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Box Cars and One-Eyed Jacks ROLLING INTO MATH JULIE ARMSTRONG KToT HOUSTON, TX October 9-10, julie.armstrong09@gmail.com phone 1-866-342-3386 / 1-780-440-6284 fax 1-780-440-1619 boxcarsandoneeyedjacks.com BoxCarsEduc BoxcarsEducation

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Page 1: ROLLING INTO MATH - ktot.memberclicks.net armstrong_rolling into... · take the black tray off of the clear lid (the dice remain in the lid). The dice are now easily "poured out"

Box Cars and One-Eyed Jacks

ROLLING INTO MATH

JULIE ARMSTRONGKToT

HOUSTON, TX October 9-10,

[email protected] phone 1-866-342-3386 / 1-780-440-6284

fax 1-780-440-1619

boxcarsandoneeyedjacks.com BoxCarsEduc

BoxcarsEducation

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Teaching Tips from Box Cars And One-Eyed Jacks Box Cars And One-Eyed Jacks Inc.

Organizing Your Cards & Card Management

Use three large buckets (1 gallon or 4 liter each}. Gather a lot of decks of cards. Approximately 1 deck per student but 1 deck per 3 students is a good start (purchase, donated, brought from home}. The joke "not playing with a full deck" applies here. We don't play with full decks as it's not important to the math of the games. Full decks are not necessary when organizing the cards, and not worrying about full decks speeds getting cards out and putting them away (as seen below) at the beginning and end of classes.

In the first bucket, put your low cards. For example, John likes to put his 1's, 2's, 3's, 4's and 5's. The cards match the fingers on the hand, keeps sums to 10, products to 25, denominators to 1/5s. On the other hand, Jane likes to have 1's through 6's as this allows matching the cards to a typical 6-sided die. This also allows sums to 12, products to 36 and fraction denominators to 1/6s. The key here is that as teacher, decide what cards go into your buckets based on your classroom routines.

In the second bucket, put the rest of your single-digit cards. John - 6's, 7's, 8's, 9's, and 0's (Kings for 0 if using a regular deck). Jane - 7's, 8's, 9's, and 0's (Kings for 0 if using a regular deck). The cards in this bucket along with cards in the first bucket allow for Place Value (0-9 digits), sums to 18, products to 81 and fraction denominators to 1/9s.

In the last bucket, put everything else- 10's 11's 12s (Jacks for 11, Queens for 12 if using regular decks) and any wild cards or jokers .

GETTING CARDS OUT

Once a teacher has identified a game and shown how to play,the students are told to get a "small" or "big" handful of cards from either a specific bucket or buckets

SHUFFLING AND DEALING

Cards are "mushed up" and quickly separated into as many groups as players (typically 2 for 2 players, 3 for 3 players). The player Mushing the cards is the last to pick a pile (piles do not have to be exactly equal. If "winning" is important, the winner is whoever has the most cards in their "point pile" at the end}.

CLEANING UP

Players quickly place the cards into 3 piles. First pile has 1s 2s 3s 4s and 5s. Second pile has 6s 7s 8s 9s and 0s. Last pile has 10s 11s 12s Wild Cards,Jokers,etc. The piles are then placed into their corresponding bucket

Organizing Your Dominoes & Dominoes Management

A typical class will need a minimum of one set of dominoes for every two students (about 12 sets). If feasible , 1 set per student is even better.

First and Foremost Use Dominoes of Different COLORS! This makes it easier to determine each student's or group's set while playing and when putting dominoes away. If you already have sets of the same color, get an adult (parent?) volunteer with 6 colors of permanent spray paint. The adult volunteer takes one set, lays them face-down on newspaper (outside or other well-ventilated area) and sprays the back of the set all one color (for example "green"). The volunteer then takes the other sets and repeats the same process but with a different color for each set until the first 6 sets are done. The volunteer continues to do sets of 6 in this way until the entire collection of dominoes has been done.

Keep the dominoes in their sets inside easily opened and closed see-through containers such as Mesh Bags, Traveling Soap containers, heavy duty sandwich sized freezer bags etc.

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For each week that the students are using the Dominoes, have the students make sure they have a complete set by using their set to fill in the Dominoes Outcomes Chart (page 78 in Domino Games - Connecting The Dots, page 77 in Domino Games - Linking The Learning). When students are done using the dominoes for the class, have them make stacks of 4 dominoes (a complete set of 28 double-6 dominoes will have 7 stacks). If they have a complete set, they put the dominoes into the container and then put the container away. If a set is missing a domino, it is important that the teacher knows so it can either be found or, if all else fails, the container for the set is marked as "incomplete" until a replacement can be found. Younger students may find it easier to put them into stacks of 2 (14 stacks for a complete set).

