Place Value Game Worksheet Page 2

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Hundreds Chart Tic-Tac-Toe (Grade 2 +)
Trade In (Grades 4-6)
Skills: Identification of place value
Skills: place value of 5 digit numbers
Players: 2
Players: 2 or more
Materials: 1 hundreds board, cards (Ace=1)-9,
Materials: cards (Ace=1)-9, die
paper, pencil, markers (2 different colors)
Procedure:
Procedure:
1) The goal is for players to make either the
1) Players select a color of marker. The goal is
smallest or largest number.
for a player to get three or more of their
2) Player one rolls a die. (odd roll=smallest
markers in a row either vertically, horizontally,
number, even number=largest number)
or diagonally.
3) Players each take five cards from the top of
2) Player 1 draws two cards and makes a 2 digit
the deck and place them face down in front
number and verbalizes it to their partner. (Ex.
of them.
Six tens and three ones equals sixty-three)
4) Player 1 flips over the card in the ones place
3) Player 1 then covers that number with their
and then decides whether to keep this card of
marker.
trade it in for the top card of the deck.
4) Then, this player verbally gives the other
5) Players alternate turns and continue to flip
number that they can make with their 2 cards.
over cards working up to the card in the ten
(ie. thirty-six) and covers that number.
thousands place.
5) Player 2 then takes their turn repeating steps
6) The player with the biggest/smallest number
2-4.
scores one point.
6) Play continues until one player gets three or
7) Play to a set number of points.
more of their markers in a row. When this
Variations: Use 6 cards for more digits.
happens, this player scores two points for
each marker in a row. (ie. six points for three
Rock N’ Roll (Grades 4-6)
in a row, eight points for four in a row, and so
Skills: recognizing place values through ten thousands
on.)
quickly
7) Players can steal an opponent’s space. When
Players: 2-4
a players makes a number already occupied
Materials: 5 dice per player
by their opponent, they can replace it with
Procedure:
their own marker. For each number stolen,
1) All players roll their dice at the same time.
they receive 5 points.
2) Players then arrange their dice to make the
8) If a player draws two cards that they have
largest five digit number possible.
already drawn, two new cards may be taken.
3) The first player to finish calls “Rock N’ Roll,”
9) Players can play until a set time limit is
and CORRECTLY verbalizes their number to
reached or they reach a certain number of
the other players.
points.
4) The other players must free their numbers in
the current order, even if they aren’t finish
arranging them.
5) If the first player done is also the player with
the largest number, they earn 10 pts. If not,
they only earn 5 pts. and the player with the
highest number also earns 5 pts.
6) All other players earn 0.
7) The first player to 50 pts. is the winner.
Variation: Use 6 cards for more digits.

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