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3 - 5 Number Sense - Games

  • Add/subtract 3 dot. Grades 2-3. (ENC-015210) This deck of 48 cards for the 24 Game is designed to be used by students in grades 2 to 3 as they practice addition and/or subtraction. The Game cards are printed on both sides. Each side has two wheels and each wheel has three numbers from the range one to 24. The object of the game is to pick the correct wheel that can make 24. All three numbers must be used, each only once, with any of the operations indicated. In addition to the basic directions for game play, the small instruction sheet also provides some suggestions for classroom activities.

  • Equate : the equation thinking game (ENC-011323) This math-oriented board game, created for students in grade 3 and above, requires computing and strategic thinking. Using hands consisting of nine tiles representing numbers and operations, players form horizontal and vertical equations by placing tiles on the board. Each successive play must connect with a previous play. Players take advantage of both individual score symbols on the tiles and premium board positions.

  • Every Day Counts partner games. Grade 3. (ENC-012317) This set of hands-on materials and teacher's guide for 20 math enrichment games is intended to help grade 3 students develop number concepts that include place value, adding with regrouping, and multiplication. Materials include two-color counters, number cubes, and a deck of 40 cards illustrating the numbers from one to ten with both dots and numerals. The guide gives directions for introducing the games in the classroom, at home, or in a tutorial setting.

  • Every Day Counts partner games. Grade 4. (ENC-012318) This set of hands-on materials and teacher's guide for 20 math enrichment games is intended to help grade 4 students develop number concepts that include place value, dividing with remainders, and comparing decimals and fractions. Materials include number cubes and a fraction/decimal card deck. The guide gives directions for introducing the games in the classroom, at home, or in a tutorial setting.

  • Every Day Counts partner games. Grade 5. (ENC-012319) This set of hands-on materials and teacher's guide for 20 math enrichment games is intended to help grade 5 students develop concepts that include fractional and decimal number sense and recognition of prime and composite numbers. Materials include number cubes and a fraction/decimal card deck. The guide gives directions for introducing the games in the classroom, at home, or in a tutorial setting.

  • Game mats. Grades 1 to 3. (ENC-011021)This kit, designed for grades 1 to 3, is a collection of five games on four game mats. The games provide practice in basic fact memorization and mental computation for addition, subtraction, multiplication, and division. Colored cubes, game card, cubic dice, and decahedron die are included.

  • Game mats. Grades 4 to 6. (ENC-011020) This kit, designed for grades 4 to 6, is a collection of five games on four game mats. The games provide practice in basic fact memorization and mental computation for addition, subtraction, multiplication, and division. Colored cubes, cubic dice, and decahedron die are included.

  • How close can you get? Math Pack 4, Computation games. (ENC-015510) This packet contains materials and instructions for three games involving computation, estimation, and place value designed for students in grades 2 to 6. Each of the three games in the packet has variations to further challenge students. For each game there is a short explanation of the mathematics involved along with tips for playing the game.

  • Knock-out [and] Muggins (ENC-012235) This two-sided board game for one to four players (grade 4 and up) is designed to sharpen arithmetic and analytical thinking skills for students in a school or family setting. One side involves occupying spaces for the numbers one through eighteen by combining the face values of dice with addition or subtraction to arrive at each number. The other side adds multiplication and division to the same game with, numbers one through 36.

  • Krypto : family arithmetic game (ENC-016965) This card game is designed to help students practice the arithmetic operations and order of operations using cards numbered from one to 25. To play the game, each person is dealt five cards and an objective card is turned over in the middle of the table. The goal is to be the first person to combine the numbered cards in his/her hand (using addition, subtraction, multiplication, and division) to make the number on the objective card and, thereby, to score one point. Bonuses are scored for winning sequential hands and penalties are given for arithmetic mistakes. The play of ten hands makes up one game of KRYPTO.

  • Multiply/divide 1 dot. Grade 3. (ENC-015211) This deck of 48 cards for the 24 Game is designed to be used by students in grade 3 as they practice addition, subtraction, multiplication and/or division. The Game cards are printed on both sides. Each side has two wheels and each wheel has two numbers from the range one to 99. A target number is printed between the two wheels. The object of this version of the 24 game is to pick the correct wheel that can make the target number on the card. In addition to the basic directions for game play, the small instruction sheet also provides some suggestions for classroom activities.

