Wednesday, December 2, 2009

Counting Game:  Run, Gingerbread Man, Run

This game was designed to introduce students to the randomness of spinners and dice. Each color gingerbread man starts at the same place and has the same chance of winning by crossing the finish line, but does it work out that way? Students will enjoy playing the game AND use a clothespin graph [see sample on right] to collect some useful data on the winners.

Once students have collected class data from playing many games, they will come together to analyze the clothespin graph results. Students will be asked to discuss whether or not they think the game is fair for all of the gingerbread men and explain their reasoning.

Download the Run, Gingerbread, Run game so that students can get started playing and collecting data. The pdf file contains the spinner, gameboard, clothespin graph icons, and an optional tally sheet.

Coordinate Graphing Game:  Catch the Gingerbread Men

For this game, students toss two dice (one regular and one marked A-B-C-D-E-F), form an ordered pair (e.g. B5), then remove the gingerbread man from that space, if there is one. Play continues until the timer rings or until one player has caught 10 gingerbread men. Students love playing the game and they get to practice their coordinate graphing skills in the process.

Coordinate Pairs: This seasonal version of the classic Battleship game provides practice in forming coordinate pairs, identifying the x-coordinate (A-F), then the y-coordinate (1-6) so that spaces are identified as C3 or E6. Hopefully, lots of practice will help students transition to the algebraic ordered pairs (x,y) where x and y are both numbers. Just be certain to reinforce the notion that the x-coordinate (across) comes before the y-coordinate (up or down). The alphabetical cues (across comes before up or down) help some students remember the order.