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reproduced or used in any form or by any meansgraphic, electronic, or mechanical,
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1 2 3 4 5 6 7 8 9 10 XXX 03 02 01 00 99 98
Library of Congress Cataloging-in-Publication Data
Overholt, James L.
Big math activities for young children / by James L. Overholt,
Jackie White-Holtz, Sydney S. Dickson.
p. cm.
Includes bibliographical references and index.
ISBN 0-7668-0018-0
1. MathematicsStudy and teaching (Preschool-Kindergarten-Primary)
Activity programs. I. White-Holtz, Jackie. II. Dickson, Sydney S. III. Title.
QA135.5.09 1998
372.7dc21 98-3263
CIP
Page v
Contents
About This Resource ix
About the Authors x
Suggestions for Using Big Math Activities xi
Chapter 1 Number Sense and Counting 1
Number Search Walk Number Recognition and 2
Awareness
Find That Number Number Recognition and 4
Quantity
Number Write Number (Numeral) Formation 6
Number Bake Number (Numeral) Formation 8
Number Book Number Sense 10
Calendar Game Counting to Six 13
Leg Count Counting and Categorizing 14
Musical Count Counting and Number Sense to 16
Ten
Hang That Number Number Order One through 18
Ten
Table Math Counting Applications 20
Eatable Math Counting with Understanding 21
Capture the Critter Counting to Ten 22
Before and After Number Order 25
Two by Two Counting by Twos 27
Number Bowling Counting and Tallying 29
More or Less Comparing Numbers 31
Cereal Count Counting and Place Value 33
Fraction Play Dough Fraction Concepts 35
Underhand Number Combination 37
Understandings
Rocks in Hand Estimation and Counting 38
Teen Recognition Teen Numbers (1119) and Place 39
Value
Fraction Plates Fraction Values 42
Birthday List Number Use and Order 44
Order Race Number Order (131) 47
Counting with Counting and Place Value 49
Glasses
Finding Fractions Fractions in Different Forms 51
Right on/Before/After Place Value and More and Less 52
Roll
Closer Is Better Place Value 55
Fractions Can Be Fraction Applications 59
Tricky
Page vi
Chapter 1
Number Sense and Counting
Children must learn to deal with counting and number concepts
from an early age. Young learners soon realize that they would
rather have three cookies than one or that they would prefer to
have more than one piece of candy. Children begin to develop
number sense through such experiences. Their first counting
attempts are generally accomplished in a rote fashion, but they
soon realize that some numbers tell how many (cardinal
numbers), whereas others designate position or order (ordinal
numbers). With proper experiences, the learners will realize that a
quantity is represented by a name and a written numeral ( is
named three and written as the numeral 3). They begin with a
vague sense of simple fractions and in time learn about the need
for equal parts. They are shown how to manipulate ones and tens
and in time discover place value concepts. The activities
provided in this chapter help young children to deal effectively
with a wide range of needed number sense and counting
concepts.
Page 2
Here's How!
1. Go on a short walk in or around the classroom, the child's
home, and/or the neighborhood.
2. While on the walk help the learner find as many numbers as
possible. Examples include those on clocks, signs, calendars,
houses, license plates, price tags, or telephones. Allow the learner
to talk about the numbers and their importance.
*In a strict sense "number" refers to a quantity (there were four cookies
in the jar), whereas "numeral" refers to the sign or symbol used to
express the quantity (4 or four). However, since most people would call
4 a number, both number and/or numeral activities in this book will be
termed ''number activities."
Page 3
3. Ask the learner to draw a picture of at least two places where
he found numbers or have him dictate a list for you to write
down of places where numbers were found.
An Alternate Variation:
1. Find pictures of numbers in magazines or newspapers.
2. Have the learner cut them out and help her to make a collage
or scrapbook.
3. Discuss what the numbers mean and also how the same
numbers appear in various settings, such as a $2 item versus Apt.
#2 versus 2:00 on a digital clock.
An Easier Variation:
1. On index cards or small sheets of paper make two sets of cards
numbered 0 through 9.
2. Have the learners match the numbers and put them together in
sets.
An Advanced Variation:
1. Numbers are often written in different forms, such as
and Help the learner become familiar with several
such number forms.
2. Have the learner use a calculator to match a number found in
an everyday setting.
3. Cut out samples from newspapers or magazines and have the
learner match figures that represent the same number.
4. Ask the learner to arrange the numbers in numerical order.
Another Advanced Variation:
1. A number game might be played at home, at school, in the
grocery store, or when riding in the car by asking the learner to
find numbers and to call them out.
2. The game might be played by first locating a "1," and then a
"2," followed by a "3," and so forth. (Allow young learners to use
numbers wherever they might find them. For example, it is just
fine if he locates a "2" in the license plate number 527BVX such
as in the illustration.)
3. Another time the game might be played by having the learner
locate the number "5" as many times as possible.
Page 4
Advanced Variations:
1. Make a Find That Number Game Board with numbers from 7
to 12 and construct a dot die using amounts from 7 to 12. As in
the earlier game, the learner counts the number of dots rolled and
moves to the corresponding number on the board.
2. Learners who need a further challenge might add the numbers
together from the two 1 to 6 dice, to determine where they should
place their markers.
Page 5
Page 6
Number Write
Why Do It?
To practice number (numeral)* formation
Here's How!
1. Give the learner a pan or small box with a thin layer of sand,
salt, or corn meal spread evenly across the bottom. Have the
learner use his finger to practice writing numbers in the sand or
other medium. After successfully writing one number, shake the
pan gently to erase that number and ask the learner to write a
different number.
*In a strict sense "number" refers to a quantity (there were four cookies
in the jar), while "numeral" refers to the sign or symbol used to express
the quantity (4 or four). However, since most people would call "4" a
number, both number and/or numeral activities in this book will be
termed number activities.
Page 7
2. To obtain a similar tactile experience use a small amount of
shaving cream spread on a flat surface such as a cookie sheet or
tabletop (or any surface that can be washed off easily). Have the
learner use her finger to practice writing the numbers from 0 to 9.
If a more permanent record of achievement is desired, use finger
paint to create a number picture. (A recipe for homemade finger
paint appears in Appendix A.)
An Easier Variation:
1. Construct tactile cards by gluing numbers cut from sandpaper,
felt, or some other textured material to cardboard or large index
cards.
2. Have the learner trace the shape of the numbers using the first
two fingers (pointer and middle fingers) of his dominant hand.
3. Then have the learner write the number in the air or on another
surface. Don't use a pencil and paper.
Advanced Variations:
1. Using a set of tactile number cards, have the learner close her
eyes and feel and identify the numbers.
2. Use a variety of materials such as fabric, pipe cleaners, beans,
or popcorn and have the learner construct her own set of tactile
cards by gluing numbers made from the materials on index cards
or poster board.
Page 8
Number Bake
Why Do It?
To practice number/numeral* formation
To be exposed to the "how manyness" of numbers
Here's How!
1. Fold five sheets of typing paper in half and write large
numbers from 0 to 9 with one number on each half.
2. Make up your favorite cookie recipe adding about an extra 1/2
cup of flour to make the dough stiffer or use the recipe on the
next page. Help the learner roll the dough into fairly thin snakes
and shape them to match the drawn number patterns.
3. The learner might add raisins or M&M's in the appropriate
quantity for each number (such as placing one raisin on the
number 1, two raisins on the number 2).
4. Gently remove the dough numerals from the number patterns
and place them on cookie sheets. Bake according to directions,
talk about the finished numerals, and enjoy eating them!
*In a strict sense "number" refers to a quantity (there were four cookies
in the jar), while "numeral" refers to the sign or symbol used to express
the quantity (4 or four). However, since most people would call "4" a
number, both number and/or numeral activities in this book will be
termed number activities.
Page 9
Attack Cookies
3 cups 1½ cups flour
oatmeal 1½ teaspoons baking
1½ cups powder
butter
Dump ingredients in a large bowl.
Mix it! Mush it! Knead it! Pound it!
Attack it!
Shape as numbers and place on a
cookie sheet.
Bake at 350 degrees for 1012 minutes.
An Easier Variation:
1. Read the book Count Worm 1 with the learners.
2. Help the learners to use pipe cleaners or segments of pliable
electric wire to make their own Count Worm numbers.
3. If the learners wish to make their worms look like those in
Count Worm, paper hats and eyes may be glued to the pipe
cleaners.
An Advanced Variation:
1. Make a birthday plaque for a friend or family member by
using hardening play dough (see Appendix A for directions) or
clay and a piece of heavy cardboard or wood for backing.
2. Form the appropriate numbers for the birth date or age and
glue them to the backing.
3. Decorate the plaque with paint, beads, glitter, or artificial
flowers. A string or other hanger may be attached if desired.
Page 10
Number Book
Why Do It?
To increase number sense
To practice arranging numerals in order
Here's How!
1. Have the learner draw, write, or glue a picture of one item and
write a number 1 on the page.
2. Have the learner draw, write, or glue two pictures of the same
type and write the number 2 on the next page.
3. Continue this process up to the number 10. Make a cover for
the book entitled "____'s (the student's name) Number Book."
Fasten the pages together in order. Have the learner share the book
with someone else.
Easier Variations:
1. Use 3 × 5 index cards or paper. Write a number on one part of
each card and draw the corresponding number of figures on the
other. Cut the cards to make two-piece puzzles.
2. To play, the learner must match each number and quantity by
putting the puzzle pieces together.
Page 11
3. After putting all the puzzles together for numbers one through
five (or for numbers one through ten) have the learner lay them
in a line in numerical (sequential) order.
4. To provide a related tactile experience, make a set of cards
where white glue is put on each figure and the outline of each
number. Sprinkle salt, corn meal, or glitter on the damp glue and
allow the mixture to dry before shaking off the excess. The
learner should then gently trace the forms with her finger for a
prewriting experience.
An Advanced Variation:
1. Create a booklet of everyday number findings.
2. Have the learner print a 1 on top of the first page, a 2 on the
second page, and so forth, for each number up to 10 or beyond.
3. On the appropriate pages have the learner paste pictures of, or
make drawings of, or write a list of a number of everyday things
that correspond. For example, on the 1s page might be a picture
of a dog with 1 tail, a drawing of a flower with 1 stem, or a
notation that I can wash my hands in 1 minute. The 2s page
might include references to 2 hands, 2 feet, 2 eyes per person, or
2 wheels on a bicycle.
4. When the learner is ready, fasten the pages together in order
and have him or her share the book with someone else. This is a
great activity for parents and children to do together!
Page 12
Another Advanced Variation:
1. Have the learner use dot paper (Appendix A) to create loop
diagrams.
2. Begin, for example, with 10 dots and with a pencil or crayon
loop as many groups of 2 as possible; also have the learner count
the resulting diagram by 2s, such as 2, 4, 6, 8, 10.
3. Talk about how many 2s it took to make 10; it is hoped the
learner will begin to understand that five 2s make 10, and, in
time, 5 times 2 = 10 and conversely 10 divided into groups of 2 =
5 groupings.
4. If the learner understands the process, continue by having her
determine how many 3s are in 10 (consider that there is a
remainder of 1); also how many 4s, 5s, and so on.
5. When the learner appears ready, use 20 dots, 30 dots, 40 dots,
and so on up to 100 dots. This activity serves as a basis for
helping to understand multiplication and division.
Page 13
Calendar Game
Why Do It?
To practice counting up to 6
To develop number recognition
To practice addition and subtraction
Here's How!
1. Get a page from an old calendar and a marker such as a bean
or a small stone for each player and a die marked 1 through 6.
(See Appendix A for instructions on how to make or modify
dice).
2. Each player starts before the number 1 and takes a turn rolling
the die to determine how many spaces he gets to move on the
calendar page. Take time to count the number of spaces moved as
well as to discuss the number landed on.
3. The first player to reach the final number on the calendar page
wins.
An Easier Variation:
1. Get a page from an old calendar, a marker for each player, and
a die marked 1 through 6.
2. A player rolls the die and moves to the first space on the
calendar that has that number in it. (Place value is not taken into
consideration in this game.) For example, if the first roll is a 4,
the player moves to the 4. If his next roll is a 1, the player moves
to the 10 because of the 1 in 10. By next rolling a 5, the player
moves to the 15, and so forth.
Advanced Variations:
1. The learner plays the same game as in the original activity,
however, she must calculate before moving which calendar
square will be landed on. If the learner is capable, this might be
accomplished by adding the current space occupied to the
number rolled on the die.)
2. To practice subtraction, the players may start from the last
number on the calendar and move toward the 1 space.
Page 14
Leg Count
Why Do It?
To practice counting, categorizing, and keeping records
Here's How!
1. Have the learner look at furniture, people, and/or animals and
tell how many legs each has.
2. Record on a chart such as this one how many legs each has.
Page 15
An Easier Variation:
1. Give the learner four small pieces of paper and ask that he try
to find items that have four legs.
2. When the learner thinks he has found something with four
legs, have the pieces of paper matched with each leg. This can be
accomplished by lifting each leg and putting a paper directly
under it or by just placing one paper by each leg.
3. Repeat to find something else with four legs. Continue by
looking for items with 1 leg or 2 legs or 5 legs and so on.
An Advanced Variation:
Have the learner list as many objects as possible that come in
ones, twos, threes, fours, and so on up to ten. For example, noses
come in 1s as do mouths, eyes come in 2s and so do ears.
Tricycles have 3 wheels, and so forth.
Another Advanced Variation:
Locate and list products that are sold in select size groups and/or
that have a number in the name. For examples 1-a-Day® multiple
vitamins has a 1 in the name and is usually sold 1 container at a
time, whereas 7Up ® has a 7 in the name and is often sold in 6-
packs.
Page 16
Musical Count
Why Do It?
To practice counting from one to ten
To better understand the ''how manyness" of numbers
Here's How!
1. To the tune of "Jingle Bells" sing the following:
One, two, three
Four, five, six
Seven, eight, nine, ten
All these numbers are my friends
From one right up to ten.
2. Use your fingers to show the numbers as you sing the song. Put
up one finger while you sing "one," a second finger up while you
sing "two," and so on.
3. Use some small objects such as pebbles, beans, or small candies
to build a visual picture of each number in the song. For example,
put one pebble on a card, put two pebbles on the next card, and
three pebbles on the next card, and so on. Then sing the song
while pointing to the corresponding cards.
Page 17
An Easier Variation:
Use this song (or another song) as an echo. The adult sings one
line and the learner echoes that line. Continue to the number ten
and repeat several times.
Advanced Variations:
1. Make cards that have the numbers 1 through 10 printed clearly
on them. Have the learner point to the written number while
singing the above song.
2. Make up a similar counting song to the same melody or to
another familiar tune. Songs such as "This Old Man" and "Over
in the Meadow" might be used.
Page 18
Here's How!
1. Photocopy and cut out the cards numbered 1 through 10 and
hang a string between two chairs.
Page 19
2. Have the learner hang the numbers in order on the string and
attach them with clothes pins. If you don't have clothes pins, fold
over the top of each number card and hang it from the crease.
An Easier Variation:
1. Before beginning the task of hanging the numbers, provide a
number line for the learner to observe.
2. Have the learner match the order as he hangs the numbers 1
through 10.
Advanced Variations:
After the numbers 1 through 10 are hung in order, have the
learner close her eyes or turn around. Then try one or more of
the following activities.
1. Switch two or more numbers around and ask the learner to
rearrange them in the correct order.
2. Remove a number leaving a space. Ask the learner which
number is missing. Then replace it.
3. Remove one or more numbers and squeeze the remaining
numbers together. Ask the learner which numbers are missing.
Then replace them.
4. Instead of providing the learner with numbers you have
removed, provide blank cards so she can write the missing
numbers and place them in the line.
5. Make cards numbered 11 through 20 and add them to the set.
Repeat the procedures outlined above.
Page 20
Table Math
Why Do It?
To practice rote and rational counting
To match numbers and items on a one-to-one basis
Here's How!
1. Ask the learner to count out enough plastic or metal knives,
forks, and spoons to set the table for her family. Then have the
learner check for accuracy by distributing them as if setting the
table.
2. As an alternate in-school activity, have the learner count out
and distribute enough napkins for each person at snack time.
An Easier Variation:
Provide a number of items or pictures of items and ask the
learner to count them, pointing to each one as it is counted.
Advanced Variations:
1. Provide two sets of items or pictures of items that go together,
such as forks and spoons, or pictures of dogs and dog houses.
Ask the learner to count the individual items and then put them
together in appropriate pairs.
2. As a fun extension, read the book The Doorbell Rang 2 by Pat
Hutchins. Make a dozen cookies from brown paper grocery bags.
Have the learners count, distribute, and redistribute the cookies as
the story is read.
Page 21
Eatable Math
Why Do It?
To practice counting accurately
To estimate numbers of items
Here's How!
1. Provide a bowl of raisins, popcorn, or cereal and set out cards
numbered from 1 through 10 face up.
2. Have the learner place the appropriate number of items on
each card. If the learner is correct, the items may be eaten, such
as 4 Cheerios® from the 4 number card.
3. If the learner appears ready, make cards numbered from 11
through 20 and continue the activity.
