# Game

## Would you rather?

Learners practice addition and subtraction

## Pick up six (×)

Learners practice multiplication by placing counters on the board.

## 1,2,3… show (compare)

Learners play in pairs. They each show a certain number of fingers. They determine who has more or less fingers.

## Juniper green

Players work together to improve multiplication and division.

## Pick up four

Players use dice and counters to help them practice addition.

## Two dice target

Learners use dice to practice multiplication.

## Two clips – multiplication

Players improve their multiplication skills.

## Birds in trees

Learners identify numbers that make 10

## Race through 10

Learners try to identify number names and sequences.

## I have… who has? 3, 6,12×

Learners use 3, 6 and 12 to practice multiplication.

## Combo’s that make 90: + and ×

Learners look for combinations that make 90 by adding or multiplying numbers on the ;grid.

## 2, 4, 8

Players work out multiplication sums using cards and dice, while scoring points.

## I have…who has? Cards for 2, 4, 8×

Learners practice using cards to figure out different ;multiplication sums using 2, 4, 8 x table

## Muffins and pies

Introducing multiplication with a context that lends itself to arrays

## Puzzle

Learners identify skip counting patterns.

## Ten or eighteen

Learners practice formulating addition and subtraction sums from ten and eighteen.

## 123 Show! (Addition)

Learners play in pairs. They each show a certain number of fingers. The winner is the learner who can determine the sum of the two numbers first.

## 123 Show! (Difference)

Learners play in pairs. They each show a certain number of fingers. The winner is the learner who can determine the difference between the two numbers first.

## 123 Show! (Multiplication)

Learner play in pairs. They each show a certain number of fingers. The winner is the learner who can determine the answer of the two numbers when multiplied.

## I have…who has? Doubles and Halves

Learners identify doubles and halves on the cards they are given.

## Skip counting

Learners practice skip counting in 2s, 5s and 10s using their hands.

## Naughty threes

Players throw two dices to try and get identical numbers. Each identical throw is worth specific points. The first player to score 30 wins.

## Spill the beans

Players use beans to practice their bonds to ten. Ten beans are placed in a cup and a certain amount is spilled out, the players have to say how many they think are left in the cup.

## Close to 100

Players use a pack of cards to practice addition. In pairs learners deal out six cards each. Uses four cards to make the highest two digit numbers that have the biggest number possible close to 100 when added together.

## Card difference: 2-digit

Players use a pack of cards to practice subtraction. In pairs players deal out four cards each. Uses all four cards to make two digit numbers that have the biggest difference possible.

## Duplo tower

Players use duplo blocks to build a tower. They roll a dice to determine how many studs to cover. The pair with the tallest tower that has not fallen wins.

## Get through, five alive

Played one team/person against another. Each team gets 5 counters (so need to have two different colour counters). The team that gets the most counters to the end wins.

## Race to 20

Players in pairs count and add in turns. They compete to get to 20.

## Target cards

Players get a deck of cards and share five each in pairs. They try to complete a number of challenges given to them.

## Two dice

Players roll two dices and add the total. In two teams they then try to flip up the dices total.

## Build a Snake

Players learn to add or subtract using bottle tops. The learners try to build a snake using bottle tops.

## Snakes and Ladders

Players use a dice to play snakes and ladders. They have to shout out the number they are at before they roll again. The winner is the one who gets to 100 first.

## Fizz pop (Diep-Sloot)

Players must mentally double, add 1, halve numbers depending on strategy.

## Flip out

Players use a deck of cards to practice mental sums. The learner flips and adds the cards mentally, the winner is the one who gets the highest total of cards.

## Shakedown

This is a game about counting backwards from 10 and shaking your arms and legs at the same time. The whole class does the actions at the same time