Copy of Math for Love - Grade 3 Summer Curriculum
Copy of Math for Love - Grade 3 Summer Curriculum
3rd Grade
Enjoy!
Introduction 10
Day 1 17
Mingle 18
Pico Fermi Bagels 19
Preassessment 20
Forty Faces 30
Fill the Stairs 32
Day 2 34
Counterexamples 35
Square Building 37
Mini-Lesson: What is Multiplication? 40
Blockout 44
Day 3 49
Unit Chats 50
Pattern Block Multiplication 1 52
Pig 54
Times Table Counting Challenge 1 57
Times Table Counting Challenge 2 58
Day 4 59
Penny, Nickel, Dime 60
The Ant and the Grasshopper 63
Big Blockout 65
Day 5 68
Pattern Block Multiplication 2 69
Odd Pig Out 71
Many students haven’t had enough time working with conceptual models of
mathematics before being pushed into abstraction. To remedy this, the curriculum
spends ample time exploring conceptual models, giving students opportunities to work
concretely and pictorially while making connections to abstract reasoning.
Program Values
The goals are to strengthen student understanding and deepen their enjoyment of math.
The values of the program help work toward those goals:
In short, this curriculum is designed to help you build a classroom where students are
doing math and thinking math.
Teacher’s Responsibility
As a teacher in the program, you are tasked with establishing a healthy and dynamic
classroom environment where these values are expressed. Your responsibilities are:
1. Engagement. Create a classroom where your students spend the bulk of their class
time actively engaged in mathematical play and problem-solving.
2. Differentiation. Help students encounter problems, games, and activities of the
right level of difficulty to create engagement.
The curriculum is designed to help you in these tasks, and your students and you will get
the most out of it if you tackle these responsibilities head on. Here are some concrete
ideas on how to go about it.
★ Model how to play games, and teach how to win and lose
Students can sometimes get overly attached to winning, and take their wins and
losses as deeper signs about themselves. It’s best to get ahead of this right away. Talk
about how the players of a game are working together to learn about the game, and
every loss is a chance to get more information about how to win. Rather than
thinking about the other player as your rival, think of them as your collaborator,
there to help you learn. You can also adjust many of the games to be collaborative
rather than competitive.
★ Avoid what doesn’t involve math; get students into actual, active thinking
situations about mathematics as fast as you can
Our goal is to make the most of classroom time, and avoid things that use up too
much time without much gain in mathematical understanding. Start class right away
with a Unit Chat or opening game (see the Opener in the daily plan). Use the Math
Games and Station Breaks for transitions between Activities. Establish the classroom
as a place where we all are committed to working on improving our understanding of
math.
★ Value play
It’s easy to feel like students have to suffer to learn math. In fact, the opposite is true.
Approach math in a playful way, and you’ll see students more willing to struggle and
persevere, more willing to take risks and learn from mistakes, and more able to
absorb new ideas and put them into practice.
If you use this curriculum for a summer program, it can serve for a 16-day program of 75
- 90 minute days. If you need it for less, you can end sooner. If you need something
longer, you should find many of the activities extend to fill a second day. No matter how
you use it, we encourage you not to feel like you have to “cover” all the material. Give
students the time they need to explore the ideas and activities at a comfortable pace.
Day Plan
The Day Plan lets you know exactly what’s happening on a given day. The components
of a typical Day Plan are:
• Goals
• Opener
• Activity
• Game
• Choice Time
• Closer
Goals
These are the learning content goals that are the target of the lessons and activities for
the day. These are meant to help the teacher know what to focus on throughout the day.
The goals do not need to be shared with students.
Opener
The Opener is the first activity of math class. The goal of the Opener is to get students
relaxed, focused, and thinking. The teacher typically leads a math talk or game, built to
help the students begin thinking and engaging right away. The Openers should be at a
level of challenge that provides all students a positive, successful encounter with math
first thing.
Either way you run your classroom, the elements are designed to give students the
maximum opportunity to think & engage, practice skills, explore questions, and have
fun.
Choice Time includes a suggestion of a small group of past games and activities for the
students to try. This time is a fun and vital opportunity for students to practice skills and
explore deeper some of the games they’ve had a chance to play only briefly when they
were formally introduced.
Closer
The Closer is a chance for students to reflect on what they learned or still have questions
about in the day, and for the teacher to lead a closing discussion, or pose a final
challenge on the new material from the day.
There is a suggested question to pose at the end of each lesson. These are designed to
promote reflection some important element of the day's learning. Ideally, these
questions will be accessible to everyone, or review. They can usually be discussed in
pairs or small groups, and then briefly with the entire class.
Instead, the teacher might prefer to let students discuss another element from the class
that they noticed or that they’re still wondering about. When students share what they
noticed, it’s a chance for their observations to come to the attention of the class; when
students share what they wonder, it’s a chance to see their questions, conjectures, and
current state of understanding.
★ Choice Time
Provide a structure for Choice Time like putting up the choices on a white board and
having students put their names at the games or activities they want to try that day.
Ideally, they should both choose the activity that is right for them, and then stick
with it for at least half of the time.
★ Challenge Problems
Challenge problems (see Appendix 3) are great options for Choice Time any day.
Offering “spicy" variations of worksheets or unfinished activities as Choice Time
activities can be another nice option.
★ Station Transitions
If you use stations, provide 1-2 minute warnings before station transitions, to apply a
gentle transition, cleanup, and—especially at Activity 1—a brief reflection or wrap-
up. If you use an alarm, make it a gentle sound (i.e., a gong) rather than an abrasive
one (i.e., a clock radio alarm).
Note: feel free to substitute your favorite name game instead of using Mingle.
____________________________________________________________
Activities
1) Preassessment
2) Forty Faces
Make sure to let students know that this preassessment is not a “test," and not
something they’re expected to know any or all of the answers to. It’s just a way for you,
the teacher, to see what ideas they are familiar with, so you can make sure you keep
them challenged and interested. They definitely shouldn’t worry if they can’t get all, or
even most, of the answers. (We’ve included some very challenging questions!) So just
tell them to do their best and not to sweat it.
____________________________________________________________
Game/Puzzle
Fill the Stairs
____________________________________________________________
Closer
Pose the question:
We know forty is bigger than thirty. Does this mean a forty face (made out of pattern
blocks) uses more blocks than a thirty face? Or is it possible for a thirty face to use
more blocks than a forty face?
Let students discuss with a partner or small group, and then discuss with the class. The
key takeaway is that while a forty face would take forty green triangles to build (vs. thirty
green triangles for a thirty face), the number of blocks are a different unit. So a forty face
could be made out of six hexagons and two blue rhombuses (8 blocks total) vs. a thirty
face made out of 30 green triangles.
Once students get in groups, they can learn each other’s names.
In the basic game, just call out single numbers. Once students get the gist, you can call
out addition or subtraction problems (i.e., “get into groups of 7 - 4”).
2. Don’t forget to call out a group of 1 and a group of however many students are in the
entire class at some point in the game! Both make for a fun surprise.
Can you use the clues to get the number with the fewest possible guesses?
How to Play
The teacher secretly chooses a number with no repeated digits. Students attempt to
guess the number. After each guess, the teacher gives feedback:
Example Game
Let’s say you wrote down the secret number 487.
Guess 1: 139. Response: “Bagel” — no digit is correct.
Guess 2: 820 Response: “Pico” — the 8 is right, but in the wrong place.
Guess 3: 468 Response: “Pico Fermi” — the 8 is right, but in the wrong place, the 4 is in
the correct place.
Guess 4: 568 Response: “Pico” — the 8 is right, but in the wrong place.
Guess 5: 482 Response: “Fermi Fermi” — the 4 and 8 are in the correct place.
Guess 6: 487 Response: “Fermi Fermi Fermi” — all digits are in the correct place.
The guessers got it in six guesses! Can they do it in even fewer next time?
Preassessment
1) How many dots? Write an equation and solve.
Equation: _______________________________________________
Equation: ___________________________________________
3) 6 × _________ = 24
4) 42 ÷ 7 = ____________
5) 13 × 8 = ____________
6) Cora gets eight pennies each day for six days. How many pennies
does Cora get?
9) There are 45 people going to the festival. Each van can hold 6
people. How many vans do they need?
3) 6 × _________ = 24
4) 42 ÷ 7 = ____________
5) 13 × 8 = ____________
6) Cora gets eight pennies each day for six days. How many pennies
does Cora get?
9) There are 45 people going to the festival. Each van can hold 6
people. How many vans do they need?
The Launch
Prepare the pattern blocks so they contain only green triangles, blue rhombuses, red
trapezoids, and yellow hexagons. Ask students how many triangles it takes to build the
blue rhombus (2), the red trapezoid (3), and the yellow hexagon (6). Then show them
the faces below, either by building them or by projecting images of them.
Briefly discuss how these faces are made by putting together the equivalent of 10 or 20
triangles worth of area. For the second face, for example, there are 2 hexagons, 2
rhombuses, one trapezoid, and one triangle. In terms of triangle area, the total “value”
would be 12 (in hexagons)+ 3 (in trapezoids) + 4 (in rhombuses) + 1 (in triangles)
= 12 + 3 + 4 + 1 = 20 triangles worth of area.
Once students understand how to count the “value” of the face, challenge them to create
their own faces from pattern blocks that have value (i.e., area) 10, 20, 30, or 40.
The numbers have to increase as they go up the stairs. Where should each number go?
The Launch
For the first game, you can play at a station with everyone together. Everyone gets a Fill
the Stairs worksheet for each game. Choose one 10-sided die to be the “tens” die, and the
other ten-sided die to be the “ones” die. When you roll them both, you get a one- or two-
digit number. After every roll, everyone places the number that was rolled where they
like on the stairs. The only rule is that numbers higher up on the stairs must be greater
than all the numbers below them. If a player can’t use a number, it gets written under
the stairs as a “discard.” Whoever fills up their stairs first is the winner.
Once you’ve played a game altogether, students can play on their own in pairs or groups
of three. The best way to play is with everyone in one game using the same rolls, so
everyone has something to do on every turn.
The Wrap
Discuss strategies with the students. What’s the best way to win the game? Can students
find any potential problems with the proposed strategies of their peers?
The game is over if someone fills in all the steps in their staircase.
Opener
Counterexamples
____________________________________________________________
Activities
1) Square Building
2) Mini-Lesson - What is Multiplication?
