5th grade-GAMES
5th grade-GAMES
5th grade-GAMES
5
Building Conceptual Understanding
and Fluency Through Games
FOR THE NORTH CAROLINA STANDARD COURSE OF STUDY IN MATHEMATICS
INTRODUCE A GAME
A good way to introduce a game to the class is for the teacher to play the game against the class. After briefly explaining the rules,
ask students to make the class’s next move. Teachers may also want to model their strategy by talking aloud for students to hear
his/her thinking. “I placed my game marker on 6 because that would give me the largest number.”
Games are fun and can create a context for developing students’ mathematical reasoning. Through playing and analyzing games,
students also develop their computational fluency by examining more efficient strategies and discussing relationships among
numbers. Teachers can create opportunities for students to explore mathematical ideas by planning questions that prompt
students to reflect about their reasoning and make predictions. Remember to always vary or modify the game to meet the needs of
your leaners. Encourage the use of the Standards for Mathematical Practice.
A Special Thank-You
The development of the NC Department of Public Instruction Document, Building Conceptual Understanding and Fluency Through
Games was a collaborative effort with a diverse group of dynamic teachers, coaches, administrators, and NCDPI staff. We are
very appreciative of all of the time, support, ideas, and suggestions made in an effort to provide North Carolina with quality support
materials for elementary level students and teachers. The North Carolina Department of Public Instruction appreciates any
suggestions and feedback, which will help improve upon this resource. Please send all correspondence to Denise Schulz
([email protected])
GEOMETRY
Understand the coordinate plane.
NC.5.G.1 Graph points in the first quadrant of a coordinate plane, and
identify and interpret the x and y coordinates to solve problems.
Classify quadrilaterals.
NC.5.G.3 Classify quadrilaterals into categories based on their properties.
• Explain that attributes belonging to a category of
quadrilaterals also belong to all subcategories of that
category.
• Classify quadrilaterals in a hierarchy based on properties.
Table of Contents GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
1
Table of Contents
Operations and Algebraic Thinking
Order Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NC.5.NBT.3. . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Race to a Meter: A Decimal Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NC.5.NBT.3 and NC.5.NBT.7. . . . . . . . . . . . . 7
Sum with Decimals. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NC.5.NBT.3 and NC.5.NBT.7. . . . . . . . . . . . . 9
Sum with Decimals – Part II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NC.5.NBT.3 and NC.5.NBT.7. . . . . . . . . . . . 11
Pieces of Eight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NC.5.NBT.3 and NC.5.G.1. . . . . . . . . . . . . . . 14
Race to 10 or Bust. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NC.5.NBT.4 and NC.5.NBT.7. . . . . . . . . . . . 15
Race to 1 or Bust. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NC.5.NBT.4 and NC.5.NBT.7. . . . . . . . . . . . 17
Shopping Spree. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NC.5.NBT.4 and NC.5.NBT.7. . . . . . . . . . . . 19
Multiplication Mix-up. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NC.5.NBT.5. . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Double Dutch Treat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NC.5.NBT.5 and NC.5.NBT.6. . . . . . . . . . . . 22
Decimal Dynamo. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NC.5.NBT.7. . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Race to the Finish Line. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Geometry
Operation Target
Building Fluency: creating equations and the use of parentheses.
Number of Players: 2
Directions:
1. The cards are shuffled and placed face down in a stack.
2. The first player draws three cards.
3. T he player decides how to arrange the three numbers and which operations to use to achieve a score equal to or as close
the “target number” as possible for Round One.
4. The player then records the number sentence, using parentheses if necessary, in the space provided on their recording sheet
5. The numbers are written in the triangles and the chosen operations in the circles.
6. The player records the answer in the space provided and the difference in the “How Close?” column.
7. The cards are discarded to one side. These are reshuffled and used again if needed.
8. The other player has a turn.
9. The player who is closer to the target at the end of a round is the winner. This is indicated with a check mark.
10. If a round ends in a tie, both players record a win for that round.
11. The player who wins the greater number of rounds is the overall winner.
Variation/Extension: Students can use number tiles or dice (0-9). Students can make shorter or longer equations. Once students
understand how this game works they can record the equation in their math notebook instead of using recording sheet.
Round Round Number Sentence Number Sentence Target How Close?
Target How Close?