Organizing Your Dice & Dice Management

Keep dice that are the same together in one container (for example 0-9 dice in one containe r, + and - dice in another container, 1-12 dice Iin a third container, etc.). See-through re-sealable Tupperware containers or heavy duty mid-sized freezer bags work well. One student per group or game gets the dice for the game and returns the dice at the end of the game. Have the students roll the dice into their hands! Roll their dice into the "Hockey Net", "Soccer Goal", "Dug out" etc. In other words the dice rolled by one hand and are blocked from going too far by the other hand. Another effective example is to have the students roll the dice with both hands, "trap" the dice in both hands and then "hide" the dice as they fall the 2 cms from their hands onto the playing surface. The roll is "revealed" when they remove their hands from over the dice. For noisy dice -roll on somethi ng " soft" Fun Foam, Felt liners or pads, table setting mats etc all work well. In a pinch, have the students roll on 5-10 sheets of paper stacked on top of each other. The stacked paper muffles a lot of the sound.

Organizing & Managing Your Dice Trays (36 dice in a tray)

When taking the dice out of the tray. Remove the tray from the bag, turn the tray upside-down (black on top) and take the black tray off of the clear lid (the dice remain in the lid). The dice are now easily "poured out" of the lid onto the playing surface. Play on the floor when possible. The dice don't "fall off' the floor and most students enjoy the experience of playing on the floor as it gives them room to "spread out". Have the students roll the dice into their hands! Roll their dice into the "Hockey Net", "Soccer Goal", "Dug Out" etc. In other words the dice rolled by one hand and are blocked from going too far by the other hand. Another effective example is to have the students roll the dice with both hands, "trap" the dice in both hands and then "hide" the dice as they fall the 2 cms from their hands onto the playing surface . The roll is "revealed" when they remove their hands from over the dice. For noisy dice - roll on something "soft". Fun Foam, Felt liners or pads, table setting mats etc all work well. In a pinch, have the students roll on 5-10 sheets of paper stacked on top of each other. The stacked paper muffles a lot of the sound. When putting the dice back into the trays at the end of a class have the students start with the lid, using one hand to "separate" one half of the lid from the other. The students take all of ONE COLOR of the dice and pour them into ONE HALF of the lid. They spread the dice into the half, "patting down" the dice so the dice are flat and in place. Then all of the dice of the OTHER COLOR are poured into the other half of the lid. Again, the students "pat down" the dice so the dice are flat and in place. The black tray is then fitted on to the top of the dice in the lid. The tray is now complete and can be slipped back into the ziplock bag. Use rubber bands to separate parts of the tray. This is useful when using the trays for place value and you want to limit size to less than 100,000 or you want to have a "decimal place".

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Let The Games Begin All the Box Cars games are written using the same format. As a sample, we've

chosen one of our basic games to familiarize you with our style.

LEVEL: Grade 1 - 7 SKILLS: addition facts 1 - 10, 1 - 18 combinations PLAYERS: 2 EQUIPMENT: Cards (Ace = 1) - 5, or (Ace = 1) - 9 GETTING STARTED: Players divide cards evenly between themselves. Each player

turns over two cards and adds them together. The highest sum gets all the cards. In the event of a tie; (ie: each player has the same sum), WAR is declared. Each player deals out three more cards face down and then turns over two more cards. These two cards are added together. The highest sum wins all of the cars. Play continues until one player has collected all of the cards.

Cards 1 - 5 Grade 1 - 2 Sums to 10 Cards 1 - 9 Grade 2 - 3 Sums to 18

Player 1 Player 2 2 + 3 4 + 1 War is declared 2 + 3 4 + 1

3 cards are turned upside down.

4 + 3 6 + 2

Player 2 collects all of the cards Try

These Variations Place

Value War Subtraction War 3 Addend War Multiplication War Integer War Fraction War Mixed Operations

Remember: War is a traditional game. However, due to the negative connotation you may want to change the term "war'' to one of your own choice. We often call these our Buzz Games (ie. Three Card Buzz).

Salute Box Cars "All Hands On Deck" Mystery Number (adapted)

Concepts: Missing Addend, Factor Equipment: Cards 0-12 (J=11 Q=12 K=0) Goal/Object: Figure Out value of the card on your head

Usually 3 players with one player taking the role of "General". The General says "salute". The other two players take the card from the top of their deck and WITHOUT LOOKING AT IT place it on their forehead so everyone else can see what the card on their forehead is. The General Adds the two cards together and says "The sum of your two cards is...." The two players then use the sum and the card they can see on their opponent's forehead to try and figure out their own card.

Variations: (1) Multiplication (take out 0s) (2) 4 Players (one General, 3 soldiers)(3) Red = neg integers / Black = pos integers

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HORSE RACE

PLAYER ONE

PLAYER TWO

START START

Each player takes 18 dice of own color.Each player rolls two dice and adds.Player with the greatest sum places them into their side of the tray, least sum places in lid.Player with the most dice on their side of the tray at the end of the game wins.

