2
    .
  • The coordinates are(-9,-6) and (3,2)
  • The slope is 8/12 or 2/3.

Emilio takes a marker for the steepest line.
25
Alternate Form
  • Players rearrange the four randomly generated
    numbers to create the slope.
  • Additional points are given for negative slopes.

26
Intersection Game
  • Objective To visualize lines from randomly
    generated slopes and collect markers based on the
    location of the intersection of the lines.
  • Materials
  • -10 to 10 spinner or a regular deck of cards
    with kings and queens removed (jacks and jokers
    are zero, red cards are negative, and black cards
    are positive)
  • A coin for flipping
  • Markers for scoring
  • Players two

27
Rules
  • One player tosses the coin. If it is heads, he
    or she is assigned even numbered quadrants or odd
    numbered quadrants if it tails.
  • The other player is assigned the other quadrants.
  • Players generate four random numbers using the
    spinner or cards.
  • First number change in y-values
  • Second number change in x-values
  • Third and fourth numbers point through which
    the line passes

28
Rules
  • The players determine in which quadrant the point
    of intersection occurs.
  • The player whose quadrant wins get the marker.
  • If the lines are parallel or the intersection
    point is on an axis, then the round is scored
    zero.
  • Game is played for the pre-determined amount of
    time.
  • The player with the most markers at the end of
    the game is the winner.

29
Example
Tomasina tosses a dime and it lands on heads.
She is assigned quadrants II and IV.
  • Tomasina generates 4, 0, 4, and -7
  • The slope is undefined.
  • The line passes through (4,-7)
  • Tomas generates -2, 8, 0 and 2.
  • The slope is -2/8 or -1/4.
  • The line passes through (0,2).

The lines intersect in the first quadrant. Tomas
receives one marker for this round.
30
Balance Game
  • Objective To use appropriate cubes to make a
    scale balance and to end with as many black cubes
    as possible.
  • Materials
  • Balance Scale and communicators
  • 10 black cubes, 5 red cubes and 1 white cube
  • One opaque container
  • Reservoir of red and black cubes
  • Players two

31
Rules
  • Each player places all the cubes in the container
    and randomly selects a handful of cubes. These
    are placed on the left side of the balance scale.
  • The remaining cubes are placed on the right side
    of the balance scale.
  • Each player must replace the white cube with the
    appropriate number of red or black cubes that
    will keep the scale balanced.
  • The player who uses the most black cubes wins the
    round and takes the marker.
  • If no one adds black cubes or there is a tie,
    neither player gets a marker.

32
Example
  • Doris chooses 2 red and 3 black cubes and places
    them on the left.
  • The remaining cubes 2 red, 7 black, and a white
    are placed on the right side.

33
Example
  • Doris determines she needs to replace the one
    white cube with 3 red cubes to make her scale
    balance.
  • Her answer in incorrect.

34
Example
  • Doug chooses a white and 4 black cubes and
    places them on the left.
  • The remaining cubes 5 red and 4 black cubes are
    placed on the right side.

35
Example
  • Doug determines he needs 7 red cubes to replace
    the white cube for the scale to be balanced
  • His answer is incorrect.

Neither person gets a marker.
36
Example
  • Doris chooses 4 red, 5 black and a white cube and
    places them on the left.
  • The remaining cubes 1 red and 5 black cube are
    placed on the right side.

37
Example
  • Doris determines she must replace the one white
    cube with 3 black cubes to keep the scale
    balanced.
  • The scale is balanced.

38
Example
  • Doug chooses 3 red and 3 black cubes and places
    them on the left.
  • The remaining cubes 2 red, 7 black cubes and
    the white cube are placed on the right side.

39
Example
  • Doug determines he needs 5 red cubes to replace
    the white cube.
  • The scale is balanced.

Doris wins the round because she required more
black cubes than Doug.
40
The Multiples of X Game
  • Objective To determine the number os cubes
    needed to make a scale balanced. The player
    whose equation has the larger solution wins the
    round.
  • Materials
  • Balance scale
  • One deck of cards per player
  • 10 red, 10 black and 10 white cubes
  • Markers for scoring
  • Players two

41
Rules for Version 1
  • Separate the queens and kings, shuffle, and place
    face down.
  • Remove the black cards from the deck, shuffled
    and placed face down.
  • Each player chooses one card from the
    king-and-queen cards and two cards from the black
    card pile.
  • The first black card determines the number of
    white cubes to be placed on the scale.
  • The second black card determines the number of
    black cubes that are placed on the scale.
  • The king or queen determines which side of the
    scale the white cubes are placed. If a queen is
    chosen, the white cubes are on the left side. If
    the king is chose, the white cubes are placed on
    the right side. The black cubes are placed on
    the opposite side.
  • Each player determines the value of the white
    cube. The person with the larger value takes the
    marker.

42
Example
  • Alicia chose
  • Aaron chose

43
Example
Alicia wins the round and gets a marker.
  • Alicia determines the white cube is 2 ½
  • Aaron determines the value of the white cube is
    1/3

44
Version 2
  • All the kings and queens are grouped together,
    shuffled and placed face down.
  • The rest of the cards are separated into two
    groups red cards and black cards. Cards are
    placed face down.
  • Each player choose one king-queen card, one
    black card and one red card.
  • The black card determines how many white cubes
    are placed on the scale.
  • The red card determines how many red cubes are
    placed on the scale.
  • The king or queen determines which side of the
    scale the white cube is placed. Kingswhite cube
    on right, Queenswhite cube on left. The red
    cubes are placed on the opposite side.
  • The player with the fewest number (largest value)
    of red cubes is the winner.