Easier Variations:
1. Place a number of raisins or cereal pieces on a plate. Ask the
learner to count them and if he is correct, let him eat them.
2. Call out a number from 1 to 10 and ask the learner to count out
the appropriate number of eatable items. If he is correct, the
items may be eaten.
An Advanced Variation:
1. Have the learner estimate (guess) how many raisins will fit into
a teaspoon or a tablespoon?
2. Have the learner fill the spoon with the raisins and then count
them.
3. The learner might also guess whether more raisins or cereal
bits will fit in the spoon and then compare and count to find the
difference.
Another Advanced Variation:
1. Give a slice of raisin bread to each learner.
2. Ask whether all the slices will have the same number of raisins
in them?
3. Find out how many raisins each piece has.
4. Discuss whose slice has the most, and whose has the least.
Predict how many raisins will be in the entire loaf.
Page 22
Easier Variations:
1. Write the numbers 1 through 5 in a row (a number line). Have
the learner point to each number and identify it by name. Help
the learner with the name if necessary. Later do numbers 6
through 10.
2. Teach the words "in front of" and "in back of," and "before"
and "after." Then ask the learner to point or put a marker on the
number in front of 2 or after 4. Practice various phrases as long
as the learner is attentive.
Page 26
3. A less difficult task might be to have the learner begin with the
number 1 and place the cards in order. If assistance is needed,
you might also print dots on the cards.
Advanced Variations:
1. Instead of using the word ''after," use "one more." Instead of
using the word "before," use "one less." Other words with similar
meanings such as "greater" and "fewer" might also be used.
2. If the learners appear ready, try numbers that are two more or
two less, and so forth. As a further challenge, have the learners
consider which number is two less than two, two less than one,
and so forth.
3. Try some counting on a calculator by pressing 1 + 1 and have
the learners state the outcome before pressing the equals button.
Continue by having the learners tell what might happen each time
the equals button is pressed. (Note: Most calculators will read out
2, 3, 4, and so forth. Try your calculator in advance to make sure
this works.) You might also try subtraction where, for example,
10 1 = 9 = 8 = 7, and so forth.
Page 27
Two by Two
Why Do It?
To practice skip counting by twos, such as 2, 4, 6, 8
To show skip counting by twos with pictures
Here's How!
1. Write out the numbers 1 through 20. Help the learner to circle every other number, that is 2, 4,
6, . . . 20. Have the learner say only the circled numbers.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
2. Extend the activity by playing Hide and Seek, but count by twos while the learner is hiding.
An Easier Variation:
Roll out clay or play dough and have the learner use two fingers to make ten pairs of fingerprints
in the dough. Help count all the prints to 20 but whisper the odd numbers and emphasize the even
numbers as 1,2,3,4,5,6,7,8,9,10,11,12, and so forth.
An Advanced Variation:
1. Have the learner skip count by twos up to 20. Help the learner if he needs it.
2. Have the learner discuss with you things that come in twos, for example, eyes, feet, and hands.
3. Have the learner choose items to either cut out or draw pictures of as in the example.
Page 28
Another Advanced Variation:
1. Have the learner finish the twos chart with up to 50 (or more)
to see if there is a pattern.
2 4 6 8 10
12 14 X X X
X X X X X
X X X X X
X X X X X
Number Bowling
Why Do It?
To practice counting by ones, fives and/or other multiples
To practice making tally marks in groups of five
Here's How!
1. Collect ten quart-size milk cartons or ten tall juice cans and a
ball.
2. Set the milk cartons or cans out like bowling pins.
3. Take turns with the learner trying to knock down the pins with
the ball.
4. After each turn, help the learner count the number of pins he
has knocked over. Write the tally marks in groups of five to keep
score and have the child count them by 5s and 1s (as = 5,
10, 11, 12).
5. The first player to reach 50 or some other agreed upon number
wins.
An Easier Variation:
1. Use five milk cartons or juice cans for each player.
2. Take turns knocking down the pins with the ball.
3. Each player counts how many he knocked down after a turn.
4. After each turn match the pins side by side to see who has
knocked down the most.
Page 30
An Alternate Variation:
1. Provide the learners with "Give Me 5" verification certificates,
such as the one below indicating books read, and then have them
take part in any or all of the following activities.
2. For every 5 books that someone reads to the learner (or that he
is able to read independently) fill out a slip like the one below.
Then count by 5s all of the books read. (If this is done in school
and the class reaches 100 books, a popcorn party might be given
as a reward.)
More or Less
Why Do It?
To physically count and compare numbers of items
To deal with more and less relationships
Here's How!
1. Assemble a more and less spinner for this game (see Appendix
A) and provide 10 items, such as beans, Lifesavers®, blocks, or
small stones, for each player.
2. Have each player secretly put from 1 to 10 items in his or her
hand and also secretly write that number.
3. Spin the spinner to see whether the player(s) who has less than
a designated number wins that point.
4. Players then tell each other how many items they have, state
whether they have more or less, and prove it by counting their
objects.
5. The player who attains 5 points first is the winner.
6. If one or more of the players is ready for further challenges,
increase the number of items to 15 or 20 and repeat the activity.
An Easier Variation:
1. Place two sets of items (buttons, beans, blocks) so that the
learner may observe them.
2. Ask the learner to select either the set with more or the set with
less items.
3. Ask how he determined this. The learner might count each set
to prove his answer.
Another Easier Variation:
1. Work with a learner or allow two learners to work together.
2. One player places a set of items on the table.
3. The second player spins the spinner to determine if he should
provide a set with more or less items.
4. The second player then places a comparison set of objects on
the table.
5. The first player then counts the items in both sets to check
whether or not the second player is correct.
Page 32
An Advanced Variation:
1. Using a deck of cards (minus face cards and jokers) deal five
cards to each player and turn up the top card from the pile.
2. To begin, flip a coin to indicate whether each player in turn
must play a card that is more or less than the card turned up
(Heads = more and Tails = less).
3. If a player does not have a playable card, he must draw from
the stack until able to play.
4. If, however, the player has a card of the same value he may
play that card and initiate a change in direction. For example, if a
more card has been called for, but a player places a matching
number card (such as an 8 on an 8) this forces a change in
direction such that subsequent cards played must be less.
5. The first person to play all of his cards is the winner.
Page 33
Cereal Count
Why Do It?
To gather, count, and illustrate data
To develop place value understandings for tens and ones
Here's How!
1. Use Cheerios® and Froot Loops® cereals together with a
needle and thread (stiff or waxed string will work if you do not
wish the learner to use a needle).
2. Have the learner count out 9 Cheerios and thread them onto
the thread or string. Make the 10th piece a colored Froot Loop.
3. Add more Cheerios while counting 11, 12, 13, and so on, but
stipulate that every 10th cereal piece must be a colored Froot
Loop.
4. Continue to 21, 22, 23, and further so long as the learner
appears to be understanding.
An Easier Variation:
1. Have the learner count a small number of individual breakfast
cereal pieces.
2. Begin with 5 or 6 randomly placed Cheerios and note whether
the learner uses a system that avoids counting the cereal pieces
more than once (such as moving each piece apart as it is
counted).
3. If successful, try the task again with 12 to 15 pieces and again
with more than 20.
4. If a further challenge is desired, have the learner count larger
numbers of Cheerios and put them in groupings of 10 as he does
so.
Page 34
An Advanced Variation:
1. Have the learner make a long item, such as a necklace or belt
with the Cheerios and Froot Loops.
2. She might make a string as tall as her height being certain that
9 pieces are Cheerios and the 10th piece is a colored Froot Loop.
3. When an item is finished have the learner count the cereal
pieces by 10s and 1s. For example, a necklace might contain 53
cereal pieces and should be counted as 10, 20, 30, 40, 50, 51, 52,
and 53.
4. Longer strings, such as those representing the height of a tall
learner, will require counting to 100 and more.
Page 35
Underhand
Why Do It?
To use everyday objects to increase number sense
To begin to develop basic number combination understandings
Here's How!
1. Find small objects to work with such as beans or popcorn
kernels or marbles. Have the learner count out a small number of
the objects, perhaps 4.
2. Then, have the learner turn her back or cover her eyes while
you cover up 0, 1, 2, 3, or all of the objects with your hand.
3. Have the learner look at the uncovered items and tell how
many are under your hand. If, for example, 4 objects were used
and only 1 is showing, the learner should say that 3 are under
your hand.
4. If the learner is interested, keep a record of each trial. In the
situation above the learner might draw a picture and/or write 1 +
3 = 4. Also discuss and record 3 + 1 = 4.
()
5. If the learner appears ready, try this Underhand activity with
more objects such as 7 or 10 or 12 or even 20 or more.
An Easier Variation:
1. Have the learner count 4 to 7 randomly arranged objects and
discern whether he can do so without missing items or counting
some more than once.
2. If the learner has difficulty, help him by moving each object to
the side once it has been counted.
3. If successful, repeat the task using greater numbers of objects.
An Advanced Variation:
1. Have one player make a number combination with objects and
have his or her partner try to figure out what it is.
2. For example, the first player might cover a number of marbles
with his hand and leave 4 showing. He might then say, ''I have 13
marbles altogether. Tell how many marbles are under my hand,
draw a picture of this, and write equations that tell about this
problem." The partner should answer that there are 9 marbles
under his hand, and write the related equations as 4 + 9 = 13, 9 +
4 = 13, 13 4 = 9 and 13 9 = 4.
()
Page 38
Rocks in Hand
Why Do It?
To practice estimation and counting
Here's How!
1. Gather a bunch of small rocks (or you may use beans, peanuts,
or macaroni).
2. One player grabs a handful of rocks.
3. All players estimate (guess) the number of rocks in that
player's hand.
4. Count the rocks together. Help the learners compare the
estimate with the actual number of rocks in that handful. (A
learner who has the skills may subtract or add to find the
difference.)
An Easier Variation:
1. Gather larger objects such as small blocks, tile pieces, or small
toy cars.
2. Play the game as noted above, but when counting place the
objects in a straight line so they can be easily viewed on a one-to-
one basis.
3. Help the learners determine how close their estimate was to the
actual number.
Another Easier Variation:
1. Use objects such as rocks, pattern blocks, or tile pieces and
play the game with two players.
2. Each player grabs a handful of rocks and counts them out.
3. Players then line up the rocks in lines that correspond one to
one to see who has the most or least.
An Advanced Variation:
1. Gather objects that are quite small, such as popcorn kernels or
dried split peas.
2. Play the game as described, but when counting the actual
number of popcorn kernels, have the learner place and count
them in groups of tens and ones. (It may be necessary to count to
100 or more.)
Page 39
Teen Recognition
Why Do It?
To recognize and name the numbers 11 through 19
To understand the quantity for the numbers 11 through 19 (the
"teens")
To develop place value concepts
Here's How!
1. Provide a set of cards numbered 10 through 19 and a supply of
straws or toothpicks and rubber bands or twist ties.
2. Count out ten straws, fasten them together as a bundle, and
place the bundle on the 10 card. Next, count out 11 straws.
Bundle 10 together and place that bundle plus the one extra straw
on the 11 number card.
3. Continue this procedure until the learner has matched bundles
and extras to all of the cards numbered 10 through 19.
4. If a further challenge is desired, make a set of cards numbered
20 through 29 and have the learner place the appropriate number
of bundles and loose straws on each numbered card.
An Easier Variation:
1. Make a set of cards numbered 11 through 19 using index cards.
2. Talk about the names "eleven" through "nineteen" and help the
learner put the cards in order and call out the names.
3. Ask the learner if she can see some ways in which the numbers
1 through 9 are like the numbers 11 through 19. (As a hint, have
the learner look at the right-hand digit in each of the "teens"
numbers.)
Another Easier Variation:
1. Prepare two sets of cards numbered 11 through 19 and play a
memory game.
2. Place all of the cards face down on a tabletop.
3. Have the learner try to find matching cards. When successful,
have the learner place all of the cards in number order from 11
through 19.
An Advanced Variation:
1. Assemble two "teen" dice (see making or modifying dice in
Appendix A); one die should be numbered 11, 12, 13, 14, 15, and
16 and the other die 14, 15, 16, 17, 18, and 19. Photocopy the
Teen Recognition Game Board and provide markers such as
beans, buttons, nuts, or bolts for each player.
Page 40
2. Each player begins on one of the black dots in the corners of
the game board.
3. Each player in turn selects either the 11 through 16 or the 14
through 19 die and rolls it. He must identify the number on the
die before moving his marker.
4. If the number is identified correctly, that player moves his
marker one space horizontally, vertically, or diagonally to a
matching teen number. If, however, the die does not match a
number directly next to the player's marker, no move can be
made.
5. Players take turns moving until someone reaches a center
square. The person who reaches a center square first wins.
Page 41
Page 42
Fraction Plates
Why Do It?
To provide hands-on and visual experiences with basic fraction
concepts
Here's How!
1. Obtain inexpensive paper plates (or substitute paper squares or
coffee filters) that may be marked on and cut up.
2. Have the learner mark 1 on a plate for one whole amount.
3. Being as accurate as possible, draw a line through the center of a
second plate and use scissors to cut along this line. Ask how many
parts there are after it has been cut and whether the parts are the
same size.
4. Since there are now 2 equal segments, a 2 should be written on
each part and a 1 above each 2. This tells the learner that each
portion is 1 of 2 equal parts. We usually call each part one-half or a
half.
5. Continue this process with another plate being cut into fourths
(with each portion being 1 of 4 equal parts). These plates will be
enough to begin, but as the learner appears ready, additional plates
may be cut into eighths, thirds, sixths, and so forth.
6. Have the learner use the plates to explore fraction equivalence
concepts. Ask, for example, how many of the 1/2 pieces are the
same as the 1 whole plate and have the learner prove his or her
result by physically matching a 1/2 plate plus another 1/2 plate to
the 1 whole plate.
7. As the learner is doing the matching you might keep a record by
writing down 1/2 + 1/2 = 2/2 = 1 and pointing out to the learner
how this is related to the matching of the paper plate fractions.
8. As this process continues the learner should be able to match
and discover 1/4 + 1/4 + 1/4 + 1/4 = 4/4 = 1 and 1/4 + 1/4 = 2/4 =
1/2, and so forth.
An Easier Variation:
1. To play Cut and Eat a Cookie, soft cookies and a table knife are
needed.
2. Have the learner cut a cookie into 2 parts of the same size and
ask how many cookies he started with and how many parts there
are after cutting.
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3. Discuss the fact that we usually call each part a half, but that
each is really 1 of 2 equal pieces.
4. If the learner knows her numbers you might write 1/2 next to
each cookie part and again note that each half is 1 of 2 equal
pieces.
5. Then allow the learner to eat 1/2 of the cookie and perhaps the
other half too.
6. Continue by having the learner cut another cookie into 4 parts
of the same size and discuss the idea that each 1/4 is 1 of 4 equal
pieces.
An Advanced Variation:
1. Have two or more players try the fraction game Cover One
Whole.
2. Each player will need a whole paper plate. Also needed are
fraction pieces cut and labeled as follows: one each of the 1/2,
1/3, and 1/4 sizes and four each for sizes 1/6, 1/8, and 1/16 and a
spinner marked with the same fraction values (see instructions
for a Paper Clip Spinner in Appendix A).
3. At each turn a player spins a fraction and chooses whether or
not to place the corresponding fractional part on his or her own
plate. The object is to put together a set of fractional pieces that
will exactly cover their one whole plate. (In the example below
Player #1 needs a 1/8, whereas Player #2 could win with a 1/4, or
with 1/8 + 1/8, or with 1/8 + 1/16 + 1/16, or with four 1/16th
pieces.)
Page 44
Birthday List
Why Do It?
To recognize numbers and their uses in daily life
To place nonsequential numbers in numerical order
Here's How!
1. Have the learner ask the birthdays of friends and family
members.
2. Using only the day of the month, help the learner write the
dates on index cards and order them between 1 and 31. (Note:
Some family members may have the same date but in different
months.)
An Easier Variation:
1. Give the learner two nonsequential number cards, such as 6
and 2, and ask him to put them in numerical order from least to
most.
2. As the learner feels comfortable, increase the number of cards
until he can sequence all of the numbers from 1 through 9.
Another Easier Variation:
1. Deal a set of playing cards (remove face cards and joker) to
two, three, or four players.
2. Each player places his or her cards in a pile with the numbers
facing down. Then each player turns over and shows the card
from the top of his or her pile.
3. The player with the highest number gets all the cards. In case
of a tie each player plays a second card from his or her pile.
Page 45
An Advanced Variation:
1. Look at a calendar and talk about the order of months, that is,
January is the first month of the year, and so forth, and the
number of days in each month.
2. Have the child mark the birthdays of each family member on
the family calendar.
A More Advanced Variation:
1. Photocopy enough calendar pages so that each learner may
make her or his own year-long calendar.
2. Help each learner to note and number the days in each month.
3. Have each learner indicate family birthdays, observed holidays,
and other planned events throughout the year.
4. As a creative experience the learner might draw a picture for
each month.
Another Advanced Variation:
1. Have the learner note the different ways in which dates are
written.