Note: Square Building, when it catches the interest of class, can last the entire period,
with some students making their own list of square numbers going far beyond the
number of square tiles available.
____________________________________________________________
Game
Blockout
____________________________________________________________
Choice Time
Blockout
Pico Fermi Bagels
Square Building
Fill the Stairs
____________________________________________________________
Closer
Ask students to reflect on a conjecture they had or heard that ended up being disproven
by a counterexample today. Have students discuss in partners or small groups, then ask
for a few examples.
The moral to highlight is that it’s natural for conjectures to be wrong, but by making
them and breaking them, you start the process of learning what’s actually true. If you
never wanted to make a conjecture because you never wanted to be wrong, you wouldn’t
get to figuring out what's right!
The Launch
Counterexamples is a fun, quick way to highlight how to disprove conjectures by finding
a counterexample. The leader (usually the teacher, though it can be a student) makes a
false statement that can be proven false with a counterexample. The group tries to think
of a counterexample that proves it false.
The best statements usually have the form “All ______s are _______” or “No
______s are _______.” You can also play around with statements like “If it has
______, then it can _______.” For instance:
Example
Teacher: I claim all animals have four legs. Who can think of a counterexample?
Student 1: A chicken!
Teacher: Why is a chicken a counterexample?
Student 2: Because it has two legs.
Teacher: Right. I said every animal has four legs, but a chicken is an animal with just
two legs. So I must have been wrong. Let me try to refine my conjecture then. I should
have said that animal must have 2 or 4 legs. That feels right.
Student 3: What about a fish?
Teacher: Aha. A fish is an animal with no legs. Thank you for showing me the error of
my ways. What I should have said is that animals have at most four legs.
Student: 4: What about insects?
And so on.
A nice transition into Square Building from here is with the conjecture: “there’s no way
to make a square using smaller squares.” From there, students can disprove the
conjecture by putting four square tiles together. Then ask for their conjectures on the
next number of square tiles you could put together to make a larger square, and you’ve
launched Square Building.
References: http://kuow.org/post/getting-kids-interested-math-without-their-knowing
Launch
To launch the lessons, build a few squares out of square tiles, and count how many tiles
you need to make each one, and records those numbers.
Then you ask the class: Is there a pattern in the number of square tiles it takes to build
a larger square?
Example Launch
Teacher: I’ve got all these square tiles. I wonder if I can build a square out of them. Of
course, I could build a square using just one tile. But what if I wanted to build the next
largest square? How many tiles would I need? Think about it, then share with the person
next to you. [Students hold whispered discussion.] How many tiles would I need?
Student: 4.
Teacher: [demonstrating] I see. I’d just put them together like this. Now let’s get
tougher. How many tiles would it take to make the next biggest square? Try to imagine
it, then share with the person next to you. [Students discuss.]
Teacher: Any thoughts?
Students: [Expect multiple answers here] 8, 12, 16, 9.
Teacher: This is exciting! It seems like there could be a lot of different answers here.
Who thought 8? Can you show us how 8 square might fit together. [Student volunteers,
ends up with a 2 by 4 rectangle.] So eight tiles built a rectangle, but not a square. Can
anyone tell me why this isn’t a square? What needs to be true about squares?
Student: All the sides have to be the same length.
Teacher: Right. All the side have to be the same length. So this side is 2 edges long, and
this one is 4 edges long. Not a square. But maybe we could move them around… [moves
tiles to make a 3 by 3 square missing a corner.] Is this a square?
Student: It needs one more!
Teacher: So it wasn’t 8 tiles we needed. It was 9! This looks like a pattern starting. I’ll
write it down. [Writes: Squares we can build: 1, 4, 9, …]
9
4
1
The Work
Give students 15-20 minutes to build squares of different sizes and write down their list
of numbers. They can also use graph paper and draw out the squares. After students
have their lists, have them compare them with another classmate or two to see if they
found the same numbers. Challenge students who have found patterns to make
predictions for what number comes next, and then try to build or draw it to check that
they’re right.
The Wrap
Bring the class together and have the students give you the numbers they found. The
beginning should look like this: 1, 4, 9, 16, 25, 36, 49, 64, 81, 100, ….
Leave students with the question: how can all these patterns be true at once?
2. While a good target for students is to build and find the first 10 square numbers, it is
okay if not all students get up to the highest numbers. It’s also okay if students went
higher without building every single square. In fact, it’s great if they start finding
patterns that help them predict what the larger square numbers will be. If students
can use the patterns on the chart to predict which numbers they might expect to
come next, then they can try to build those missing squares as well.
3. Another interesting pattern in the square numbers is in the last digits, where there is
a repeating symmetrical pattern (1, 4, 9, 6, 5, 6, 9, 4, 1, 0, 1, 4, 9, 6, etc.). Some
students might notice this, and there’s definitely something to explore here. But in
this context, it’s better to leave this as an unanswered question for students to
ponder on their own.
• The multiplication sign “x” can be read “groups of.” The expression 3 × 4 can be
understood as “three groups of four.”
• There are several ways to draw “three groups of four.” One is to actually draw three
groups, and put four objects in each one.
4 8 12
• Another useful drawing is an array, with three rows and four columns.
12
• Once you’ve established the answer (3 × 4 = 12), demonstrate how to write in the
answer on each of the multiplication tables students will be filling in today.
• Plan to do one or two more examples (i.e., 5 × 5, 1 × 4) with the class before letting
them go to work on filling out the various 5 by 5 multiplication tables.
• Also, point out how the Dot Array Multiplication Table is there as a reference if they
want it.
When students have finished with the 5 by 5 multiplication tables, encourage them to
look for patterns in the numbers. A brief wrap up on their observations and discoveries
is a good way to end at this station.
Part 1.
Fill in the table.
× 1 2 3 4 5
1×1 1×2 1×3 1×4 1×5
1
2×1 2×2 2×3 2×4 2×5
2
3×1 3×2 3×3 3×4 3×5
3
4×1 4×2 4×3 4×4 4×5
4
5×1 5×2 5×3 5×4 5×5
Part 2.
What is something you notice about this table?
× 1 2 3 4 5
× 1 2 3 4 5 6 7 8 9 10
1×1 1×2 1×3 1×4 1×5 1×6 1×7 1×8 1×9 1 × 10
1
2×1 2×2 2×3 2×4 2×5 2×6 2×7 2×8 2×9 2 × 10
2
3×1 3×2 3×3 3×4 3×5 3×6 3×7 3×8 3×9 3 × 10
3
4×1 4×2 4×3 4×4 4×5 4×6 4×7 4×8 4×9 4 × 10
4
5×1 5×2 5×3 5×4 5×5 5×6 5×7 5×8 5×9 5 × 10
5
6×1 6×2 6×3 6×4 6×5 6×6 6×7 6×8 6×9 6 × 10
6
7×1 7×2 7×3 7×4 7×5 7×6 7×7 7×8 7×9 7 × 10
7
8×1 8×2 8×3 8×4 8×5 8×6 8×7 8×8 8×9 8 × 10
8
9×1 9×2 9×3 9×4 9×5 9×6 9×7 9×8 9×9 9 × 10
9
10 × 1 10 × 2 10 × 3 10 × 4 10 × 5 10 × 6 10 × 7 10 × 8 10 × 9 10 × 10
10
Roll the dice and shade in a rectangle. How can you claim the most space on the board?
The Launch
Take a volunteer and demonstrate the first several turns of a game of Blockout. Players
choose colors, then take turns rolling the dice, and shading in a rectangle given by the
dice rolls. If you roll a 2 and a 5, you can shade in a 2 by 5 (or 5 by 2) rectangle. No one
can shade in a square that has already been colored. If there is no room to fit the
rectangle you rolled on the board, you pass. If all players pass in a row, the game is over.
Players get a point for each square they have colored in at the end of the game.
Students can play in groups of 2-4, though 2 is preferable. It is also possible to play
individually or collaboratively. For a collaborative or solitaire game, players roll and try
to cooperatively fill up as much of the board as possible. If every player must pass in a
row, the game is over. The fewer the number of leftover squares, the better the game.
The Wrap
Discuss how students counted up their rolls. With a roll of 5 and 4, how would they have
counted up the number of squares in their rectangle? (I.e., counting by 5s? counting by
4? Other strategies?) Discuss other possible rolls, and how they’re counted. How many
points to you get for rolling 6 and 6?
2. Once students are comfortable writing equations in the rectangles, you can abstract
one step further and introduce the scoring sheet.
Rules. Players take turns rolling two dice, and drawing a rectangle on the game board with side
lengths given by the two numbers they rolled. For example, if you rolled a 3 and a 6, you would
draw a 3 by 6 rectangle, placed horizontally or vertically on the board.
Your rectangle cannot intersect or be contained in any previously drawn rectangles. If you
cannot add a rectangle to the board on your turn, pass the dice to the next player. If all players
pass in a row, the game is over.
Players get a point for each square they’ve drawn a rectangle around. For example, a 3 by 4
rectangle is worth 12 points. Whoever boxes the most squares wins.
Player 1 Player 2
Turn Player 1 Equation Player 2 Equation
Score Score
10
11
12
Rules. Players take turns rolling two dice, and drawing a rectangle on the game board with side
lengths given by the two numbers they rolled. For example, if you rolled a 3 and a 6, you would
draw a 3 by 6 rectangle, placed horizontally or vertically on the board.
Your rectangle cannot intersect or be contained in any previously drawn rectangles. If you
cannot add a rectangle to the board on your turn, pass the dice to the next player. If all players
pass in a row, the game is over. So Player 1 doesn’t get too great an advantage, their first
rectangle must be drawn in the corner. After that, rectangles may be drawn in any open spot.
Players get a point for each square they’ve drawn a rectangle around. For example, a 3 by 4
rectangle is worth 12 points. Whoever boxes the most squares wins.
3 × 5 = 15
3×2=6
4 × 4 = 16
4 × 5 = 20
Opener
Unit Chat
Note: the lesson plan for unit chats is below. All unit chat images are in Appendix 4.
You can go through unit chats in order, or skip around if you'd like to try different types
earlier.
Activity
Pattern Block Multiplication 1
____________________________________________________________
Game
Pig
____________________________________________________________
Choice Time
Blockout
Pig
Challenge Problems: Times Table Counting Challenges
Note: Challenge Problems are a good regular option for Choice Time.
