Package 4 - Year 1 and 2 Mathematics - Turn over three

This game will help your child look for relationships between numbers, develop flexibility in how they work with numbers and develop fluency in number facts.

Week 5 - Package 4 - Year 1 and 2 Mathematics - Turn over three

Things you need

Ideal

  • Playing cards Ace to 10 (representing 1-10) and the jokers (representing 0)

  • Activity sheet 1 (Gameboard)

  • Turn over 3 video

Back up

  • Read the instructions on how to play

  • Make your own playing cards and gameboard

Why is this activity important?¶

This game will help your child look for relationships between numbers, develop flexibility in how they work with numbers and develop fluency in number facts.

Before you start

  • Make sure that you have the gameboard ready (either printed or made)

  • Collect resources

  • Make sure that the video works for your child

What your child needs to know and do

Have an understanding of numbers to 20, understand the concept of doubles and near doubles and have some known facts. This game will develop this understanding further.

What to do next

How to play

Using playing cards Ace-10 (representing 1-10) and the jokers (representing 0), shuffle the cards into a pile. Place the pile face down between two players. Take turns to turn over the top three cards. Players look for doubles, near doubles, combinations to 10 and 20. Players keep the cards of any known facts they identify and know, justifying their thinking to their partner who records it on the recording sheet. Any unused cards are placed into a discard pile. Players continue taking turns until the cards run out. When that happens,it is a reshuffle of all of the unused cards. Re-distribute them into 3 piles and continue playing. The winner is the player with the highest cumulative total at the end of 5 rounds.

Options for your child

Activity too hard?

Decrease the number range to 0-5.

Activity too easy?

For subtraction, choose which cards to combine using known facts and then subtract the third card. Players are able to keep all three cards if they are able to identify a known fact and then subtract the third value, explaining your mental computation to the other player.

Follow-up questions to ask your child

  • Why are you confident with that number fact?

  • Can the number facts that you know help you to work out other number facts?

  • Why are doubles and near doubles important?

  • Can you visualise what a double looks like? How do you see it?

Extension/Additional activity

Play until the whole deck of cards is used.

Activity sheet 1: Turn over 3 gameboard

Game board with 2 tables. One for player 1 and one for player 2. Each table has 4 columns and 6 rows. The top row contains column headings - Flipped, Knew, Used and Cumulative total.


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