2. Note, for example, that the most common practice in the
United States is to denote month/date/year, such as January 23,
1999 or 1/23/99.
3. However, in some parts of the world the date is generally
written first as 23 January 1999. Discuss these conventions with
the learner noting why they are written as such.
Page 46
Page 47
Order Race
Why Do It?
To practice arranging the numbers 1 through 31 in numerical
order
Here's How!
1. Help the learner cut number boxes from an old calendar month
with 31 days. Mix up the pieces and encourage the learner to
reorder them from 1 through 31 .
2. Mix the calendar pieces again and keep track of the time it
takes the learner to put them in order. Repeat and see if he can do
it faster.
3. If competition is desired, cut out two sets of calendar numbers
and have two players race to see who can put them in numerical
order first.
Page 48
An Easier Variation:
1. Use two old calendar pages, each with 31 days. Cut one apart.
2. Ask the learner to match numbers. He should do so by placing
each of the cut out numbers on top of the corresponding number
on the uncut calendar page.
3. Finish by having the learner orally count the days.
An Advanced Variation:
1. Place the numbers 1 through 31 in a container.
2. Have the learner draw out two numbers and identify the larger
number.
3. As an alternate format, have two players each draw a number
and determine who has the larger number.
Another Advanced Variation:
1. Ask the learner to place the numerals in reverse (backward)
order as 31, 30, 29, and so forth.
2. If successful, ask that she also orally say them in reverse order.
(Note: This is a task that some young learners may not yet be
able to perform.)
A More Advanced Variation:
1. Using only the numbers from 1 through 9, have the learner
draw two numbers and place them together to form a two-digit
number.
2. Ask the learner to identify that number.
3. Then ask him to reverse the two numbers and identify the new
number.
4. Finally, ask which is the larger number?
Page 49
Finding Fractions
Why Do It?
To learn to see common fractions in different shapes and sizes
Here's How!
1. Help the learner search for fractional things at home or in the
classroom. For example, if the concept of one-half is to be
explored, look around the house, especially the kitchen, and help
the learner find something that illustrates this concept.
2. Have the learner share the halves with someone else. For
example, he might show two halves of an apple, the halves of a
large cookie, a half loaf of bread, or one-half of a puzzle. Note
that we commonly call each one-half, but this really means 1 of 2
equal parts which is written as 1/2.
3. If the task with halves was enjoyable, have the learner try to
locate things that come in 1/4ths (1 of 4 equal parts) or 1/3rds (1
of 3 equal parts), and so forth.
An Easier Variation:
1. Point out to the learner some things that are halves. Note that
we say half and write it as 1/2 which means 1 of 2 parts that are
the same size.
2. Work together to find examples and make a list of the things
found such as 1/2 of an orange, a sheet of paper folded to show
halves, 1/2 of a piece of toast, or 1/2 of a carrot. (Note: the list
will need to be in picture form for young learners.)
An Advanced Variation:
1. A learner who is ready might try dealing with a fraction of a
group.
2. As such she might be presented with 4 pieces of candy and
asked how many make up half. (Remember that 1/2 means 1 of 2
equal parts.) As such the learner might be asked to place equal
amounts in each of 2 bowls.
3. Try the task again, but this time with 8 pieces of candy, or 6
pieces of candy, or 10 pieces of candy. Help the learner to notice
that in each case, even though the number of pieces of candy
varies, there are always 2 equal groups.
Page 52
Closer Is Better
Why Do It?
To further develop place value understandings
Here's How!
1. Use the ace through 5 cards from a deck of regular playing
cards (or make your own set of cards with four of each card
numbered 1 through 5).
2. Shuffle the cards and deal three to each player.
3. Place the remaining cards face down in the center of the play
area.
4. Turn up the first two cards from the center pile to obtain the
target number. The first card turned up is the tens place and the
second card is the ones place. For example, if the first card is a 2
and the second is a 6, the target number is 26.
5. Each player then decides which two cards in his or her hand to
keep to make a number as near as possible to the target number.
The third card in each hand is discarded.
6. Each player shows and says the number in his or her hand.
Which player has the closest number? Ask the players to
determine this by making physical representations of each
number. To do so the players might bundle straws in groups of
tens and ones using rubber bands. Then use the appropriate
number of bundles and single straws to represent the target
number and the number of each player.
Page 56
An Advanced Variation:
1. Play the game as explained in the original variation above but
work with three-digit numbers, including the hundreds column.
Use ace through 9 from a regular card deck (or make your own
set of cards with four of each number from 1 through 9) and deal
4 cards to each player.
2. Allow each player to arrange three cards to make a number as
near the target as possible and discard the fourth card. Which
player has the number nearest in value to the target number?
3. Ask the players to show the difference between their number
and the target number by subtracting and/or using bundles and
loose straws.
4. As a challenge, the learner might also draw pictures or
diagrams to illustrate the problem. For example, if the target
number is 238 and the student draws cards for 259, he might
show his number using a dot diagram as shown.
Page 58
Works Cited
1. Roger Hargreaves, Count Worm (Miami, Florida: P.S.I. &
Associates, Ottenheimer Publishers, 1982).
2. Pat Hutchins, The Doorbell Rang (New York: William
Morrow, 1986).
3. Bruce McMillan, Eating Fractions (New York: Scholastic,
1991).
Page 63
Chapter 2
Number Operations
The activities in this chapter will help learners to comprehend
more than just how to do addition and subtraction. The learners
will be encouraged to use manipulatives, visual aids, estimation,
and to talk about their thinking as they work toward answers.
Because they will understand the meaning of the operations,
learners will have little trouble mastering basic facts. An added
bonus is that these activities will be used in an atmosphere of fun
and, as such, rich mathematical conversations will result between
parents and children and between teachers and children.
Page 64
An Advanced Variation:
1. Ask each learner to count out ten math beans and place them in
a paper cup.
2. The learner should shake the cup, toss the beans onto a flat
surface and count the number of beans that land with one color up
and the number of beans with a contrasting color showing.
3. Have the learner write a corresponding addition equation such
as 4 + 6 = 10. (Note: If this is too difficult, ask the learner to color
in the number of beans of each color on the recording sheet and
then help her to count and write the related equation.)
4. Repeat the activity ten times and note the variety of
arrangements.
5. As a further challenge, ask the learner to determine how many
different equations are possible when using 10 beans.
Another Advanced Variation:
1. Have the learner count out five math beans and place them in a
paper cup.
2. Ask the learner to predict how many beans will land with the
red side up when the math beans are tossed onto a flat surface.
3. He should then toss the beans and check his prediction. Repeat
the activity several times and discuss the results.
4. As a further challenge, increase the number of math beans to
ten, repeat the experiment ten or twenty times, and discuss whether
certain outcomes are more likely than others.
Page 71
Page 72
Get Ten
Why Do It?
To practice number combinations to 10
To encourage mental math thinking
Here's How!
1. The Get Ten game is played by pairs of learners (or a learner
and an adult).
2. Each player draws 5 circles approximately 2 inches in diameter
on a piece of paper and writes one number in each circle from
the selection 9, 8, 7, 6, 5, or 4.
3. The players then take turns rolling a die. If a rolled number
can be added to one of that player's circles to make 10, then she
can draw an X in that circle. (Note: If a rolled number goes with
a circle that has already been marked out, that player must pass
and it becomes the other player's turn.)
4. The winner is the first player to be able to cross off all of her
circles.
An Easier Variation:
1. This version is also played by pairs of learners who each draw
five circles, but the numbers written in the circles must be 1, 2, 3,
4, 5, or 6.
2. The players then take turns rolling a die. If the number of dots
on a rolled die matches a player's circled number he may mark it
with an X. (Note: As in the original game, if a rolled number goes
with a circle that has already been marked out, that player must
pass and it becomes the other player's turn.)
3. The winner is the first player to be able to cross off all of his
circles.
An Advanced Variation:
1. Have the pairs of learners (or a learner and an adult) play a
game of Get Twenty.
2. Each player draws 10 circles approximately 2 inches in
diameter on a piece of paper and writes one number in each from
the selection 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, or 18.
3. The players then take turns rolling two dice. If the rolled
numbers can be added to one of that player's circles to make 20,
then she can draw an X in that circle. (Note: If the rolled
numbers go with a circle that has already been marked out, that
player must pass and it becomes the other player's turn.)
4. The winner is the first player to be able to cross off all of her
circles.
5. As a further challenge, modify Get Ten or Get Twenty so that
either may be played for subtraction.
Page 73
Animal Adoption
Why Do It?
To use picture manipulatives to practice subtraction
Here's How!
1. Photocopy the animal pictures shown and have the learners
color and cut them out. Each player should then place the same
number of animals (perhaps 10) in front of himself or herself.
Also, provide a die numbered 1 through 6.
Page 76
2. The players take turns saying, ''I have ten animals (or the
number of animals in front of them) to find homes for." Player
#1 then rolls the die and says, "Four people (or whichever
number appears on the die) want to adopt animals." She then
takes that number of animals away and says, "Now I have six
animals (the number remaining) that still need homes."
3. Player #2 continues in the same manner.
4. The first player to find homes for all of his or her animals
wins.
An Easier Variation:
1. Give each player 6 beads and yarn and provide a 1 through 6
die.
2. Have the players string all six beads on their yarn. The first
player then rolls the die, takes off the number of beads indicated,
and states the related number sentence. If, for example, the player
rolls a 2 then he might say, "Six minus two equals four," or "6
beads take away 2 beads leaves 4 beads." (Note: If this is too
hard for the players, repeat that segment of the activity, talk about
it, and then practice saying the number sentence together.)
3. After all players have had a turn, compare the number of beads
left on their bead strings. Discuss who has the most left? The
least?
4. Have the players restring their 6 beads and play again.
An Advanced Variation:
1. Write a subtraction problem on the board or a piece of paper.
2. Have individual learners or small groups of learners tell an
animal story to go along with the subtraction problem.
3. Repeat the story and have the learners act it out with animal
manipulatives as it is being told. (Photocopy and cut out the
animal pictures shown.)
4. As a further challenge, the learners might draw pictures to go
along with their stories. When the pictures are complete, put them
in a book with their matching subtraction equations on top of
each page.
Page 77
Here's How!
1. Use the box and numbers as shown or draw a similar one.
2. Ask the learner a series of related positional computation
questions such as the following. What do you get when you add
the number in the box to the number above the box? What is the
total when you add the numbers on top and to the left of the
box? What is the difference between the number below the box
and the number to the right of it?
3. The learner should point to or touch each number as it is
noted.
4. Use and discuss a variety of positional terms such as "in,"
"within," "on top," "above," "over,'' "under," "below,"
"underneath," and so forth.
An Easier Variation:
1. Have the learner identify single numbers according to the
stated location. If asked, for example, about the numeral above
or on top of the square she should respond four.
2. The learner might also show the "how manyness" of the
identified number by using objects. For example, if asked about
the number to the right of the square she should say three and
place 3 objects beside it.
Page 78
An Advanced Variation:
1. Have the learners mentally compute and answer questions
relating to three (or more) locations. For example, if asked to add
the numbers on top of, to the right of, and in the square, the
mental math required is 4 + 3 + 2 = 9.
2. As further challenges, any or all of the following variations
might be attempted: (a) Use a mix of operations such as add the
first two numbers and subtract a third; (b) Include larger
numbers such as 8, 9, 12, 15; (c) Call for the computation of 4 or
5 or more numbers. Do so by placing numerals at the corners of
a square or using shapes such as hexagons and octagons.
Page 79
Before/After Roll
Why Do It?
To practice number order 1 through 13
To practice addition to 12
Here's How!
1. Use two 1 through 6 dice, a number line from 1 through 13
and a marker for each player (a button, bean, small rock, or
bottle cap).
2. Each player, in turn, rolls the dice and adds the numbers
together. She then puts a marker on the number line, either one
number before or one number after the number total shown on
the dice.
3. If both the before and after numbers are covered, the player
must pass.
4. When the entire number line is covered the player with the
most markers on it wins.
An Easier Variation:
1. Provide a 1 through 6 dot die, a 0 through 7 number line, and a
marker for each learner.
2. Have the learner roll the die and count the dots. The learner
might like to pretend that the marker is a frog or a rabbit as he
jumps it from the first number on the line to the number rolled.
3. Then ask the learner to jump the marker to the number before
or after the number rolled and to identify that number. The
learner should state, "_______ is the number before _______ ,"
or "_______ is the number after _______ ."
Page 80
Advanced Variation:
1. Use three 1 through 6 dice, a number line to 20, and a marker
for each player (buttons or beans).
2. Have each player, in turn, roll the dice and mentally add the
three numbers together.
3. The player must then put a marker on the number line either
two numbers before or two numbers after the dice number total.
She must also explain why the marker was placed in that specific
location.
4. If both the before and after numbers are already covered the
player must pass.
5. When the entire number line is covered, the player with the
most markers on it wins.
Page 81
Coin Trade
Why Do It?
To practice values with pennies, nickels, dimes, and quarters
To practice addition skills
Here's How!
1. Provide penny, nickel, dime, and quarter Money Grids for
learners to work with. (Real coins taped to some of the respective
Money Grids might further aid in understanding.)
2. Have the learners show and tell how many penny grids it takes
to equal a nickel, a dime, a quarter.
3. As a challenge, learners might also practice placing the smaller
Money Grids on the larger ones to match and count values. For
example, if 35 cents is called for it might be matched with a 25
cent (quarter) grid and a 10 cent (dime) grid, but it could also be
matched in other ways such as with three 10 cent (dime) grids
and a 5 cent (nickel) grid.
An Easy Variation:
1. Put one penny, nickel, dime, and quarter in a small paper bag.
2. Assemble a spinner that has the words and pictures of a penny,
a nickel, a dime, and a quarter in designated sections (see the
illustration and Appendix A for directions on making spinners).
3. Take turns spinning the spinner and have the learners note
which coin is called for. Then have a learner put his or her hand
in the bag, without looking, and try to feel and pull out the coin
that the spinner showed. Replace the coin for the next learner's
turn.
Page 83
4. If scorekeeping is desired, allow 1 point for each correct grab.
The first player to get five points, or any agreed upon total, wins.
An Advanced Variation:
1. Collect five pennies, five nickels, five dimes, and five quarters.
2. Talk about how much each coin is worth. Have the learners
use the Money Grids to explain the value of each coin.
3. Put a coin on the table as the target amount. Have the learners
use the other coins to add up to the target value. For example, if
a dime is the target, the learners might show equivalent value
with two nickels, or one nickel and five pennies, or ten pennies.
4. Put out two coins as the target amount and repeat the process.
Continue by having the learners find equivalent values for three,
four, or five coins, so long as they remain interested and
successful.
(Note: You may wish to make multiple copies of the penny,
nickel, and dime grids on the next page. It may be helpful to glue
the nickel, dime, and quarter coin copies on back of the matching
Money Grids.)
Page 84
Page 85
An Advanced Variation:
1. Provide the learner with a selection of things he might like to
buy, such as items from a children's restaurant menu or selections
from a toy catalog.
2. Ask him to pick an item, find the price, and show the coins
needed to purchase it.
3. As a further challenge, the activity might be reversed by
writing the prices for various items in terms of quarters, dimes,
nickels, and pennies and asking the child to figure the total price
of that item. (A peanut butter and jelly sandwich, for example,
might cost 3 quarters + 1 dime + 1 nickel + 3 pennies.)
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What Price?
Why Do It?
To simulate real life problem-solving experiences
To enhance addition and subtraction skills
Here's How!
1. Help the learners set up a small ''pretend" store using pictures
from magazines, newspaper grocery ads, empty labeled cans and
boxes, and so forth. (The pictures may be pasted on cards.) Write
a price on each, but keep the numbers low.
2. Have the learner select two items and add the numbers together
to see how much she owes. As the learners become more
proficient in addition, increase the number of items to be bought.
An Easier Variation:
1. Have the learners select two items and indicate which one costs
the most (the larger number).
2. If the activity is to be played with more than one learner, ask
the learners to each select an item and determine who owes the
most and the least.
3. Have the learner place the priced items in numerical order
from least to most expensive.
An Advanced Variation:
1. Have the learner locate favorite items for sale in newspaper
advertisements, toy catalogs, and so forth. He should select two
items and determine the total cost.
2. If ready, the learner might also determine the total for 3 or 4 or
more items.
3. As a challenge, the learner might also use subtraction to
determine how much more expensive one item is than another.
A More Advanced Variation:
1. Read the story, Alexander Who Used to Be Rich Last Sunday,
2 by Judith Viorst.
2. Provide a piece of paper with 100 cents written on it (ignore
the dollar sign and decimal at first).
3. Ask the learners to subtract the amounts Alexander spent.
Share the findings and discuss what each means.
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4. A challenge might involve having Alexander receive
additional money from time to time, such as 50 cents for
sweeping the sidewalk.
5. A further challenge might be to have the learners help make
up a story about a person who has a certain sum of money, and
who wants to buy some items. Have the learners repeatedly
subtract the cost of the items to see whether the person has
enough money.
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An Advanced Variation:
1. Provide two sets of number circles 1 through 9 and a 3 × 3
Number Mystery Puzzle.