Find more Challenge Problems in Appendix 3.
____________________________________________________________
Closer
Pose the question to students:
If a blue rhombus is worth 1, what does 1 hexagon, 2 hexagons, and 3 hexagons equal?
Let students discuss in pairs or small groups, then discuss as a class to see how students
approached the problem.
The Launch
Post a Unit Chat image. It should have different kinds of objects to count in it, and be
arranged in arrays or other structures as appropriate for the student level. Students get
some time to look at what is in the picture, and how many of which object they see. After
they’ve had 20 - 60 seconds to look, ask students what they see. You’ll receive different
answers about what they saw, and how many. You can ask students to explain different
ways of counting what they saw, and also different
things that they see to count in the picture.
If you know what one block equals, can you figure out the value of all the shapes?
Launch
The game in this activity is to change the value of the triangle and see what the other
blocks—and larger collections of blocks—are worth. Start by posing a simple series of
questions:
Let students prove these values are correct by covering the shapes with triangles, or
making equivalent arguments (3 triangles in a trapezoid and two trapezoids make a
hexagon, so 2 × 3 = 6 triangles in a hexagon).
Let students share their thinking on these questions as well. You can write out the
arguments on the board or on scratch paper to demonstrate the kind of recording you’ll
expect from students.
Now we move in to the main part of the activity. Let students build a shape of their
choosing, giving them a minute to build. When a minute is up, ask them to determine
the value of their shape (given that the triangle is equal to 1), and the value of their
neighbor’s shape. When they have written up their answer with a clear explanation, they
can build a bigger, more complicated shape and solve that too. Repeat as time permits.
The Wrap
Find a design that’s easy enough to be accessible to everyone, and pose it as a final
problem. Let students attempt it on their own, writing down their work as clearly as they
can. Then share some different student attempts to solve the problem.
For example, say your final problem was to find the value of 2 hexagons and 6
trapezoids. Students may have many different methods:
Method 1
Hexagon = 6, so the value of the hexagons is 2 × 6 = 12.
Trapezoid = 3, so the value of the trapezoids is 6 × 3 = 18.
Total value is 12 + 18 = 30.
Method 2
Put together the 6 trapezoids to make 3 more hexagons, for a total of 5.
That gives us a total value of 5 hexagons = 5 × 6 = 30.
Method 3
Count each piece and add.
Hex + hex + trap + trap + trap + trap + trap + trap = 6 + 6 + 3 + 3 + 3 + 3 + 3 + 3 = 30.
Roll the dice and collect points. You can go as long as you want, but roll the wrong
number and you lose all your points from that turn!
The Launch
Invite a volunteer to play a demonstration game. Make sure you take lots of risks, and
let the students give you “thumbs up/down” if they think you should keep rolling. If
students aren’t comfortable adding up all the numbers they roll by hand, have them take
tiles or other counters to one spot when it is their turn, and place them in another spot
(with ten frames or a hundred chart) when they “bank” them.
How to Play
Pig is a game for 2 to 6 players. Players take turns rolling a die as many times as they
like. If a roll is a 2, 3, 4, 5, or 6, the player adds that many points to their score for the
turn. A player may choose to end their turn at any time and “bank” their points. If a
player rolls a 1, they lose all their unbanked points and their turn is over.
The Wrap
The question of strategy is a fascinating one for Pig. What strategies are students using?
Does strategy even matter? Let students share their ideas for strategies, and discuss
which ones they think are better or worse, and why.
2. For students who are less confident with addition, use ten frames and counters or a
hundreds chart to keep track of the score. For example, students get to pick
counters up as they roll. If they stop before they roll a one, then they transfer those
counters to their ten frames. Fill up 5 ten frames to win.
3. Remind students that they will lose games and win games, and each loss can be a
chance to re-examine how they are playing. It’s hard to lose all your points, but it
will happen to everyone!
4. As kids play each other, circulate through the room and ask them about their
strategies. It’s okay for students simply to play, but there’s an opportunity to probe
deeper into the workings of chance and the strategy of the game too.
5. Remind students they can teach Pig to someone at home and play there.
Pig
Rolls Rolls
Bank Bank
× 1 2 3
Answer: ______________
× 1 2 3 4
Answer: _______________
Opener
Penny Nickel Dime
____________________________________________________________
Activity
The Ant and the Grasshopper
Note: this is a long-form story problem. Read the entire story to students as if it were
story time. Then you can ask the students some questions they might have about the
story. One that will hopefully come up is: how many seeds did the ant collect? This can
transition into having students solve the problems on the accompanying sheet. Make
sure students have access to the original story text as well, since that's what they'll need
to turn toward to solve the problems on the sheet.
____________________________________________________________
Game
Big Blockout
____________________________________________________________
Choice Time
Big Blockout
Pig
Penny Nickel Dime
Challenge Problems - see Appendix 3
____________________________________________________________
Closer
Ask students how they could get the most points in Big Blockout if they rolled a 4, 5, 6.
Have them defend their response to each other, in pairs of small groups, and then to the
class.
Roll the die 7 times. For every roll, you get to take that many pennies, nickels, or dimes.
Whoever gets closest to $1 without going over wins.
How to Play
Whole Class/Group Game: The teacher (or a student) rolls the die. Whatever number it
lands on, each player can choose to take that many pennies, that many nickels, or that
many dimes. More practiced players can just record the numbers in a T-chart like the
one below. Repeat for six times total, with each player choosing whether each number
goes in the dimes or pennies column as you go.
The winner is the person who comes as closest to $1 without going over.
Partner Game: Same as whole class game, except students take turns rolling the die,
and everyone ends up entering different numbers into their grid.
Totals
1 4
2 2
3 3
4 6
5 1
6 1
7 5
= 86¢
62 Copyright 2021 Math for Love mathforlove.com
The Ant and the Grasshopper
Winter was coming, and the Ant started to prepare. Every day for a week, it saved 3 tiny
seeds.
At the end of the week, the Ant passed the Grasshopper. “Silly ant!” said the
Grasshopper. “You work all day, when you could be having fun!” And the Grasshopper
laughed and pointed at the ant.
In the second week, the Ant worked even harder. It saved 4 tiny seeds every day. But
when the Ant passed the Grasshopper at the end of the week, the Grasshopper laughed
and pointed, saying, “Silly Ant!”
In the third week, the Ant worked even harder. It save 6 tiny seeds every day. But when
the Ant passed the Grasshopper at the end of the week, the Grasshopper laughed and
pointed, saying, “Silly Ant!”
Then winter came. The Grasshopper had nothing to eat. It went to the Ant’s hill, and
asked if the Ant had any extra seeds for it to eat. And do you know what the Ant said?
“Silly Grasshopper!”
1. How many seeds did the Ant save in the first week?
2. How many seeds did the Ant save in the second week?
3. How many seeds did the Ant save in the third week?
5. Winter lasts for 90 days, and the Ant eats one seed every day. Does the ant have
enough food for the winter?
6. Do you think the Ant should give the Grasshopper any seeds? If so, how many?
7. Bonus: If the ant saved 6 seeds every day for 5 weeks in a row, how many seeds
would that be in all?
Roll three dice; add two and multiply by the third. How do you get the highest score?
The Launch
Big Blockout can be played with 2-4, but fewer players is usually better.
Players take turns rolling three dice on their turn. On your turn, draw an array on the
board. One side of the array is the sum of two dice of your choice; the third die gives the
other side. In other words, you add two of your rolls together, and multiply by the third.
That is your score for the turn.
Example. You roll 3, 5, 6 on your turn. You could add 6 + 3 to get 9, and multiply by 5 to
score 45 points on the turn. But wait! If you add 5 + 3 to get 8, and multiply by 6 you can
get 48 points! So scoring 48 points is actually the better option. This means drawing an
8 by 6 array (if there is space for it) would be your best move. (You could have gotten 33
points as well--do you see how?)
The Wrap
The fundamental choice in Big Blockout is which two numbers to add and which
number to multiply by. Let’s try a few more examples—see if you can figure out the best
move. Since we know from the last game that multiplication describes a rectangle, we
can look build a rectangle for each of these problems to help us.
You roll 1, 4, 5. What’s your best move? There are three options.
You can pose as many of these followup questions as you have time for. After each one,
give the students a minute to solve one or more of the problem below and discuss
amongst themselves.
Variations
Big Blockout Place Value: Instead of adding two dice, make a 2-digit number out of
them. So if you rolled 3, 4, and 2, you could get 34 × 2 = 68 points. Or better, you could
get 32 × 4 = 128 points. (Play without the board - just tally scores every turn.)
Big Blockout Pro: Roll four dice instead of three. Add three dice of your choice together
and multiply by the fourth.
Opener
Unit Chat - see Appendix 4
____________________________________________________________
Activity
Pattern Block Multiplication 2
____________________________________________________________
Game
Odd Pig Out
____________________________________________________________
Choice Time
Big Blockout
Odd Pig Out
Penny Nickel Dime
Challenge Problems - see Appendix 3
____________________________________________________________
Closer
Ask students if it's possible to do pattern block multiplication in reverse. For example, if
they have a stack of 5 hexagons and the whole stack is worth 20, what is one hexagon
worth? (Bonus: what is one trapezoid worth?)
Have students discuss and defend their thinking in pairs or small groups, then discuss
with the whole class.
If you know one block, can you figure out all the shapes?
Launch
The idea of this lesson is the same as with Pattern Block Multiplication Part 1—we now
increase the difficulty and involve more steps in the problems. Note that tan rhombuses
and orange squares are not used in this lesson.
Make three piles of pattern blocks: one with 5 hexagons, one with 11 trapezoids, and the
last with 4 hexagons, 4 trapezoids, 3 blue rhombuses, and 2 triangles. Start with a
review problem: if the triangle is worth 1, what is each pile worth? Students can solve
the problems on their own or in pairs, Have students write down their answer for each
pile on scratch paper. Briefly discuss how students solved (or might have solved) the
problem.
From there, pose questions at the appropriate difficulty level for students:
Wrap
Pick the hardest problem everyone in the group attempted (or solved), and discuss
different approaches to solving. For example, if the trapezoid equals 9, and you wanted
to find what 5 hexagons equals, you might:
1. Think of the 5 hexagons as 10 trapezoids, and call it 10 × 9 = 90.
Roll the dice and multiply. You can go as long as you want, but roll an odd number and
you lose all your points from that turn!
