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One-Eyed Jacks
Math Games
For
Grades 4 - 8
John Felling
Waco, TX, July 17, 2014
Email:
john@boxcarsandoneeyedjacks.com
boxcarsandoneeyedjacks.com
Phone: 780-440-6284
2 DICE:
TENS /
ONES
HUNDREDS /
TENS /
ONES
THOUSANDS /
HUNDREDS /
TENS /
ONES
TEN THOUSANDS /
THOUSANDS /
HUNDREDS /
TENS /
ONES
TEN THOUSANDS /
THOUSANDS /
HUNDREDS /
TENS /
ONES
3 DICE:
4 DICE:
5 DICE:
6 DICE:
HUNDRED THOUSANDS /
ROLL
NUMBER
EXPANDED NUMBER
1
2
3
4
5
6
7
8
9
10
4
ROUND ONE
PLAYER
ONE
ROUND TWO
PLAYER
ONE
ROUND THREE
PLAYER
ONE
PLAYER
TWO
PLAYER
TWO
PLAYER
TWO
Ten
Thousands
Thousands
Hundred
Tens
Ones
Tenths
Hundredths
Thousandths
My Number
Hundred
Thousands
MULTIPLICATION SCRAMBLE
From "Dice Works" page 69. Roll two special 1-12 dice at a time. Multiply the factors, place the math sentence on
the appropriate space on your side. If the space is already filled, then no space is filled in for that turn. First player
to fill in their side is the winner .
0 - 9
10 - 19
20 - 29
30 - 39
40 - 49
50 - 59
60 - 69
70 - 79
80 - 89
90 - 99
100 - 109
110 - 119
120 - 129
130 - 139
140 - 149
0 - 9
10 - 19
20 - 29
30 - 39
40 - 49
50 - 59
60 - 69
70 - 79
80 - 89
90 - 99
100 - 109
110 - 119
120 - 129
130 - 139
140 - 149
10
20
30
40
50
60
70
80
90
10
20
30
40
50
60
70
80
90
Salute
Box Cars "All Hands On Deck" Mystery Number (adapted)
Box Cars"Shuffling Into Math" Guesstimate(adapted)
10
11
Tens
10
20
Here
Look
Ones
30
Player One
Stay?
Or
Round Up?
00
40
60
50
FLIPPIN' OUT
80
Here
Look
Ones
90 100
Player Two
Stay?
Or
Round Up?
Tens
70
What's My Number
Salute
Box Cars "All Hands On Deck" Mystery Number (adapted)
Balanced Equations
Box Cars And One-Eyed Jacks Inc.
Throw an Equation
Concepts: Solving Linear Equations
Equipment: Solve for X dice, Exponent Dice
and various other dice.
Goal/Object: Create an equation that you can
solve that is hard for your opponent to solve.
Two teams of 2 players each. Each team
selects some dice (number, operation, and
either Solve for X or Exponent dice). The team
then rolls the dice and using the ALL the items
rolled, create a linear equation and solve it.
Meanwhile, the other team chooses their own
dice, creates their own sentence with their roll
and solves their own equation. Once each team
has solved their own equation, they make a new
copy of the equation (unsolved) on a separate
piece of paper. On "go", teams hand their
equation to the other team. Teams race to solve
the other team's equation first.
12
(5) Use two digits to make a 10s & 1s number. Use the third digit to add, subtract, multiply or divide
For example 2, 3, 5 can lead to 23+5 23-5 23x5 235 etc.
13
Balanced Equations
Box Cars And One-Eyed Jacks Inc.
Betweeners (Traditional)
Concepts: Number Sense, Ordering Numbers
(whole and decimal)
Equipment: One 3inCube die / player
Goal/Object: record a number that is between
the highest and lowest for the round
Each player shakes their own 3inCube die and
secretly look at it, mentally determining the
possible answers they could use. Each player
then secretly records one of their possible
answers. Once all the players have recorded
their answer, they reveal it to the other players.
All players copy all other players' answers onto
their own score sheet. The answers are
compared, lowest doesn't win, highest doesn't
win, between number (or numbers if 4 player
game) wins.
Variations: (1) Three addend addition. The
between sum (add all 3 numbers) wins.