1 1
= NUMBER = OPERATION * USE PARENTHESES IF NECESSARY
2 2
1
4 4
5 5
2
3 1 1
2 2
4
3 3
4 4
5
5 5
1
1
2
2
3
3
4
4
5
5
5
OPERATION TARGET CONTINUED, PAGE 3 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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0 1 2 3
4 5 6 7
8 9 0 1
2 3 4 5
6 7 8 9
0 1 2 3
4 5 6 7
8 9
Number and Operations in Base Ten • NC.5.NBT.3 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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Order Up
Building Fluency: compare decimals to thousands
Directions:
1. T he first player selects 6 digit cards and makes the largest possible six-digit number with those digits using a decimal.
Example: cards show these digits: 6, 4, 3, 3, 2, 1, this order makes the largest possible number for those digits.
2. The player writes that number on line 1.
3. The second player selects 6 digit cards and makes the smallest possible number for those digits.
4. The player writes that number on line 10.
5. T he next player selects 6 digit cards and must make a number that falls between the other two. They can choose any line
to place that number on.
6. T he next player selects 6 digit cards and makes a number using those digits that could be placed on an empty line
between any two existing numbers.
7. Game continues until a number is correctly placed on each line. (All 10 lines contain a number and they are in the correct
order), OR players cannot place a number correctly on any of the empty lines.
Variation/Extension: Once students understand the game they can create their own recording sheet in their math notebook.
Teacher can modify this game by changing the number of digits or number of lines.
1 _______________________________________
2 _______________________________________
3 _______________________________________
4 _______________________________________
5 _______________________________________
6 _______________________________________
7 _______________________________________
8 _______________________________________
9 _______________________________________
10 _______________________________________
ORDER UP CONTINUED, PAGE 2 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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0 1 2 3
4 5 6 7
8 9 0 1
2 3 4 5
6 7 8 9
Number and Operations in Base Ten • NC.5.NBT.3 and NC.5.NBT.7 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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Materials: meter stick, base-10 blocks (40 small cubes and 25 longs), recording sheet, and playing cards
Number of Players: 2
Directions:
1. Players play on opposite sides of the meter stick.
2. Players begin at zero, and place the appropriate number of rods or cubes along the edge of the meter stick according
to the number selected from the pile of cards.
3. When a player has 10 or more cubes, they should trade them for a ten-cm rod.
4. After each round, each player should record the move on the recording sheet.
5. T he winner is the player to reach the end of the meter stick. Player does not have to land exactly on one meter, but may
finish beyond the end of the meter stick.
Variation/Extension: Student may use decimal or fraction dice. Students may also create additional cards and extend the length
of the meter stick to two meters. Students may also start at the end of the meter stick and subtract the number selected – first
player to get to 0 wins.
PLAYER 1 PLAYER 2
TOTAL SCORE TOTAL SCORE
NUMBER ON CARD NUMBER ON CARD
TO THIS POINT TO THIS POINT
RACE TO A METER: A DECIMAL GAME CONTINUED, PAGE 2 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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1 5 10 5
10 100 100 10
10 2 50 2
10 10 100 100
8 8 .1 .2
10 100
.01 .04 .6 .8
Number and Operations in Base Ten • NC.5.NBT.3 and NC.5.NBT.7 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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Number of Players: 2
Directions:
1. Roll 2 dice and used the numbers rolled to create a decimal to the hundredths place.
Example, if you roll a 3 and a 4, you would form the decimal .34 or .43, go to the first grid
(on recording sheet) and shade in that fraction of the grid.
2. Roll again and shade in the decimal created on the second grid.
3. Add both boards, highest total decimal wins.
Variation/Extension: Students could compare each decimal represented on the grid. Teacher can reduce or increased the number
of grids. An additional recording sheet has been added for adding 4 decimals for your convenience, if you choose to use it. Teacher
may modify by adding decimals together on one grid using different color pencils to represent the different decimals.
PLAYER 1 PLAYER 2
TOTAL TOTAL
SUM WITH DECIMALS CONTINUED, PAGE 2 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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PLAYER 1 PLAYER 2
TOTAL TOTAL
Number and Operations in Base Ten • NC.5.NBT.3 and NC.5.NBT.7 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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Number of Players: 2
Directions:
1. Roll 3 dice and make a three digit decimal to the thousandths place. For example, if you roll a 4, 3 and a 4,
you would form the decimal .434, go to the first grid (on grid sheet) and shade in that fraction of the grid.