The Launch
The teacher chooses a volunteer, explains the rules, and plays a demonstration game.
Because students already know Pig, this game should be relatively intuitive to learn.
Players take turns rolling the dice as many times as they like. After each roll, they
multiply the numbers they rolled together. If the product is even, they add that number
to their current points for the turn. If the product is odd, players lose all their points
from that turn and their turn is over. A player may choose to end their turn at any time
and “bank” their points.
Play to 300.
The Wrap
Ask students whether they’re more likely to roll odd products or even products. How
many odd numbers are there on the multiplication table (up to 6 by 6)? How many even
numbers? How are they distributed? Do students see any patterns?
3. Make sure students have a copy of the dot array multiplication table, or the
multiplication tables that they have made, handy to help them if they need them.
Product Product
Bank Bank
Opener
Don’t Break the Bank
____________________________________________________________
Activity
Pattern Block Sunflowers
Note: You can have students make sunflowers out of Cuisenaire rods as well.
____________________________________________________________
Game/Puzzle
Bowling
____________________________________________________________
Choice Time
Bowling
Don’t Break the Bank
Big Blockout
Challenge Problems - see Appendix 3
____________________________________________________________
Closer
Take the same pattern block sunflower from the activity (or a student's version of a
sunflower) and ask students how many of each block it would take to make 10 of that
sunflower. Give them a few minutes to check with each other that they have the right
answer. What do they notice?
It’s not obvious that a trick like "adding a zero” works here, and it's best to avoid
accepting that as a serious answer. If it takes 3 rhombuses to build a sunflower, then it
takes 30 rhombuses to build 10 sunflowers. Why does it go from 3 to 30 when you take a
group of ten (i.e., multiply by 10)? It’s worthwhile to let students dwell on the mystery
there without giving them a reason they should expect it to be true. On the contrary,
play up the mystery. Will it really always be true, no matter the start sunflower, that ten
of them can be built by taking the recipe for the number of blocks in one and "adding a
zero?” Why would such a thing be true?
The Launch
Everyone makes a diagram like this on their paper:
Whole Class Game: The teacher (or a student) rolls the die.
Whatever number it lands on, everyone enters it in one of
the nine spots on the board. After nine turns, the board
becomes an addition problem with three 3-digit numbers
to add together. The goal is to get the highest sum without
going over 999. (See next page for example game.)
The Launch
Build or display the "sunflower" make of pattern blocks, and ask students how many of
each type of block it uses. (1 hexagon, 2 trapezoids, 3 rhombuses, 6 triangles.) These are
the ingredients it takes to build a sunflower.
Ask students how many of each block they’d need in total to build 2 sunflowers. Give
them a bit of time with the blocks and a partner to work it out. Discuss students'
approaches to solving this problem for each block. Some students may need to build
each flower, while others may be able to work with the numbers alone.
Once students understand the idea, tell them their goal is to know how many of each
blocks it takes to make anywhere from 1 - 5 sunflowers. There’s a handout that includes
a handy table where they can record their work. While they may be able to build
sunflowers at first, it’s likely they'll run out of the blocks they need, and have to come up
with another way to track what they're doing.
The Work
The teacher circulates and helps the students as they complete the chart. Encourage
students to need more concrete examples to build three sunflowers and count the
blocks, and then record them clearly in the table.
For students ready for more challenge, ask them to continue the table for 6, 7, etc.
sunflowers. Or they can jump ahead: how many of each block would it take to make 12
sunflowers? How do they know?
Can they use any of these patterns to predict how many of each block it would take to
make 6 sunflowers? How? How much do they trust their own predictions?
1 1 2 3 6
Launch
The teacher can do a first game with the entire class, demonstrating as they go.
Subsequent games can be played with students deciding whether they want to play on
their own or with a partner or small group. Either way, the teacher can roll the numbers
at the beginning of play so everyone is using the same roll. (For future games in Choice
Time, students will roll on their own.)
Roll three dice. Everyone gets to use the three numbers rolled at most once each to
“knock over” the pins labeled 1 - 10. Every time you can make an equation that has a
number from 1 to 10 as its solution, that pin gets "knocked over.” The goal is to knock
over as many as you can!
The Wrap
No major wrap required, though it can be nice to see if there was a number most
students couldn't get, and see if anyone got it.
EXAMPLE
I rolled 1, 3, 4. I can knock down almost all the numbers from 1 to 10:
1 = 4 - 3
2 = 4 - 3+1
3 = 4 - 1
4 = 4 × 1
5 = 4 + 1
6 = 4 + 3-1
7 = 4 + 3
8 = 4 + 3+1
9 = 3 × (4 - 1)
10 = ????
Now you try. Roll three dice, and see how many of the pins you can
knock over.
7 8 9 10
4 5 6
2 3
Opener
Unit Chat - see Appendix 4
____________________________________________________________
Activity
Fair Share
____________________________________________________________
Game/Puzzle
Odd Pig Out (10-sided Dice)
The game is exactly the same as Odd Pig Out, but with larger dice the products (and the
practice) gets bigger too. Play to 300 to make the games last long enough.
Choice Time
Big Blockout
Odd Pig Out
Penny Nickel Dime
Challenge Problems - see Appendix 3
____________________________________________________________
Closer
Ask students if it's always possible to divide a pile of objects fairly. What would be a
situation where it would be hard or impossible to satisfy everyone with the way
something was shared?
(Example: if there were 5 lollipops and 4 people wanted to share them, how could they
do it fairly?)
Fair Share is designed to give students a conceptual grasp of what division means, and
get them started developing hands-on strategies for dividing. At the center is the idea
that division is sharing fairly.
The Launch
Preset stations with varying numbers of blocks, counters, or other objects. Include small
groups, in the 10 - 40 range.
Explain that the students will be in groups of two, working at stations throughout the
classroom, where their jobs will be to answer two questions, depending on the station.
To demonstrate, take volunteers to act as a demo group at the front of the class, and let
the rest of the class watch as they count the objects in their pile and divide them up into
three equal piles. One group should divide into three equal piles. (Tip: Use a small
number of objects—15 is ideal—for the demo so it doesn’t take too long.) Also
demonstrate how they can draw/write how they thought about the situation, recording
how many they counted, did the division, how many each person got and how many
were left over. A picture is ideal for this. You can also show students how to record using
the division sign (15 ÷ 3 = 5). Note that the equation can read “15 divided into 3 groups
equals 5 in each group.”
Once the demo groups have finished and everyone understands the task, let them begin
working.
The Work
You’ll need eight to ten stations consisting of a different collection of objects at each
station. The collections should vary in number from numbers in the twenties to the
After students have worked for 10 - 15 minutes, call the class back together, and share an
example of exemplary student written/recording work, and address any misconceptions
you may have noticed. Then have students go back to the work of fairly sharing the
materials, this time in groups of 4.
The Wrap
Discuss with students how to solve a Fair Share problem, say, 24 ÷ 4 = ? (read: 24
objects divided into 4 groups gives how many objects per group?)
Have students share at least two ways of solving the problem. For example, students
could “deal” objects out one at a time into four groups until all of them are gone, then
see that there are six objects in each group, so 24 ÷ 4 = 6. Or students might notice that
since 4 groups of 5 is 20, they can put five objects in each group to start, then add one
more.
One important point to underline here is that dividing into groups gives you a
multiplication situation even as it answers your division question. For example, 24 ÷ 4 =
6 means that 24 objects divided into 4 groups gives us 6 objects in each group. But “4
groups of 6 is 24” is something we’re familiar with from multiplication as well! We
would simply write it 4 × 6 = 24.
The point is that multiplication and division are deeply related. In a sense, division is
just multiplication in reverse.
2. Similarly, the written explanations don’t need to be a chore for the kids. Encourage
them to write, but if it slows down a group’s progress too much, let them off with
doing less writing.
3. Another natural way to extend this lesson to two or more days is to have students
divide into different numbers of pile (i.e., 4 piles, 5 piles, etc.). The activity can
become like Counting Collections: an experience to return to again and again. Like
Counting Collections, it starts by counting how many are in the pile. Then we have
the additional step of dividing the total into groups. As long as it stays fun for
students, this concrete practice is hugely valuable.
4. Use ten-frames and square tiles in one of the piles to emphasize the idea that you can
share the tens first, then deal with the ones after. Other blocks or objects that group
by tens naturally (i.e., base 10 blocks) are also good for this.
5. If it helps, you can use the handout on the next page to help students organize their
work. They can also use blank paper or a math notebook.
6. This model for division via sharing (i.e., 18 ÷ 3 modeled as 18 broken into 3 groups -
how many in each group? 6) is sometimes called “partitive" division. The other
model is “quotitive” division (18 ÷ 3 modeled as 18 broken up into groups of 3, and
divvied out until none are left. How many groups? 6.). These aren’t terms students
need to know, but it’s an interesting distinction to notice when you're teaching, and
it can cause confusion if you're not ready for it.
Fair Share
______________________________________
Opener
Pico Fermi Bagels (3-digit)
____________________________________________________________
Activity
Pattern Block Division 1
____________________________________________________________
Game/Puzzle
Prime Climb
Note: we invented Prime Climb, and we’re big fans. This is a game that can be a Choice
Time option every day once students know how to play it. You’ll need the actual board
games for this.
____________________________________________________________
Choice Time
Prime Climb
Bowling
Penny Nickel Dime
Challenge Problems - see Appendix 3
____________________________________________________________
Closer
Ask students the following Pattern Block Division question: If 2 hexagons are worth 6,
what is 1 trapezoid worth?
This is a question that may seem simple, or may seem impossible. Students may
questions whether it can be solved at all! The answer requires fractions (1 trapezoid =
one and a half), and is a good demonstration of the natural link between division and
fractions.
Pattern Block Multiplication in reverse. You know the big shape… how can you figure
out the individual pieces?
The Launch
This lesson is designed to alternate between the teacher posing problems by assembling
groups of pattern blocks physically and saying their value, and students solving the
question on their own, and writing up their solutions. Give students time as needed —at
least a minute or two for the early problems, and more as they get harder.
= 18 =?
For the next rounds, students who are ready to work on harder problems can try the
bonus problems of finding the value of the rhombus and the triangle, in addition to the
trapezoid. Do as many problems as time allows. You may not need to go over all the
solutions as a group, unless most students still seem unsure.
Problem 3.