45
Example
  • Alicia chose
  • Aaron chose

46
Example
Aaron wins the round
  • Alicia determines the value of the white is -2
    1/3.
  • Aaron determines the value of the white is -1/2.

47
Version 3
  • All the kings and queens are groups, shuffled and
    placed face down.
  • The red cards are separated, shuffled, and placed
    face down.
  • Each player chooses one king-queen card and two
    red cards.
  • The first red card determines number of white
    cubes that are snapped to a red cube and placed
    on the scale.
  • The second red card determines the number of red
    cubes to be placed on the other side of the
    balance scale.
  • The king or queen decides which side the snapped
    cubes are placed Kingswhite cube on right,
    Queenswhite cube on left.
  • Each person decides the value of their white
    cube.
  • The player with the larger value wins and gets a
    marker.

48
Example
  • Alicia chooses
  • Aaron choose

49
Example
Alicia wins the round.
  • Aaron determines the value of the white cube to
    be 5/9 of a black cube
  • Alicia determines the white cube to be equal to
    3/5 of a black cube.

50
Finding the Percent
  • Objective To obtain as many points as possible.
  • Materials 12 to 12,000 and a regular deck of
    playing cards with the face cards removed (aces
    count as 1).

51
Rules
  • Each player must have their own board and
    Communicator clearboard.
  • Players alternately draw two cards from the
    shuffled deck.
  • The first card indicates the percent.
  • The second card indicates the number.
  • Once the values are determined, the percentage is
    calculated mentally or with some paper and pencil
    assistance. It is then recorded on the Game
    Record Sheet. When five rounds have been
    completed, the players add the numbers they have
    recorded.

52
  • The winner of the game is determined by the next
    card that is drawn.
  • If the card is a red card (a heart or a diamond),
    the player with the greatest value wins.
  • If the card is a black card (a club or a spade)
    the winner is the player with the least value.
  • In the event of a tie, the answer on the first
    entry is compared.

53
Example
  • Player 1 draws a
  • The player must determine the answer to 125 of
    1200.
  • Mental math, number sense and problem solving
    skills are applied, and the answer is determined
    to be 1500, which is recorded on the first line
    of the game record sheet.

54
  • Player 2 draws
  • The player must determine the answer to 10 of
    1200. Mental math, number sense and problem
    solving skills are applied, and the answer is
    determined to be 120, which is recorded on the
    first line of the game record sheet.
  • Play continues for four more rounds each, and the
    answers are added and a card is drawn to
    determine the winner.

55
Whats the Number
  • Objective To obtain as many points as possible.
  • Materials
  • The 12 to 12,000 game board
  • Form a deck of cards from a regular deck of
    playing cards by removing all face cards and the
    5, 8 and 10 of diamonds, 3, 5, 8, 9, 10 of hearts
    and the ace of spades (aces count as 1).

56
Rules
  • Players alternately select two cards.
  • The first card is the percent that will be used
    for the round
  • The second card is the value of the percent.
  • The player must determine the number of which the
    percent being used was taken to get the value
    selected through the second draw. Mental math,
    number sense and problem solving skills are
    applied to determine answers. The answer is
    recorded on the game record sheet.
  • When five rounds have been completed, the players
    total the numbers they have recorded.

57
  • The winner of the game is determined by the next
    card that is drawn.
  • If the card is a red card (a heart or a diamond),
    the player with the greatest value wins.
  • If the card is a black card (a club or a spade),
    the winner is the player with the least value.
  • In the event of a tie, the answer on the first
    entry is compared.

58
Examples
  • Player one chooses a
  • The player solves the problem Five percent of
    what number is 12?
  • Using mental math and problem solving the answer
    240 is found. 240 is recorded on the record
    sheet for game 1.

59
  • Player two chooses
  • The player must solve the problem, ¼ of what
    number is 12,000?
  • If ¼ of 1 is 12,000, 1 must be four times as
    large, or 48,000. Therefore the number is 100
    times larger or 4,800,000.
  • This number is recorded on the game record sheet.
  • Play continues for four more rounds each, and the
    answers are added and a card is drawn to
    determine the winner.

60
Psychic Math
  • This activity has been designed as a review.
  • If necessary, however, you may want to review
    basic vocabulary such as x-axis, y-axis,
    coordinates, quadrants, mirror image, and
    horizontal and vertical lines.
  • To start the activity, tell students that when
    you tell them to do so, they are to turn to
    Analyzing Ordered Pairs on a Coordinate Grid
  • Tell them to randomly plot eight points on the
    graph and label the coordinates of each.
  • They will receive points if their ordered pairs
    meet the criteria you have set up in advance.
    They do not know the criteria they must become
    psychics and try to read your mind.
  • After students have finished plotting the points,
    go through the following rules and have the
    students determine their scores.

61
Game Rules
  • 5 points for every point in the third quadrant
  • 5 points for every point with coordinates that
    yield a negative product
  • 10 points if a zero serves as either an x- or a
    y-coordinate
  • 10 points if two or more points lie in a
    horizontal line
  • 25 points if in any pair of coordinates the
    x-coordinate is twice as great as the
    y-coordinate
  • 25 points if two points are mirror images of each
    other
  • 25 points if the distance between two points is
    five units

62
  • As a homework or in-class activity challenge
    students to graph eight points that will yield a
    top score according to the criteria above.
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