mixin’ in math: lovin’learnin’: do the math! it all adds up! … · 2017-04-04 · the...

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The Ashcrafts Co-Founders and CEOs of Children's Choice Mike: M.A. in Education Ed.D. candidate (ABD) with Nova Southeastern University. 20 + years experience in child care and education. Author of Best Practices: Guidelines for School-Age Programs, and the Best Practices Workbook. Chelsea: M.S. in Early Childhood Education and Administration. 20 + years of experience in child care, education, & afterschool. Professional trainer & presenter Professor at Central New Mexico community college Former accreditation endorser for NAA Books are Available at ashcraftafterschool.com (505) 296-2880 6501 Lomas Blvd NE, Albuquerque NM 87110 Web Site: www.childrens-choice.org E-mail: [email protected] Like “Ashcrafts’ Afterschool Program School” on Follow mikeafterschool on Subscribe to CCafterschool on Get our blog at ashcraftafterschool.blogspot.com Mixin’ in Math: Do the Math! It ALL Adds Up!

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Page 1: Mixin’ in Math: Lovin’Learnin’: Do the Math! It ALL Adds Up! … · 2017-04-04 · The Ashcrafts Co-Founders and CEOs of Children's Choice Mike: M.A. in Education Ed.D. candidate

 

The Ashcrafts Co-Founders and CEOs

of Children's Choice

Mike: M.A. in Education

Ed.D. candidate (ABD)

with Nova Southeastern

University.

20 + years experience

in child care and

education.

Author of Best

Practices: Guidelines for

School-Age Programs,

and the Best

Practices Workbook.

Chelsea: M.S. in Early Childhood

Education and Administration.

20 + years of experience in

child care, education, &

afterschool.

Professional trainer &

presenter

Professor at Central New

Mexico community college Former accreditation endorser

for NAA

Books

are Available at

ashcraftafterschool.com

(505

) 29

6-28

80

6501

Lom

as B

lvd

NE,

Albu

quer

que NM 8

7110

Web

Site

: www.childre

ns-cho

ice.or

g

E-mail:

ashc

raft@

child

rens

-cho

ice.or

g

Like  “Ashcrafts’  Afterschool  Program  School”    on  

Follow mikeafterschool on

Subscribe to CCafterschool on

Get our blog at

ashcraftafterschool.blogspot.com

Lovin’  Learnin’  :Lovin’  Learnin’  :

Mixin’  in  MathMixin’  in  Math

Mixin’ in Math: Do the Math! It ALL Adds Up!

Page 2: Mixin’ in Math: Lovin’Learnin’: Do the Math! It ALL Adds Up! … · 2017-04-04 · The Ashcrafts Co-Founders and CEOs of Children's Choice Mike: M.A. in Education Ed.D. candidate

Copyright:  2011  by  Mike  Ashcraft/  All  Rights  Reserved/  6501  Lomas  Blvd  NE/  Albuquerque,  NM  87110/  505-­‐296-­‐2880/  www.childrens-­‐choice.org/  page  2  

Math  Standards  The mathematical sciences particularly exhibit order, symmetry, and limitation; and these are the greatest forms of the beautiful. – Aristotle

For the things of this world cannot be made known without a knowledge of mathematics. - Roger Bacon

No human investigation can be called real science if it cannot be demonstrated mathematically. - Leonardo da Vinci

Q: What did one math book say to the other math book? A: You have a lot of problems!