4 Hex = 36. 1 Trap = ? (Bonus: Rhombus = ? Triangle = ?)
Problem 4.
5 Hex = 60. 1 Trap = ? (Bonus: Rhombus = ? Triangle = ?)
Problem 5
3 Hex + 3 Trap = 27. 1 Trap = ? (Bonus: Rhombus = ? Triangle = ?)
Problem 6.
4 Hex + 5 Trap = 52. 1 Trap = ? (Bonus: Rhombus = ? Triangle = ?)
If more problems are needed, let students make up their own, and challenge each other
to solve them.
Wrap Up
Take the last problem all students have attempted and spend a few minutes letting
students share their answers with each other. You can have them share their methods
with a partner, and then take one or two volunteers to share their method with
everyone.
Launch
Show students the color scheme of the board and multiplication table, and ask them
what they notice. In particular, what’s happening with the color scheme?
Let students discuss their thoughts. A specific point to underline, especially with respect
to the multiplication table: if you look at two numbers that multiply together, (i.e. 7 × 8),
the answer has exactly the same colors of each of the factors, just put together. (7 is
purple, 8 is three orange; 56 is purple and three orange.)
Divide your small group into teams (individuals or pairs). Each team chooses a color to
play. Each team gets two pawns, and place them on 0. The goal is to get a pawn to 101.
(This is a quick version of the game. In the full game, the goal is to get both pawns to
101.) Explain the rules to students by demonstrating a few example moves.
1. Roll. Roll the dice. You get two numbers from 1 to 10 to use for moving. In you roll
doubles, you get that number four times instead of two. (The 0 on the die stands for
10.)
2. Move. Move your pawn(s). Apply your dice rolls one at a time to the number your
pawn(s) is on, using your choice of +, -, x, or ÷. You can also use Keeper cards if you
have them.
3. Bump. If you end your Move phase on the same space as another pawn, send it back
to start. You may bump your own pawn.
4. Draw. If you end your Move Phase on an entirely red space (i.e., a prime greater than
10), draw a Prime card. If it is a Keeper card, save it for a future turn. Otherwise,
apply the card now.
Example
With pawns on 4 and 26, you roll a 3 and a 9. You could:
• Add 3 to 4 to move your pawn to 7, then multiply by 9 to move your pawn to 63.
• Multiply 26 by 3 to move your pawn to 78, then add 9 to move it to 87.
• Add 9 to 4 to move one pawn to 13, and multiply 26 by 3 to add the other to 78.
Since 13 is completely red, you would them draw a card.
You CANNOT add the 3 and 9 first and use a 12 for anything. You have to apply the
numbers on the dice one by one.
The Work
Once they understand the rules, let students play the game. They may have questions
that come up during the course of play. You can consult the full rules of the game, or just
have students respond by deciding on what seems like the best way to settle the question
and keep play going.
The Wrap
Settle any remaining questions about the rules, if there are any. Ask what strategy
students have found to be useful in the game. For example, does it make sense to add
and go past fifty? If you do, you won’t be able to multiply again. How important are the
cards for your strategy? How quickly can you reach 101 if you get a good roll?
Opener
Unit Chat - see Appendix 4
____________________________________________________________
Activity
Cuisenaire Rod Multiplication
Note: while this activity is similar to Pattern Block Multiplication, the Cuisenaire rods
make it more natural to connect the exploration to multiplication by all numbers 1 - 10.
The Number Searches are nice challenge problems that connect to the ideas in this
activity, and will be good options for Choice Time after today.
____________________________________________________________
Game/Puzzle
Multiplication Tic-Tac-Toe
____________________________________________________________
Choice Time
Prime Climb
Multiplication Tic-Tac-Toe
Odd Pig Out
Challenge Problems - see Appendix 3
____________________________________________________________
Closer
If you knew that the red Cuisenaire rod equals 10, could you figure out what all the rest
of the rods equal? Pose the question to students and let them try to solve and discuss in
pairs or small groups. Then discuss methods and strategies as a class.
You know the value of the white rod… how can you figure out the other pieces?
The Launch
This lesson is designed to alternate between the teacher posing problems by assembling
groups of Cuisenaire rods physically and saying their value, and students solving the
question on their own, and writing up their solutions. Give students time as needed —at
least a few minute for the early problems, and more as they get harder.
Problem 1. If the white Cuisenaire rod equals 1, what are the other rods worth?
Note: You can pose problems with almost no words by placing the Cuisenaire rods on a
white board, and writing the numbers underneath or beside them.
If student haven’t thought through this kind of problem before, this is a good warmup
problem. Students will likely build a staircase from the rods, and see that red = 2, light
green = 3, and so on, up to orange = 10. Challenge them to determine what orange +
blue + brown is (orange + blue + brown = 10 + 9 + 8 = 27).
Once students have found what all the rods are worth, you can ask them to prove how
they know that the blue rod is 9. There are many ways to prove it using what you know
about the smaller. For example, the blue rod is 4 reds (i.e., 4 twos) plus 1 white (one).
That’s 9. It’s also a yellow plus a purple, which is 5 + 4 = 9. It’s also one white less than
an orange rod, which gives 10 - 1 = 9. And so on.
In this case, every rod will be equal to a multiple of 2. Note that some students may
mistakenly mistakenly believe that red = 3, light green = 4, etc. This can be proved
wrong by noting that white + white = red, which would mean 2 + 2 = 3. Clearly a
mistake!
Once students have show their solutions to this problem, you may want to pose several
questions at once, so students can work through to harder problems when they’re ready.
Wrap Up
Take the last problem all students have attempted and spend a few minutes letting
students share their answers with each other. You can have them share their methods
with a partner, and then take one or two volunteers to share their method with
everyone.
Move your counter to cover the next spot. Who can get three in a row first?
How to Play
The game is for two players, taking turns. Each player chooses a color for their paperclip
and counters. To start, Player 1 places their paperclip on one of the numbers below the
multiplication table; Player 2 does the same, and places a counter of their color on the
product of the two numbers covered by the paperclips.
On each turn afterward, players move their paperclip only to a new number below the
multiplication table (from 4 to 9), multiplies the two numbers under the paperclips
together, and covers the product of the table with one of their counters. The game ends
when one player gets three in a row, horizontally, vertically, or diagonally.
Variations
Try playing 4-in-a-row instead of 3-in-a-row to win.
16 20 24 28 32 36
20 25 30 35 40 45
24 30 36 42 48 54
4 5 6 7 8 9 16 20 24 28 32 36
20 25 30 35 40 45
24 30 36 42 48 54
28 35 42 49 56 63
32 40 48 56 64 72
36 45 54 63 72 81
16 20 24 28 32 36
20 25 30 35 40 45
24 30 36 42 48 54
28 35 42 49 56 63
32 40 48 56 64 72
36 45 54 63 72 81
4 5 6 7 8 9
16 20 24 28 32 36
20 25 30 35 40 45
24 30 36 42 48 54
28 35 42 49 56 63
32 40 48 56 64 72
36 45 54 63 72 81
4 5 6 7 8 9
1 2 3 4 5 6
2 4 6 8 10 12
3 6 9 12 15 18
4 8 12 16 20 24
5 10 15 20 25 30
6 12 18 24 30 36
1 2 3 4 5 6
Opener
Target Number
____________________________________________________________
Activity
Cuisenaire Rod Division
____________________________________________________________
Game/Puzzle
Salute
____________________________________________________________
Choice Time
Prime Climb
Salute
Odd Pig Out
Challenge Problems - see Appendix 3
____________________________________________________________
Closer
We've practice a lot of 1-digit by 1-digit multiplication. How would you solve a problem
involving a 2-digit number, like 8 × 12?
Have students try it, and discuss what strategies they come up with.
Note: don't try to introduce the formal multiplication algorithm here. If a student brings
it up as a method, see if they can conceptually defend why what they're doing works,
rather than just accepting it as right because it's the accepted method.
The Activity
The teacher writes a “target” number on the board. The students try to write down as
many different equations as they can that have the target number as the answer. Then
students share their favorite answers. For younger students, drawing different pictures
or arrangements of ways to see/understand that number is an ok alternative.
Example
The teacher writes 7 on the board, and lets kids write on their own paper for about a
minute, then asks students to share what questions they found. Students raise their
hands to volunteer solutions while the teacher writes them on the board. These
equations may go from simple equations like 6 + 1 = 7 to the more complex (4 × 3) - 5 =
7. The great thing is, anyone can start, but the sky is the limit!
2. If answers are wrong or unclear, you can take the opportunity to do the arithmetic
with the class. On the other hand, if a student uses terms (like square root) that the
class isn’t ready for yet, you can write down their answer but move on to other
solutions.
3. One opportunity this lesson gives you is the chance to emphasize equivalency. If one
student knows that 6+1 = 7, and someone else knows that (3 × 4) - 5 = 7, then that
means that 6 + 1 = (3 × 4) - 5. It’s nice to underline the point that there are many ways
to equal 7, and that these ways are all equal to each other.
5. THIS TIP IS ESPECIALLY USEFUL. Let’s say someone says that 7 = 5 + 3. Rather
than just saying “wrong,” say that 5 + 3 gets us close to 7, but we need to do something
else to get all the way there, then challenge students to find what still needs to be
done. If someone can explain that 5 + 3 is 8, and so you need to take 1 away, you have
the number sentence 7 = 5 + 3 - 1. This is both more sophisticated and accepts the
original students wrong answer as a path toward a better, accurate answer, rather
than a dead end.
You know the value of the big shape… how can you figure out the other pieces?
The Launch
This lesson is designed to alternate between the teacher posing problems by assembling
groups of Cuisenaire rods physically and saying their value, and students solving the
question on their own, and writing up their solutions. Give students time as needed —at
least a minute or two for the early problems, and more as they get harder.
Problem 1. If the red Cuisenaire rod equals 10, what are the others worth?
Note: You can pose problems with almost no words by placing the Cuisenaire rods on a
white board, and writing the numbers underneath or beside them.
If student haven’t thought through this kind of problem before, you can solve some
examples. For example, the purple rod equals 2 red rods, or 2 tens. That means purple
equals 20. Similarly dark green would equal 30. Since light green is half of the dark
green, it must also be half of 30; so light green is 15. And so on. Students should get the
idea quickly enough.
