Math Games
Grade 2 math focuses on building and understanding of basic math processes like addition and subtraction through the use of tools such as number lines and hundreds charts. As students move into Grade 3 developing mental math skills is important to help students tackle more complex concepts. Developing these skills through games helps to motivate children and it can involve the whole family. Here are some fun ideas:
War (skill - adding & # comparison): Use a deck of cards or dominoes. Each player flips 2 cards and adds them together. If playing with dominoes add the two sets of dots on the domino. The player with the greatest number keeps all the cards or dominoes. If both players get the same number they have a war. Lay out 3 more sets of cards or dominoes and flip over the last set to find the winner. The winner gets all the cards or dominoes from that round.
Magic 10 (skill - #’s that add to 10): Take out all of the face cards from a deck and shuffle. Remove 1 card but don’t look at it. Start turning cards over and matching the ones that add to 10. Aces are worth 1. When there is only 1 card left use it to figure out what the mystery card was - they have to add to 10. MAGIC!
Snappo (skill - #’s that add to 10): Each player gets half the deck of cards. Players turn over their top cards at the same time. If the two cards add up to 10 the first player to say ‘snappo’ gets those two cards. Play until you are out of cards, then shuffle and start again.
The Greatest (skill - place value & # comparison): Take out the face cards from the deck. Each player gets half the deck. Both players turn over the top 3 cards in their pile. Arrange the cards to make the greatest number possible. Then compare numbers. Whoever has the greatest number keeps the cards. Play until one player runs out of cards.
Mystery Number (skill - place value & # comparison): One player chooses a number between 1-100 and writes it down without showing other players. By asking yes or no questions, (is the number is odd? even? greater or less than another number, etc.) players can cross out or eliminate numbers on a hundreds chart or number line until the final mystery number is revealed.
Go Fish (adding doubles): Each player starts with 7 cards. The remaining cards are set aside. Players try to make numbered pairs from the cards in their hand by taking turns asking another for the card they need. If the player does not get their card they ‘Go Fish’ and take a card from the deck. If they do make a pair they must correctly add the two cards together and set them aside. The game ends when a player has no cards left. The winner will have the most pairs at the end.
Grade 2 math focuses on building and understanding of basic math processes like addition and subtraction through the use of tools such as number lines and hundreds charts. As students move into Grade 3 developing mental math skills is important to help students tackle more complex concepts. Developing these skills through games helps to motivate children and it can involve the whole family. Here are some fun ideas:
War (skill - adding & # comparison): Use a deck of cards or dominoes. Each player flips 2 cards and adds them together. If playing with dominoes add the two sets of dots on the domino. The player with the greatest number keeps all the cards or dominoes. If both players get the same number they have a war. Lay out 3 more sets of cards or dominoes and flip over the last set to find the winner. The winner gets all the cards or dominoes from that round.
Magic 10 (skill - #’s that add to 10): Take out all of the face cards from a deck and shuffle. Remove 1 card but don’t look at it. Start turning cards over and matching the ones that add to 10. Aces are worth 1. When there is only 1 card left use it to figure out what the mystery card was - they have to add to 10. MAGIC!
Snappo (skill - #’s that add to 10): Each player gets half the deck of cards. Players turn over their top cards at the same time. If the two cards add up to 10 the first player to say ‘snappo’ gets those two cards. Play until you are out of cards, then shuffle and start again.
The Greatest (skill - place value & # comparison): Take out the face cards from the deck. Each player gets half the deck. Both players turn over the top 3 cards in their pile. Arrange the cards to make the greatest number possible. Then compare numbers. Whoever has the greatest number keeps the cards. Play until one player runs out of cards.
Mystery Number (skill - place value & # comparison): One player chooses a number between 1-100 and writes it down without showing other players. By asking yes or no questions, (is the number is odd? even? greater or less than another number, etc.) players can cross out or eliminate numbers on a hundreds chart or number line until the final mystery number is revealed.
Go Fish (adding doubles): Each player starts with 7 cards. The remaining cards are set aside. Players try to make numbered pairs from the cards in their hand by taking turns asking another for the card they need. If the player does not get their card they ‘Go Fish’ and take a card from the deck. If they do make a pair they must correctly add the two cards together and set them aside. The game ends when a player has no cards left. The winner will have the most pairs at the end.