Child-­‐directed  elements  for  children  to  utilize  with  no  help  from  adults  • Math  books  in  the  book  area.  • Cash  register  with  pretend  money  in  the  Drama  Area.  • Counting  and  sorting  pieces,  teaching  clock,  scale  and  abacus  in  the  Science  Area.  • Games:  Dominoes,  Dice,  and  Cards,  Yahtzee,  Mille  Bornes,  Allowance,  Monopoly,  Flip  4,  Sequence,  Iguana  Factor,  

card  games  that  involve  counting,  and  the  many,  many  Math  Games  available  at  all  teachers’  supply  stores.  • Many  sports  and  games  like  basketball,  hockey  angles,  and  pool/billiards  can  teach  geometry  if  the  staff  are  

intentional  about  sneaking  geometry  into  the  game.      Educated  Guess  Guessing  Jar  -­  Fill  container  (varying  sizes  and  shapes)  with  beans,  candy,  or  anything  that  will  fit.    Children  begin  by  making  a  guess,  but  then  they  refine  their  guesses  by  measuring  and  estimating.    Don’t  tell  them  to  measure,  just  ask  them  how  they  could  refine  their  estimations  and  let  them  figure  it  out.    Measure  the  container  and  calculate  volume  estimates.    Give  them  beans  and  smaller  containers  to  experiment  and  estimate  with.      I  Like  to  Move  It  -­  You’ll  need  some  music  with  a  nice  rhythm  for  this  one.  The  object  is  warming  up  with  music,  movement,  and  counting  exercises.    Begin  by  discussing  even  and  odd  numbers,  especially  to  the  younger  grades.    Introduce  the  rhymes:  2-­‐4-­‐6-­‐8,  who  do  we  appreciate?  Even  numbers!    Or  3-­‐5-­‐7-­‐9,  odd  numbers  are  mighty  fine.  Divide  group  into  two  teams  –  evens  and  odds.    Have  the  even  numbers  face  the  odd  numbers,  all  standing  side-­‐by-­‐side  a  little  more  than  arms  lengths  apart.  Begin  by  starting  the  music  and  have  everyone  jump  and  clap  to  the  beat.  When  ready,  have  the  odd  numbers  start  by  shouting  out  “1”  while  turning  a  quarter  turn  to  the  right.    Then,  the  even  numbers  shout  out  “2”  and  turn  to  quarter  turn  to  the  right,  and  so  on  to  20,  first  time  around.  Increase  counting  when  most  participants  on  the  teams  are  able  to  get  to  20  jumping  together.  Variations:  For  older  grades,  can  count  multiples  of  two,  four,  five,  etc.  Have  students  walk  or  step  facing  one  direction  for  four  counts  and  then  turn,  repeating  all  the  way  around,  all  the  time  counting  forward.    Have  students  notice  the  multiples  of  four.  Students  can  make  up  dance  moves  to  perform  on  their  turn.    Also,  can  do  ½  turns  rather  than  ¼.  Can  also  do  jumping  jacks  to  the  music.    Jumping  jacks  can  be  counted  the  same  as  dance  moves.        Sprint  &  Solve  –  You’ll  need  cones  for  this  one    –  about  4-­‐5  per  team.  In  advance,  set  up  cones  in  two  (or  more)  lines.  The  object  of  the  game  is  to  answer  math  problems  quickly  in  a  relay  race.  Divide  players  into  teams  of  6-­‐8  players,  have  them  count  off  and  then  line  up  behind  the  starting  line.  Begin  the  game  by  giving  players  the  operation  to  perform  and  a  number.    They  perform  the  operation  on  their  number  and  the  number  given.    (For  example,  “Subtract  your  number  from  20”.)  On  “Go”,  the  first  players  weave  around  the  cones.  At  last  cone,  they  CLEARLY  state  the  problem  and  answer.  When  the  correct  answer  is  recited,  the  student  runs  back  on  the  side  of  the  cones.  The  next  pleyer  starts  when  the  last  player  crosses  the  starting  line.  The  team  to  finish  first  wins.      Multiplication  Twister  -­    We  modified  the  Milton  Bradley  Game  Twister,  by  adding  numbers  to  the  spinner.    We  used  5-­‐12  since  these  are  the  more  difficult  numbers.    So,  going  clockwise  around  the  spinner,  we  numbered  Right  Hand  Green  with  “5,”  Right  Hand  Red  with  “6,”    RH  Yellow  with  “7,”  and  RH  Blue  with  “8.”    Continuing  clockwise,  label  Left  Foot  Green  with  “9,”  LF  Red  “10,”  LF  Yellow  “11,”  and  LF  Blue  “12.”    Continuing  clockwise  label  the  Left  Hand  colors  with  a  repeat  of  “5,6,7,8”  and  the  Right  Foot  colors  with  “9,10,11,12.”    Now  pick  any  number  for  the  game.    If  you  picked  6  you  would  label  (with  Sticky  Notes)  every-­‐other  green  circle  with  either  “30”  or  “54”  so  there  will  be  three  circles  with  each  answer.    Label  the  yellow  circles  with  “66”  and  “42.”    Blue  gets  “48”  and  “72.”    Red  gets  “36”  and  “60.”    Children  spin  and  

