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Cambridge University Press

978-1-009-09942-4 — Cambridge Primary Mathematics Games Book 1 with Digital Access 2nd Edition
Janet Rees , Cherri Moseley
Excerpt
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Dice grid Race to school


Maths focus: matching count with the correct numeral. Maths focus: counting from 1 to 6.
Learning objectives: 1Nc.01, 1Nc.02 Learning objective: 1Nc.01

A game for two players A game for up to four players

You will need: You will need:


• Game board for each player (page 2). • Game board (page 3).
• A 1–6 spot dice (page 75). Alternatively, add spots to • A 1–6 dice (page 75) or 1–6 spinner (page 78).
the blank spinner template (page 81). • Counters for each player.
• Counters for each player.
• (Challenge) A 1–9 spinner (page 79). How to play
1. Each player chooses a ‘home’ (on the left of the game board) and
How to play places a counter on it.
1. Players take turns to roll a spot dice. They count the spots shown 2. They take turns to roll the dice and move their counter along
then place a counter on one of the matching numerals on their the path leading from their home. Each player must stay on their
dice grid. own path.
2. If all copies of that numeral are covered, they must miss a turn. 3. The winner is the player who reaches school first.
3. The winner is the first player to place a row of counters from one
This simple track game encourages the players to count on the
side of the grid to the other, or from top to bottom.
correct number of steps. Both the spot dice and numeral dice are
Challenge useful. On a spot dice, players can count the spots if they need to, or
recognise the pattern. On a numeral dice, players need to recognise
For a more challenging game, both players play on the same grid,
the numeral. The first track is suitable for less confident learners as it
each using different coloured counters.
is shorter.
Alternatively, use a 1–9 spinner (page 79) and make a grid with
the numbers 1–9 on it. Players put a counter on the numeral that Challenge
matches the one on which the spinner stops. For a more challenging game, each player starts with two counters
on their home space and tries to get both to school. Each time they
roll the dice, they can move one of their counters the matching
number of spaces.

Cambridge Primary Mathematics Games Book 1: Number 1

© in this web service Cambridge University Press www.cambridge.org


Cambridge University Press
978-1-009-09942-4 — Cambridge Primary Mathematics Games Book 1 with Digital Access 2nd Edition
Janet Rees , Cherri Moseley
Excerpt
More Information

Dice grid – Game board

3 1 5 4 2 6

4 2 3 6 1 5

2 5 6 1 3 4

5 3 4 2 6 1

1 6 2 5 4 3

6 4 1 3 5 2

Cambridge Primary Mathematics 1 – Moseley & Rees © Cambridge University Press 2021

© in this web service Cambridge University Press www.cambridge.org


Cambridge University Press
978-1-009-09942-4 — Cambridge Primary Mathematics Games Book 1 with Digital Access 2nd Edition
Janet Rees , Cherri Moseley
Excerpt
More Information

Race to school – Game board

Cambridge Primary Mathematics 1 – Moseley & Rees © Cambridge University Press 2021

© in this web service Cambridge University Press www.cambridge.org


Cambridge University Press
978-1-009-09942-4 — Cambridge Primary Mathematics Games Book 1 with Digital Access 2nd Edition
Janet Rees , Cherri Moseley
Excerpt
More Information

Feed the birds The slipper game


Maths focus: counting back using a number line. Maths focus: sorting into pairs, counting, and recognising odd and
even numbers.
Learning objective: 1Nc.04
Learning objective: 1Nc.05
A game for up to four players
A game for up to four players
You will need:
• Game board (page 5). You will need:
• A 1–6 dice (page 75) or 1–6 spinner (page 78). • Game board (page 6).
• 0–20 number line (page 82). • At least two copies of the game cards (page 7).
• A counter for each player. • A 1–6 dice (page 75) or 1–6 spinner (page 78).
• A pot of 20 seeds for each player (these could be counters if • A coloured counter for each player.
large seeds such as sunflower seeds are not available).
• A bigger pot in which to put the seeds used to feed the birds. How to play
1. Shuffle the slipper picture cards and place them face down in the
How to play middle of the board. Each player places their counter on ‘Start’ on
1. Players put their counter on ‘Start’, then roll a dice or spin a the game board.
spinner and move along the track the correct number of circles. If a 2. Players take it in turns to roll the dice and move their counter that
player lands on a ‘nest’, they must give the same number of seeds number of spaces, following the instructions on the space they
as the dice or spinner shows to feed the birds. land on. Players must roll the exact number to land on ‘Finish’.
2. Players keep track of how many seeds they have left by drawing 3. The game is over when a player lands on ‘Finish’. Players sort their
jumps back on a number line each time they feed the birds. slippers into pairs. The winner is the person with the most pairs.
This would be best done using two different coloured pencils,
You could ask players questions such as: ‘How many pairs do you
swapping colours after each turn. This should prevent any
have so far? How many slippers have you got altogether? Is that an
confusion that might be caused by a continuous line of jumps on
odd or even number? Can you count your slippers in twos? Who has
the number line. Players with no seeds left continue to ‘Finish’.
collected the most pairs? How many odd slippers have you got?’
3. The first player to roll or spin the correct number to land on ‘Finish’
collects the number of seeds shown on the dice or spinner. Challenge
The winner is the player with the most seeds left. For a more challenging game, ask the questions shown above during
the game. If the answer is odd, players can move forward one space,
if their answer is even they have to move back two spaces.

