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Catching Fireflies Printable Math Games
Catching Fireflies Printable Math Games
Catching Fireflies Printable Math Games
Catching Fireflies Printable Math Games
Catching Fireflies Printable Math Games
Catching Fireflies Printable Math Games
Catching Fireflies Printable Math Games
Catching Fireflies Printable Math Games
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Description

Catching Fireflies

Catching Fireflies is a game created for 2 players to strengthen number sense.  Matching numbers 10, 20, 30, 40, 50, 60, 70, 80, and 90 to four different representations allows learners to increase understanding that all of the representations have the same meaning.

  • The game includes 12 game cards with the numbers 10, 20, 30, 40, 50, 60, 70, 80, 90.
  • There are 4 game boards representing these numbers (10, 20, 30, 40, 50, 60, 70, 80, 90) using place value charts, word form, base ten blocks, and expanded form.

Preparing the game:

Copy the game boards and game cards on card stock.

Use use any chips or tokens you have on hand. You will need 5 of one color and 5 of another color to play the games. If you don’t have game pieces, feel free to use the included 5 black circles and 5 white circles as game pieces (2 sets are included).

Playing the game:

The game is for 2 players.

Players need the deck of cards and game board. .

Each player will need 5 same color game pieces.

Taking turns, players draw a card and follow the directions on the card or find the matching firefly jar on the game board.

If a match is found, cover the firefly jar with a game piece.

Partners should check each other’s work.

Play continues until all cards have been drawn.

Player covering the most spaces wins.

Important note: One space on the game board is a non-example - and will not have a match. This jar should not be covered at the end of play and is a great way to quickly check if learners are understanding the number concepts. If learners are placing a game piece on the non-example, this is an indicator more instruction is needed.

Accountability:

Sometimes, learners need extra motivation to ensure learning is taking place during partner time. To hold players accountable, ask each of them to write down the contents of the jar with no match (the non-example).

Single learner use:

The game board and cards can be used as a simple matching activity by a single player (for learners who work better independently). The learner will need 10 game pieces. The direction cards can be removed from the deck. Learner draws a card and covers the corresponding match with a game piece. The object of the game is to find the firefly that does not have a match.

CCSS.MATH.CONTENT.1.NBT.B.2.C

The numbers 10, 20, 30, 40, 50, 60, 70, 80, 90 refer to one, two, three, four, five, six, seven, eight, or nine tens (and 0 ones).

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Catching Fireflies Printable Math Games

On the Dot Resources
46 Followers
$3.50

Highlights

Digital downloads
Grades icon
Grades
K - 2nd
Standards icon
Standards
Pages
4 game boards, game cards and tokens

Description

Catching Fireflies

Catching Fireflies is a game created for 2 players to strengthen number sense.  Matching numbers 10, 20, 30, 40, 50, 60, 70, 80, and 90 to four different representations allows learners to increase understanding that all of the representations have the same meaning.

  • The game includes 12 game cards with the numbers 10, 20, 30, 40, 50, 60, 70, 80, 90.
  • There are 4 game boards representing these numbers (10, 20, 30, 40, 50, 60, 70, 80, 90) using place value charts, word form, base ten blocks, and expanded form.

Preparing the game:

Copy the game boards and game cards on card stock.

Use use any chips or tokens you have on hand. You will need 5 of one color and 5 of another color to play the games. If you don’t have game pieces, feel free to use the included 5 black circles and 5 white circles as game pieces (2 sets are included).

Playing the game:

The game is for 2 players.

Players need the deck of cards and game board. .

Each player will need 5 same color game pieces.

Taking turns, players draw a card and follow the directions on the card or find the matching firefly jar on the game board.

If a match is found, cover the firefly jar with a game piece.

Partners should check each other’s work.

Play continues until all cards have been drawn.

Player covering the most spaces wins.

Important note: One space on the game board is a non-example - and will not have a match. This jar should not be covered at the end of play and is a great way to quickly check if learners are understanding the number concepts. If learners are placing a game piece on the non-example, this is an indicator more instruction is needed.

Accountability:

Sometimes, learners need extra motivation to ensure learning is taking place during partner time. To hold players accountable, ask each of them to write down the contents of the jar with no match (the non-example).

Single learner use:

The game board and cards can be used as a simple matching activity by a single player (for learners who work better independently). The learner will need 10 game pieces. The direction cards can be removed from the deck. Learner draws a card and covers the corresponding match with a game piece. The object of the game is to find the firefly that does not have a match.

CCSS.MATH.CONTENT.1.NBT.B.2.C

The numbers 10, 20, 30, 40, 50, 60, 70, 80, 90 refer to one, two, three, four, five, six, seven, eight, or nine tens (and 0 ones).

Report this resource to TPT
Reported resources will be reviewed by our team. Report this resource to let us know if this resource violates TPT's content guidelines.

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Standards

to see state-specific standards (only available in the US).
The numbers 10, 20, 30, 40, 50, 60, 70, 80, 90 refer to one, two, three, four, five, six, seven, eight, or nine tens (and 0 ones).
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