Page 3: Mixin’ in Math: Lovin’Learnin’: Do the Math! It ALL Adds Up! … · 2017-04-04 · The Ashcrafts Co-Founders and CEOs of Children's Choice Mike: M.A. in Education Ed.D. candidate

Copyright:  2011  by  Mike  Ashcraft/  All  Rights  Reserved/  6501  Lomas  Blvd  NE/  Albuquerque,  NM  87110/  505-­‐296-­‐2880/  www.childrens-­‐choice.org/  page  3  

if  it  lands  on  Right  Hand  Green  (spinner  labeled  as  “5”),  the  children  would  do  the  multiplication  (5  X  6),  come  up  with  the  answer  (30)  and  twist  to  put  their  right  hand  on  the  green  circle  labeled  with  “30.”          Dueling  Decks  –  Get  into  teams  of  6-­‐8  people.  Give  all  players  some  cards  –  like  6.  Teams  line  up  single  file,  facing  each  other.  On  “Go”  the  players  at  the  front  of  both  lines  approach  each  other,  draw  a  card  and  hold  it  out  for  each  other  to  see.  Both  players  add  the  value  of  the  cards  together  in  their  heads.  The  first  player  to  shout  out  the  correct  total  wins  –  capturing  the  other  player,  forcing  the  opponent  to  join  his  team.  Variation:  play  with  black  cards  indicating  a  positive  value  and  red  cards  indicating  a  negative  value  –  integers.  Duel      Math  War  -­  If  you’ve  played  regular  war,  this  one  will  be  easy  to  understand.  Two  players  divide  the  entire  deck  evenly.    Each  player  turns  over  two  cards.    The  first  card  is  the  tens  number  and  the  second  card  is  the  ones  number.    Both  players  call  our  their  math  sentence,  “Four  tens  and  eight  ones  equal  forty-­‐eight.”    The  player  who  gets  the  highest  number  captures  the  cards.    If  they  tie,  they  go  to  war!    Each  player  lays  down  three  cards  face  down.    Then  each  player  turns  two  cards  over  face  up,  and  determines  who  wins  as  before.    The  player  with  the  larger  number  gets  ALL  the  cards.    Unless  of  course  there  is  another  tie,  which  would  mean  double  war.  You  could  do  addition  war  where  they  add  the  two  cards  to  find  who  has  the  highest  sum,  and  modify  the  number  of  cards  to  the  level  of  challenge  you  need.    They  could  subtract  the  smaller  number  from  the  negative  number  or  subtract  the  second  card  drawn  from  the  first  and  get  into  negative  numbers  (child  draws  2  and  8…  2-­‐8  =  -­‐6).    Older  kids  could  turn  over  three  or  four  cards  over  and  build  numbers  into  the  hundreds  or  thousands.    You  could  do  a  speed  war  –  the  child  who  determines  his  sum  first  wins  regardless  of  who  has  a  higher  total.    You  could  sneak  in  some  decimals  by  making  the  first  card  the  ones  value  and  the  second  card  the  tenths  value,  so  that  a  four  card  and  a  six  card  would  equal  four  and  six  tenths  (4.6).  