4 Cambridge Primary Mathematics Games Book 1: Number

© in this web service Cambridge University Press www.cambridge.org


Cambridge University Press
978-1-009-09942-4 — Cambridge Primary Mathematics Games Book 1 with Digital Access 2nd Edition
Janet Rees , Cherri Moseley
Excerpt
More Information

Feed the birds – Game board

Start

Finish

Cambridge Primary Mathematics 1 – Moseley & Rees © Cambridge University Press 2021

© in this web service Cambridge University Press www.cambridge.org


Cambridge University Press
978-1-009-09942-4 — Cambridge Primary Mathematics Games Book 1 with Digital Access 2nd Edition
Janet Rees , Cherri Moseley
Excerpt
More Information

The slipper game – Game board

collect a collect a
Start miss a turn
slipper slipper
collect a
slipper
collect a collect a
slipper slipper
collect a collect a
miss a turn
slipper slipper

go back 2 spaces go back 2 spaces

miss a turn take the long way

Finish
go back 2 spaces
collect a slipper
collect a collect a
slipper slipper
collect a
go back 2 spaces
slipper Slipper cards

collect a
slipper
collect a collect a
go back 2 spaces miss a turn
slipper slipper

Cambridge Primary Mathematics 1 – Moseley & Rees © Cambridge University Press 2021

© in this web service Cambridge University Press www.cambridge.org


Cambridge University Press
978-1-009-09942-4 — Cambridge Primary Mathematics Games Book 1 with Digital Access 2nd Edition
Janet Rees , Cherri Moseley
Excerpt
More Information

The slipper game – Game cards

Cambridge Primary Mathematics 1 – Moseley & Rees © Cambridge University Press 2021

© in this web service Cambridge University Press www.cambridge.org


Cambridge University Press
978-1-009-09942-4 — Cambridge Primary Mathematics Games Book 1 with Digital Access 2nd Edition
Janet Rees , Cherri Moseley
Excerpt
More Information

Slide
Maths focus: recognising odd and even numbers to 10.
Learning objective: 1Nc.05

A game for two players

You will need:


• Game board (page 9).
• A 1–6 dice (page 75) or 1–6 spinner (page 78).
• A counter for each player.

How to play
1. Players put their counter on the ‘Start’ space and then take turns
to roll the dice (or spin the spinner).
2. If the number rolled or shown on the spinner is odd, the player
moves that number of spaces in the direction shown by the odd
arrow (towards the right of the board). If the number rolled or spun
is even, they move that number of spaces in the direction of the
even arrow (towards the left of the board).
3. The winner is the player still on the slide when the other player
has slid off.

8 Cambridge Primary Mathematics Games Book 1: Number

© in this web service Cambridge University Press www.cambridge.org


Cambridge University Press
978-1-009-09942-4 — Cambridge Primary Mathematics Games Book 1 with Digital Access 2nd Edition
Janet Rees , Cherri Moseley
Excerpt
More Information

Slide – Game board

even odd
Start

odd even

even odd

Out Out

Cambridge Primary Mathematics 1 – Moseley & Rees © Cambridge University Press 2021

© in this web service Cambridge University Press www.cambridge.org


Cambridge University Press
978-1-009-09942-4 — Cambridge Primary Mathematics Games Book 1 with Digital Access 2nd Edition
Janet Rees , Cherri Moseley
Excerpt
More Information

Game 2
Adding games (1 and 2)
1. Each player puts their coloured counter on ‘Start’. Players take
Maths focus: (Game 1) adding by combining, (Game 2) adding on a turns to roll one dice and move along the track the correct number
number line. of circles.
2. If a player lands on a shaded circle, they roll the second dice (or
Learning objective: 1Ni.02
spin the second spinner) and add the two scores together using a
A game for up to four players number line. They should mark the larger number on the number
line first, then count on (marking the jump or jumps) to find the
You will need: total. If the other players agree that the first player has found the
• Game board (page 11). correct total, that player can jump onto the next shaded circle.
• Two 1–6 dice (page 75) or two 1–6 spinners (page 78). 3. The first player to roll or spin the correct number to land on ‘Finish’
• A counter each. is the winner.
• (Game 1) A supply of counting objects (e.g. cubes).
Challenge
• (Game 2) 0–20 number line (page 82).
For a more challenging game, add a timer to push learners to develop
and use efficient strategies.
How to play
Game 1
1. Each player puts their coloured counter on ‘Start’. Players take
turns to roll one dice (or spin one spinner) and move along the
track the correct number of circles.
2. If a player lands on a shaded circle, they collect the same number
of objects as shown by the dice (or spinner) score. Then they
roll the second dice (or spin the second spinner) and collect that
number of objects too.
They put all the objects together and find the total. If the other
players agree that the first player has found the correct total, that
player can ‘jump’ onto the next shaded circle.
3. A player must roll or spin the correct number to land on ‘Finish’.
The first player to land on ‘Finish’ is the winner.

10 Cambridge Primary Mathematics Games Book 1: Number

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