(2) Use 12-sided die on a ruler, 30-sided die on
a yardstick, 10s 1's on a meter stick (1-100)
Variation of Betweeners From Math Attack
Box Cars And One-Eyed Jacks (unpublished)
14
To Sum It Up
LEVEL:
Grade 3 and up
SKILLS:
PLAYERS:
2 or more
EQUIPMENT:
VARIATION:
Player One
Player Two
Player Three
7
3
5
+ 5
=1, 9
+ 3
=1, 7
=2, 3
15
Multiplication Board
1
10
11
12
10
11
12
10
12
14
16
18
20
22
24
12
15
18
21
24
27
30
33
36
12
16
20
24
28
32
36
40
44
48
10
15
20
25
30
35
40
45
50
55
60
12
18
24
30
36
42
48
54
60
66
72
14
21
28
35
42
49
56
63
70
77
84
16
24
32
40
48
56
64
72
80
88
96
18
27
36
45
54
63
72
81
90
99
108
10
10
20
30
40
50
60
70
80
90
100
110
120
11
11
22
33
44
55
66
77
88
99
110
121
132
12
12
24
36
48
60
72
84
96
108
120
132
144
16
17
Rolls
17 X 23
X
X
X
X
X
X
X
X
X
X
X
X
Round
Example
1
2
3
4
5
6
7
8
9
10
11
12
380
391
Actual
Total Differences =
Estimate
10
Difference
18
Grade 3 and up
Skills:
Players:
Equipment:
Objective/Goal:
Getting Started: Team One decides whether to roll 3, 4 or 5 dice and records the roll in the Roll 1
space on the recording sheet. Team One then creates math sentences using the numbers rolled that
have the numbers 1-100 as answers. They record each math sentence on the recording sheet in the
space for the answer. Each math sentence must use each number rolled. For example, if 4, 4, 2 and
6 are rolled then each math sentence must contain 4, another 4, 2 and 6. Once the team has
exhausted all the possibilities for Roll 1, they can take Roll 2. At the beginning of each roll, the team
can decide to roll 3, 4 or 5 dice. In other words, they dont always have to roll the same number of
dice for every roll.
Example:
The team rolled 4, 4, 2 and 6 and made the following math sentences, (utilizing
the rules for Order of Operations where necessary - see examples with answers = 10 and = 12):
4 x 4 x 2 + 6 = 38
(6 4 + 4) x 2 = 12
6 4 + 4 x 2 = 10
42 x 4 + 6 = 70 etc
In the examples,
the team first
rolled 4 dice and
using those
numbers, made
equations for 30
answers before
rolling a second
time. For the
second and third
rolls, they rolled 5
dice and had
written math
sentences for 61
answer before
the math period
ended (they said
they could have
kept going).
Variation:
(1) Teams can use dice other than regular spotted dice, such as 10-sided 0-9,
12-sided 1-12, 20-sided 1-20 or 30-sided 1-30 dice.
(2) Teachers may place restrictions on equations to make it more challenging
such as Every math sentence must include at least one multiplication component.
19
_______________
= 1
= 2
= 3
= 4
= 5
= 6
= 7
= 8
= 9
= 10
= 11
= 12
= 13
= 14
= 15
= 16
= 17
= 18
= 19
= 20
= 21
= 22
= 23
= 24
= 25
= 26
= 27
= 28
= 29
= 30
= 31
= 32
= 33
= 34
= 35
= 36
= 37
= 38
= 39
= 40
= 41
= 42
= 43
= 44
= 45
= 46
= 47
= 48
= 49
= 50
= 51
= 52
= 53
= 54
= 55
= 56
= 57
= 58
= 59
= 60
= 61
= 62
= 63
= 64
= 65
= 66
= 67
= 68
= 69
= 70
= 71
= 72
= 73
= 74
= 75
= 76
= 77
= 78
= 79
= 80
= 81
= 82
= 83
= 84
= 85
= 86
= 87
= 88
= 89
= 90
= 91
= 92
= 93
= 94
= 95
= 96
= 97
= 98
= 99
= 100
20
2.
3.
4.
5.
)] =
6.
7.
8.
Quick Version: Teams of two competing against other teams of two. Each team has their own gameboard, there can be a variety
of dice to use or just use standard 6-sided dice. Teams take turns choosing a die and rolling it. They must fill in an open space of
the math sentence with the number they rolled. Teams fill in one math sentence at a time. When the sentence is complete for
both teams, the team with the greatest value as an answer wins the round.