Score  with  a  Score  -­    A  “score”  means  TWENTY  –  you  know  like  in  the  Gettysburg  Address,  “Four  score  and  seven  years  ago…”  The  object  of  this  game  is  to  make  a  score  by  making  a  score.  Every  player  gets  a  card.  Form  teams  of  4-­‐5  players  each.  On  “Go”  teams  try  to  make  as  many  equations  as  possible  that  equal  twenty.  For  example:  if  four  players  in  a  team  are  dealt:    A  (=1),  5,  7,  &  10  cards,  then  they  could  form  the  equation  -­‐    10  (7-­‐5)/1  =  20.  Teams  score  a  point  for  every  equation  they  form.  Encourage  players  to  form  complex  equations.  Have  them  pick  their  favorite  and  share  with  the  big  group.      10  Count    -­  Your  group  must  count  to  ten,  collectively,  without  any  two  people  saying  a  number  at  the  same  time  and  with  no  verbal  planning.  This  will  get  your  group  to  cooperate  and  focus.    Ask  your  group  to  form  a  circle.    Explain  that  no  talking  or  planning  is  allowed.    The  task  is  for  the  group  to  count  to  ten  collectively  without  any  two  people  saying  a  number  at  the  same  time.  For  example,  one  person  starts  by  shouting  “one,”  and  another  person  shouts  “two”  and  so  on.    When  two  or  more  people  speak  simultaneously,  the  entire  group  must  start  back  at  zero.  For  example,  if  two  people  call  out  “five,”  the  group  restarts.    Each  number  must  be  called  out  clearly  by  one  person,  and  no  one  else  may  talk  when  a  number  is  called.  If  your  group  makes  it  to  ten,  try  a  larger  number.  You  may  also  insert  the  rule  that  no  one  may  say  two  numbers  in  succession.  In  other  words,  an  individual  cannot  say,  “one,  two…,”  but  rather  is  allowed  to  state  only  one  number.  If  your  group  makes  it  to  ten,  try  counting  to  twenty.    Try  counting  backwards.    Skip  count  by  2’s,  5’s,  10’s.    Count  by  factors  (8,  16,  24,  32,  40,  48,  56,  64,  72,  80,  88,  96).    Rock  n  Roll  You’ll  need  5  dice  per  player.    All  children  rock  (shake)  their  dice  and  roll  them.    Children  begin  arranging  their  dice  to  make  the  largest  5-­‐digit  number  possible  as  fast  as  they  can.    The  first  child  to  finish  calls  out,  “ROCK  AND  ROLL”  and  verbalizes  their  number  to  the  other  players.    Other  children  must  freeze  their  numbers  even  if  they  are  not  finished  arranging  them.    If  the  first  child  to  shout  “ROCK  AND  ROLL”  also  has  the  largest  number  he  wins  ten  points.    If  not,  he  earns  five  points  and  the  child  with  the  highest  number  wins  five  points.    First  player  to  fifty  points  wins!      