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HORSE RACE STRATEDICE

PLAYER ONE PLAYER TWO

____ + ____ = ___ ____ + ____ = ___

____ + ____ = ___ ____ + ____ = ___

____ + ____ = ___ ____ + ____ = ___

____ + ____ = ___ ____ + ____ = ___

____ + ____ = ___ ____ + ____ = ___

____ + ____ = ___ ____ + ____ = ___

____ + ____ = ___ ____ + ____ = ___

____ + ____ = ___ ____ + ____ = ___

____ + ____ = ___ ____ + ____ = ___

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PRIMARY SUPER MUSH LEVEL: K – 2

SKILLS: fact fluency, addition facts to 12, number patterns

PLAYERS: 2 (cooperative team)

EQUIPMENT: 1 tray, recording sheet

GOAL: to fill up the tray with 36 dice matching the selected fact family

GETTING STARTED: The teacher selects a fact family for teams to work on:

Simple Sixes Terrific Tens Successful Sevens Enormous Elevens Easy Eights Tremendous Twelves Nifty Nines

All dice are removed from the tray and “super mushed” – i.e. scrambled all together and rolled for about 20 – 30 seconds. The teacher calls stop and the dice are then set for the activity. Together both players now hunt for combinations of dice that match the set fact family and place them into the tray.

EXAMPLE:

Round of Easy Eights:

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PRIMARY SUPER MUSH

_________________ _________________

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What's Under My Thumb? Copyright Box Cars and One-Eyed Jacks 2013

Level: Grades K-3 Concepts: Missing Addend, Subtraction, Counting On or Back Players: 1 vs 1 Equipment: Stratedice Tray, One Game board, pencil Goal: To figure out the number under the other player's finger. Setting Up: Each player has their own color dice. Player One turns their back to Player Two and secretly rolls two of Player Two's dice (rolled 5 and 1, covered the 1 with a finger), adds the two dice together to get the sum of 6. Player One then turns back around so Player Two can see the 5 and the other covered die (1). Player One then says "Six is my sum! What's under my thumb?" Player Two figures out that 1 added to 5 equals 6 and says "ONE". Player Two records the 5 on the line for one addend, records the 1 in the box for the missing addend and records the sum (6) into the sum location. Since player Two was correct, Player Two places both dice into their side of the Black Tray. Players continue to alternate turns secretly rolling two of the other player's dice, adding them and saying the rhyme. If players say the correct missing addend, they get to put their dice into the Black Tray. If they are incorrect, they place their dice into the clear lid. The player with the most dice in the Black Tray at the end of 9 rounds wins the game. Example: Player One rolled 1 and 5 and covered the 1 and said "Six is my sum! What's under my thumb?" Player Two filled in the 5 + 1 = 6 on the paper and said "ONE". Since Player Two was correct, they placed their dice into the Black Tray. (incorrect answers go in lid) Player One

____ + ____ = ____ + ____ =

____ + ____ = ____ + ____ =

____ + ____ = ____ + ____ =

____ + ____ = ____ + ____ =

____ + ____ = Total Dice in Black Tray =

Player Two

____ + ____ = ____ + ____ =

____ + ____ = ____ + ____ =

____ + ____ = ____ + ____ =

____ + ____ = ____ + ____ =

____ + ____ = Total Dice in Black Tray =

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even

DOUBLES + PATTERNS

DOUBLE DOUBLE + 1

1 + 1 = 2 1 + 2 = 3

2 + 2 = 4 2 + 3 = 5

3 + 3 = 6 3 + 4 = 7

4 + 4 = 8 4 + 5 = 9

5 + 5 = 10 5 + 6 = 11

6 + 6 = 12 6 + 7 = 13

7 + 7 = 14 7 + 8 = 15

8 + 8 = 16 8 + 9 = 17

9 + 9 = 18 9 +10 = 19

NICKNAME

Goal Post

Rabbit, Kangaroo, Caribou

Dental

Spider, Octopus

Ten Tickly Fingers

"Box Cars", Egg Carton, Farmers

Valentine's Day

Driver Double / Sweet Sixteen

Adult Double

Learn doubles - cards 1-6 or 1-9, regular dice, 10 sided 0-9 dice

+1 Trick counting on

Doubles + 1 Then transfer to symbolic work

PATTERNS FOR DICE PLAY

SIMPLE SIXES

1 2 6 SUCCESSFUL SEVENS

2 4 7 EASY EIGHTS

3 6 8 NIFTY NINES

+4 +8 +9 TERRIFIC TENS

10 20 30 ENORMOUS ELEVENS

TREMENDOUS TWELVES

odd

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Betweeners

1. Three players, each need the same type of dice. 2. Each player rolls their dice.

3. Players arrange the three numbers: Least, Between, Greatest. 4. Between WINS the round and scores one point 5. Record the rolls. 6. In the event of a tie, no points are awarded.

Roll Least Between Greatest

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