2. Ask the learner to place number circles on the puzzle spots so
that they will equal the same sum in all directions (see a solution
for sum 15).
3. Challenge the learner to discover as many different puzzle
solutions as possible.
Page 91
Calculator Shopping
Why Do It?
To practice using a calculator
To see how estimation can be helpful
To practice basic facts
Here's How!
1. Show the learners how to enter numbers, the addition sign,
and the equal sign on a calculator. (Note: Exercise care when
entering numbers since no visual record of errors will be
available.) Then take the learners and a calculator to the store or
go catalog shopping.
2. As each item is selected, talk about the price rounded to the
nearest dollar. Explain that the rounded number is not the exact
cost of the item, but that it is a close estimation. He should enter
the rounded numbers and keep a running total on the calculator.
3. When finished at the checkout stand, check to see how close
the calculator total, using rounded numbers, is to the exact total.
If the calculator rounded total is a little low (or high) how might
this be adjusted for on the next shopping trip?
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An Easier Variation:
1. Have the learners use the calculator to count. To do so enter 1
and +.
2. Then ask the child to press the equals button one time and say
the number displayed, press the equals button a second time and
say that number, a third time, and so forth. The calculator will
display 1, 2, 3, and so forth. (Note: This will work with nearly all
basic calculators, but do try it in advance to be certain.)
3. The learners might also try skip counting (counting by
multiples) in the same manner. For example, to count by 2s enter
2 and + and the equals button. The calculator will then display 2,
4, 6, and so forth. Have the learners predict which number will
come next. Is there a pattern? If done for 3s the calculator will
display 3, 6, 9, and so forth. (Note: Activities such as this help to
provide groundwork for learning multiplication facts.)
Advanced Variations:
1. Use a calculator rather than flash cards when practicing basic
facts. When doing so one player might call out a basic fact such
as 7 plus 8 and enter it into the calculator. As soon as the other
player has answered she should press the equals button to find
out whether the answer given was correct.
2. For students needing a challenge, higher-level thinking and
basic fact practice can be provided simultaneously. For example,
practice with multiplying by 6s, without telling the learner that is
what she is doing, can be set up by secretly pressing the 6 and ×
buttons and then handing it to the student. By trial and error she
might record × 3 = 18, × 6 = 36, × 2 = 12, × 4 = 24.
By this time she will likely have discovered that multiplication by
6 is what is taking place. (Note: The calculator being used must
utilize a constant feature; to determine if this is the case simply try
the above example.)
Page 93
Undercover Adder
Why Do It?
To practice addition or subtraction facts
Here's How!
1. Find covers such as bottle caps, buttons, or cut out small
pieces of paper for each of the numbers on the Undercover
Adder Game Board.
2. Place a cover over each number on the game board so that the
numbers cannot be seen.
3. The first player uncovers two numbers and adds them
together. If correct he keeps the covers. If incorrect, the covers
are returned to the board.
4. The second player continues the game in the same way. The
player with the most covers at the end of the game wins.
5. Learners who find the addition game fairly easy might play the
game using subtraction. (Note: The players need to understand
that the smaller number must be subtracted from the larger.)
An Easier Variation:
1. Make a Counter board with only the numbers 0 through 5.
Place bottle caps, open side up, on any two numbers. Then count
the number of beans into each cap to correspond to the covered
numbers. Combine the beans from the two caps and count them
to solve the addition problem.
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2. The beans might also be used for comparative subtraction. If,
for example, 4 and 3 are the number of beans being considered,
the 4 beans should be placed in a line parallel to the 3 beans (as
shown below). The learners might then say that 4 is 1 more than
3.
Advanced Variations:
1. A more complex activity results when learners are asked to
uncover and add three or more numbers.
2. Keep a running total of each player's score and the highest
score wins.
3. If an older learner is practicing her multiplication facts, have
her multiply instead of add.
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Page 96
Math Tic-Tac-Toe
Why Do It?
To practice addition or subtraction facts
Here's How!
1. Make a Tic-Tac-Toe board with addition or subtraction
problems in each space (see illustration).
2. Find markers such as beans and rocks for each player.
3. Play Tic-Tac-Toe as usual except players must answer the
problem in the square correctly before they can put a marker on
the space.
An Easier Variation:
1. Make a Tic-Tac-Toe board that has a small number of dots in
each section. (Note: For this variation the learner needs to count
and say the corresponding numbers but does not need to add or
subtract.)
2. Play Tic-Tac-Toe as usual except that each player must count
the dots and say the number for the desired square before being
allowed to place his marker.
3. If a further challenge is desired, play another game where the
learner must say the number that is one less than the number in
the desired square. (If it is necessary to assist the learner, cover
up one of the dots in the square and count the dots now
showing.)
An Advanced Variation:
1. Play a Tic-Tac-Toe game that involves a larger grid and both
addition and subtraction problems. (Note: Each player should be
expected to use the correct operation without being told.)
2. As a further challenge, include problems in each space that
have a series of three numbers and involve two operations such
as 3 + 6 2 = ?
Page 97
Add It Up
Why Do It?
To practice addition facts to ten
Here's How!
1. Photocopy and cut apart the cards below or make a set from
index cards. Shuffle and deal them all out to the players.
2. The first player shows one card to the other players. All
players try to write down as many addition problems as possible
that equal the number on the card. (Note: Some players will find
it helpful to use objects such as beans or paper clips to help
figure out workable number combinations. For example, 6 might
be shown as 3 + 3, or as 4 + 2.)
3. The players take turns showing their cards. Each addition
problem is worth one point. If winning is desirable, the player
with the most points wins.
An Alternate Variation:
1. Use the cards numbered 2 through 10 from a regular deck of
playing cards. Mix them and deal five (or more) cards to each
player.
2. If, when examining the cards dealt, the players find that two of
their cards add to the value of a third, they may lay those cards
down immediately. For example, if a player has a 2, a 3, and a 5,
she should state that 2 plus 3 equals 5 and show them face up.
3. The first player then looks at her remaining cards and decides
which of the following questions to ask (one question only): (a)
If the player holds two cards with small numbers that add up to
ten or less, she might ask, "Do you have a _______ (the sum of
the two cards)?" If, for example the player has a 3 and a 4, she
should ask for a 7.
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(b) If, however, a card with a large number is held, she should
ask for two cards with small numbers that will add up to that
sum. For example, if the player has a 9, she might ask for a 6 and
a 3 (or any combination that adds up to nine).
4. If player one receives the called for card(s) she may play them
and continue asking. However, if player two does not have the
card(s) asked for, player one must draw a card from the pile. If
successful, player one may continue asking, but if not her turn is
finished.
5. Player two then begins his turn.
6. The first person to get rid of all of his or her cards wins.
An Easier Variation:
1. Make cards with numerals and matching numbers of dots.
Have children match beans or buttons to the dots.
2. Add a second card and repeat the process. Add the numbers
together and find the answer by counting the total number of
beans or buttons.
More Difficult Variations:
1. Make a deck of cards from 1 through 20 (or higher). Use two
or three cards at a turn to Add It Up.
2. Play Take Away Subtraction by drawing two cards and having
the learner take away the smaller amount from the larger. Initially
this should be done with objects. For example if 9 and 4 are the
numbers being considered, the learner should place 9 beans in a
row and then take away 4 to show 5 remaining. This could be
recorded as 9 4 = 5.
3. Also play Comparative Subtraction where nothing is taken
away, but rather the amounts are compared. For the cards 9 and
4, the 9 beans might be placed in a line and 4 beans in another
parallel line (as shown). Then compare and consider, how many
more beans will it take to make 9?
Page 101
Do This
Why Do It?
To enhance number recognition and computation skills
To physically act out math fact solutions to ten or more
Here's How!
1. Help the learners to draw a large square, circle, or triangle on a
piece of butcher paper (or with chalk on a sidewalk). Divide the
figure into sections and randomly number each from 1 through 6.
2. Choose an activity (or have several to select from) such as
clapping, jumping, walking on tip toes, patting your head,
touching toes, or blinking that can be acted out easily.
3. At a player's turn he throws two bean bags onto two different
numbers of the figure.
4. The player must then identify the two numbers, add them
together, and act out the answer. If, for example, the bean bags
land on a 5 and a 3, the student might clap 8 times. (Note: If the
learner is unsure, allow him to place 5 objects on that space and 3
on the other and then physically count out 5, 6, 7, 8.)
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An Easier Variation:
1. Draw a large square, circle, or triangle on a piece of butcher
paper (or with chalk on a sidewalk), divide it into sections, and
randomly number each from 1 through 9.
2. Choose an activity that can be easily acted out such as
clapping, jumping, or touching toes.
3. At a player's turn he will throw just one bean bag onto the
figure.
4. The player must then identify the number landed on and act
out the answer. If, for example, the bean bag lands on a 7, the
player might jump 7 times. (Note: If the learner is unsure, help
her to place the correct number of objects on that space and then
physically count them.)
An Advanced Variation:
1. To play Subtract from 10, draw a large figure on a piece of
butcher paper (or with chalk on a sidewalk), divide it into
sections, and randomly number each from 1 through 6. Also
select an activity that can be easily acted out such as clapping,
jumping, or touching toes.
2. At his or her turn each player will throw a bean bag onto the
figure.
3. The player must then identify the number landed on, mentally
subtract that number from 10, verbally state the equation, and act
out the answer. If, for example, the bean bag lands on a 4 and
touching toes is the designated activity, he must then say 10
minus 4 equals 6, and then touch his toes 6 times.
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An Easier Variation:
1. Assemble a milk carton calculator using the directions shown.
2. Make problem and answer cards from small index cards (or
other card stock at least 2 inches by 3¼ inches). On one side of
the card draw a number of objects (such as five stars) and on the
other side write the corresponding number 5.
3. The learner must then count the number of objects on the
problem side of the card and say what she thinks the number is.
4. The learner's answer is then checked by sliding the card
(problem side up) into the top slot of the milk carton calculator.
When the card slides out through the bottom slot, the actual
number will show.
An Advanced Variation:
1. Perform the original activity, but write three addend addition
and/or subtraction problems such as 2 + 5 4 = on the front side of
the card.
2. For students needing a further challenge, play the activity
using simple multiplication or division problems and/or word
problems.
Page 106
Addition Partners
Why Do It?
To practice addition with missing addends
Here's How!
1. Provide an Addition Partners Sheet and a die marked with 1,
1, 2, 2, 3, and 3.
2. The player then rolls the die and writes that number in the first
square.
3. Then ask the player to figure out what number goes in the
second square to make the number sentence correct. (Counting
manipulatives such as beans, buttons, or small stones may help
the learner figure out the problems.)
An Easier Variation:
1. Provide a large sheet of paper with a single row of three large
boxes similar to those in the Addition Partners Sheet. Write in
the symbols + and = but don't dwell on them. If the learner asks
what they are, explain in simple terms. Also use a die marked , , ,
, , and .
2. Gather a supply of simple objects (beans, paper clips, or
blocks) to use as counters.
3. Place a number of objects (perhaps ) in the answer box.
4. Have the player roll the die and place the corresponding
number of counters in the first box (perhaps ).
5. Then ask how many counters must go in the second box so
there will be the same number of counters in boxes 1 and 2
together as there are in box 3? (Allow the learner to place and
count manipulatives as she works toward a solution.)
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An Advanced Variation:
1. Develop an Addition Partners Sheet with 3 addends plus an
answer box (see sample).
2. Let the learner randomly place numbers 12 to 18 (or larger) in
the answer column.
3. The learner then rolls two dice (numbered 1 through 6), places
those numbers in two of the addend squares, and then solves for
the third square. (It is possible the third square could be zero.)
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Works Cited
1. Tana Hoban, 26 Letters and 99 Cents (New York:
Greenwillow Books Division of William Morrow and Company,
1988).
2. Judith Viorst, Alexander, Who Used to Be Rich Last Sunday
(New York: Atheneum, 1979).
Page 111
Chapter 3
Measurement
Measurement is one of the most important mathematical skills
needed in daily life. The best way for children to develop such
skills is by allowing them numerous hands-on experiences. They
need experiences with: (1) making comparisons (heavier and
lighter, longer or shorter); (2) ordering several objects (which
holds the least to the most); (3) measuring with everyday items
(the table is 7 hand lengths long); and (4) measuring with
standard units for distance, capacity, temperature, and time.
To gain an understanding of needed measurement concepts
young learners need to repeat such activities in numerous and
varied ways. This is especially important in light of the fact that
most young learners will not yet have achieved measurement
conservation concepts. A young child, for example, who has not
yet developed an understanding of conservation of length, when
shown two identical pencils side by side will say that they
measure the same length, but when the position of the pencils is
changed he or she will likely insist that the pencil measurements
are now different. Thus, it is important that young learners have
many such experiences and also be exposed to measurement
tasks that relate to conservation of volume, conservation of area,
and conservation of weight. Finally, it is important to realize that
no amount of telling or showing will teach a child such concepts
of conservation; his or her learning will, instead, result from
many varied personal experiences
The activities provided in this chapter help young children to deal
effectively with a wide range of important measurement skills
and concepts. An added bonus is that these experiences can set
the stage for important mathematical conversations between
parents and children and between teachers and children.
Page 112
Line Up
Why Do It?
To observe and manipulate objects making comparisons using
such words as ''shortest" and "tallest"
Here's How!
Have the learner rearrange items around the house (or the school
room) from shortest to tallest. Use books, people, tools, stuffed
animals, drinking glasses, and so forth.
An Easier Variation:
1. Cut straws or strips of cardboard into different lengths.
Encourage the learners to use a common base as they lay them in
order from shortest to longest or longest to shortest.
2. The learner might also compare the straws when they are in
upright positions. To do so stick them in play dough or clay and
discuss which is tallest and which is shortest.
Another Easier Variation:
1. Roll play dough into different sized balls and have the learner
determine which is smallest and which is largest.
Page 113
2. Roll the play dough into snakes and have the learner compare
longest and shortest lengths.
3. Discuss and use related terms such as "biggest," "fattest,"
"thinnest," and so forth.
An Advanced Variation:
1. Discuss how the heights of objects that cannot be moved might
be compared. How might we find out whether the flagpole at the
school or the one at city hall is the tallest, or which of two trees
several miles apart is shorter.
2. Guide the learners to note how the shadows objects cast may
be used to approximate their heights.
3. Finally, if the learners are ready for a challenge, find out how
surveyors use triangles (and precise instruments) to determine
such measurements.
Page 114
Stick Walk
Why Do It?
To gain experience making length comparisons
To practice using math vocabulary (such as shorter and longer).
Here's How!
1. Go for a short walk outside and have the learners collect five
to ten sticks.
2. Ask the learners to arrange the sticks in order from longest to
shortest. Mix them up and now have them arrange the sticks from
shortest to longest. Ask the learners to indicate the shortest and
the longest.
3. Randomly select two or three of the sticks. Ask the learners to
indicate which of the sticks in this new set is shortest and which
is longest?
An Easier Variation:
1. Photocopy and cut paper rods, as shown on the following
pages into strips. Ask the learner to match them to the
appropriate spaces in the rod tray. Have the learner notice the
differences in length and point out the shortest and longest rods.
(Note: In order for young learners to handle them more easily,
the paper rods might be pasted on tagboard or heavy paper.)
2. As a slightly more difficult task, have the learner arrange the
paper rods from shortest to longest without using the rod tray.
An Advanced Variation:
1. Ask the learners to color the sectioned paper rods as units with
two different alternating colors (as yellow and green). Cut out the
rods and ask the learners to put them in order from shortest to
longest.
2. Ask the learners to count the sections in the shortest rod, the
next larger rod, the longest rod. Then randomly select two rods
and ask the learners to indicate the shortest and longest. Have the
learners count the number of sections in the shortest rod and
those in the longest rod. Ask the learners how many more
sections the longer rod has than the shorter one?
3. Select a different pair of rods and have the learners tell how
much larger (or smaller) one is. Have the learners explain how
they figured it out.
Page 116
Page 117
Here's How!
1. Provide a target (such as a small can, a bean, or a bottle cap),
paper strips for measuring, and one small round rock per player.
2. The target is placed in the middle of the floor and each player
rolls his or her rock toward the marker, trying to get as close as
possible.
3. Players compare how far their rocks are from the target by
marking the distances on strips of paper and laying the strips next
to each other. The players must then use the words "closer" and
"farther" when talking about the position of their rocks.
4. If the players choose to keep score, flip a coin after each round.
If heads turns up, the player closest to the marker wins a point. If
tails, the farthest player from the marker wins a point. The first
player to get five points wins.
An Easier Variation:
1. Cut several lengths of string and place them in a box.
2. Have the learner choose two strings and compare their lengths
by laying the strings next to each other. Which string is shorter?
Which is longer?
3. Replace the strings and try again.
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An Advanced Variation:
1. Use standard measurements when playing the original Rock
and Roll Measure activity. Use a ruler (see Appendix A) to
measure the distances and find who is closest to the nearest inch
(or centimeter).
2. If the learner wants a greater challenge, he might be asked to
determine how much closer one player is than another.
Page 119
People Compare
Why Do It?
