Save by purchasing Vending Machine Game
and Pet Shop Purchases
together! Have fun purchasing food from a vending machine and items from a pet store. Play bingo, analyze data, round numbers, calculate change, and more.
Vending Machine Game
Here's a fun way to practice important math skills, such as counting money, calculating change, adding, subtracting, and rounding. Buy and sell items from a vending machine and analyze the vending machine price list.
Print one or more vending machines. Cut out the white slots. Glue each vending machine to a file folder. Cut out the slots on the file folder as well.
Print and cut out the items that go with each vending machine you are using. Then print and cut out the bills and coins you wish to use. The bills ($1, $5, $10, and $20) are provided in both color and grayscale. Photos of real coins are also provided. These include photos of the front and back sides of pennies, nickels, dimes, and quarters.
To play, students take turns being the customer and the vending machine. The customer touches the item number and states which item he is purchasing. Then, he puts money through the slot to purchase the item. The person running the vending machine uses the price list to determine if change is required. If change is required, she puts it through the change slot. Then she slides the item through the bottom slot.
Students may record their purchases on the included record sheet.
Students use the price list and 3 worksheets to practice data analysis. Students compare costs, round numbers, add and subtract costs, and calculate change. The worksheets provide various levels of difficulty for differentiated learning.
Pet Shop Purchases
This book includes many fun activities, all centered around money. Children may buy and sell items from a pet shop, play games, and analyze the pet shop price list.
Print and cut out all 36 items with attached prices. Use these items to set up the pet shop. Print and cut out the bills and coins you wish to use. The bills ($1, $5, $10, and $20) are provided in both color and grayscale. The first set of coins are simply marked with a value (25¢, 10¢, 5¢, or 1¢) to help children learn to add money. Photos of real coins are also provided. These include photos of the front and back sides of pennies, nickels, dimes, and quarters.
To play, students take turns being both the cashier and the customer. Students may record their purchases on the included record sheet.
Two sets of bingo cards are included. The coins in the first set are simply marked with a value, 25¢, 10¢, 5¢, or 1¢. These are appropriate for children who need to see the values of the coins in order to add them together. The coins in the second set look like real coins, so students must know the value of each coin in order to add them together. 6 bingo cards are included in each set, and bingo markers are also provided.
To play, place the item cards in a pile, face-down. Give each student a bingo card. Students take turns drawing an item card from the pile and reading aloud the cost. Each student who has the matching amount of bills and coins on a space on his bingo card, places a marker on that space. First player to get 3 in a row wins. Alternately, the first player who marks all 4 corners wins, or the first player to get a blackout (all spaces marked) wins. Decide which way a player may win before beginning each round.
Print and cut out each square from one set of bingo cards. Print and cut out each item card. Place all cards face down. Players take turns selecting an item card and a bingo square card. If it’s a match, the player keeps the cards and goes again. The player with the most matches wins. For a shorter game, do not use all of the cards. Simply select the matches you wish to play with before you begin.
Students use the price list and 3 worksheets to practice data analysis. Students compare costs, round numbers, add and subtract costs, and calculate change.
Check out more fun math activities, including Pet Shop Geometry
Copyright © Sharon J. Miller, 2016