GAMES

 

Anyone for Doubles

Board:  Half sheet of paper with three tennis rackets marked Set 1, Set 2, and Set 3.  Along the side are three tennis balls for recording set scores and a small graphic (crossed tennis rackets) for recording Match Score. 

 Play:  Player 1 shakes the dice and multiplies.  The product is written in Racket 1.  The player may continue to roll until he or she wishes to stop or until he/she rolls a double.  A roll of a double cancels our all scores.  Your turn stops and your score is zero.  If you stop before you roll a double, add up the total score and put it in the handle of the racket.

          Player 2 then rolls until he/she decides to stop or until he/she geta a double.

          After all three sets are done, the winner is the one with the highest total score.

 Extension:  Put 9, 8, 7, 6, 5, and 4 on the dice to practice the larger multiplication facts.

 

Continent Hop

Board:  Included in packet.  Alter to suit your students.

 Play:  Use markers and 2 regular dice.  Put markers in start.  Roll the dice, if the product is the first island, move your marker.  If not, stay where you are.  Then the next player has a turn.  First player to get to the end wins.

 

MICE-0

Board:  Six columns with MICE-O at the top of them.  Each column is labeled with an interval.  From left to right:   1-10, 11-20, 21-30, 31-40, 1-50, 41-50.  Each column also contains a graphic of a mouse holding a blank box.  Each student also needs numbered (1-50) squares. 

Play:  Run a copy of the MICE-O board for each person.  Cut out the numbers and put them into a baggie or small brown bag.  A player draws a number from the bag.  He/She places it in the proper position to fit the numbers required.  Turns alternate.  First player to get a number in each spot whispers MICE-O.


Sink or Swim

Board:  An 8.5 X 11 inch sheet with Sink or Swim at the top.  At the top is a life preserver labeled rescued.  There are 5 spots connecting that to START which is in the middle, then there are 6 spots connecting START to a shark which is labeled eaten.

 Play:  Shake a pair of dice.  Add the numbers.  If your sum is odd, go down one square.  If the sum is even, go up one square.  Take turns.  Play as many times as possible in the allotted time.  Score 5 points if you are rescued and 3 points if yfou are eaten by the shark.  The winner has the most points at the end of the time.

Back to Clinic Page                    Back to Home Page