Once students have found what all the rods are worth, you can ask them to prove how
they know that the blue rod is 45, say. There are many ways to prove it using what you
know about the smaller. For example, the blue rod is 4 reds (i.e., 4 tens) plus 1 white (1
five). That’s 45. It’s also a yellow plus a purple, which is 25 + 20 = 45. It’s also one white
less than an orange rod, which gives 50 - 5 = 45. And so on.
Once students have show their solutions to this problem, you may want to pose several
questions at once, so students can work through to harder problems when they’re ready.
Problem 3. If dark green equals 48, what are the other rods?
Problem 6. If orange plus yellow equals 60, what are the other rods?
Wrap Up
Take the last problem all students have attempted and spend a few minutes letting
students share their answers with each other. You can have them share their methods
with a partner, and then take one or two volunteers to share their method with
everyone.
The Launch
(3-player version) Demonstrate how to play the game by choosing two volunteers. Give
them each a card to hold up on their forehead, pointing out. Make sure they don’t get to
see their own card! Then tell them what the product of their cards is. Once they hear the
product, each student tries to figure out what their own card is.
Example.
Student 1 has a 4 on their forehead; Student 2 has a 5. The teacher tells them that the
product of their numbers is 20. Student 1 looks at Student 2’s number and thinks, “What
do I have if they have a 5, and the product is 20? It must be 4, since 5 × 4 = 20.”
Similarly, Student 2 looks at Student 1’s number, and figures out what her number must
be.
Continue taking volunteers and letting them play in front of the class, or distribute the
cards and let students play in groups of three.
The 2-player version requires that each player get a card, and a shared card is put up
between them. Then each player tells the other the product of their number and the
shared card between them and tries to figure out the other's card.
4 5 6
7 8 9
10 11 12
107 Copyright 2021 Math for Love mathforlove.com
Day 11
Goals
1. Extend multiplication to one-digit by two-digit via the area model.
2. Practice 1-digit by 2-digit multiplication.
____________________________________________________________
Opener
Unit Chat - see Appendix 4
____________________________________________________________
Activities
• Mini-lesson: Cuisenaire Rods and the Area Model
• Area model 1 worksheet
____________________________________________________________
Game/Puzzle
Damult Dice - 1 digit by 2-digit
____________________________________________________________
Choice Time
Prime Climb
Damult Dice - 1 digit by 2-digit
Salute
Challenge Problems - see Appendix 3
____________________________________________________________
Closer
Let's say you roll a 4, 5, 6 in Damult Dice. What is the largest product you can make
when you turn those numbers into a 1-digit by 2-digit multiplication expression?
Have students try on their own or in a small group or pair, then discuss and defend
ideas with the class.
Suppose we wanted to multiply 3 × 13. That’s probably not something we know off the
top of our heads. But we can build a train of 13 by using the orange rod + a light green.
10 3
10 3
10 3
10 3
So how much is all this worth? It’s just 3 tens plus 3 threes, or 30 + 9 = 39.
So, 3 × 13 = 39. And we get it pretty easily!
Let’s try another one. What if I wanted to know 5 × 16? Let’s do what we did before. I’ll
build 16…
10 6
10 6
10 6
10 6
10 6
10 6
I’m going to give one to you to try altogether. This time, I want you to try building this
one. You can also draw it if that’s easier for you.
What’s 3 × 14?
[Let students build the Cuisenaire rod trains to make an area model for themselves.]
By the way, if you ever want to draw a picture of this, it’s called an area model, since
we’re just finding the space, or area, in a rectangle. If I wanted to
Rather than try to count 4 thirteens or 13 fours, we can break it up into groups of ten.
This gives us 4 × 10 = 40 [i.e., 10, 20, 30, 40] on the left, and 4 × 3 = 12 on the right.
That’s a total of 40 + 12 = 52 dots.
The only problem with this method is that if I want to know what 4 × 13 is, it can be very
inefficient to draw every single dot. We need a quicker way. So instead of drawing in the
dots, what if we just draw a rectangle? Then we can just write in the number of dots on
each side. It's a 4 by 13 rectangle (four dots high, and 13 dots wide).
13
10 3
We can still break it up into tens and ones like before. And this gives us an added
benefit: we can write down how much space is inside each piece of the rectangle.
4 40 12
10 3
It’s important to notice that the drawings don’t have to be perfect. Maybe the “3” side is
longer than the “4” side in my picture. That just means I didn’t draw it exactly to scale,
but it won’t affect the calculation.
Here are some problems to try on your own. Try drawing the same picture to help
yourself solve the problems.
1. 4 × 14
2. 3 × 16
3. 6 × 17
Go over one or two of these problems, as necessary. Once students have a little practice,
they’ll be ready for the worksheet below.
Area Model 1
1. This rectangle gives us a nice visual way to calculate 8 × 16.
10 6
8 __80__ __48__
8 × 16 = ____________
10 2
4 × 12 = ____________
20 7
2 ____ ____
2 × 27 = ____________
4. 4 × 19 = _________
5. 2 × 37 = _________
6. 7 × 17 = _________
Roll three dice; make a 2-digit number and a 1-digit number, and multiply.
How do you get the highest product?
The Launch
Take a volunteer and play the first few turns of a 2-player game of Damult Dice. Take
suggestions from the class about which two numbers to add and which to multiply to get
the best score.
Instructions
Damult dice can be played with 2-4, but fewer players is usually better.
Players take turns rolling three dice on their turn. On your turn, you add two of your
rolls together, and multiply by the third. That is your score for the turn.
Basic scorekeeping. At the end of each round, whoever got the highest score wins a
point. First to ten points wins.
Advanced scorekeeping. Players record their scores, and add on to them as they go. The
game ends after a player reaches 1000 ± 25 points. This means that if a player goes over
1025, they’ll need to subtract their previous score to end in the range between 975 and
1025. Once a player ends their turn in this range, the next players have one more turn to
get closer to 1000 to win.
Example. You roll 3, 5, 6 on your turn. You could take 3 × 65 = 195 points. But wait! It’s
more if you take 6 × 53 = 318 points.
The Work
Students play in groups of two or three, using the accompanying scoresheet if necessary.
The Wrap
The fundamental choice in Damult Dice is which numbers should form the 2-digit
number, and which the 1-digit number. Pose a few examples to see if students can figure
out the best move. Since we know from the last game that multiplication describes a
rectangle, we can look build a rectangle for each of these problems to help us.
You roll 1, 4, 5. What’s your best move? There are six options.
5 × 41 = 200 + 5 = 205 4 × 15 = 40 + 20 = 60
4 × 14 = 50 + 20 = 70 1 × 54 = 54
4 × 51 = 200 + 4 = 204 1 × 45 = 45
So 205 is the most points you can get with that roll.
You can pose as many of these followup questions as you have time for. After each one,
give the students a minute to solve one or more of the problem below and discuss
amongst themselves.
150 20 5
2. For basic scorekeeping, you can play with chips, or keep track of the score with
pencil and paper. You can also discount scorekeeping altogether, or let students
play collaboratively, to try to get as close to 1000 as they can.
3. To simplify, play classic Damult Dice, where students add two dice and multiply
by the third, if these numbers are too large.
Player 1 Player 2
Total
Total
Total
Total
Total
Total
Total
Opener
Broken Calculator Warm Up
____________________________________________________________
Activity
Story Problem - The Monster
Note: this is another long-form story problem. Read the entire story to the students first,
and ask what kinds of questions they could ask about it. Then distribute the questions
and copies of the story, so students can solve them on their own or in pairs or small
groups.
____________________________________________________________
Game/Puzzle
Half squares and quarter squares
____________________________________________________________
Choice Time
Prime Climb
Damult Dice - 1 digit by 2-digit
Penny Nickel Dime
Challenge Problems - see Appendix 3
____________________________________________________________
Closer
Ask students whether they would have more pizza if they had half of 10 pizzas, or 10
half-pizzas?
Have them defend their thinking in class discussion, using drawings, ideally. Note that
this isn't a problem this curriculum has "covered" yet, but if they use their intuition and
natural understanding, they're likely to come up with good arguments to see, ideally,
that there’s the same amount of pizza either way.
How many ways can you reach the target number, even when the calculator is broken?
The Launch
The teacher puts up a target number on the board. She tells students that they can come
up with any way to make this number that they want on an (imaginary) calculator that
has some broken buttons. They should come up with as many ways as they can, but any
using the broken button won’t count. The teacher gives the students a minute or two to
think up and write down solutions, then calls on students to share their answers with
the class.
Example problem. The target number is 21. The broken keys are 0, 1, and 2. That
means students can use the keys 3, 4, 5, 6, 7, 8, 9, +, -, x, ÷ to make 21. How will they do
it?
Selected solutions.
(9 - 6) × 7 = 21 98 - 77 = 21 33 - 7 - 5 = 21
An example like 16 + 5 = 21 is a faulty solution, since you entered the key “1” to make 16.
The teacher can make up examples, or even roll dice to create the target and the
restrictions.
(5 × 6) - 5 = 25 or 5 × 6 = 30
30 - 5 = 25.
I looked at its powerful arms. Instead of 2 arms, the monster had 4 arms, and each arm
ended in hands with 12 razor-sharp claws.
I looked at its face. Instead of 1 mouth, the monster had 6 mouths, and each mouth was
filled with 20 pointed teeth.
The monster opened one of its mouths, and I saw that each tooth had 3 maggots
crawling on it.
I reached out… and handed the monster my teddy bear. The monster whimpered
gratefully. Then it stretched out on the floor and fell asleep.
6. One day, the monster eats 72 leeches. It put the same amount of leeches into each of
its mouths. How many leeches went in each mouth?
When are shares the same, even when they look different?
The Launch
Show students the square templates, and say their task today is simple, but to succeed
they’ll have to accomplish it several times in different ways. They’ll be coloring in one
half, or one third, or one quarter of the squares on each page. They can do it as simply or
complicatedly as they’d like, but they have to do it differently each time.
Exploration
Students color in each of the squares according to the instructions on the sheet. Help
them as necessary with the following prompts and questions.
Summarize/Discuss
Choose a student paper and put it on a document camera, or somewhere everyone can
see it. Ask students if they are convinced by the colorings. Are they equivalent to the
fraction as they claim to be? Ask for defenses and critiques of the colorings.
Half Squares
Quarter Squares
Opener
Unit Chat - see Appendix 4
____________________________________________________________
Activity
Pirate’s Treasure
Note: This is another long-form story problem. Students may not get through all the
questions. It's okay to pick and choose - let them answer their favorite four questions if
it feels like too much to do them all.