Quicker Version: Played the same as above but the roll that one team makes must be used by both teams. There is a possibility
for a lot of ties with this method.
Most Math Version: Played the same as Quicker Version except each team may place the roll on any open space on any math
sentence. Scoring is not performed until the entire sheet has been filled in.
Thought Provokers:
1. Since it is possible for negative answers who wins when the outcome is -34 for one team and +19 for the other team (-34 has
a greater absolute value compared to +19)?
2. What about playing for the smallest possible value?
3. What about playing for the middle value in a game of 3 teams?
21
22
One Twelfth
1/12 0.083 8%
One Eleventh
1/11 0.091 9%
One Tenth
1/10 0.10 10%
Two Elevenths
2/11 0.182 18%
Seven Twelfths
7/12 0.583 58%
Ten Twelfths
10/12 0.83 83%
Eleven Twelfths
11/12 0.92 92%
Twelve Twelfths
12/12 1.00 100%
Eleven Elevenths
11/11 1.00 100%
Ten Tenths
10/10 1.00 100%
Nine Ninths
9/9 1.00 100%
Eight Eighths
8/8 1.00 100%
Ten Elevenths
10/11 0.909 91%
Nine Tenths
9/10 0.90 90%
Eight Ninths
8/9 0.888 89%
Nine Elevenths
9/11 0.818 82%
Nine Twelfths
9/12 0.75 75%
Eight Elevenths
8/11 0.727 73%
Eight Twelfths
8/12 0.667 67%
Seven Elevenths
7/11 0.636 64%
Eight Tenths
8/10 0.80 80%
Seven Ninths
7/9 0.777 78%
Seven Tenths
7/10 0.70 70%
Six Ninths
6/9 0.666 67%
Six Tenths
6/10 0.60 60%
Six Elevenths
6/11 0.545 55%
Six Twelfths
6/12 0.50 50%
Five Elevenths
5/11 0.454 45%
Five Twelfths
5/12 0.417 42%
Four Elevenths
4/11 0.364 36%
Five Tenths
5/10 0.50 50%
Five Ninths
5/9 0.555 56%
Seven Eighths
7/8 0.875 87.5%
Seven Sevenths
7/7 1.00 100%
Six Sixths
6/6 1.00 100%
Five Fifths
5/5 1.00 100%
Four Fourths
4/4 1.00 100%
Three Thirds
3/3 1.00 100
Six Sevenths
6/7 0.857 86%
Five Sixths
5/6 0.833 83%
Six Eighths
6/8 0.75 75%
Five Sevenths
5/7 0.714 71%
Four Sixths
4/6 0.666 67%
Two Halves
2/2 1.00 100%
Four Fifths
4/5 0.80 80%
Three Fourths
3/4 0.75 75%
Five Eighths
5/8 0.625 62.5%
Four Sevenths
4/7 0.571 57%
Three Fifths
3/5 0.60 60%
Two Thirds
2/3 0.666 67%
Four Eighths
4/8 0.50 50%
Four Ninths
4/9 0.444 44%
Four Tenths
4/10 0.40 40%
Four Twelfths
4/12 0.33 33%
Three Elevenths
3/11 0.273 27%
Three Tenths
3/10 0.30 30%
Three Twelfths
3/12 0.25 25%
Two Tenths
2/10 0.20 20%
Two Ninths
2/9 0.222 22%
Three Eighths
3/8 0.375 37.5%
Three Sevenths
3/7 0.429 43%
Three Ninths
3/9 0.333 33%
Two Sevenths
2/7 0.286 29%
Three Sixths
3/6 0.50 50%
Two Fourths
2/4 0.50 50%
Two Fifths
2/5 0.40 40%
Two Sixths
2/6 0.333 33%
Two Eighths
2/8 0.25 25%
Two Twelfths
2/12 0.166 17%
One Ninth
1/9 0.111 11%
One Eighth
1/8 0.125 12.5%
One Seventh
1/7 0.143 14%
One Sixth
1/6 0.166 17%
One Fifth
1/5 0.20 20%
One Fourth
1/4 0.25 25%
One Third
1/3 0.333 33%
One Half
1/2 0.50 50%
One Whole
1/1 1.00 100%
23
Reject Rolls
Reject Rolls
Reject Rolls
Reject Rolls
Reject Rolls
Reject Rolls
Fractions Cents
copyright 2014 Box Cars And One-Eyed Jacks
Grades:
Concept:
Players:
Equipment:
Object / Goal:
Grade 6 and up
Converting fractions to equivalent percent or decimal, mental math, division, estimation
1 vs 1
Cards 1 to 12, Number Line 0-100, fraction/decimal/percent chart
Earn points by having the most accurate answer when converting a fraction to its decimal
or percent equivalent.
