Learning Resources LER 1100 User Manual

Ages
+
6
ER 1100
L
Grades
+
1
Contents:
Caution: Mat may become slippery when wet. Wearing shoes is recommended to avoid slippage.
Vinyl mat, 54 game markers, 2 inflatable number cubes, Activity Guide.
Fast and Fun Ideas
Fast Find
Say a number and see how fast students can find it on the Hundred Mat. For an added challenge, give a clue to a secret number and see how fast students can find that number. For example, “This number is 4 more than 78.”
Number Patterns
Have students search for number patterns on the Hundred Mat. Lead students to discover the patterns for addition and subtraction. For example, have students compute 4 + 8 = ? Then, find 14 + 8, 24 + 8, 34 + 8, and so on. Make sure that students focus on the pattern. Challenge students to compute subtraction problems and search for patterns.
Make 100
Place a ring around any number on the Hundred Mat. Challenge students to figure out how many more will make 100.
Groovin’ Games to Play
Rock and Roll to 100
Number of players: Game components:
Each player (or team) chooses one color ring to serve as a marker for the game. Each player places a ring on the number cube and moves that many spaces on the Hundred Mat. Player 1 then needs to announce the addition fact that was just completed. For example, if the number was 5, the player would say, “1 plus 5 equal 6.” The next player rolls the number cube and performs the same process as the first player. The first player (or team) to reach 100 wins. Players (or teams) must land exactly on
100
to win.
Two players or two teams
Game mat, 1 green marker, 1 orange marker, 1 inflatable number cube
1
. Player 1 rolls the number
Rock and Roll to 0
Follow the same basic game play as Rock and Roll to 100. However, to start this game, all players place markers on the
100
square. Players take turns
2
rolling the number cube and subtracting each time. The first player (or team)
1
to reach
wins. Players (or teams) must land exactly on1to win.
Spinnin’ Secret Codes
Give each student a game marker. Next, write a secret code on the board that corresponds to directional movements on the mat.
Example: 23
Challenge students to determine what number they would reach by following the secret code’s directional arrows. Have students answer by placing a game marker on the number that they think will solve the code. Work with students to verify that the code has been solved.
Change game play by placing rings around two different numbers, such as and42. Have students draw the arrows and create the code to show how to move from one number to the next, or vice versa.
For an additional challenge, create codes involving numerical steps such as +2 or -3.
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Picking Out Patterns
Pass out a game marker to each student. Place several game markers around some numbers that begin a skip-counting pattern. For example, place markers around student place a game marker on the next number that would continue the skip-counting pattern.
For a higher-level activity, create more challenging skip-counting patterns. For example, start by placing a marker around the marker on skip-counting pattern in the middle of the mat. For example, start on the number to place game markers to continue the pattern in both directions–after and before56.
56
3, 6, 9, 12,
9, 13, 17,
and place game markers on
and15to begin skip counting by 3s. Have each
5
square. Then, place a
and21. Increase the difficulty even further by creating a
58, 60, 62,
and64. Challenge students
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Just Ring It!
Number of players: Game components:
Place the mat on the floor where all players can see it. Divide the class, or group, into two teams. All players of Team 1 will use a green-colored marker and all players of Team 2 will use an orange-colored marker. Team 1 starts by having a player place a marker on any number on the mat. Team 2 will then do the same. The next player from Team 1 must add or subtract the two marked numbers and place a marker around that answer. The next player from Team 2 chooses any two numbers that are “ringed” and either adds or subtracts those numbers to “ring” a new number. Play continues with each team’s next player choosing any two ringed numbers to either add or subtract. If an answer is incorrect, the player must remove the ring and play
Two players or two teams
Game mat, green markers, orange markers, 1 inflatable number cube
3
advances to the other team. Whichever team correctly rings the last number possible on the mat wins the game.
Get in the Groove with Factors and Multiples
Number of players: Game components:
Have the first player roll the cubes, add the two numbers, and place a marker around the resulting sum. Set aside the cubes. The next player must place a marker on a factor or multiple of that number. For example: Player 1
4
rolls a ring on either a factor of
12, 18, 24, 30,
the previous number. The player (or team) who leaves the next player with no moves wins the game.
Intervention Strategies:
Prior Knowledge—Before beginning a game, do a short “warm-up” activity that allows students to review numbers, counting, and the number patterns on the hundred mat. Warm up with one of the Fast and Fun Activities listed in the Activity Guide.
Skip Counting—Reinforce number patterns and skip counting by clapping patterns, snapping patterns, or counting aloud.
Visual Processing—Remind students how to think visually while working on the hundred mat. Emphasize that moving one square to the right adds one, moving one square to the left subtracts one, moving up one square from a number subtracts ten, and moving down one square from a number adds ten.
and a2and places a ring on6(4 + 2 = 6). The next player can place a
Two players or two teams
Game mat, game markers, 2 inflatable number cubes
6
(numbers
etc.). Have players take turns “ringing” a factor or multiple of
1, 2,or3
) or a multiple of6(numbers
Addition and Subtraction Skills—Add numbers on the hundred mat using the “Counting On” strategy. Subtract using the “Counting Back” strategy.
Problem Solving—Allow students to use pencil and paper to help them solve math problems. Encourage students to use numbers, symbols, or pictures to illustrate their problem-solving strategies.
ES
Hip Hoppin’ Hundred Mat es una magnífica herramienta interactiva de matemáticas que conseguirá que todos los alumnos bailen al son de las matemáticas. Este tablero presenta una gran variedad de conceptos matemáticos entre los que se incluyen: suma, resta, sentido numérico, secuencias numéricas y mucho más. Juegos y actividades con toda la clase o en grupos pequeños.
Contenido: tablero de vinilo, 54 fichas de juego, 2 cubos numéricos hinchables, guía de actividades.
Advertencia: el tablero puede resultar resbaladizo si está húmedo.
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