____________________________________________________________
Game/Puzzle
Horseshoes
Note: the first few times you play Horseshoes, keep the target number small (i.e., 20 or
24) and the rules flexible.
____________________________________________________________
Choice Time
Prime Climb
Damult Dice - 1 digit by 2-digit
Horseshoes
Challenge Problems - see Appendix 3
____________________________________________________________
Closer
Ask students this riddle: the number 24 has a neat property: you can divide 24 into 2
equal groups, into 3 equal groups, and into 4 equal groups. (Demonstrate this with a
drawing if necessary.)
Can students find a number less than 24 that also has this property? (12)
What about a number greater than 24 that has this property? (36, 48, 60, etc.)
Following their treasure map, they arrived at the spot, and dug up a battered, old
treasure chest. When they threw it open, they couldn’t believe what was before them!
Gold, silver, gems, and other treasures glittered in the afternoon sunlight.
First they counted the gold — 28 pieces — and split it evenly between the four of them.
Next, they counted out the silver — 76 pieces — and split it evenly between the four of
them.
Suddenly, Cadger looked up. “What happened to Badger?” he cried. Badger was gone!
The pirates shifted uncomfortably, but none wanted to leave the treasure to look for
him. So they continued to count up treasure and split it evenly between the three of
them.
They counted the emeralds — 42 pieces — and split them up between the three of them.
They counted out containers of diamonds. There were 3 containers, and each container
held 9 diamonds. They split those up as well.
Suddenly Dadger looked up. “What happened to Cadger?” he cried. Cadger was gone!
The pirates shifted uncomfortably, but neither wanted to leave the treasure to look for
him. So they continued to count up treasure and split it evenly between the two of them.
They counted the opals. There were 23 bags of opals with 4 opals in each bag. They split
them between the two of them.
They counted the doubloons - the giant gold coins. There were 7 bags of doubloons, and
each bag had 26 doubloons in it. They divided them up between the two of them.
Suddenly, Mog looked up. Dadger was gone! In fact, Mog was the only pirate there! He
stood up from the treasure and wandered back into the forest, looking for Badger,
Cadger, and Dadger.
Finally, he stumbled on them. They were sitting beside a stream, lying in the afternoon
sunlight. Mog realized just how thirsty he was. He ran to the side of the stream, and
drank and drank and drank.
Badger looked at the other three pirates and said, “This stream is the real treasure.”
7. If a piece of gold is worth 2 pieces of silver, how much is Mog’s gold and silver worth
together?
How close can you get to the target number with the four digits at your disposal?
How to Play
Horseshoes can be played with the whole class, or in small groups. Remove all face cards
and tens from a deck of cards, so the only cards are from 1 to 9. You can also roll dice to
generate random numbers from 1 - 6 or 0-9. The teacher/leader picks out two cards,
forms a two digit number with them, and writes it on the board. This is the target
number. (For early games, make the target number 12, 24, or 18 for ease of play.) Then
the leader picks four more cards and writes those digits on the board.
The goal of the game is to create an equation using only the four digits that were drawn
that equals an amount as close as possible to the target. Whoever is closest to the target
wins that round. It doesn’t matter whether someone goes over or under.
Example Game
The leader draws a 3 and a 7, and writes the target number 37 on the board. Then the
leader draws the four digits 2, 4, 4, and 9. After all the digits are written on the board,
there are three minutes of quiet, where everyone writes their attempts and equations
down on their own paper.
When the three minutes are up, the leader calls on people who say what they got, and
how they got it.
You can also make the game easier by not requiring that players use all four digits in the
final equation. Or simply pick three digits instead of four.
Wrap Up
Horseshoes is so interesting to play that you do not necessarily need to do a formal wrap
up. However, here are some interesting followup questions to consider in a possible
group discussion.
• Is it always possible to reach the target number exactly?
• Is there a way to tell if it is possible to reach the target number exactly?
• Can you use all odd digits to result in an even solution?
• Can you use all even digits to result in an odd solution?
Game/Puzzle
Don't Break the Bank
____________________________________________________________
Choice Time
Prime Climb
Big Blockout
Horseshoes
Challenge Problems - see Appendix 3
____________________________________________________________
Closer
Bring up the question of what would happen if you tried subtracting reverses with 3-
digit numbers instead of 2-digit numbers. If you started with 611, for example, your first
steps would be:
You can have the class do this subtraction with you and help as necessary.
This is a pretty interesting result! Ask students if they're ready to pose any conjectures.
For example, will this process of subtracting reverses starting from a 3-digit number
always end at 99? Does anyone have a conjecture for 4-digit numbers? All numbers?
How would you even show that these kind of conjectures are true?
The goal of this discussion is not to end class with answers, but with their curiosity
stimulated. Maybe they'll explore this more on their own later!
What happens when you take the difference of a number and its reverse?
Launch
Ask a student to give you a 2-digit number, i.e., 47. Take the reverse (74) and find the
positive difference by subtracting the smaller from the larger (74 - 47 = 27). Then
repeat:
The reversal of 27 is 72, so now we need to find the difference between those two
numbers.
72 - 27 = 45
The reversal of 45 is 54, so we need to find the difference between those two numbers.
54 - 45 = 9
Conjecture. If you start with any 2-digit number and repeat this “subtracting reverses”
process, you eventually end at 0.
Challenge the students to give you a counterexample to the conjecture, i.e., a 2-digit
number that won’t end at 0 if you continue this process. Suppose some give you 23:
32 - 23 = 9
9 - 9 = 0.
Do one or two more examples to make sure everyone understands the process. At this
point, students may notice that the number 9 is occurring a lot. Go out on a limb and
make another conjecture.
Conjecture. If you start with any 2-digit number and repeat this “subtracting reverses”
process, you eventually end at 9. No other one-digit number from 1 - 8 ever occurs.
This is an aggressive conjecture, and students should feel motivated to disprove it. Give
them each their own hundred chart (see below) to collect their work.
Wrap Up
Let the students share their findings. In this lesson, they are likely to have found a
different surprise: every number that isn’t the same as its reverse (like 66) to start will
end at 9! Why?
You may not be able to arrive at a full solution with your students, but there is a good
reason that this happens; you’ll have to dig into the base 10 process and the nature of
divisibility by 9 to find out. A direction that might be promising: students might have
discovered that the numbers you arrive at after your first move subtracting a reverse are
all multiples of 9 (0, 9, 18, 27, 36, 45, etc.). One way to think about why:
Subtracting Reverses
1 2 3 4 5 6 7 8 9 10
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
31 32 33 34 35 36 37 38 39 40
41 42 43 44 45 46 47 48 49 50
51 52 53 54 55 56 57 58 59 60
61 62 63 64 65 66 67 68 69 70
71 72 73 74 75 76 77 78 79 80
81 82 83 84 85 86 87 88 89 90
91 92 93 94 95 96 97 98 99 100
Opener
Unit Chat - see Appendix 4
____________________________________________________________
Activity
Cuisenaire Rod Fractions
____________________________________________________________
Game/Puzzle
Don’t Break the Bank - Pattern Block Fraction Variation
____________________________________________________________
Choice Time
Prime Climb
Don’t Break the Bank - Pattern Block Fraction Variation
Horseshoes
Challenge Problems - see Appendix 3
____________________________________________________________
Closer
In Cuisenaire Rod Fractions, we decided what rod would equal 1, and figured out what
the others would equal based on that. We do that in life too! For example, we might talk
about 1 pair of shoes, and each shoe is half of a pair. Or we might think about 1 shoe, and
talk about a pair as being 2 shoes.
Ask students to think of other examples. How common is it in their lives that the
meaning of "1" changes like this?
[Note: there are a lot of great food examples. If you'd like more inspiration for this
discussion, there's a nice TED-Ed video on it here: tinyurl.com/ted-ed-unit-video]
Launch
This lesson proceeds in a series of problems: the teacher poses a new situation, and the
students need to decide what all the rods are worth given that information. If students
have already played with Cuisenaire rods, part 1 and 2 can be relatively quick. Still, they
are a good place to start to remind students how Cuisenaire rods work, and to get the
idea of “proving” rods values.
Have students work alone, in pairs, or in small groups. Give students enough rods so
that everyone has access to at least one of each color. Be ready with challenge questions
in case some students finish the basic questions early (see Tips for the Classroom
below).
Part 1.
The white rod is worth 1. (You can write “White = 1” or “W = 1.”) What is the value of
every other rod?
(1, 2, 3, 4, 5, 6, 7, 8, 9, 10)
If students are accustomed to the rods, this won’t take them long.
Challenge questions.
1) What is the value of an orange and a brown rod together?
2) What is the value of one rod of each color put together?
Note: variations on this kind of question (W = 8, W = 13, etc.) are great warmups for
future days of working with C. Rods.
Note: students may say the red rod is 6, light green is 7, and so on. A good way to test
this is to create a model to “prove” it: if two whites make a red, and each white is five,
that means two fives make a six. Is that true? If not, the red must not be 6. These kinds
of argument can help us check the value of each rod without having to resort to appeals
to authority. (“The teacher said it was 10.”)
It’s after the question in Part 3 is posed that the students can work on their own for
longer. Note that Part 3 may be a big step forward for students, and will need some
discussion after they’ve had work time in order to fully integrate the different angles of
attack and different ways to understand the fractions.
Part 3.
Suppose the purple rod is worth 1. What is the value of the other rods?
The Work
Students can work on this problem until they are able to put forward a good idea for
what all the Cuisenaire should be called if the purple equals 1. The teacher can circulate
among the groups to see that they have a way to understand what any Cuisenaire rod is.
For instance, what is brown? (2.) What is red? (1/2.) What is white? (Half of 1/2, or 1/4.)
Once the students have white, they are likely to be able to figure out the other colors,
even if it’s as simple as 1 fourth, 2 fourths, 3 fourths, … 10 fourths.
But there’s another opportunity here, which is to consider other possibilities for what
the numbers could be called. For example, if purple is red, it would make sense to call
red 1 half (r = 1/2), since 2 halves make a whole, and 2 reds make a purple.
But that would mean that orange, which we called 10 fourths, is also five halves. It’s also
2 and a half, or 2 and 2 fourths. All are reasonable names, depending on how we see it,
or how we build it with Cuisenaire rods!