2. Roll again and shade in the decimal created on the second grid.
3. Add both boards, highest decimal wins.
Variation/Extension: Students could compare each decimal represented on the grid. Teacher may reduce or increased the number
of grids. Teacher may modify this game by adding decimals together on one grid using different color pencils to represent the
different decimals.
Example Grid
SUM WITH DECIMALS – PART II CONTINUED, PAGE 2 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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PLAYER 1
Decimal 1: ______________
Decimal 2: ______________
______________ + ______________ =
SUM WITH DECIMALS – PART II CONTINUED, PAGE 3 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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PLAYER 2
Decimal 1: ______________
Decimal 2: ______________
______________ + ______________ =
Geometry • NC.5.G.1 | Number and Operations in Base Ten • NC.5.NBT.3 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
14
Pieces of Eight
Building Fluency: coordinates and compare decimals
Directions:
1. Each player rolls dice and chooses coordinate on the grid.
Example: if the player rolls a 1 and 3, the player may choose, (1, 3) or (3, 1).
2. After each player is on a coordinate, they compare numbers.
3. The player with the 8 in the place with the largest value wins the round. In case of a tie the player
with the largest number wins.
4. Play 10 rounds.
5. T he player who wins the most rounds wins the game.
Variation/Extension: Students can record the value of the eight and total the 10 rounds, student
with the highest sum wins or lowest sum wins.
1 2 3 4 5 6
Number and Operations in Base Ten • NC.5.NBT.4 and NC.5.NBT.7 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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Race to 10 or Bust
Building Fluency: efficient mental strategies when adding and subtracting decimals. Students may begin to see that strategies that
work well with whole numbers, work equally well with decimal, for example, 3.8 + 0.6 is the same as 3.8 + 0.2 + 0.4.
Number of Players: 2
Directions:
1. The player rolls the number cube and calls out the number.
2. Each player individually chooses whether to use the number as ones or as tenths. Once a decision has been made, it
cannot be changed.
Example: The roller rolls 5. Player 1 may record it as 5 ones (5) or as 5 tenths (0.5).
3. T he players record their choice in the appropriate column and keeps a cumulative total in the ‘Total’ column on their
recording sheet.
4. Play continues in this way for eight rounds.
5. The player who scores 10 or is closet to (but not beyond) 10 is the winner.
Variation/Extension: Students could change the total number – 100 or use a dice (0-9). Number of rounds could also be
changed – more or less. Once students understand how this game works they can create their own table in their math notebook
instead of using recording sheet. Additional recording sheets have been included for your convenience.
PLAYER 1 PLAYER 2
ONES TENTHS TOTAL ONES TENTHS TOTAL
RACE TO 10 OR BUST CONTINUED, PAGE 2 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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PLAYER 1 PLAYER 2
ONES TENTHS TOTAL ONES TENTHS TOTAL
Race to 1 or Bust
Building Fluency: add decimals
Number of Players: 2
Directions:
1. Each player takes their turn rolling the die.
2. After the roll, every player places the digit rolled in any box
of their grid. This must be done before next roll.
3. Once the table is totally completed, add up the decimals to find the winner.
Variation/Extension: Once students understand how this game works they can create their own recording table in their
math notebook instead of using recording sheet. Teachers may modify the game by changing the number of rows in the table.
Additional recording sheets have been added for you convenience.
PLAYER 1 PLAYER 2
TENTHS HUNDREDTHS TENTHS HUNDREDTHS
PLAYER 1 PLAYER 2
TENTHS HUNDREDTHS TENTHS HUNDREDTHS
Shopping Spree
Building Fluency: adding and subtracting decimals
Number of Players: 2
Directions: Karla likes to watch a game show called “Shopping Spree”. On the show, each of two
contestants is given a certain amount of money to spend. Then each contestant has 30 seconds to choose
from a list of prizes whose costs are given. The winner is the contestant who comes closest to the amount of
money they are given to spend without going over. Play the game “Shopping Spree” with a classmate using
the list of prizes and costs on the next page.
1. Decide who will be Contestant 1 and who will be Contestant 2.
2. A s Contestant 1 chooses price tags, Contestant 2 records the choices. Example: Scooter $5,535.89
3. Then switch places and let Contestant 2 choose while Contestant 1 records.
4. After both contestants have chosen their price tags, add the costs and determine who came the closest without going over.
