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6 - 7 Number Sense - Games

  • 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 6. (ENC-012320) This set of hands-on materials and teacher's guide for 20 math enrichment is intended to help grade 6 students develop number concepts that include equivalent fractions, congruence, and scale drawing. 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 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.

  • http://www.enc.org/resources/records/full/0,1240,013658,00.shtm007436.shtml This educational game, based on the game bingo, is intended as a review over operations such as whole integers, fractions, decimals and percents; solving linear equations; and evaluating open expressions. Students match what is on their cards with what the caller reads from a deck. Cards contain either a numerical expression to be simplified, an algebraic expression to be evaluated with given values, a linear equation to be solved, or a percent problem to be solved and reads the expression, equation, or problem. When a player has an answer that matches, they cover a space; when they fill a row or column, they call out and the answers are checked against the deck.

  • http://www.enc.org/resources/records/full/0,1240,013658,00.shtm012244.shtml In this dice and board game for two to four players, students use addition, subtraction, multiplication, and division of positive and negative numbers to arrive at totals from negative 18 to positive 18. offers students the opportunity to work with positive and negative numbers. Play continues until all spaces are filled or no move is possible on three consecutive turns for each player.

  • 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. The purpose is to help players feel comfortable using numbers.

  • Single/double digits 1 dot. Grades 5-12. (ENC-015213) This deck of 48 cards for the 24 Game is designed to be used by students in grades 5 and up as they practice addition, subtraction, multiplication, and division. All of the cards are at the lowest level of difficulty. Each card shows four numbers, single or double digit, in the range of one to 24. The object of the game is make 24 with the numbers on the card. All four 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 for groups and individuals.

  • 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.

  • 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 (ljl)