To observe size comparisons and use the words "taller" and
"shorter" and/or similar measurement vocabulary
Here's How!
1. Instruct the learners to have each person in their families
compare his or her height to the following objects: chair,
refrigerator, or lamp. Record the comparisons by writing the
peoples' names on a chart like the one shown. For example,
when compared to the refrigerator, brother Jason might be
shorter, Mom about the same height, and Dad taller.
2. Have the learners draw a picture of their family members from
tallest to shortest.
3. The learners should find something taller than any of their
family members. Find something shorter. Draw a picture
showing these comparisons.
An Easier Variation:
Stand two family members together and compare their heights.
Who is taller? Shorter? Stand by another person. Now who is
shorter? Taller? The learner may be shorter than one family
member but taller than another.
Page 120
Another Easier Variation:
Use string or cord to help make comparisons. For example,
measure Mom's height with one piece of string and the child's
with another; then lay the strings side by side on the floor to
compare. Is Mom just a little bit taller or twice the child's height?
An Advanced Variation:
If the learner appears ready for more advanced comparisons she
might estimate and measure the perimeter or circumference of a
variety of things. For example, is her head circumference greater
or smaller than that of a selected adult? Is the perimeter of a
tabletop more or less than that of a desktop or a bed mattress?
Keep a record and compare these measurements. (Note: These
measurements might be made with lengths of string or, for
learners who are capable, with a measuring tape.)
Page 121
Hand Guess
Why Do It?
To practice estimation and measurement with nonstandard units
To clarify measurement vocabulary (such as shorter and longer)
Here's How!
1. Make a record sheet like the one shown.
2. Have the learner estimate (guess) whether an object (perhaps a
pencil) is shorter than, about the same length as, or longer than
his or her hand.
3. Place the pencil beside the learner's hand and measure and
compare. Discuss what he found out and then help him to record
his answer on the record sheet.
4. Follow the same procedure with several items, such as a book,
a can of vegetables, or a spoon.
Page 122
Another Variation:
1. Have the learner use string to measure parts of her own body.
2. See if she can find another part of her body that measures
about the same as the length of her foot, the circumference of her
head, or the distance from fingertip to fingertip when her arms
are stretched wide.
3. Help the learner to use words like shorter and longer as she
makes comparisons; her findings might also be recorded in a
chart such as the one shown.
Advanced Variations:
1. Have the learners try to find objects that are two of their hand
lengths long, three hand lengths, four, and so forth.
2. Find the length of a room in the learners feet (toe to heel).
Have an adult measure in the same way. Talk about why it takes
more of their feet than the adult's feet to measure the same
distance.
3. Help the learners keep a written record (perhaps as a picture
and number journal) of their findings.
Page 123
Leaf Relief
Why Do It?
To practice measurement with nonstandard units
To make leaf art relief prints
Here's How!
1. Have the learners collect a variety of leaves and make several
leaf relief prints. To create a leaf relief print, place a leaf on a flat
surface and under a sheet of paper; then rub the side of a crayon
over the top.
2. Measure the length of each leaf relief print with paper clips
placed end to end. Help the learner to write the length (in paper
clips) below each print. Discuss which is the shortest; the longest.
Put the leaf relief prints in order from shortest to longest.
3. If the learners remain interested, repeat the process using
another unit of measurement such as pennies. Predict how many
pennies it would take to measure each leaf. Then measure the
leaves by placing several pennies in a row on top of each print.
Discuss and record the findings.
Page 126
An Easier Variation:
1. Collect a variety of leaves.
2. Compare the leaves by holding them next to each other. Talk
about which is shorter, longer, and so forth.
3. Order the leaves from longest to shortest and glue them on a
piece of paper in that order.
An Advanced Variation:
1. Collect a variety of leaves.
2. Help the learner to measure the leaves to the nearest inch by
laying them directly on a ruler (see Appendix A).
3. The learner should then keep a record of the measurements by
gluing or making leaf relief prints of all the 1 inch leaves on one
piece of paper, all the 2 inch leaves on another paper, and all the
3 inch leaves on a third paper.
Page 127
Spoonful of Sugar
Why Do It?
To provide volume comparison experiences
To practice estimating volumes
Here's How!
1. Provide a teaspoon, a tablespoon, and a small cup (about one-
half cup size).
2. Ask the learners to estimate (guess) how many level
teaspoonfuls of sugar (or other dry ingredient) will fill the cup.
3. Count the number of level teaspoonfuls needed to fill the cup.
4. Ask the learners to find the numbers of teaspoons in a
tablespoon and then ask them to estimate how many tablespoons
will fill a cup.
5. Count the number of level tablespoons needed to fill a cup.
Were the estimates close? Ask the learner to explain how he
decided on the estimated number.
An Easier Variation:
1. Provide a variety of empty plastic containers and a small
scoop. Ask the learner to fill each to the top with sand (or
another dry ingredient such as cornmeal, rice, or beans). Count
each scoop as it is poured. Talk about how many scoops each
container will hold.
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2. Have the learner make comparisons by pouring contents from
one container to another. Discuss whether a container will hold
the same amount, more, or less. Which container will hold the
most, the least?
An Advanced Variation:
1. Provide several containers that vary in shape but that have the
same volume (hold the same amount).
2. Have the learners estimate the number of scoops of sugar each
will hold and then experiment to find out. A tall slender coffee
cup and a short fat one might both hold 8 scoops of sugar.
3. To verify the volumes of the containers, have the learners
recount the number of scoops required and/or fill one and pour
the sugar directly into the other.
Another Advanced Variation:
A further challenge might be to ask the learners to measure the
number of tablespoons in a one-fourth cup measure. Then ask
them to figure out how many tablespoons would be in a cup, in
two cups, and so forth.
Page 131
Mouth Full
Why Do It?
To have fun comparing mouthful capacities
To be exposed to "formal" volume measurement
Here's How!
1. Provide each learner with a large glass of punch and a straw.
2. Have each learner, in turn, use his or her straw to suck in a
mouthful of punch.
3. When the learner's mouth is full, have her spit the punch into a
see-through measuring cup or a graduated beaker.
4. Mark the level of punch on the measuring device with a small
piece of tape containing the learner's name. Also record the
volume (as 1/4 cup or 20 ml) on a piece of paper. Then empty the
measuring device.
5. Use the same measuring device and repeat the activity for each
learner. (Note: Limit groups to four learners so that the
measuring device does not get too crowded with tape.)
6. When finished talk about whose mouthful was biggest and
how we know.
An Easier Variation:
1. Provide each learner with a container of punch, a straw, and a
see-through glass with his name on it.
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2. Have each learner, in turn, use a straw to fill his mouth with
punch.
3. When the learner's mouth is full, he should spit out the punch
into his juice glass.
4. Line up the glasses on a table and compare the height of the
punch in each glass.
5. Which glass has the most punch? The least? Whose mouthful
was biggest?
An Advanced Variation:
1. Give each learner a glass of punch and a straw.
2. Take turns having each learner use the straw to fill his or her
mouth with punch.
3. When the learner's mouth is full, have him or her spit out the
punch into a beaker that is graduated with milliliters.
4. Help the learner to read the scale on the graduated cylinder. He
should also write down the amount of milliliters that his mouth
holds.
5. Compare volumes to find out who has the biggest mouthful.
6. As an extension, ask the learners to find out how many of their
mouthfuls it would take to fill a measuring cup (or another
measuring device).
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Lightweight/Heavyweight
Why Do It?
To begin comparing the weights of common objects by using
nonstandard measurement units
Here's How!
1. Construct a milk carton scale (see illustration). Cut the bottom
1½ inches from a half gallon milk carton. Punch holes in all four
sides and thread string through them. Attach the strings together
at the top and loop or tie a large rubber band to the strings. Hang
the milk carton scale from a ruler that is taped firmly to a
bookshelf or countertop.
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2. Tape a piece of paper behind the scale and provide a variety of
common objects (an apple, a glue bottle, a large crayon, soap) to
weigh.
3. Have the learner hold the objects, compare them, and try to
place them in order from lightest to heaviest.
4. She should place each item, in turn, on the milk carton scale.
5. Gently push the scale against the paper behind it and draw a
line directly under the scale. Write the object's name or draw a
picture of it on the line.
6. Repeat for all the common objects and talk about whether the
original comparisons where correct.
An Easier Variation:
1. Make a milk carton scale using the directions and place a piece
of paper behind it.
2. Provide a variety of two object sets that normally go together
(such as a sock and a shoe, or a small mixing bowl and a large
spoon, or a carrot and a celery stick). Also, provide sticky note
cards (Post-it® Notes) with pictures of the objects already drawn
on them.
3. Have the learner compare the related objects and predict which
object is lighter, heavier, or if they weigh about the same?
4. He should then weigh one object at a time on the scale and
place the matching sticky note on the paper directly under the
bottom of the scale.
5. After each set of two related items has been weighed, talk
about which is lightest or heaviest.
6. Repeat for each set of related objects.
7. As an extension, the learner might predict and find out if one
item was a lot heavier or just a little heavier.
An Advanced Variation:
1. Make a milk carton scale using the directions in Here's How
above and place a piece of paper behind it.
2. Provide a set of nonstandard measuring units (such as metal
washers, small tiles, or Unifix® cubes).
3. Place the washers or other objects in the scale until it lowers to
the line of one of the common objects such as the apples.
4. Record the number of washers or other objects it took for the
scale to reach the ''apple" line on the recording paper. The student
should keep a pictorial record (such as drawing 6 washers
opposite the "apple").
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What's Heavier?
Why Do It?
To relate the weight of objects to changes in shape
To compare items with the same volumes but different weights
To compare items with discrepant volumes and weights
Here's How!
1. Construct a milk carton scale (see illustration). Cut the bottom
1½ inches from a half gallon milk carton. Punch holes in all four
sides and thread string through them. Attach the strings together
at the top and loop or tie a large rubber band to the strings. Hang
the milk carton scale from a ruler that is taped firmly to a
bookshelf or countertop.
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2. Provide a container, such as a small cup, that will fit into the
scale and tape a piece of paper behind the scale.
3. Provide different materials (such as rice, beans, water, sand, or
seeds) that will be used to fill the cup.
4. Have the learner fill the cup with one material (such as the
beans).
5. Place the cup on the scale and have the learner gently push the
scale against the paper and draw a line directly under the scale on
the paper. Label the material being weighed on that line.
6. Have the learner dump out the first material and put another
material in the cup. He might predict whether the new material
will be heavier or lighter than the first. Then have him measure
the new item.
7. Repeat for all the provided materials. Then talk about the
learner's predictions. Which materials were the heaviest? The
lightest?
An Easier Variation:
1. Provide a milk carton scale and place a piece of paper behind
it.
2. Also provide a ball of clay or Play Dough (see Appendix A for
a recipe).
3. Have the learner place the clay ball on the scale, gently push
the scale against the paper, and draw a line directly under the
scale to show the weight.
4. Have the learner remove the clay ball, flatten it into a pancake
shape, and place it back on the scale. (Note: The milk carton
scale will extend to the same level.)
5. Have the learner remove the clay again and, this time, form it
into a snake shape. Will the weight still be the same? Try it.
6. She should finally reform the clay into a ball and weigh it one
more time. What happens now? Is the weight still the same? Talk
about what she found out.
An Advanced Variation:
1. Construct a milk carton scale and place a piece of paper behind
it.
2. Also provide materials that vary widely in weight and volume
(such as clay, Styrofoam®, a stapler, an empty cardboard box, a
full Pepsi® can, an empty Pepsi can).
3. Hold up the Pepsi cans for the learners to see, but don't let
them know one is empty. Ask which will weigh more, or will
they be the same.
4. Use a milk carton scale to compare the Pepsi can weights.
When the learners find out one was empty and object, ask
whether everything that appears heavy or light actually is.
5. Continue by having the learners predict, weigh, record,
compare, and talk about a wide variety of objects that might not
weigh what is expected.
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Time Stunts
Why Do It?
To increase awareness of time intervals
Here's How!
1. Talk with the learners about activities that take a relatively
short amount of time to complete such as saying the ABCs,
writing numbers to 10, jumping up and down 15 times, or
singing "Twinkle, Twinkle, Little Star." Then select several
activities to do.
2. Write each of the selected activities on a separate piece of
paper and place it in a container.
3. Two players (or teams) each pick one activity from the
container. The players then predict which of the two activities
will take a shorter amount of time to complete. (Note: It is okay
for both players to select the same activity.)
4. Each player (or team) then does his or her activity (the one
drawn from the container) simultaneously to find out which
activity actually takes less time to complete.
An Easier Variation:
1. Provide a clock or watch with a second hand.
2. Select and try some of the following stunts for 1 minute each.
Stand on one foot.
Walk as far as you can.
Count how many times you can bounce a ball.
Count how many times you can jump rope.
Count how many times you can touch your toes and then
stand up.
Count how many times you can snap your finger.
Count how many times you can blink your eyes.
An Advanced Variation:
1. Provide a timer and, with the learners, select a period of time
(such as 10 minutes, an hour) to be experienced.
2. Set the timer for the selected time period (perhaps 30 minutes).
Have the learners predict how many 30 minute intervals will pass
before a given event such as lunch, recess, or a favorite television
show happens.
3. Keep track of how many times the timer goes off by making
tally marks and then resetting the timer.
4. When the selected event happens, count the tally marks and
have the learners talk about how close their estimate was.
5. Repeat the activity until the learners becomes quite accurate at
predicting a reasonable number of time intervals.
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Collecting Clocks
Why Do It?
To become more aware of time
To compare and contrast how clocks indicate time
Here's How!
1. Have the learners find and cut out pictures of clocks and
watches from magazines and newspapers.
2. Focus initially on hours only. Help the learners identify the hour
hand (or the hour portion of a digital readout). Help them to find
several clock pictures that show the same hour.
3. Glue pictures of different clocks that show the same time on
pieces of paper. That is, place all clocks showing 1:00 on one piece
of paper, those showing 2:00 on another, and so forth.
An Easier Variation:
1. Cut out or draw pictures of things that happen in the daytime
and in the nighttime.
2. Mix the pictures up and have the learners sort the pictures into
daytime pictures and nighttime pictures.
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An Advanced Variation:
1. Provide both an easily read standard clock and a digital clock.
2. Set one of the clocks at an on-the-hour" time (perhaps 2
o'clock) and show the learner how to set the other clock to the
same time. Repeat this activity for other hour times.
3. Trade clocks and repeat direction number 2.
4. If the learners appear ready for a further challenge, try having
them work with half hours, or even with one minute intervals
such as 3:10 or 4:27.
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It's Time
Why Do It?
To relate time of day to clock time
To begin learning to read and write clock times
Here's How!
1. Show and talk about the different types of clocks and watches
(include clocks with hands and those with digital readouts). Point
out the 12 numbers on a standard clock face and note that each
refers to an hour.
2. Discuss the fact that there is an 8:00 in the morning and also an
8:00 in the evening. (Note: Wait until later to introduce A.M. and
P.M. concepts.)
3. Have the learner draw a picture of something he does at a
specific time of the day. When the picture is finished, assist him in
drawing a picture of a small clock in the corner that shows the
hour this activity is done; also write the same time in digital format.
The learner might, for example, draw a picture of eating breakfast;
if this happens at 8 A.M. then both a clock face showing 8 o'clock
and a digital readout of 8:00 should be added.
An Alternate Variation:
1. Help the learners to understand that the different types of clocks
(digital readouts and standard clock faces) serve the same purpose
but show times in a different manner.
2. Provide clock puzzle cards (shown below) with which they can
practice matching times.
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Another Alternate Variation:
1. Use a paper clock (see clock pattern) to show the learners how
the short hand indicates the hours. (Note: At first just the hour
hand might be used. Later include the longer minute hand.)
2. Give the learner a paper clock and have her match a whole
hour time that you are showing on another clock. Be sure she
notes the position of the hour and minute hands.
3. If the learner appears ready, state a whole hour time and have
her show it on her paper clock. Later follow the same procedure
for half hours.
An Easier Variation:
1. Read the book, It's About Time Jesse Bear and Other Rhymes.
1
2. Talk about different activities done during the day and typical
times for each activity such as eating lunch at 12:00 noon.
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3. Personalize the activity by talking about the time a child
typically gets up, goes to school, takes a nap, or goes to bed.
An Advanced Variation:
1. Have the learners count the "minute spaces" around the clock
face and note that there are 60 minutes in an hour.
2. Help the learners recognize and state time to the minute. As
such, 3:10 might be stated as either "ten minutes after three" or as
"three ten," and 8:45 should be either "forty-five minutes after
eight" or "eight forty-five." (Note: It is suggested that the "quarter
hour'' and the "minutes until" designations be delayed until the
learner is quite adept at telling time.)
Another Advanced Variation:
1. The learners should also compare standard clock face times
with the same readouts on digital timepieces.
2. They should then learn to write time in digital form (such as
3:00, 8:15, 10:42).
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Here's How!
1. Provide a real thermometer (or photocopy the demonstration
thermometers shown or see Appendix A for directions to make a
ribbon thermometer) and discuss how the mercury goes up and
down depending on the temperature. (Note: If using a real
thermometer have the learner put his or her hand on the bulb to
raise the temperature reading and put the thermometer in cool
water to lower it.)