5. Remember, you have 30 seconds to make your choices.
Variation/Extension: Change the amounts for the two contestants. Do you think the game could be unfair depending upon the
amounts for the contestants to spend? Explain your thinking. Use the sales catalogs and create your own Shopping Spree.
Camera
$148.90
Car
$15,599.49
Stereo
$999.99
RV
TV $15,675.35
$788.25
Scooter DVD
$5,535.89 $357.45
Bike Microwave
$350.50 $455.65
Bedroom Suite
$1,209.70
Cellphone
$217.25
Jewelry
$9.876.95
Vacation
$5,995.65
Refrigerator Boat
$899.95 $10,785.50
Number and Operations in Base Ten • NC.5.NBT.5 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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Multiplication Mix-up
Building Fluency: multiply multi-digit whole numbers
Number of Players: 2
Directions:
1. Remove the face cards from a deck of playing cards. The ace represents one
and all other cards carry their numerical values.
2. Deal each player three cards.
3. Each player must use two of the cards to make a two digit number.
4. T he third card will be the multiplier.
Example, if a player draws a 1, 5, and 8, he could use the 1 and the 5 to make the two digit number 51 and multiply
by 8 for a total of 408.
5. The player with the largest product gets the cards.
Variation/Extension: Students may want to create their own recording table in their math notebook to record their equations showing
the standard algorithm or strategy used to solve the equation. Students may also want to use a calculator to check their work.
Number and Operations in Base Ten • NC.5.NBT.5 and NC.5.NBT.6 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
22
Number of Players: 2
Directions:
1. Follow the steps laid out on the game board.
2. What do you notice?
Variation/Extension: Students may want to record their work in their math notebook. Students create their own version of this
game, result ending with an even number or odd numbers etc…
Look at
the digits
1 2 3 4 5 6 7 8 9
1-9
Divide the sum
Add all 6
by your special
numbers
number
Answer:
NO Do you have 6
2-digit numbers?
Add the 3 digits
(your special
number)
Decimal Dynamo
Building Fluency: adding and multiplying decimals
Number of Players: 2
Directions:
1. Roll 4 die (or one die 4 times). Use these numbers to create a 2-digit number
and a whole number with a decimal.
Example: 6 4 2 5 62 and 5.4 or 46 and 2.5
2. Record the numbers you create for each round.
3. Multiply these numbers and record the product for each round on the next line – gray space.
4. At the end of 6 rounds, add the products. The winner is the player with the smallest sum of the 6 products.
Variation/Extension: The winner with the greatest sum. Students may need to use a calculator to check their work.
PLAYER 1 PLAYER 2
Materials: gameboard, gamemarker, die and game cards, piece of paper, answer slip
Number of Players: 2
Directions:
1. Players place marker on the starting space.
2. Player 1 gets cards 1-12 with answer slip 1 and Player 2 gets cards 13-24 with answer slip 2.
3. Place game cards face down. Players take turns drawing a card and answering the question.
4. If the answer is correct, the player rolls a die and moves forward that number of spaces.
5. Player that crosses the finish line first is the winner.
Variation/Extension: Student may want to create their own set of game cards or add to the set of cards. Additional blank cards
have been added for your convenience.
START FINISH
RACE TO THE FINISH LINE CONTINUED, PAGE 2 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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1 2 3
Race to the Finish Line Race to the Finish Line Race to the Finish Line
Which of these is the most Which of these is the most
Which is the most reasonable
reasonable estimate for reasonable estimate for
estimate for 2.54 ÷ 0.5?
0.6 x 0.5? 16 ÷ 0.51?
a. 50 b. 5 c. 0.5
a. 30 b. 3 c. 0.3 a. 8 b. 30 c. 0.8
4 5 6
Race to the Finish Line Race to the Finish Line Race to the Finish Line
What is the perimeter of If the sides of this regular hexagon
What is the perimeter of this figure?
this regular octagon? are halved, what is the perimeter?
24 12 cm
14
18 6 9 cm
7 8 9
10 11 12
Race to the Finish Line Race to the Finish Line
Race to the Finish Line
What is the area of this figure? If the sides of a cube are doubled,
Where should you place the how many vertices will it have?
24 decimal point in the middle
number so that the 3 numbers are
14 in order from smallest to largest?
18 6
19.7, 514, 122
13 14 15
16 17 18
Race to the Finish Line Race to the Finish Line
What is the area of this figure? Race to the Finish Line
If the sides of this square are doubled,
18 Where should you place the what is the perimeter?
decimal point in the middle
number so that the 3 numbers are
2
4 6 in order from smallest to largest?
