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GameWize Math

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Game Wize Books
Available at:
www.toolsforteachers.com

See Also:
GameWize Science
GameWize Social Studies
GameWize Language Arts
GameWize K-2
GameWize Plus

Use Microsoft Excel and PowerPoint to spice up lessons. Bring even the most hesitant learner out of their lazy daze. Invigorate your classroom with a learning-based, competitive enthusiasm that will have students begging to play (and learn) some more. Tailor each game to meet the needs of your unique classroom environment. Play as a whole class activity, or set up stations in the classroom for partner or small group competitions. Modify game components to make it relevant to current topics of study, and create a memorable learning experience for yourself and your students.

Includes 15 games!!

See below for the list of games, a brief description, and sample image from each game.

#1 Graph Master

Students are divided up into as many as six teams. Teams answer questions. For each correct answer, points are added to their score and the graph changes accordingly. The first team to reach twelve points wins the game.

#2 Guess It

Students try to guess a three or four digit number. If they guess a correct digit, but it is in the wrong place, then the digit will be red. When both the digit and its place value are correct, then the cell will be filled in with yellow. Students will have six guesses to determine the number. When all three cells turn yellow, they win.

#3 KaBlam!

The KaBlam board randomly displays numbers in colored squares. Numbers in the squares range in value from 1 to 20. There are also three special squares: the ½ square, the times 2 square, and the black KaBlam square. Teams answer teacher-prepared questions. For each correct response, they earn the chance to gain points from the KaBlam board, loose points (if they hit the ½ space), or get KaBlammed and start over at zero. As the game progresses through three rounds of play, there is an increased probability of a team being Kablammed.

#4 Math O

Students create a five by five Matho game card and fill it in with numbers, pictures, or vocabulary words. The Matho Excel game randomly generates a column letter (either M, A, T, H, or O) and a word or number for students to locate below that column letter. The first student to mark off five spaces in the grid either horizontally, vertically, or diagonally calls out “Matho” and wins the game.

#5 Autumn Leaves

Student teams take turns answering questions. Each time a team correctly answers a question, they select and click on one of the leaves. The leaf will change color and float down to the ground. The number revealed behind the leaf is the team’s score for answering that question.

#6 Case by Case

The class selects a case to save until the end of the game. Students take turns opening cases, with each round requiring them to open fewer cases until the amount in their selected case is finally revealed.

 

 

#7 Concentration

Teams take turns revealing what is hidden underneath cards by turning over two cards at a time. If the information “matches”, then they get a point for making a pair. Matched pairs could include pictures and their names, elements, body parts, etc. If the revealed pair doesn’t match, then the information is hidden and the next team gets a turn. Teams “concentrate” to remember what is hidden beneath the cards that have been revealed but not matched. The winning team is the one with the most correct matches.

 

#8 Connect 5

Two teams of students take turns answering questions. Each time a team correctly answers a question, they choose one of the yellow numbered circles. After clicking on it, the numbered circle will move to fill in a circle on the game board at the top of the slide. The first team to earn five yellow circles in a row either vertically, horizontally, or diagonally wins the game.

#9 Dots

Students are divided into up to four teams and assigned a dot (yellow, red, blue, or green). Each time a team correctly answers a question, they click on one of the numbered squares at the bottom of the screen to advance their dot around the track. The team that answers five questions correctly first will cross the finish line and win the game.

#10 Face the Facts

Teams select a topic and money value from the game board. The higher the money value, the more difficult the question. If the team answers the question correctly, they are awarded the money value for that question. If the team is incorrect, another team gets a chance to answer the question. Play continues until the game board is cleared or until time is called.

#11 Flash!

A slide tells students which objects to count once they are displayed. When the “Flash” button is clicked, students have approximately three seconds to calculate the number of objects. Their answer can be written down or called out. To verify the accuracy of their answer, click the “Show” button to reveal the objects.

#12 Smarter Than an Nth Grader

Students answer ten questions starting with topics learned in lower grade levels and progressing to topics covered during their current school year.

#13 A Sorted Fun

Student teams click to put a series of numbers into either ascending or descending order. After each click, prompts appear to let participants know if their order is correct so far. If the team makes a mistake, the slide can be reset so that another team can attempt to put the numbers into the correct order.

#14 Tic Tac Toe

Students are divided into two teams, the X team and the O team. They then answer questions to earn an X or an O for their team on a Tic Tac Toe board. The first team to earn three X’s in a row or O’s in a row either horizontally, vertically, or diagonally wins the game.

#15 Who Wants to be a Zillionaire

Students progress through increasingly difficult multiple choice questions. For each question they have three helps available:
• 50/50 eliminates two incorrect answers
• Ask the Class allows the contestant to poll the class for the correct answer
• A third button links to an Internet site or other tool to help them find the answer



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