![]() The second student must throw forward however many fingers will make the sum 5 (or 10). One student throws forward some number of fingers. In this cooperative game, students meet in pairs. Same as speed-sums, except whoever find the difference between the two numbers first wins. Advanced players can use two hands instead of just one. Then the pair breaks up and each person finds a new person to play with. On the count of three, they each put forward some number of fingers. Students meet in pairs with one hand behind their back. You can also start at numbers greater than 1, or try counting backward. When everyone can do this proficiently, count by twos, fives, tens, or threes. Challenge the kids to go as quickly and seamlessly as possible. Start with 1, then the student on your right says “2,” and the student on theirright says “3,” and so on until the count comes back to you. Stand in a circle and try to count off as quickly as possible all the way around the circle. Call out “3” and do a jumping jack! Continue counting like this up to 30, calling out the multiples of 3 and whispering the numbers in between. Whisper “2” and touch your left hand to your right foot. Whisper “1” and touch your right hand to your left foot. Whisper the first parts, and call out the final move loudly.Įxample: Windmills. Make up a movement that comes in 2, 3, or more parts. Skip Counting with Movement (2-5 minutes) Students imitate the rhythm of the clap and the count. As before, the teacher moves to sums and differences once students get the rules. If the teacher gives the number 10 exactly, students hold their body neutrally and make an equals sign with their arms. If the teacher says a number less than 10, students shrink their bodies to take up the least space they can. If the teacher says a number greater than 10, students expand their bodies to take up as much space as they can (while keeping their feet firmly planted on the ground-no running around). stand if the digit 1 appears on the number sit otherwise.stand when the number is even sit when it is odd.stand when the number is larger than 5 sit if it is 5 or below.This is a great game to try to “trick” the students by standing up or sitting down on when they should be doing the opposite. The trick is, the teacher will say things like “7+3” and “14 – 5” (pick appropriate sums and differences for your students to solve mentally). The rules are simple: if the teacher gives the number 10, students stand up. Don’t forget to call out a group of 1 and a group of however many students are in the entire class at some point in the game. ![]() ![]() Once students get the gist, you can call out addition or subtraction problems (i.e., “get into groups of 7-4”). In the basic game, just call out single numbers. It might be impossible for everyone to get in a group every time, but each new number gives everyone another chance. The teacher calls out a number (3), and the students have 10 seconds to get themselves into groups of that size.
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