Fact- O Game

Fact-O!
Subjects
-
Mathematics
--Algebra
--Arithmetic
--Process Skills
Grade
Brief
Description
Students
practice math facts as they play a game of chance and skill. (Game sheet
included.)
Objectives
Students
will
-
follow directions as
they play the Fact-O game.
-
correctly create and
calculate mathematical equations, using the numbers rolled on three dice.
-
earn points for marking
adjacent numbers on the game sheet.
Keywords
add,
addition, bingo, calculate, dice, equation, facts, game, math, multiply,
multiplication, solve, subtract, subtraction
Materials Needed
Lesson
Plan
Adapt
the Game for any Grade
The
Fact-O Game Card is designed to be used with students in grades 4 and up who
have a grasp of addition, subtraction, and multiplication facts and processes.
However, Fact-O can be adapted for any grade. A game sheet with fewer squares
and a limited number of mathematical facts or responses could be created for use
in lower grades. For example, a sheet with twelve squares numbered to follow the
pattern below might be used with first graders who have learned their addition
facts to 10:
1 2 3
4
5 6
7 8
9
10 5 6
7 8
9 10
The rules
below relate to the version of the game that can be played with students in
grades 4 and up. The rules can be easily adapted by
-
using a different game
sheet, such as one for addition facts up to 10 (shown above)
-
using two dice instead
of three
-
providing practice only
in addition, only in subtraction, or in a combination of addition and
subtraction
-
playing the game the way
Bingo is played (first player to X a complete row of numbers is the winner)
rather than awarding points for adjacent marked squares
-
any other variation a
teacher might conjure up and introduce.
The
Rules
-
Students can play the
game with a partner or in small groups with up to five players.
-
Students roll the three
dice to determine who will play the game first. The person who rolls the
highest total goes first.
-
The first player rolls
the three dice. He or she uses the numbers rolled to create a mathematical
problem that employs at least two operations (addition and subtraction,
addition and multiplication, or subtraction and multiplication). For
example, if the player rolls a 2, a 5, and a 6, she or he could use those
numbers to create a mathematical equation such as 2 x 5 + 6 = 16 or 5 x 6 -
2 = 28. In those cases, the student would write the mathematical equation
and the answer, then put an X on the answer (16 or 28) on the
Fact-O game sheet.
-
The first player passes
the dice to the next player in the group; play moves in a clockwise
direction.
-
As the game progresses,
students check one another's math. If the first player writes an incorrect
equation, then passes the dice, any of the other players can call out the
error. (Note: An answer is not wrong until the player ends his or her turn
by passing the dice to the next person.) The player who made the error must
erase the X on his or her game sheet and forfeit the next turn; the player
who was first to call out the error is allowed to put an X on his or her
game card if that number is open. If a player calls out an error that later
proves to be correct, the player who mistakenly called out the error loses
his or her next turn.
-
Play resumes. The next
player in the circle rolls the dice. (If the next player is a player who
properly called out an error in the previous roll of the dice, then that
player still gets his or her regular turn in rotation.)
-
When the first player
gets a second turn, she or he should roll the dice and try to create a
mathematical problem with an answer that appears on the game sheet adjacent
to the answer on which she drew an X in the first round. For example, if the
player put an X on the number 16 in the first round, he or she should try to
create an equation that has an answer of 7, 8, 15, 23, or 24. (Those are the
numbers adjacent to the number 16 on the game sheet.) If the player is able
to X a number adjacent to 16, he or she earns a point. If the player is
unable to mark a square adjacent to 16, she or he is free to create an
equation with any other answer and to X the square that includes that
answer, but no point is earned. Points accumulate as the game continues.
-
When a player rolls the
dice but is not able to create a mathematical problem that enables her or
him to X a number that has not yet been X'd on the game sheet, the player
marks no X and passes the dice to the next player.
-
If a player is unable to
X any numbered box on the game sheet for three consecutive turns, that
player is eliminated from play.
-
Score is kept throughout
the game. When time is called, the person with the most points earned is
declared the winner of the game. (Remember: The person with the most X'd
squares might not be the winner because the winner is determined by points
earned for X'ing the most adjacent squares on the game sheet.)
Assessment
Check
students' mathematical problems and equations.
Lesson
Plan Source
http://www.education-world.com/a_lesson/02/lp265-02.shtml
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