2. Have the learner imagine that he is at the beach on a hot day and
talk about what he would likely be wearing.
3. Have the learner fold a piece of paper in half. On one half he
should draw a picture of what he would be wearing for a day at
the beach. On the other half draw a thermometer or glue on a
thermometer copy from above and show that day's temperature by
coloring in the mercury strip.
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4. Choose three or four more weather conditions, such as days
when it is raining, snowing, partly cloudy, or sunny. Talk about
likely temperatures on such days and have the learner complete
clothing and thermometer pictures for each.
5. As an extension, cut and separate the thermometers from the
clothing pictures. Mix them up and have the learners rematch
them.
An Easier Variation:
1. Find pictures of people in different climates (from magazines,
newspapers, the Internet) and provide a ribbon thermometer (see
Appendix A for directions) or use a demonstration thermometer.
2. Select one of the pictures and have the learners move the
temperature strip on the ribbon thermometer (or color in the
mercury strip on a thermometer copy) to show what the
approximate temperature would be where the person is. Ask
them to explain their reasoning.
An Advanced Variation:
1. Tell the learners to imagine that they are going to take an
imaginary vacation. Tell them what the weather and temperature
is like at each of their destinations (Note: If able, have the
learners research their own vacation destinations to find out
about the weather there.)
2. Have the learners then list or draw pictures of what they would
pack in suitcases for their trip.
3. As an extension, the learners might be asked to use a Celsius
thermometer scale (or consider both Fahrenheit and Celsius
temperatures) when dealing with such tasks.
Page 149
Measure Me
Why Do It?
To practice measurement using whole inch and centimeter rulers
Here's How!
1. Have the learners trace their hands on a piece of paper.
2. Using an inch or centimeter ruler (see Appendix A), help them
measure their hands. Measure the length from the base of the
palm to the tip of the middle finger and the span from the end of
the thumb to the end of the little finger.
3. Record each measurement.
4. The learners might also wish to measure other body parts (feet,
toes, nose).
An Easier Variation:
1. Have the learners compare hand sizes by measuring against
each other's hands. Are all hands the same size?
2. Trace the learners' hands on a piece of paper. Using the inch
ruler, help them measure their hand lengths and spans and record
the findings. (Note: This information might be kept in order to
show growth between the beginning and end of a year.)
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An Advanced Variation:
1. Help the learner use the centimeter ruler (see Appendix A) to
measure the length and span of his hand.
2. Make the same measurements with an inch ruler.
3. Compare the results and talk about the differences.
Another Advanced Variation:
1. As a challenge, the learners might be asked if they are
"square"; not in everyday terms, but mathematically square?
2. Then work together to measure each learner's height and
width. To determine width each learner needs to stand with arms
extended at shoulder height while a partner uses a piece of string
to measure from the tip of one middle finger across the chest to
the end of the other middle finger.
3. Record the results in inches or centimeters.
4. Compare each person's height and width measurements. Are
they the same or very nearly so?
Page 154
Works Cited
1. Nancy Carlstrom, It's About Time Jesse Bear and Other
Rhymes (New York: Macmillan, 1990).
Page 155
Chapter 4
Geometry
We experience geometry in many areas of our daily lives;
sometimes in realms we never think of as geometry. We use it in
construction, sewing, art, product packaging, mapmaking, and
reading. The ideas of symmetry are found in architecture, sports,
and clothing design as well as throughout nature. We use spatial
thinking when giving, receiving, and following directions and
while using charts and diagrams to assemble toys or furniture.
Young learners come to school with some beginning geometric or
spatial notions. In order to further such understandings, these
young learners need many additional opportunities to see and
manipulate two- and three-dimensional shapes and to talk about
their properties. As such, they will begin to make comparisons and
understand relationships. In time, they will also learn the shape
names and identify their uses in man-made settings and in nature.
A variety of geometry activities are provided in this chapter. They
range from informal/intuitive experiences, to understanding the
characteristics of shapes found in everyday life, to discerning the
interrelationships both within and among figures, to utilizing
geometry in creative ways. These activities will serve as a basis for
spatial thinking and for discussions between children and parents
and children and teachers.
Page 156
Food Patterns
Why Do It?
To become more aware of naturally occurring patterns
To expose learners to naturally occurring fractions
Here's How!
1. Provide an orange, a lemon, and a grapefruit.
2. Cut the fruits into halves (midway between top and bottom).
3. Have the learners compare the segments of the different fruits.
Are the patterns similar? Which has more segments? Are all the
segments about the same size?
4. Cut two of the same type of fruit (such as two oranges) and
compare their patterns.
An Easier Variation:
1. Collect different fruits and vegetables such as apples, oranges,
cabbage, onions, and eggplant.
2. Cut the fruits and vegetables into halves (midway between top
and bottom).
3. Have the learners look at the patterns in each and draw a
picture of the patterns or designs they see.
An Advanced Variation:
1. Provide an orange, a lemon, and a grapefruit.
2. Cut the fruits in half (midway between top and bottom).
3. Talk about fractions with the learners by looking at how many
sections it takes to make a whole orange, a lemon, a grapefruit. If
an orange has ten sections then 10 out of 10 or 10/10 would be a
whole orange. If you were to eat 1 section, that would be 1/10 of
that orange. If you were to eat 3 sections, what fraction of the
orange would that be?
Page 157
Shape Draw
Why Do It?
To show and identify different geometric shapes
To recognize and copy patterns
Here's How!
1. Have the learners make and color pictures with at least three
circles, three squares, three rectangles, and three triangles in each.
2. Then trade pictures, find the different shapes, and talk about
them.
An Easier Variation:
1. Cut several circles and squares from colored paper. Design a
simple pattern and have the learners continue it.
2. Add a third shape such as a triangle and design a more
complicated pattern for the learners to duplicate.
3. When the learners understand the concept of patterns, ask them
to design a pattern for you or a friend to copy.
An Advanced Variation:
1. Make two squares, two circles, two triangles, and two rectangles
from poster board or cardboard.
2. Place the shapes in a bag.
3. Have the learner feel in the bag without looking and hold onto a
shape.
4. The learner must feel, tell what the shape is like (such as it has 2
long straight sides and 2 short straight sides), and name the shape
without looking.
5. She then pulls the shape from the bag and everyone checks and
talks about the attributes of that shape.
6. The shape is then returned to the bag for the next learner's turn.
7. As a challenge, ask the learner to feel in the bag and find two
shapes that are the same. Then ask her to show and identify the
shapes and tell why they match.
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An Easier Variation:
1. Photocopy the traffic signs shown here and assist the learner as
he cuts them out.
2. Discuss the sign shapes and meanings with the learner.
3. Ask the learner to group the signs that are circles, squares,
triangles, and rectangles. (Note: Young learners may need help
with triangles and rectangles that are not identical because they
will likely look different to them. When this happens, point out
the attributes of each shape. For example, all triangles have three
sides.)
4. Encourage learners to look for traffic signs when they are in
the car or on the bus and point them out.
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An Advanced Variation:
1. Have the learners identify the traffic signs shown.
2. What are some other traffic signs that are not shown here? Are
any of them a different shape? (One commonly seen sign that has
eight sides is the STOP sign.)
3. When riding in the car, have the learners identify and keep a
record of the different traffic signs they see. They should make a
tally mark each time one is seen and, at the end of the trip, total
the marks for each sign. Which sign was seen most often?
Page 163
Shape Picture
Why Do It?
To become familiar with the names of basic shapes
To increase spatial awareness
Here's How!
1. Photocopy the shapes shown and help the learners cut them
out.
2. Ask the learners to identify each shape, show where on the
butterfly it belongs, and then glue it onto a separate paper to
make their own butterflies.
3. To extend the activity, have the learners identify and cut out
more shapes and create a picture or design of their own with
them.
An Easier Variation:
1. Photocopy the shapes and help the learners cut them out.
2. Have the learners talk about, match, and glue the shapes
directly onto the picture of the butterfly.
An Advanced Variation:
1. Provide real life examples (photographs or pictures cut from
magazines) of objects in our world that are made with basic
geometric shapes. As examples, microwave ovens, doors, and
chalk boards are often rectangles; dinner plates, clocks, and
globes may be circular; floor tiles and some cake pans are square;
pie servers and construction braces are frequently triangles.
2. Have the learners look at the pictures and point out the
different shapes they see. Also take a walk and see if they can
point out more examples.
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Page 166
Is It Symmetrical?
Why Do It?
To increase understanding of symmetry (having a mirror image)
Here's How!
1. Ask the learner to fold a sheet of paper in half.
2. Instruct the learner to open the fold and put a small blob of
paint on one side of the paper.
3. Have the learner refold the paper and rub the top gently with
his hand.
4. The learner should then reopen the paper and tell what he sees.
Are the images on the left and the right sides of the paper the
same? Are they symmetrical? (Note: Young children may need
help with the terms "left" and "right," and especially with
"symmetry" or "symmetrical.'' Do expose them to such
words/concepts, as they are often intrigued, but don't expect
mastery.)
An Easier Variation:
1. Find simple pictures such as a face or a vase of flowers or
anything that is symmetrical in design.
2. Cut the picture so that each half is symmetrical and have the
learner put the two pieces together.
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3. Have the learner place half of the picture against a mirror and
look at the mirror image. Does the image in the mirror look like
the cut out half picture? Allow the learner to experiment with
several different images.
An Advanced Variation:
1. Take a walk around the house or school and look for objects
that are symmetrical. Examples might include lamps, a television
set, or chairs. Ask where the objects would have to be cut in
order for the halves to be symmetrical (the lines of symmetry).
2. Make a list of at least ten items that could be cut to create
symmetrical halves.
3. As an extension, ask the learners to find items that are not
symmetrical? These are called "asymmetrical." An example of an
asymmetrical item is a coffeepot. Make a list of several
asymmetrical items you find and describe or draw a picture of
how they are different.
Page 168
Alphabet Symmetry
Why Do It?
To help understand geometric symmetry (mirror images)
Here's How!
1. Pick a capital letter from the alphabet, such as an A.
2. Draw a line down the middle of the letter; then examine the
halves to see if they match.
3. Try the same procedure with several other capital letters. Keep
a record of those that are symmetrical.
4. You may want to let the learners use a mirror (place it standing
up on the middle line) to check their answers. Letters that are
symmetrical will project a mirror image even though half of the
letter is blocked from view.
An Easier Variation:
1. Make paper cutouts of several capital letters, fold each letter
down the center, and draw a line on the crease.
2. Give an unfolded letter to each learner. Have the learner guess
whether each side of the letter would match exactly if it was again
folded on the line.
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3. Have the learner check by refolding that letter on the center
line and physically seeing whether it is symmetrical or not.
4. Repeat the process with several other letters.
An Advanced Variation:
1. Help the learner discover which letters are symmetrical when
the center lines are drawn horizontally and when the center lines
are drawn vertically.
2. Make paper cutouts for all of the symmetrical capital letters
and cut them in half.
3. Give the learner one half of a letter at a time. She should then
try to determine which letter it will be when matched with its
identical half.
4. Have the learner find the matching letter piece, place the halves
together, and check to see if she guessed correctly.
Page 170
Pattern Production
Why Do It?
To provide spatial sense experiences
To develop spatial/positional vocabulary (above, to the right of,
and so forth)
To practice following and giving positional directions
To identify and extend geometric patterns
Here's How!
1. Color and cut out pattern pieces such as yellow triangles, blue
squares, red ovals, green rectangles, and orange circles.
2. Divide the pieces equally between two players.
3. Put a divider, such as a large book, file folder, or box, between
the players so they cannot see each other's pieces.
4. Player #1 makes a hidden design with all or some of the
pieces. (Keep the designs simple at first.)
5. Player #1 then helps Player #2 attempt to build an identical
design. He does so by stating the appropriate color and shape
names together with position words such as "right," "left," "next
to,'' "above," "below," and so forth.
6. After Player #2 has listened and built what she thinks to be an
identical design, the divider is removed and the designs are
compared.
7. An extension, to be used when the players become better at
describing and following directions, is to drop the color
descriptions and use only the shape names.
An Easier Variation:
1. Review the names and attributes of some basic geometric
shapes such as circles, triangles, and squares.
2. Cut out five or more of each shape from paper (use only one
color to begin with).
3. Produce a simple repeated pattern (begin with just two shapes
such as ). Then have the learner copy the pattern by
placing the same shapes directly above (or even right on top of)
the provided pattern.
4. Next, ask the learner to extend the pattern several times (for
example ).
5. After successfully copying and extending several two- and
three-shape patterns, ask the learner to design a new pattern,
explain it, and then extend it several times.
6. If a further challenge is desired, take turns designing and
solving increasingly more complex patterns.
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An Advanced Variation:
1. Using the shapes below as patterns, cut out several sets of the
five or more geometric shapes (such as circles, squares,
rectangles, triangles, ovals, and so forth) from several colors of
paper.
2. Have two players take turns as they work together. To begin,
Player #1 should design a pattern for Player #2 to view.
3. Player #2 must then determine if the design is really a repeated
pattern. If so, she needs to reproduce and continue it for two
complete repeats.
4. After reproducing the pattern with paper pieces, Player #2
should record the pattern by using crayons or colored pencils to
draw it on paper.
Page 173
Shape Design
Why Do It?
To gain experience with spatial relationships
To have fun designing and solving puzzles
Here's How!
1. Photocopy the square and have the learner cut it into five
individual pieces as marked.
2. He should then use all five pieces to cover the arrow.
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An Alternate Variation:
1. Have the learners use all five pieces to make their own shape
designs and trace the outlines carefully.
2. Have the learners exchange this new design outline with a
friend and have the friend try to fit all five pieces into the new
shape design.
3. Make several more design outlines and try to solve them.
An Easier Variation:
1. Before cutting the square into five pieces, photocopy or trace
an identical figure on another sheet of paper.
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2. Then carefully cut the square into five individual pieces as
marked.
3. Have the learner match the pattern by putting the cut pieces on
top of the same shape in the traced or copied square.
4. As a challenge, put the pattern out of sight, mix up the five
pieces, and have the learner now try to complete the square.
(Note: If the learner has difficulty, she can ask for help.)
An Advanced Variation:
1. Have two or more players each take an 8½ × 11 sheet of paper
and divide it into segments by using a ruler and drawing a variety
of straight line shapes such as squares, rectangles, and triangles.
(Start with 10 to 15 shapes and expand to approximately 25 as
skills increase. Also note that the individual pieces must be large
enough to work with.)
2. Have the players use crayons or felt markers to color a design
on one side of the paper and then cut along the drawn lines to
create the pieces.
3. Then have the players exchange pieces, use another sheet of
paper as a base to define the original size, and try to put the
puzzle back together again.
4. Use envelopes to store the individual shape puzzles when not
in use.
5. As a further challenge, the pieces from one puzzle might be
arranged into an interesting shape and traced around. Then ask
another player to try to solve the puzzle by filling it in with the
cut shapes.
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2-D, 3-D
Why Do It?
To become aware of similarities and differences in geometric
shapes
To note how two-dimensional shapes serve as the faces of many
three-dimensional objects
To learn the names of two- and three-dimensional shapes
Here's How!
1. Collect a set of two-dimensional (2-D) geometric shapes and
their matching three-dimensional (3-D) counterparts. For
example, the counterparts for a circle might be either a sphere
(ball) or a cylinder (can) and those for a square might be a cube
(box).
2. Discuss the names of both the 2-D and 3-D objects with the
learner; also look for items in the environment that are similar.
3. Place the 3-D objects in a box or bag so the learner cannot see
them.
4. Then have the learner reach into the box without looking, feel
the object, tell what 2-D shapes the faces feel like, and name the
matching 3-D shape. (Note: If this proves to be too difficult,
place the 2-D shapes on a table and ask the student to point to the
shape that matches the 3-D shape she is feeling in the bag.)
5. As an extension, provide the learner with several 3-D objects
and have her trace around the faces. (Note: Use a pencil to trace
the faces of small objects on paper and chalk to trace large
images on a sidewalk.) Then ask the child to identify the
matching traced 2-D shape outline.
An Easier Variation:
1. Select a variety of objects such as jar lids, washers, keys,
coins, puzzle pieces, and so forth.
2. Help the learners to make an outline drawing of each by
tracing around the items on a piece of paper or poster board.
3. Place the objects in a box or bag and shake to mix them up.
4. Then ask the learners to match the items with the proper
outlines and to place them on top of their line drawings as a
check.
5. As a challenge, the learners might be asked to work with
objects that have similar but just slightly different shapes.
An Advanced Variation:
1. Collect a variety of 3-D items such as cans, boxes, foods,
vases, and so forth.
2. Arrange the objects as a still life art group.
3. Then have the learners use colored pencils, crayons, or
markers, to draw a picture of this still life.
4. When finished, have the learners compare the actual 3-D
grouping with their own 2-D drawings. How are they similar?
What differences can be noted?
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Building Frameworks
Why Do It?