Fraction
Equivalent
Example
5
8
62.5
Player 1
Player 2
63
65
Observations / Comments
Both of us were close!
1
2
3
4
5
6
7
8
9
25
(1,6)
(2,6)
(3,6)
(4,6)
(5,6)
(6,6)
(1,5)
(2,5)
(3,5)
(4,5)
(5,5)
(6,5)
(1,4)
(2,4)
(3,4)
(4,4)
(5,4)
(6,4)
(1,3)
(2,3)
(3,3)
(4,3)
(5,3)
(6,3)
(1,2)
(2,2)
(3,2)
(4,2)
(5,2)
(6,2)
(1,1)
(2,1)
(3,1)
(4,1)
(5,1)
(6,1)
(X,Y)
26
Game
________
Game
________
Score
1
2
3
4
5
6
7
8
Total Dice (1 point/die)
Total Score
Player Two
Type of Tic Tac Toe
Score
1
2
3
4
5
6
7
8
Total Dice (1 point/die)
Total Score
27
28
BIG SUMS
SKILLS:
Method Used
Actual Sum
+I- Difference
1.
2.
3.
4.
5.
Use these patterns to demonstrate how to group dice tbr faster addition:
1 + 2 + 3 + 4 = 10
2 + 4 + 6 + 8 = 20
6 + 7 + 8 + 9 = 30
Thought Provokers:
1. What is the most efficient pattern to start with and why?
2. In which order should we use the patterns to be the most efficient? Why ?
3. What are the largest and smallest sums we could have?
VARIATION: Instead, have students try to determine the range of possible sums. Use
the chart below to record the sums that are used.
150+
141-150
131-140
121-130
111-120
101-110
90-100
29
Rolling 6's
copyright 2013 Box Cars And One-Eyed Jacks
Grades:
Concept:
Players:
Equipment:
Object / Goal:
Grade 6 and up
Comparing Theoretical and Experimental Probability
2 to 3 players working together
Dice Tray with 36 dice, Chart (or blank paper) and pencil
To predict number of 6's rolled each round.
Set Up and Play: Players start out with 36 dice and predict how many of the dice will end up as 6 once they have been
"rolled" by mixing them. They write their prediction for that round on their chart. Players then mix the dice (super mush).
The dice that show 6 are counted. The score is recorded next to the prediction and then the dice are placed into the tray.
The players now predict how many of the REMAINING dice will show 6 in the next round of rolling. The prediction for the
next round is recorded, then the dice are mixed (super mush). The dice that show 6 are counted. The score is recorded
next to the prediction and then the dice are placed into the tray. The sequence of predicting 6's for the remaining dice,
writing the prediction, mixing the dice, counting 6's, recording the score and placing the dice into the tray continues until all
the dice are in the tray.
Variation:
1. The players build a graph each round by lining the dice up (similar to a bar graph). The graph builds as each round is
completed.
Thought Provokers:
1. How did you figure out your prediction before each roll?
2. Do you think it matters if you rolled each die individually for a round as opposed to "mixing" using a super mush? Why
do you think that?
Players: ____________________ ____________________ ____________________
Round Prediction
Actual
Difference
Observations / Comments
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
30
Session Evaluation
Title : _____________________________ Presenter: _________________ Length: _____
The next time you do this workshop:
Keep:
Discard:
Add:
would /
Tear Here
Here
would not
------------------------------------------- -------------
Tear
Because of this workshop, there are things I'd like to do right away.
Because of this workshop, there are things I'd like to do in the next little while.
Because of this workshop, there are things that I would eventually like to do.
31
Tear Here
Here
------------------------------------------- -------------
Tear
Tomorrow I will :