3 cm
4, 615, 12.2
19 20 21
22 23 24
Race to the Finish Line Race to the Finish Line
Race to the Finish Line
What is the perimeter of this figure? If the sides of this square are
Where should you place the doubled, what is the area?
18 decimal point in the middle
number so that the 3 numbers are
2 in order from smallest to largest?
4 6 3 cm
10, 6275, 100
ANSWER SLIP 2 13. B 14. 71.4 15. 110 16. 60 17. 6.15 18. 24 cm 19. B 20. 3.14 21. A 22. 44 23. 62.75 24. 36 cm2
RACE TO THE FINISH LINE CONTINUED, PAGE 3 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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Number and Operations – Fractions • NC.5.NF.4 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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Parts of a Whole
Building Fluency: multiplication of whole number by a fractions
Materials: whole number die (1-6), fraction circle, and fraction cards or fraction die or spinner
Number of Players: 2
Directions:
1. Player rolls a standard whole number die, and spins the spinner.
2. T he standard die represents the number of groups, and the spinner represents the fraction in each group.
Example: A roll of 3 on the standard die, and spin 1 on the spinner would be represented 3 groups with 1 .
4 4
3. Use fraction circles to help determine the product for each round.
4. If your result is 1 or more, you receive a star.
5. Play several rounds and count the stars you have collected.
6. The player with the most stars collected is the winner.
Variation/Extension: Student may want to modify fractions on spinner or use a die 0-9. A blank spinner and fraction circles are
added for your convenience. Teacher may also want students to add the products. Students may want to write coordinating
problems to fit each equation.
PLAYER 1 PLAYER 2
ROLL SPIN EQUATION ROLL SPIN EQUATION
PARTS OF A WHOLE CONTINUED, PAGE 2 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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1 1
2 3
12
1
4
1
6 8
1 1
PARTS OF A WHOLE CONTINUED, PAGE 3 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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1
2
1
3
1
4
12
1
6
1
8
1
1
2
1
3
1
4
12
1
6
1
8
1
1
2
1
3
1
4
12
1
6
1
8
1
PARTS OF A WHOLE CONTINUED, PAGE 4 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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Number and Operations – Fractions • NC.5.NF.4 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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Materials: gameboard per person and fraction cards or fraction die or spinner
Directions:
1. Give each player a game board (divided into 24 equal parts), and fraction cards
or fraction die or spinner
2. The players take turns rolling their die. After each roll, the player rolling will shade in
that fraction of their playing board. Example: if a player rolls 1 , they would shade in 1 of the
2 2
24 boxes on the game board.
3. F or all subsequent rolls, the fraction taken is of the amount remaining on the board after all previous rolls.
Example: if a player has 12 boxes unshaded on his second roll, and they roll 1 , they would shade in 4 boxes, because 1 of 12 is 4.
3 3
4. If you get a fraction that you are unable to divide, choose another fraction card.
5. The first player to have one unshaded box wins.
Variation/Extension: Students may change the fractions used, the gameboard, or the goal of the game. Additional game board
are added for your convenience.
PLAYER 1 PLAYER 2
THE WHOLE MATTERS CONTINUED, PAGE 2 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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THE WHOLE MATTERS CONTINUED, PAGE 3 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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1 1
2 3
12
1
4
1
6 8
1 1
1 1
2 3
12
1
4
1
6 8
1 1
THE WHOLE MATTERS CONTINUED, PAGE 4 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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1
2
1
3
1
4
12
1
6
1
8
1
1
2
1
3
1
4
12
1
6
1
8
1
1
2
1
3
1
4
12
1
6
1
8
1
Number and Operations – Fractions • NC.5.NF.4 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
42
Greatest Product
Building Fluency: multiply a fraction by a fraction
Materials: deck of cards; optional calculator with grid paper and colored pencils
Directions:
1. Use only the number cards from a deck of playing cards. Aces are worth one point each.
2. A fraction can be made by using two cards. One card is the numerator, and one card is the denominator.
3. Deal each player four number cards. Arrange the four cards to make a multiplication problem.
Example: Let’s say you were dealt 3 , 1 , 5 , and 2 with these cards, you could make the fraction problem: 3 x 1
5 2
(No fractions over one are allowed.)