  • Multiply/divide 2 dot. Grade 4. (ENC-015212) This deck of 48 cards for the 24 Game is designed to be used by students in grade 4 as they practice addition, subtraction, multiplication and/or division. The Game cards are printed on both sides. Each side has two wheels and each wheel has three numbers from the range one to 24. The object of the 24 game with this deck is to pick the correct wheel that can make a target number printed on the card. All three numbers must be used, each only once, with any of the operations indicated. In addition to the basic directions for game play, the small instruction sheet also provides some suggestions for classroom activities.

  • Multiply/divide 3 dot. Grades 4-5. (ENC-015207) This deck of 48 cards for the 24 Game is designed to be used by students in grades 4 to 5 as they practice addition, subtraction, multiplication and/or division. The Game cards are printed on both sides. Each side has two wheels and each wheel has three numbers from the range 1 to 24. The object of this version of the 24 game is to pick the correct wheel that can make 24. All three numbers must be used, each only once, with any of the operations indicated. A list is provided of all the number pair combinations, with each operation, that yield 24.

  • Rolling and learning with Tri-Square Dice (ENC-012306) This set of games, created for players PreK to adult, consists of a 14-sided die and a book of 66 math and learning games designed around everyday activities. The uniquely shaped die has six equal squares and eight equal triangles. Through the games, players practice skills in geography, banking, telling time, fractions, sports, and weights and measures. T he purpose is to help players feel comfortable using numbers.

  • Salute ; Salute with 1's, 10's and 100's (ENC-012273) This set of games is designed to give three students in grades 3 to 5 practice adding, subtracting, or multiplying. The set contains instructions and reproducible playing cards for all the numbers from one to ten, multiples of ten to 100, and multiples of 100 to 900. In each round of a game, one student, designated calculator, gives the command SALUTE! and the other two players salute each other, military style, with a playing card. The calculator announces the sum, difference, or product of the two cards used in the salute, depending upon which arithmetic operation the students are practicing. The two players look at each other's cards and race to guess the value of the number in his or her hand. The player who gives the correct answer first takes both cards. The winner is the player who collects the most cards after several rounds.

  • Smart arithmetic board games. Grades 1-3. (ENC-012788) This set of board games aims to build mental math skills as students practice basic facts and mental computation for addition and subtraction in a game format. The series provides a thinking approach to computation with materials that develop number sense, build reliable recall of number facts, and create a forum for the student to invent mental computation and estimation strategies.

  • Smart arithmetic dice & card games. Grades 1-3. (ENC-012787) This set of games aims to help build mental math skills as students practice basic facts of addition, subtraction, and multiplication in a game format. The series provides a thinking approach to computation with materials that develop number sense, build reliable recall of number facts, and create a forum for the student to invent mental computation and estimation strategies. Included in this set are an instruction booklet and materials for fifteen dice and card games.

  • Smart arithmetic dice & card games. Grades 4-6. (ENC-012789) This set of games aims to help build mental math skills as students play games designed for memorizing basic facts memorization and practicing addition, subtraction, multiplication and division while devising strategies and monitoring other players' actions. The series provides a thinking approach to computation with materials that develop number sense, build reliable recall of number facts, and create a forum for the student to invent mental computation and estimation strategies. Included in this set are an instruction booklet and materials for fifteen dice and card games.

  • Tabby cats (ENC-012274) This game is designed to give grade 3 and 4 students practice multiplying with the numbers one to ten. The game board contains a trail of 58 squares, each with a multiplication problem to solve.

  • Witzzle Pro game (ENC-012153) This game offers elementary students the chance to practice number facts, problem solving, and mental math with a game that can be played independently, in a group, or with the family. The game comes with 40 cards, each printed with a unique grid of nine numbers, and three number cubes. Each turn begins by rolling the number cubes and summing the face values; this sum becomes the target number. Students then choose three numbers from any horizontal, vertical, or diagonal row on their card. Using each number once and any of the four arithmetic operations, students try to combine the three numbers in the row to obtain the target number.

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Last modified January 23, 2001(lvb)