As a final challenge, you can ask students what they would call an orange and yellow rod
put together. What are two different names this train could have? (3 and 3/4, or 15/4.)
Situation 1. The dark green rod equals 42. Find the other rods.
Situation 7. The blue rod equals 15. Find the other rods.
Bonus Challenge. Find how all the rods can be fractions (not whole numbers), but that
the sum of all the rods is a whole number. What could the white rod be in this situation?
The Launch
Students should have access to pattern blocks and a game board as they play this game.
In this case, hexagons count as “1,” and students will try to get as close to 10 as possible
without going over and “breaking the bank.”
Here’s how to play the game. The teacher (or a student) rolls the die. Whatever number
is rolled, everyone may take that many ones (hexagons), halves (trapezoids), thirds
(rhombuses), or sixths (triangles). After exactly seven rolls, everyone adds up their total,
either by combining their blocks into hexagons and counting them (using the game
boards), or by computing directly on paper or a white board. Note that everyone must
take some type of block after each of the seven rolls! If you fill up 10 hexagons after 6
rolls, you'll bust on the 7th roll. (That's called "Breaking the Bank.”)
To simplify launching the game, play first with the following simpler versions. You can
stick with them if they feel complex enough for where students are.
For game 1, roll five times, and let students choose between taking ones or halves
(hexagons or trapezoids).
For game 2, roll six times, and let student choose between taking ones or halves or
thirds (hexagons or trapezoids or rhombuses).
For game 3 go to the full game: roll seven times, and let students choose between
taking ones, halves, thirds, or sixths (hexagons, trapezoids, rhombuses, or triangles).
You can take blocks and project them via a document camera, or use the game board to
record what you got after each turn.
Students can continue playing on their own. For students who need a different challenge
(and this may be all students), give them the following:
Challenge. You need to design a new block that is one fourth of a hexagon. What could
it look like? Write down how you know it’s really one fourth.
Summarize/Discuss
Ask students to share one thing that’s strange or surprising or confusing about fractions,
first in pairs, and then altogether.
If nothing else comes up, you can mention one thing that you are wondering about: is it
possible to make ten ones using nothing but halves? How many blocks would it take?
How do students know?
What about nothing but thirds? How many blocks would that take?
Let students share their ideas for answering these questions, and see if they have any
other questions of their own to share.
Your goal is to get as close to filling all 10 hexagons below as you can without going over
10 total. You must roll exactly 7 times, and take one type of block each time you roll.
When you are done, write the total number of hexagons you got this game.
Total: ____________
143 Copyright 2021 Math for Love mathforlove.com
Day 16
Goals
1. Take postassessment.
2. Play math games and celebrate the end of the class!
____________________________________________________________
Opener
Penny Nickel Dime
____________________________________________________________
Activity
Postassessment
____________________________________________________________
Choice Time
Any class favorites!
____________________________________________________________
Closer
Students have played a lot of math games and explored with blocks to solve all kinds of
problems at this point. Ask them what they think they learned from playing these games
and exploring these activities. Has their sense of what math is changed at all? What will
they take away from this class?
Postassessment
1) How many dots? Write an equation and solve.
Equation: _______________________________________________
Equation: ___________________________________________
3) 8 × _________ = 72
4) 48 ÷ 3 = ____________
5) 14 × 9 = ____________
6) Dora gets seven pennies each day for eight days. How many pennies
does Dora get?
9) There are 46 people going to the festival. Each van can hold 6
people. How many vans to they need?
3) 8 × _________ = 72
4) 48 ÷ 3 = ____________
5) 14 × 9 = ____________
6) Dora gets seven pennies each day for eight days. How many pennies
does Dora get?
9) There are 46 people going to the festival. Each van can hold 6
people. How many vans to they need?
It’s nice to give families a way to playfully explore math. The games on the following
pages are quick, light, and easy. We recommend sending one or two home a week for
kids to share with parents.
Rules. Players take turns rolling two dice, and drawing a rectangle on the game board with side
lengths given by the two numbers they rolled. For example, if you rolled a 3 and a 6, you would
draw a 3 by 6 rectangle, placed horizontally or vertically on the board.
Your rectangle cannot intersect or be contained in any previously drawn rectangles. If you
cannot add a rectangle to the board on your turn, pass the dice to the next player. If all players
pass in a row, the game is over.
Players get a point for each square they’ve drawn a rectangle around. For example, a 3 by 4
rectangle is worth 12 points. Whoever boxes the most squares wins.
Rolls Rolls
Bank Bank
Product Product
Bank Bank
16 20 24 28 32 36
20 25 30 35 40 45
24 30 36 42 48 54
4 5 6 7 8 9 16 20 24 28 32 36
20 25 30 35 40 45
24 30 36 42 48 54
28 35 42 49 56 63
32 40 48 56 64 72
36 45 54 63 72 81
16 20 24 28 32 36
20 25 30 35 40 45
24 30 36 42 48 54
28 35 42 49 56 63
32 40 48 56 64 72
36 45 54 63 72 81
4 5 6 7 8 9
16 20 24 28 32 36
20 25 30 35 40 45
24 30 36 42 48 54
28 35 42 49 56 63
32 40 48 56 64 72
36 45 54 63 72 81
4 5 6 7 8 9
Damult dice can be played with 2-4, but fewer players is usually better.
Players take turns rolling three dice on their turn. On your turn, you add
two of your rolls together, and multiply by the third. That is your score for
the turn.
Basic scorekeeping. At the end of each round, whoever got the highest
score wins a point. First to ten points wins.
Example. You roll 3, 5, 6 on your turn. You could add 6 + 3 to get 9, and
multiply by 5 to score 45 points on the turn. But wait! If you add 5 + 3 to
get 8, and multiply by 6 you can get 48 points! So scoring 48 points is
actually the better option.
The rules of this puzzle are simple: using the numbers 1, 2, 3, 4 exactly, make equations
that have the answers 1, 2, 3, 4, etc. How high can you go?
Examples.
To get started, I can make 1 with the equation (2 - 1) × (4 - 3) = 1. That equation uses
each number exactly once. I could have also used the equation (3 + 2) - (4 × 1) = 1 as
well.
Remove all face cards and tens from a deck of cards, so the only cards are from 1 to 9.
Pick out two cards to form a two digit number. This is the target number.
Pick four more cards. Those are the digits you’ll get to use to make the target number.
The goal of the game is to create an equation using only the four digits that were drawn
that equals an amount as close as possible to the target. Whoever is closest to the target
wins that round. It doesn’t matter whether someone goes over or under.
Example Game
You draw a 3 and a 7, and so the target number is 37. Then you draw the four digits 2, 4,
4, and 9. Then everyone writes their attempts and equations down on their own paper.
Example 1: 49 - 4 - 2 = 43
Example 2: 9 × 4 + 4 - 2 = 38
Example 3: 44 - 9 + 2 = 37 exactly!
Great to pull out any time students need a break but you still want to keep their minds
on math! Quick, easy, and fun.
When kids get antsy, it is time to break out these quick, fun, physical math games. They
are perfect for a class break between stations, or a moment of flagging energy.
Teacher-led Games
• Mingle (2-5 minutes)
The teacher calls out a number (3), and the students get themselves into groups of that
size as quickly as they can. It might be impossible for everyone to get in a group every
time, but each new number gives everyone another chance.
Once students are in groups, the teacher can lead an optional skip-count with the class
by counting the students in the class by group size (i.e., 3, 6, 9, …)
In the basic game, just call out single numbers. Once students get the gist, you can call
out addition or subtraction problems (i.e., “get into groups of 7-4”). Don’t forget to call
out a group of 1 and a group of however many students are in the entire class at some
point in the game.
This is also a good game to play as a name game: once students get in groups, they can
learn each other’s names.
As before, the teacher moves to sums, differences, products, and quotients once
students get the rules.
Example: Windmills. Whisper “1” and touch your right hand to your left foot. Whisper
“2” and touch your left hand to your right foot. Call out “3” and do a jumping jack!
Continue counting like this up to 30, calling out the multiples of 3 and whispering the
numbers in between.
Example: http://mathandmovement.com/pdfs/skipcountingguide.pdf
When everyone can do this proficiently, count by twos, fives, tens, or threes. You can
also start at numbers greater than 1, or try counting backward.
2. Your enthusiasm is critical in these games. Figure out your favorites, and expand
on them, or get the students to come up with their own variations. If you’re into
them and having a good time, the kids will have a good time too.
Dice Patterns
Write a multiplication equation for the total number of dots or sum of the numbers in
each picture below. (One answer is already filled in.)
14 groups of 2
14 × 2 = 28
Dice Patterns
What did you notice about the way the pictures changed?
1 = Fair
2 = Good
3 or more = Excellent!
Draw your own pictures if necessary to show how your equations work.
Example.
Group by rows: 2 rows of 9 plus 2 rows of 6
(2 × 9) + (2 × 6) = 18 + 12 = 30
1 = Fair
2 = Good
3 or more = Excellent!
Draw your own pictures if necessary to show how your equations work.
1 = Fair
2 = Good
3 or more = Excellent!
Draw your own pictures if necessary to show how your equations work.
1 = Fair
2 = Good
3 or more = Excellent!
Draw your own pictures if necessary to show how your equations work.
(4 × 6) + 6 = ____
9. If each person in class had 7 books, how many books would that be total?
10. If each person had 15¢, how much money would that be total?
Spending Spree
Karin won a spending spree at a bookstore!
The only catch is, she has to spend every dollar in each round. If any is left over, she
doesn’t get to keep anything she bought.
What should she buy in each round so that every dollar gets spent?
Round 1. $50
Round 2. $100
Round 4. $500
Example
The longer shape is twice as long as 20, so must be worth 20 + 20 = 40.
20 20
40
Label all the shapes in the drawing below.
12
96
2. If 2 brown rods are worth 144 together, what is one purple rod
worth? (see picture)
144
12
The unit chat images below go roughly from less difficult to more
difficult. Feel free to use them in the order that works for you and
your students.
Cuisenaire rods number of rods, total number of rods if they were all
replaced by white rods, number of each color.
Unit chats first developed by Christopher Danielson These images created by Daniel Finkel Copyright 2018 Math for Love
Dan Finkel and Katherine Cook are the people behind Math for Love.
Curriculum authors, puzzle designers, math evangelists, and game creators, they believe
that everyone has a right to experience beautiful, empowering mathematics.