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43|Page
ACTIVITIES
Place Value Knockout
Purpose
Children will develop a better understanding of face and place value. They will realise that the
Position of digits within a number makes a diflerence.
Materials
Two Place Value Knockout playing boards - one per player, transparent counters in two
diferent colours, four six-faced dice.
Organisation
‘Two players,
Aim
‘To be the plyer wich the most counters occupying cells on the playing board
Rules
+ The first player rolls the four dice and forms a fourdgic number: The player places a
counter on the playing board to match the value of each digit. For example, if the number
3.427 is formed a counter is placed on 3000, 400, 20 and 7
+ The second player rolls the four dice and forms a diferent number. The second player
then places a counter on the playing board to match the value of each digi. Ifa cell
is already covered with a counter then a new counter may not be placed on that cell
Therefore the idea is to form o fourcigt number where the foce and place values fer from ary
previous numbers. Toward the end of the game players may choose to form three or wo-
digit numbers by rolling all four dice and choosing two or three dice to use.
+ The winner is che player with the most counters on the board after a set number of turns.
For example, five turns for each player.
Variations
+ Consider challenging the students to add the numbers that are created, They may need to
use a calculator: The winner would be the player with the highest cotal after five rounds.
+ Allow players to reuse the same cell by placing a counter on an existing counter.
+ Allow a bump off rule, where previously placed counters may be removed from the
playing board.
+ Rolla single dice four times instead of four dice all at once. After each roll, decide the
place in which the digit should be placed.
+ Roll ewo dice and either stick, multiply by ten or multiply by one-hundred to form a
number. Two or three counters would then be placed on the playing board,
+ The following variations require different playing boards:
Use ten-faced dice.
Change the number of digits, for example, six-digit numbers.
Include decimals
an permission Dice Gams fr Place Value (2008) Paul Swan44|Page
Place Value Knockout
4-digit (1-6) Playing Board
6 000
5 000
4000
3 000
2000
1 000MU
Place Value Pack
Purpose
* Read and say whole numbers into the thousands.
‘Compare and order numbers into the thousands.
'dentify the value of the digits in each place on the
place value board,
Materials
You will need a deck of cards with the 10s and picture
cards removed,
Organisation
‘A game for pairs or the whole class.
Aim
To create the largest number.
‘The deck is shuffled and left face down on the
table.
Players take turns to pick a card from the top of.
the deck and turn ic over.
The player must then place his/her card in front
of them in either the ones, tens, hundreds or
thousands place, and tell other players the value of
the card.A Place Value board will help.The card
‘must be placed before another is drawn from dhe
deck.
Continue until there is a card in each section of
eben
:
33) 3+
o¢
’
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4h pexmioson Card Capers (1998) Pau! Swan
The winner is the player who produces the largest
umber, For example 6 741 was produced using
6,7,4 and ace. 7 641 was the best number that
‘might have been formed. Players need to read ther
numbers aloud, Phyers can place their numbers in
cither ascending or descending order.
(Overall winner is the first player to make the
largest number 5 times.
Variations
+ Make larger/smaller numbers. Include decimals.
+ Use a scoring system where the person with the
lowest amount scores zero while all the other
players score the difference between their
umber and the lowest number.
CARD CAPERS