To gain experience with spatial relationships
To design and build geometric frameworks
To logically analyze everyday geometric structures
Here's How!
1. Provide newspapers, plastic straws (3 inches or longer), and
tape.
2. Have the learners construct 10 or more long slender cylinders by
taping a straw to the corner of each newspaper sheet (see
illustration), rolling it tightly, and taping the resulting paper
cylinder in two or three places. Also fold over and tape each end
for added strength.
3. Have the learners first construct two-dimensional frameworks
by taping the cylinders together at their ends. They might make
triangles, squares, or pentagons. As they do so, ask how many
sides or edges each has and what each is named?
4. Next, have the learners construct three-dimensional frameworks
that are large and neat. To do so they must tape the cylinders
together at their ends in order to form frames for triangular-based
pyramids, square-based pyramids, and so forth (see examples).
5. If a cube is attempted, the learners will likely have difficulty.
They will discover the need to reinforce the cube with several
triangles in order to achieve stability.
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An Easier Variation:
1. Provide newspapers, plastic straws (3 inches or longer), and
tape.
2. Help the learners construct several cylinders by taping a straw
to the corner of each newspaper sheet (see illustration), rolling it
tightly, and taping the resulting paper cylinder in two or three
places. Also fold over and tape at each end for added strength.
3. Help the learners construct two-dimensional frameworks such
as triangles, squares, and pentagons by taping the paper cylinders
together at their ends. Talk about the number of sides each has
and tell what each is named?
4. If the learners appear ready, help them to construct a three-
dimensional framework such as a triangular-based pyramid.
Young children especially enjoy such large and neat structures.
An Advanced Variation:
1. Have the learners begin by building a basic three-dimensional
framework, such as a tetrahedron (triangular-based pyramid). To
do so, follow the initial instructions as noted earlier.
2. Then extend their experiences and understanding by also
having them construct and analyze more complex frameworks
such as those for an octahedron, or a dodecahedron, or perhaps
even an icosahedron. (Note: Since the learners likely will not
know of these figures, they may need help in doing some
research about them.)
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3. Finally, ask the learners to classify information about these more
complex frameworks in a chart such as the one shown.
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Chapter 5
Problem Solving and Reasoning
A problem-solving situation is one in which a person wants
something and does not immediately know what to do to get it.
As such, real-world situations and events that make sense to
young learners are often the best starting points. When taking
part in such investigations young learners should also be exposed
to reasoning/logical thinking skills.
Careful reasoning or logical thinking may generally be thought of
as a way to make good sense out of something, usually in an
organized way. When dealing with investigations, learners might
be helped to:
1. Identify exactly what the problem is.
2. Tell what information is already known.
3. Decide on a plan of attack.
4. Collect needed information.
5. Organize the information and look for patterns.
6. Talk about what has been found out so far and, if
necessary,change the plan.
7. Persist; allow for more time and extended effort.
8. Produce a report or product that describes or explains the
findings.
This chapter provides a variety of problem-solving and reasoning
activities appropriate for young children. Included are
investigations involving estimation, sorting, logic, patterns,
sounds, and probability. Furthermore and finally, it is hoped that
these activities will serve as a basis for important discussions
between young learners and parents and between these learners
and their teachers.
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Toy Sort
Why Do It?
To develop logical thinking abilities
To sort items according to similarities, differences, and uses
Here's How!
1. Have the learners collect a number of toys.
2. They should then sort the toys and put them in different
locations. For example, put all the stuffed animals on the bed, all
sports equipment on a rug, all trucks on a shelf, all dolls on the
chair, and so forth.
3. After talking about why they sorted the toys as they did, ask
them to sort them in a different way. As such they might put the
dolls and the stuffed animals with the trucks and explain that they
sometimes get to ride in the trucks.
An Easier Variation:
1. Provide the learners with an assortment of small items.
2. Ask them to place the items in groups that are alike. (They might
put buttons in one group, paper clips in another group, and coins
in another group.)
3. Talk with the learners about why they placed the items in the
way they did.
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An Advanced Variation:
1. Together with the learners look through magazines and cut out
pictures of items that go together such as animals or food or
modes of transportation.
2. Ask the learners to first classify the items into large groups
such as foods or vehicles for transportation.
3. Then ask that the items be further classified. Foods might be
sorted as vegetables, fruits, or meats. Transportation vehicles
might be classified as those for travel on roads, in the air, or on
water.
4. As a further challenge, the subgroups might even be classified
further. The learners might consider, for example, vehicles that
have two, three, four, or more wheels; or those, like automobiles,
that are motorized, and those that are not, such as bicycles.
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Sound Patterns
Why Do It?
To recognize sound patterns
To actively reproduce sound patterns
To recognize, reproduce, and develop sound (and physical)
patterns
Here's How!
1. Start a sound pattern by saying ''Buzz, buzz, ding, buzz, buzz,
ding, buzz, buzz, ding."
2. Have the learner keep the same sound pattern but change the
sounds that are being used. The above sound pattern, for
example, might be changed to "Shhh, shhh, pow, shhh, shhh,
pow" or "Oink, oink, meow, oink, oink, meow."
3. Extend the experience by trying more difficult sound patterns.
An Easier Variation:
1. Begin with a simple two-sound pattern such as "Zing, dong,
zing, dong."
2. Have the learners join in when they know the pattern.
3. Extend the sound pattern to one that has sounds repeated twice
such as "Thud, thud, ping, ping, thud, thud, ping, ping" or to
patterns that repeat as one sound, then two, such as "Baa, naa,
naa, baa, naa, naa."
4. In each instance have the learners join in when they know the
pattern.
An Advanced Variation:
1. Use patterns with the learners that can have both sounds and
physical actions associated with them.
2. Have the learners attempt a pattern such as clap, clap, step,
step, clap, clap, step, step. As such they must say "clap, clap" and
at the same time clap their hands twice, and then say "step, step"
and simultaneously take two steps.
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An Easier Variation:
1. Gather a bunch of pine needles.
2. Set out a simple pattern with the needles, such as the one below.
3. Have the learner make an exact copy right below the original
pattern.
4. Try several patterns and, if the learner appears ready, make them
increasingly more complex.
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An Advanced Variation:
1. Have the learners try to complete number patterns such as the
following:
1, 2, 3, 1, 2, ______, ______, ______, ______,
2, 4, 6, 8, ______, ______, ______, ______,
1, 4, 7, 10, ______, ______,
2. If the learners appear ready, they might make up a number
pattern and have another person try to figure out what comes
next.
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Silverware Sort
Why Do It?
To develop the ability to see similarities and differences
To deal with everyday problem situations
Here's How!
1. Dump the silverware from its drawer or use plastic knives,
spoons, and forks and have the learner sort the silverware by
utensil type.
2. Have the learner count how many of each type of utensil there
are and keep a record of that information (with numbers or tally
marks).
3. Then ask questions such as:
What do we have the most (or least) of?
How many more spoons than forks do we have?
Do we have enough silverware to have ten people over for
dinner? Why or why not?
An Easier Variation:
1. Dump the silverware from its drawer or use plastic knives,
spoons, and forks.
2. Have the learner sort the silverware, show that she has all of
the same type of utensil together, and put the silverware back into
the drawer.
An Advanced Variation:
1. Do the original activity noted earlier. Then have the learner
figure out how many more pieces of silverware would be needed
in order for there to be the same number of each utensil.
2. After arriving at a solution in one way, ask that he also find
another way to solve the problem. The learner might accomplish
this by counting, or addition, or subtraction, or he might compare
the utensils on a 1-to-1 basis by lining up all the forks in one row
and then all the spoons in a row right under the forks and
matching them.
Page 198
Classifying Collections
Why Do It?
To develop logical thinking abilities
To classify items according to similarities and differences
To keep records with Venn diagrams
Here's How!
1. Provide a collection of buttons, pencils, bolts, or rocks for the
learners to inspect.
2. Sort the collection according to a secret rule and have the
learners try to guess the rule. (A simple rule might separate
pencils that have erasers from those that do not.)
3. After solving for several rules, have the learners make up rules
of their own and have other players try to guess the new rules.
An Easier Variation:
1. Provide a collection of items that are quite different from each
other, such as buttons, pencils, feathers, bottle caps, and cotton
balls, and have the learner divide them into related groups
(classification).
2. The learner should then explain why she grouped them as she
did. (She might have, for example, grouped the bottle caps,
pencils, and buttons as "hard items" and classified the feather and
cotton balls as "soft items.")
3. After finding and talking about one rule for grouping, ask the
learners to find another way to group the same items.
An Advanced Variation:
1. Have the learner pick 1 object, such as a large red button with
4 holes. Then place objects that differ from it in only one way in
separate groups, and explain why this was done. The results
might display a group that has large red buttons with 2 holes;
another with buttons that have 4 holes and are large, but are not
red; another that contains small red buttons with 4 holes; and so
forth.
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2. Have the learner use overlapping loops (Venn diagrams) to
classify objects according to their attributes. The example shows
how pencils might be classified. In this case, the pencils are
sorted as to whether they are yellow and/or long and/or have an
eraser. Notice that where 2 loops overlap the pencils must have 2
and only 2 similarities.
Page 200
Attributes in Common
Why Do It?
To practice recognizing common (shared) attributes
Here's How!
1. Ask the learner to name something that is like a cat.
2. He should then tell what it is and why it is like a cat. If a rabbit
was picked, for example, he might say they are alike because they
both have fur.
3. Have the learner then think of other things that are like a cat in
the same way (they have fur) and then things that are like a cat in
a different way. He might note, for example, that an owl and a cat
are alike because both have two eyes.
4. Have the learner also look for common attributes for other
items (such as a car or a book or Cheerios® or a ladybug).
An Easier Variation:
1. Name three related things such as a car, a truck, and a bus.
2. Have the learner tell you what the three things have in common
(such as you can ride in them or they all have wheels).
3. If the learner is successful, she might be asked about other
related items such as an orange, a basketball, and a pearl, or a
squirrel, a cat, and a mouse.
An Advanced Variation:
1. Secretly choose an attribute (such as long sleeves) common to
several learners in the group and pick one learner with that
attribute to come to the front of the room.
2. Have the players guess who else might be able to join the first
person. (Note: Only if a person selected has long sleeves will he
or she be allowed to come up.)
3. After three or four learners are in the front of the room, allow
the remaining players to take turns trying to guess what attribute
they all have in common.
4. Select other attributes, such as blue eyes, tie shoes, has red on,
short hair, and extend the activity. Also, allow the learners to
select "secret" attributes and try them with each other.
Page 201
Cupboard Rearrange
Why Do It?
To categorize items using different criteria
To develop spatial awareness skills
Here's How!
1. Help the learners take out all the items from a cupboard at
home or at school.
2. Have them rearrange all the items (for a specific reason) and
place them back in the cupboard. For example, put all the canned
vegetables together, or arrange the items from smallest to largest,
or put all items for lunch on a selected shelf.
3. Have the learners explain why they placed the items where they
did.
An Easier Variation:
1. Have the learner practice matching. Begin with a collection
containing several sets of identical items that are in mixed order.
Have the learner locate and match the items by placing them side
by side. For example, placed in pairs might be two cans of green
beans and two boxes of Jello ® brand strawberry gelatin dessert
mix.
2. To make the task more complicated, add similar items such as
a box of another brand or flavor of gelatin desert. Ask the
learners to explain how the items are similar and how they differ.
This will help them to begin noting when items are similar but
not identical.
An Advanced Variation:
1. Have a rule in mind and arrange items accordingly. For
example, place the canned goods in a stack with those having the
greatest diameters at the bottom, or arrange items in a sequence
like boxed item, sacked item, canned item, boxed item, or arrange
the items by weight. The learner must then guess and explain the
rule.
2. On the learners' next visit to the grocery or hardware store
have them notice the placement of items. Discuss how they are
grouped. Are they in the best location or would another be
better? Why?
Page 202
What's Missing?
Why Do It?
To recognize mathematical patterns
To determine missing pattern elements
Here's How!
1. Ask the learners to listen carefully as you say a series of five
numbers (such as 1, 2, 3, 4, 5).
2. Then repeat the number series, but leave one number out (1, 2,
3, 5).
3. Ask the learners to tell you which number was missed.
4. Repeat the activity with other number sequences.
An Easier Variation:
1. Draw a color pattern on a piece of paper, such as red dot, blue
dot, red dot, blue dot, red dot, blue dot.
2. Then hide the dots with your hand and place a penny (or
another small object) over one of the dots.
3. Ask the learner to tell which color dot is covered up by the
penny.
4. Hide the dots with your hand again, move the penny to a new
dot, and have the learner tell you which dot is now covered.
5. Extend the activity by drawing a slightly more difficult pattern
such as red, red, blue, red, red, blue, and again ask the learner to
try to identify the covered color.
An Advanced Variation:
1. Photocopy the Hundred Number Board.
2. Have the learner color all the tens (10, 20, 30, and so forth)
blue and then have him write the number sequence 10, 20, 30,
and so forth on a different piece of paper.
3. Cover one of the numbers in the tens' sequence and have the
learner tell you which number is covered. (He may try to guess
with or without looking at the Hundred Number Board.) Cover a
different number in the tens' sequence (or even several numbers
at once) and try again.
4. Try the same activity with other number sequences (such as 2,
4, 6, 8, 10) making sure to always show the learner the pattern on
the Hundred Number Board as he begins.
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Page 204
Scavenger Hunt
Why Do It?
To locate and classify everyday items according to similarities
and differences
Here's How!
1. Prior to beginning the Scavenger Hunt, decide with the
learners on attributes that will be used to limit their search. It
might be decided, for example, that the search categories will be
''brown" and "smaller than a television" and "both".
2. As the learners find matching items, they should list them (or
draw a picture of each) in a chart such as the one shown.
3. When finished, have the learners talk about how the items are
similar and/or different.
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An Easier Variation:
1. Have the learner fold a piece of paper in half from top to
bottom and label one side red and the other not red. Then have
the learner make lists (or draw pictures) and talk about the red
items and the not red items she was able to locate at home or in
school.
2. As an extension, have the learner classify things in other ways.
For example, she might find, list, picture, and talk about items
that are shorter, taller, or the same height as she is.
An Advanced Variation:
1. Have the learners use the information from the original
Scavenger Hunt activity and create a Venn diagram with it (see
below).
An Advanced Variation:
1. Secret Code is a game of logic for two. Success depends on
problem solving by the player who is the code breaker and is
based on feedback from the code maker.
2. Photocopy the game boards (as shown) and cut out small
paper squares (each must fit on an individual game board grid
space) of four different colors plus black. Decide how many
games will be played before beginning.
3. The code maker decides on a pattern using any four colored
squares and secretly puts it on his or her Secret Code game board
(which the code breaker cannot see).
4. The code breaker then makes a first attempt at breaking the
Secret Code by placing four colored paper squares on selected
grid spaces of his or her game board.
5. The code maker then gives feedback by placing a black square
above any column where the placement is correct. He must also
verbally announce any other colored markers that are in correct
columns, but in a wrong position. (Note: In the sample below,
the code breaker has placed red in the proper row and in the
proper space, as indicated by the black square placed above that
column; blue is in the proper column, but in a wrong position;
pink and tan are both in wrong columns and positions.)
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6. The code breaker then uses the clues and tries again. Play
continues until the code has been broken and is correctly
reproduced.
7. When the Secret Code has been solved, the players should be
encouraged to talk about strategies and then change roles and play
again.
Page 209
Here's How!
1. Photocopy the Critter Crawl board and provide a die or
spinner with the numbers 1, 2, 3 and 1, 2, 3 on it (see Appendix
A), and Critter markers (or photocopy and cut out those shown).
2. Each player (up to 4) places his or her critter marker on a
different side of the board.
3. Player #1 rolls the die and states the number rolled. She then
moves that many squares horizontally and/or vertically. (Note: A
player rolling a 3 might move 2 spaces vertically and 1
horizontally.) Player #2 then takes a turn. (Additional Notes: Two
critters may not occupy the same square and barriers may not be
crossed.)
4. Play continues with the players taking turns around the board.
The first critter to reach the opposite side wins.
An Easier Variation:
1. Provide a checker board, one critter marker for each player
(up to four players), and a spinner or die with the numbers 1, 2, 3
and 1, 2, 3 on it (see Appendix A).
2. Also cut out six small paper barriers (each should be 2 or 3
spaces long). Fold them so that they will stand and have the
players place them on the checker board (three horizontally and
three vertically).
3. Then play the game as described above.
An Advanced Variation:
1. Provide a die numbered 1 through 6 and four playing pieces
such as 4 pennies, 4 buttons, or 4 paper clips for each player.
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2. Play the game as first described above, except that players may
land on a square that contains an opponents playing piece. If a
player lands on an opponents piece, she gets a bonus turn.
3. The first player to get all of his or her pieces to the other side of
the board wins.
Page 211
Penny Pickup
Why Do It?
To develop logical thinking skills
To look for winning patterns
Here's How!
1. Place ten pennies in a line.
2. Each player, at his or her turn, must remove either one or two
pennies. (If, for example, Player #1 takes 2 pennies, eight are left.
