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Games Workshop

Games Workshop. A quick warm up: Add and add. Roll the dice, continuously adding the numbers together. Now start at 100 and continuously subtract the numbers that you roll. Games with…. No resources at all Dice Digit cards Playing Cards Calculators. Games with no resources at all.

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Games Workshop

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  1. Games Workshop

  2. A quick warm up: Add and add • Roll the dice, continuously adding the numbers together. • Now start at 100 and continuously subtract the numbers that you roll.

  3. Games with… • No resources at all • Dice • Digit cards • Playing Cards • Calculators

  4. Games with no resources at all • Fishy, fishy fingers • Hand multiplication • Top and bottom • Noughts and crosses

  5. Fishy, fishy fingers • Say ‘fishy, fishy fingers’ together and then hold up some fingers on one hand • The first person to say the total of the fingers scores a point • First to 10 points wins

  6. Hand multiplication • Put both hands behind your back. • Count to three and hold up some fingers on one hand. • Multiply the two numbers. • First to answer correctly gets the point. • First to 10 points.

  7. Each player makes a 2-digit number by selecting and crossing off one number from each row (without your partner seeing). Players compare their 2-digit numbers. The smaller number is subtracted from the larger. The difference is scored by the player who made the largest number. Continue until all digits have been used. Highest total wins. To start: Each player writes down these two rows of digits: 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 Top and Bottom

  8. Noughts and Crosses

  9. Games with dice • Chancy dice • Target 10 • Remainders • Jumping divisions • Make 1

  10. First player rolls all 5 dice. Take out any 2s and 5s (these then stay out for the whole turn). Add up the total. Throw the remaining dice. Take out any 2s and 5s. Keep a running total. Keep going until you have no dice left to roll. Remember your total. Then it is your partner’s turn. Take turns. First person to reach 50/100 wins. Alternatives: Rule 1 If you throw a 2 or a 5 you must take out these dice. Rule 2 If your throw two 6s you lose your score for that turn and your turn ends. Rule 3 If you throw three 6s you lose all your score so far and your turn ends. Chancy Dice

  11. Target 10 • Start with 0. • Roll the die. • Choose to add or subtract the number. • First player to make exactly 10 wins.

  12. Take two cards from the pile of 0-9 digit cards. Make a 2-digit number. Roll the dice. Divide the two digit number by the number on the dice. The remainder is your score. First player to reach 20 wins. Example: If you pick cards 2 and 7, then you can make either 27 or 72. If you roll the dice and score a 6, the calculation would be either 27 ÷ 6 or 72 ÷ 6. Calculate the remainder (3 or 0). This is your score. Remainders

  13. Jumping Divisions • Place your counters at the start of the track. • Take turns to throw the dice and move your counter along the line to the next number which is a multiple of the number thrown. For example: If you are on position 16 and you roll a 5, then you would move forward to position 20.

  14. Make 1 • Roll 2 dice. • Use the two numbers to make a fraction less than 1. • For example, with a 5 and 3 you would have to make 3/5, because 5/3 is greater than 1. • If you get two numbers the same then roll again. • Write down your fraction. • The first player to be able to make exactly 1 using any of the fractions they have written down is the winner for that game. • Play the game 5 times - best of 5 wins.

  15. Games with digit cards • Ladder game • Inbetweenies • Name the target

  16. Ladder Game ( 0-20) • Each player draws the ladder (or prepare some). • Shuffle 0-20 number cards and place face down. • Players take it in turns to turn over a card. • Players choose where to place their number on their ladder. • Numbers must be placed in order from smallest to largest. • If you can’t place one, put it in the bin. • Keep taking it in turns. • The winner is the player who completes their ladder first (with the numbers in order).

  17. Inbetweenies (cards 0 -20) • Shuffle the cards and place in a pile face down. • Player A turns over 3 cards and puts them in order • Player B turns over a card – if it can be placed between any of player A’s cards they score a point. • Swap turns. • First to 5 points wins.

  18. Name that target (0-9) • Chose a target number with 1 dp between 1 and 9. • Turn over 2 cards and make a number with 1 decimal place as close to the target as possible. • Score the difference between the number and the target. • After 5 goes each, player with the largest total loses.

  19. 5 games with playing cards • Addition race • Card race • Three for luck

  20. Addition race • Deal out ten cards. • Race to find the total.

  21. Card race • Place 1 card face up in the middle. • Deal 4 cards to each player. • Each player must use at least two of their cards to make the number on the card in the middle (e.g. by adding, subtracting, multiplying, dividing or a mixture) • The first player to do so wins the card in the middle. • If neither player can, the closest answer wins. • The first player to collect 5 cards is the winner.

  22. Three for luck • Deal 3 cards each. • Add or multiply these numbers in any order to give the highest score possible. • Take 6 turns each. • Highest score wins.

  23. Games/activities with a calculator • Making 20 • Give and take • Steps to zero • Bull’s eye

  24. Making 20 Give children challenges such as: • Can you make 20 using only 5 keys? How many different ways can you find? • What is the largest number you can make using only 4 keys? • What is the smallest number you can make using 6 keys but only even numbers.

  25. Give and take • Both players enter a 6-digit number into their calculator and show each other. • Players take turns to ‘give and take’ parts of each other’s number. • e.g. ‘Player A says “Please give me your 5.” • Player A works out the value of the 5 e.g. 500. • Player A adds this to their number. • Player B takes their turn.

  26. Steps to zero. • Players agree on a number <100. • The aim is the reach zero safely in ‘same size’ steps. • Each player chooses the size of the step they will use e.g. 5. • Repeatedly subtract that number until they reach zero. • If they go past zero they must start again with a different size step.

  27. Bull’s eye • Choose a starting number and a target number. • Find out what you must multiply the starting number by to reach (or get as close as possible to) the target number. • First to find out scores a point. • Both players check that the answer is correct.

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