Page 4: Mixin’ in Math: Lovin’Learnin’: Do the Math! It ALL Adds Up! … · 2017-04-04 · The Ashcrafts Co-Founders and CEOs of Children's Choice Mike: M.A. in Education Ed.D. candidate

Copyright:  2011  by  Mike  Ashcraft/  All  Rights  Reserved/  6501  Lomas  Blvd  NE/  Albuquerque,  NM  87110/  505-­‐296-­‐2880/  www.childrens-­‐choice.org/  page  4  

High  Roller  

       

Each  player  gets  two  dice  (a  double  die  is  more  fun).    Each  player  gets  5  turns.    The  first  player  rolls  the  dice  and  then  must  decide  which  function  to  use.    Each  function  may  only  be  used  once.    The  player  crosses  off  each  function  as  they  use  it.    After  each  roll,  the  player  writes  out  the  number  sentence  created  (roll  5&4  –  writes  5X4=20).    After  all  functions  are  used,  each  player  adds  the  5  answers.    Highest  score  wins.    

Dice  Roll     Equation     Answer  Example   ___2___    &  ___3___   2+3  __     =   ___5___       1   _______  &  _______     _______     =   ________       2   _______  &  _______     _______     =   ________       3   _______  &  _______     _______     =   ________       4   _______  &  _______     _______     =   ________    

                                 5                          _______  &  _______                            _______                          =                          ________                   Total  _____________    Highest  Sum  Wins  the  Game!  Double  Trouble  Dice  Game  You  need  a  pair  if  dice,  a  pen,  a  sheet  of  paper,  and  preferably  a  table  that  everyone  can  fit  around  fairly  snuggly.  Players  stand  in  a  circle  around  the  table  (or  sit  in  a  circle  on  the  floor).    The  pen  and  paper  begin  in  the  center  and  the  dice  are  passed  around  the  circle  rolled  one  time  by  each  person.    Once  someone  rolls  doubles  (i.e.  two  fives,  etc.)  than  the  frenzy  begins.    That  person  takes  the  pen  and  paper  and  begins  to  right  out  numbers  in  order  from  1  to  100.    That’s  it.    The  dice  continue  around  the  table  (skipping  the  person  writing)  until  someone  else  rolls  doubles.    Once  the  second  person  rolls  doubles,  then  they  take  away  the  pen  and  paper  and  pick  up  where  the  first  person  left  off.    For  instance,  the  first  person  started  at  1  and  wrote  feverishly  up  to  23  at  which  time  the  pen  and  paper  were  snatched  away  by  the  second  person.    The  second  person  begins  at  24  and  keeps  going.  Play  continues  at  a  very  fast  pace  until  someone  makes  it  to  100.    The  lucky  person  that  writes  100  is  the  winner.    Sometimes  you  may  write  20-­‐30  numbers  in  a  row;  sometimes  you  might  get  only  a  few.    You  may  not  attempt  to  keep  the  next  person  from  taking  the  pen  and  paper  from  you.    Each  game  lasts  about  3-­‐4  minutes  and  you  repeat  ad  nauseam.    Thumbball  You’ll  need  to  modify  a  beach  ball(s)  for  this  game.    Using  a  permanent  marker,  divide  the  beach  ball  into  more  sections  by  drawing  additional  lines  –  as  many  as  you  need  depending  on  the  size  of  the  ball.  Label  each  section  with  a  different  number  (1-­‐10  OR  1-­‐12).  On  “GO”  children  pass  the  ball  around  the  circle  or  in  a  pattern,  bouncing  around  the  circle  until  everyone  gets  a  turn.    The  child  who  catches  the  beach  ball  must  state  the  problem  indicated  by  the  numbers  under  his/her  THUMB  (“6  plus  7”  OR  “6  times  7”).    The  whole  group  provides  the  answer  (  “13”  OR  “42”).    

 Math  is  my  bag:  practice  different  kinds  of  moves  –  bop,  clap  catch,  elbow  bop,  knee  bop,  forehead  bop,  kick,  pirouette,  slam  catch.    Throw/Cross/Catch  to  multiply  by  3  –  use  slam  catch.    Throw  and  catch  saying  1.  Throw  and  catch  saying  2.  Throw  and  kick  with  foot  saying  3.  Catch  the  kicked  bag  saying  4.  Throw  and  catch  saying  5.  Throw  and  kick  saying  6.  Catch  the  kicked  bag  saying  7.  Throw  and  catch  saying  8.  Throw  and  kick  saying  9.  Catch  the  kicked  bag  saying  10.  Continue  to  36.    Multiples  of  7  –  throw  and  catch  for  non  multiples,  throw  and  punch  for  multiples  of  7.    Toss  and  catch  saying  1.    Toss  and  catch  saying  2.  Toss  and  catch  saying  3.  Toss  and  catch  saying  4.  Toss  and  catch  saying  5.  Toss  and  catch  saying  6.  Toss  and  PUNCH  saying  7.  Catch  the  punched  bag  saying  8.  Toss  and  catch  saying  9,  10,  11,  12,  13.  Toss  and  Punch  saying  14.  Catch  the  punched  bay  saying  15.  And  so  on.