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Help students develop a sense of direction
Become more comfortable with maps

Game Players: one or more

Equipment: one map with a grid dividing the map into squares

a pawn or other movement piece for each player
two compass dice

Object: to be the first one off the map

Each player places his pawn in the center grid on the map. If two or four squares make up the center, players may choose into which square to place their pawns. Decide who will go first. A player rolls the compass dice. The player chooses the more advantageous of the two directions and moves his pawn one square in that direction. The first player to move off the map is the winner.

 


Decimal Dice

Provide practice calculating with decimals These dice can be combined with other numbered dice for addition, subtraction, multiplication, or division practice. Operator dice can be used to determine what calculation will be done. Example: 9 - .67 = ?

For a real challenge, these dice can be combined with fraction dice. Example: 5/6 + .50 =

 

These dice are good story starters. Have the class or a group of students roll one die. The first student gives a "fact" to answer the question. After several students have given "facts," have each student write his or her version of the incident or story. The students should not discuss the story with one another or another group. It is interesting to see how many different versions the class will generate for the same "facts."

 

English Dice -Parts of Speech Dice

Idea #1: Write some sentences on the board or on a worksheet. Roll the die. Have students identify all the words in the sentences that are that part of speech.

Idea #2: Roll one or more dice. Have a student give a word for

each part of speech. Then have the student use the word or words in a sentence. This is an expecially good way to practice a foreign language.
 

Note: The tenths dice have not been reduced to lowest terms. All other fraction dice have been reduced.

Simple Ideas

Have a student roll two tenths dice and tell which fraction is greater. The > side of a six function dice can be used if desired. Have a student roll two tenths dice and add or subtract the

fractions. An addition/subtraction operator die can be used to randomize the process. Advanced Ideas Combine factions dice with differing denominators. Have students add, subtract, multiply, or divide them. You can include an operation die to randomize the problems.

Skill Drill #1

Dice needed: 2 fraction dice 1 six-function die

1. Place the function die > side up.
2. Roll the other two dice and arrange correctly.
3. If the dice are equivalent, rotate the function die to show =.
Note: This drill is the easiest when playing with two tenths dice. It is slightly harder when playing with two sixths or two eighths dice. It is most difficult when playing with dice with different denominators such and tenths and eighths.

Skill Drill #2

Dice needed: 2 fraction dice 1 two-function or 1 six-function die

1. Roll all three dice and solve the problem shown.
2. If the = comes up on the function die, and the fractions are not equivalent, roll the function die again.
Note: See the note for Skill Drill #1.

Difficult Ideas

Combine two fractions dice with different denominators and the addition/subtraction function die. Have the student roll the dice. Do not allow the student to rearrange the dice on subtraction problems. Leaving the dice as they were rolled will generate occasional negative answers. For a real challenge, these dice can be combined with decimal dice and a six function die. Then students never know what type of conversions they will have to do.

 

These can be combined with other positive and negative dice or other numbered dice. Have students add, subtract, multiply, or divide them. You can include one or more operation dice to randomize the problems.

 

Game 1

Dice Needed: 6 numbered dice of any combination with one die being a unique color

1. Select the die with the unique color to be the answer die.
2. Roll all the dice.

3. Set the answer die a few inches apart from the others and line up the remaining dice.
4. Add, subtract, multiply, or divide the remaining five dice (in any order) so that the answer obtained equals the number shown on the answer die. All five remaining dice must be used in the operations.
5. The first person with a correct solution wins.

Example:
Answer die: 5
Remaining dice: 1, 3, 8, 9, 10
Solutions: (12-10-1)x(8-3)
12/3+(10-8-1)
10/(12-8-3+1)

Game 2

Dice needed: 2 numbered dice

Other equipment: game board and movers

1. Select one die to be the movement die. Decide whether the dice will be added, subtracted, multiplied, or divided.
2. Roll the dice and state the correct problem and answer. Then, move the number shown on the movement die.
3. If the problem or answer is incorrect, the turn is forfeited.
4. Other rules may apply depending upon the board game used.

Example: A red and a blue dice are rolled. The red die is the movement die. Roll: 3(r), 5(b) Addition: Say "3+5=8" or "5+3=8" and move 3. Subtraction: Say "5-3=2" or "8-3=5" and move 3. Multiplication: Say "3x5=15" or "5x3=15" and move 3. Division: Say "15÷3=5" or "15÷5=3" and move 3.

Game 2 - alternate

Dice needed: 3 or more numbered dice

Play as above, except roll all the dice and add them all.

Game 3

Dice needed: 1 number die 1 two-function die

1. Roll both dice to determine the starting number.
2. Roll the dice again and add or subtract as indicated.
3. A point may be given after each roll to the person who correctly announces the new total first.

Game 4 - alternate

Dice needed: 2 or more numbered dice and the same number of two function dice as numbered dice

1. Roll a function die and a numbered die and place them in a row.
2. Roll another function die and a numbered die and place them in the row behind the first two.
3. Continue until all the dice have been rolled.
4. Solve the problem.
5. A point may be given to the first person with the correct answer.

Example: +5-7+9-2-6+4-1

Answer: +2 or 2

 

 

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