4. Draw an area model to support your product.
Example:
3
5
1
2
3
10
5. The player who forms the greatest product wins.
6. After you have played several rounds for the greatest product, play for the least product.
Variation/Extension: Student may want to record their work in their math notebook or use grid paper to create a model.
Allow students to create fractions over one – Why when multiplying a number by a fraction greater than 1 the results of the product
is greater?
Another fun way to play the game is to allow the players to form their fractions first, and make their calculations before you say
highest or lowest.
GREATEST PRODUCT CONTINUED, PAGE 2 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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Number and Operations – Fractions • NC.5.NF – EQUIVALENCE GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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Materials: recording sheet per player, fraction cards or fraction die or spinner
Directions:
1. Each player takes turns drawing a card from the pile.
2. Player shades the door according to the value of the card drawn.
3. Players may shade in equivalent fractions if applicable.
4. If a player rolls a fraction, and not enough space is left on the front or back door for shading,
the player loses their turn, and waits for the next roll of the die.
5. The first player to shade the front and back door wins.
Variation/Extension: Students can create their own door and fraction playing cards.
PLAYER _______________
1
2
1
3
1
4
12
1
6
1
8
1
1
2
1
3
1
4
12
1
6
1
8
1
1
2
1
3
1
4
12
1
6
1
8
1
COLOR THE DOOR CONTINUED, PAGE 4 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
47
1 1
2 3
12
1
4
1
6 8
1 1
1 1
2 3
12
1
4
1
6 8
1 1
Number and Operations – Fractions • NC.5.NF EQUIVALENCE GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
48
Materials: gameboard, 10 markers of one color per person, and a pair of standard dice (1-6)
Number of Players: 2
Directions:
1. Each player needs 10 markers of one color.
2. Players take turns rolling 2 number cubes and making a fraction. The players may cover an equivalent fraction on the game board.
3. If a player rolls doubles, they may roll again and either cover the equivalent fraction rolled or remove an opponent’s marker.
4. The first player to get 3 in a row in any direction wins.
Variation/Extension: Students may create their own fraction gameboards. Another way to modify the game is to change the die (1-9).
4 12 6 12 6
––– ––– ––– ––– –––
20 16 9 20 12
20 12 8 20 12
––– ––– ––– ––– –––
30 15 20 24 24
3 3 4 5 4
––– ––– ––– ––– –––
12 18 24 15 12
7 4 9 5 3
––– ––– ––– ––– –––
14 8 12 10 9
10 8 15 12 9
––– ––– ––– ––– –––
25 12 25 18 15
ROLLING, ROLLING, ROLLING CONTINUED, PAGE 2 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
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1 3
2
5
4 6
Measurement and Data • NC.5.MD.5 GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
50
Packing Blocks
Building Fluency: volume
Number of Players: 2
Directions: Tami and Natasha make baby toys for a local toy manufacturer. They are packing some baby blocks made into a shipping
box. The shipping box has a volume of 1536 cubic inches. The dimensions of the blocks they are packing in the box are given below.
They must pack all of the same sized blocks into one box. Tami and Natasha want to decide before they actually pack the box. Which
blocks might fit into the box with no space left over? Can you help Tami and Natasha decide which blocks could be packed into each box?
1. Correctly match the “Dimension of Block” cards with the correct “Volume of Box” cards.
2. T hen match the “Maximum Number of Blocks.”
3. Students may need a calculator.
3. Match the cards to find which blocks can be packed into Tami and Natasha’s box with no space left over, (no remainder)?
Answer Key
The following Rows go toether.
Materials: standard dice, 10 markers per player (players need different colors), and a gameboard
Number of Players: 2
Directions:
1. Players take turns rolling the cubes.
2. Players need to designate one cube for the y-axis and one cube for the y-axis.
Example: if the x-axis cube is two and the y-axis cube is three, the player would cover the gem at (2, 3).
3. If a player tosses and the gem at that place is taken, the player loses that turn.
4. The first player to get four in a row wins.
Variation/Extension: Players may win by seeing who can cover four adjacent gems to form a box.
6
5
4
Y-AXIS
3
2
1
1 2 3 4 5 6
X-AXIS
Online Game Options GRADE 5 • NC DEPARTMENT OF PUBLIC INSTRUCTION
53
Geometry
Soccer Coordinates
http://www.xpmath.com/forums/arcade.php?do=play&gameid=90