Player #2 then takes 1 penny and seven remain. Player #1 next
takes 1 penny and six are left. Player #2 takes 2 pennies, leaving
four. Player #1 again takes 2 pennies and leaves two. Player #2
takes the remaining 2 pennies and wins because he took the last
two pennies.)
3. The player who picks up the last one or two pennies wins.
4. After two or three games talk about winning strategies. When
just three pennies remain, who will win? When four pennies
remain? How about five or six pennies?
An Easier Variation:
1. Place five pennies in a row.
2. At each turn a player may take only one penny.
3. The player to take the last penny wins.
4. Play several games, switching who takes the first penny. Does
a certain player always win? Ask the players to explain why?
An Advanced Variation:
1. Play the original activity with 10 or 15 or more pennies.
2. Instruct the players to take turns removing one, two, or three
pennies.
3. Have the players talk about who will win and in which
situations? Is there a pattern to "winning"?
Page 212
Last is Best
Why Do It?
To play games that encourage strategy development
To develop logical thinking and problem-solving skills
Here's How?
1. Photocopy the Last Is Best Game Board shown. Players are to
take turns placing markers in either one or two triangles on the
board. No one may skip a turn.
2. If a player, at his or her turn, chooses to place two markers, the
areas in which they are placed must connect on a full edge (see
examples).
4. Player #1 chooses one of her pods and takes the three seeds to
sow, one at a time, in successive pods moving around
counterclockwise.
5. If the last seed in a play is placed in that player's own scoring
pod, she gets another turn.
6. If the last seed is placed in an empty pod on her own side, she
then captures the seeds in the opposite (the opponent's) pod.
7. All captured seeds, as well as the last seed played, are taken out
of the playing pods and placed in the player's own scoring pod.
8. The game ends when all pods on one side of the egg carton are
empty.
9. Each seed becomes a point. The player with seeds remaining
puts them in his or her own scoring pod. The player with the most
seeds is the winner.
Page 215
Candy Graph
Why Do It?
To provide hands-on experiences with physical graphs
To learn to organize and record information
To learn to interpret physical (and pictorial) graphs
Here's How!
1. Provide the learners with a bar graph and a small bag of candy
(such as M&Ms® or Skittles®).
2. Have the learners choose three colors of candy that they will
graph and write the colors on the bar graph.
3. Have the learners take out only the three colors that they have
chosen and physically place them on each appropriate square of
the graph.
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4. Then ask each learner questions about his or her graph. How
many of each color did you get? Which color did you find the
most of? The least? How many more green M&Ms did you find
than red ones?
5. Finally, if appropriate, the learner may be allowed to eat the
candy.
An Easier Variation:
1. Provide an egg carton and a small bag of candy (such as
M&Ms or Skittles) for each learner.
2. Before opening the bag, have the learner choose two colors
that he or she will graph.
3. Then use the egg carton as a graph by placing one piece of
candy in each cup (and keeping the selected colors in line).
4. Ask the learner questions about his or her graph. Which color
had the most? How many of that color did you find? Which color
had the fewest?
5. Finally, the learner might then eat the candy.
An Advanced Variation:
1. Provide the learners with a bar graph, crayons, and a small bag
of candy (such as M&Ms or Skittles).
2. Have the learner choose three colors of candy that she will
graph and write the colors on the bar graph.
3. Have the learner separate out the colors that she chose and use
crayons of the same colors to mark in the corresponding squares
of the graph.
4. Ask the learner to either eat the candy or put it away before
asking questions about his or her graph. How many of each color
did you get? What was your total? Which color did you find the
most of? The least? How many more of one color M&Ms did you
find than another? (Note: As such, the learner must interpret his
or her findings from the pictorial graph rather than directly from
the physical objects.)
Page 217
People Graphs
Why Do It?
To collect, graph, and analyze data about people
Here's How!
1. Select a small group of people (family members or classmates)
that the learners will graph in several ways.
2. The learners might first find out and graph the numbers that
are girls and boys. (Grid paper for making graphs is found in
Appendix A.)
3. Other graphs, for the same group of people, might consider
eye color or hair color. Ask questions that compare the graphed
information, such as: Are there more boys or girls? Do more of
these people have blue or brown eyes? (Sample graphs are
shown.)
Page 218
An Easier Variation:
1. Make a floor tile graph by using masking tape to mark off two
adjacent columns of square floor tiles (or use chalk to mark off a
similar grid on a sidewalk).
2. Allow the learners to borrow one shoe from each of ten or
more different pairs.
3. Have the learners make a shoe graph by placing all the shoes
that have ties in one column and all the shoes without ties (slip
ons, Velcro, buckles) in the other column.
4. Have the learners identify the type of shoe there is more of.
How many more? How many fewer? How many shoes have been
put on the entire graph? If we put the matching shoe with each of
these to make a pair, how many shoes will we have all together?
An Advanced Variation:
1. Have the learners ask at least 10 adults what their favorite
leisure time activity is. They will likely find a wide range of
activities from reading to fishing to playing music to playing
tennis to going to the movies.
2. Ask the learners to graph the initial findings, but also to keep
asking people and adding information to the graph for several
days or even weeks.
3. When finished, ask what they discovered from the people
graph?
4. As an extension, the learners might be asked how the adult
leisure time activities might compare with those for kids? If an
interest is expressed, a kids graph might also be developed.
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Candy Estimate
Why Do It?
To practice estimation and logical thinking
To group and count by tens and ones
Here's How!
1. Provide 20 to 25 pieces of candy (jelly beans, M&Ms®,
Skittles®, or gum drops) and a see-through container large enough
to hold the candy.
2. Have Player #1 place an unknown amount of candy in the
container.
3. Then each player must estimate (guess) whether there are more
or less than 10 pieces in the container.
4. Another player should then take the candy from the container
and match it on a 1-to-1 basis (one piece of candy to one dot) on
10 strip like the one shown.
5. Have the players count together to determine whether the actual
amount of candy was greater than, less than, or exactly 10. (Note:
For amounts greater than 10, encourage the players to begin at ten
and count on as 10, 11, 12, 13, and 14.)
An Easier Variation:
1. Provide small pieces of candy and a tablespoon.
2. Have the learner estimate (guess) how many pieces of candy
could fit on the spoon.
3. Have the learner place candy on the spoon, one piece at a time,
until a piece drops off.
4. Help the learner count the actual number of candies that were on
the spoon before any dropped off.
5. Discuss with the learner whether he made an estimate that was
close to the actual amount. (Note: Children sometimes think that
their guess is bad if they are not exactly right. Stress the idea that
when estimating we try for a close guess, and that the more
estimation practice we have, the more often our estimates will be
close.)
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An Advanced Variation:
1. Provide 100 or more small pieces of candy (or other small
objects such as beans or marbles) and a see-through container
large enough to hold the candy.
2. One player begins by placing an unknown amount of candy in
the container.
3. Each player then estimates (guesses) how many pieces of
candy are in the container.
4. Have the players take the candies out of the container and put
them into piles of tens and ones.
5. Help them count by tens and then ones to find out how many
pieces of candy were actually in the container.
6. Talk with the players about their methods for estimating. They
might say things like, ''I counted a group of 10 and then tried to
see how many 10's were in the container," or "I can hold 20 of
the candies in one hand so I figured out how many handfuls
there might be."
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Cereal Guess
Why Do It?
To practice using groups of items when estimating
To develop logical thinking strategies
To practice counting by fives and tens
Here's How!
1. Have the learners count dry cereal pieces (Cheerios®, Froot
Loops®, Spoon Size Shredded Wheat®) into groups of five.
2. Have them estimate (guess) how many groups of five it will
take to fill a small container (such as a custard cup or a juice
glass).
3. Have the learner put cereal (in groups of five) into the
container and count or tally the number of groups it took to fill it.
4. Talk about how close the learner's estimate was to the actual
number of groups needed. When finished the learner may be
allowed to eat the cereal.
5. As an extension, repeat the activity with groups of ten.
An Easier Variation:
1. Estimate how many tablespoons of dry cereal (Cheerios, Froot
Loops, Spoon Size Shredded Wheat) will be needed to fill a
small container.
2. Have the learner count the number of tablespoons of cereal it
takes to fill the container.
3. Talk about whether or not the estimate was close to the actual
count.
An Advanced Variation:
1. Have the learner count how many tablespoons of dry cereal
(Cheerios, Froot Loops, Spoon Size Shredded Wheat) are needed
to fill a cereal bowl.
2. Next, ask the learner to count the number of cereal pieces it
takes to fill one tablespoon.
3. Then have the learner estimate how many pieces of cereal are
in the bowl.
4. On a paper towel or waxed paper, have the learner take the
cereal pieces from the bowl and organize them in groups of 10.
Ask how many groups of 10 she found? Have the learner count
by 10s (and/or 100s, if necessary) to find the total.
5. Talk about how close her estimate was to the actual total. If off
by a lot, is there a way she might have achieved a closer answer?
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I Predict!
Why Do It?
To collect, organize, and interpret information
To introduce probability concepts
To enhance logical thinking skills
Here's How!
1. Use socks of two different colors.
2. Player #1 begins by secretly putting a number of socks of each
color into a paper bag.
3. Player #2 reaches into the bag, pulls out one of the socks, and
then replaces it. He may continue to pull out and replace socks
from the bag, one at a time, as many times as desired.
4. When Player #2 thinks he knows which color represents the
largest number of socks in the bag, he guesses that color.
5. Take out and display the socks to determine which color
actually represents the largest number and talk about any
difference.
6. As an extension, use socks of three or four different colors
when doing the activity.
An Easier Variation:
1. Provide five dimes and five pennies. Have the learner look at
them and count each set of coins.
2. Place all of the coins in a paper bag.
3. Allow the learner to shake the bag, predict which coin she will
pull out, and, without looking, select a coin.
4. Keep track of each prediction and each coin selected.
5. After several attempts have the learner tell how often the coin
predicted was correct and why she was not correct every time.
6. Next, remove the five dimes and redo the activity.
7. There will be an increase in the number of correct predictions.
Ask the child to explain why she can now predict correctly every
time.
An Advanced Variation:
1. Cut 1 inch squares from three different colors of paper.
Secretly place 10 squares (three of one color, three of another
color, and four of a third color) into a paper bag.
2. Have the learner shake the bag, pull out one square without
looking, record the color on a tally sheet, and put the square back
into the bag.
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3. Have the learner shake the bag and repeat the process ten
times.
4. Then ask the learner to predict how many squares of each
color are in the bag and why he thinks so. Also ask, "If your first
guess isn't quite correct, what is your next best guess as to how
many squares of each color are in the bag?"
5. After predictions have been made, allow the learner to empty
the bag, count the actual number of each color, compare it with
his tally marks, and talk about how close he was and why.
6. As an extension, repeat the activity using different numbers of
each color. When finished, talk about the results and how they
compare with his predictions.
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Peek Boxes
Why Do It?
To provide experiences collecting, organizing, and interpreting
data
To learn about making probable (probability) guesses
To develop logical thinking abilities
Here's How!
1. Provide a small box with one corner cut off and marbles of
two different colors. When the learners aren't looking put 10
marbles in the box (such as 2 green and 8 yellow).
2. Tell the learner that the box contains 10 marbles and that there
are both green and yellow marbles. She may then shake the box
several times (perhaps 10), peek at the corner each time, and
make a guess as to how many are probably green and how many
are probably yellow.
3. Talk with the learner about why she thought there were a
certain number of each color.
4. Have the learner try the peek box experiment several more
times and keep records for each trial (perhaps by making a tally
mark each time a certain color appears).
5. Does she still think the first answer was best? Why or why
not? (Note: The top may be opened so that the learner might
examine the actual number of marbles of each color.)
6. Try the peek box activity again, but use a different number of
marbles of each color.
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An Easier Variation:
1. Provide a peek box that contains 3 green marbles and 3 yellow
marbles.
2. Allow the learner to shake and peek several times. Then ask
what color the marbles are in the peek box? If there are 6 marbles
in the peek box, how many do you think there are of each color?
3. Try the activity again with 1 green marble and 5 yellow
marbles. If the learner has seen only yellow marbles, ask if there
could be any green marbles? (Note: The box may be opened and
looked into.)
An Advanced Variation:
1. If the learners appear ready, try peek boxes with more marbles
(perhaps 20), but only allow 10 shakes. After he has completed
the 10 shakes and tallies, ask what the probable (probability) total
number of marbles of each color is?
2. Allow the learners several more trials. Then ask them to
compare their findings and answer the following statement. "I
think there are ______ green marbles and ______ yellow
marbles in the peek box, but there could be ______ green
marbles and ______ yellow marbles because ______ .
Page 228
My Lucky Number
Why Do It?
To gain experience with probability (probable) outcomes
To develop logical thinking skills
To practice addition to 12
Here's How!
1. Provide two dice, pencils or crayons of different colors, and a
chart like the one shown.
2. Allow each player to pick a Lucky Number (from 2 to 12) and
circle it with his or her special color.
3. Have the players take turns rolling the dice and adding up the
dots.
4. At each turn put a tally mark under each total number that is
rolled. (If 2 and 4 are rolled, put a tally mark under the number 6).
5. The first person to get 5 tally marks under his or her Lucky
Number wins.
6. Pick another Lucky Number and play again. After playing
several times ask the learners if they can make a better guess as to
which numbers have more chances of winning?
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An Easier Variation:
1. Provide two dice that have the numbers 1, 2, 3, 1, 2, 3 on
them. (See Appendix A for directions on how to make or modify
dice.)
2. Help the learner to make a chart, but with the numbers 2
through 6 across the top.
3. Then play the game as described above (with the new dice and
numbers) and, after several games, talk about the outcomes.
An Advanced Variation:
1. Obtain two 1 through 6 dice and label them Die 1 and Die 2.
2. Have the learners roll the two dice and plot the sums of the
rolls on the chart. How many different ways can the sums 2
through 12 be obtained.
3. Read the chart to determine how many different ways you can
achieve each sum (1 through 12). Write the answers on the
appropriate lines in the list below.
There are _______ ways to get 1.
There are _______ ways to get 2.
There are _______ ways to get 3.
There are _______ ways to get 4.
There are _______ ways to get 5.
There are _______ ways to get 6.
There are _______ ways to get 7.
There are _______ ways to get 8.
There are _______ ways to get 9.
There are _______ ways to get 10.
There are _______ ways to get 11.
There are _______ ways to get 12.
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Page 231
Build a Network
Why Do It?
To introduce learners to mathematical networks
To develop game strategies and problem-solving skills
Here's How!
1. Photocopy the Smiley Face Game Board (on the next page)
and provide a coin and a pencil for each two players.
2. The players take turns flipping the coin and drawing lines
between dots. If, for example, Player #1 flips a tail, he must draw
a line on the game board that is 1 space long and connects two
dots either horizontally or vertically. Player #2 might then flip a
head and be allowed to draw a 2 space line or two 1 space lines.
(Note: heads = 2 spaces and tails = 1 space.)
3. When a player is able to draw a line that encloses a square, that
player gets to write his or her initials in the box.
4. When all dots have been connected, the players count the
squares with their initials to determine their scores. (Note: Plain
squares are worth one point and smiley face squares are worth
two points.)
An Easier Variation:
1. Provide a sheet of paper with 10 to 20 dots marked randomly
across it.
2. The learner should then create a network by drawing straight
lines from dot to dot (see example).
3. The child may then color in the areas of the network to make a
design.
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An Advanced Variation:
1. Read the story Rosie's Walk 2 by Pat Hutchins.
2. Have the learners talk about the directional words and the fact
that Rosie doesn't know the fox is following her.
3. Play a game where Rosie learns about the fox and plans a
strategy for staying out of his way as she takes her daily walk
through the barnyard. The fox is, however, planning ways to
catch her. Can Rosie find a route back to the hen house and
avoid meeting the sneaky fox?
4. Use Rosie's Barnyard Walk Game Board and markers
representing Rosie and the fox.
5. Two players flip a coin at each turn to see how many moves
they can make. (Heads = two moves; tails = one move.)
6. Players may start at any star point on the outside boundary of
the game board and move in any direction along the network
paths.
7. Play continues until the Rosie reaches the Hen House or the
fox catches her.
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Page 238
Works Cited
1. Tana Hoban, 26 Letters and 99 Cents (New York:
Greenwillow Books division of William Morrow and Company,
1988).
2. Pat Hutchins, Rosie's Walk (New York: Collier
Books/Macmillan, 1968).
Page 239
Appendixes
The items in these Appendixes, in addition to those found within
the text, are provided in order that children might more easily
understand and/or extend their mathematical understandings.
Provided first are simple learning aids and devices that can be
used directly by young learners. Next are books and computer
software that will help to enhance and extend children's'
mathematical understandings. Finally, a listing of selected sources
for use by parents and/or teachers is provided.
1. Mix the starch with enough cold water to make a smooth paste.
2. Add boiling water and cook the paste until glossy.
3. Stir in the dry soap flakes while the mixture is still warm.
4. Allow the mixture to cool.
5. Add glycerin and pour the mixture into jars.
6. Add color later when ready to use.
7. The mixture can be kept for a week if it is tightly covered.
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Easy Play Dough: