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Game Masters Copyright © Wright Group/McGraw-Hill Game Masters 439 Game Masters 1 3 2 4 Copyright © Wright Group/McGraw-Hill 462 Name Date Time Lesson Title 1 3 2 4 Spinning for Money 1 3 2 4 Materials ❑Spinning for MoneySpinner (Math Masters,p. 463)❑pencil❑large paper clip❑7 pennies, 5 nickels, 5 dimes, 4 quarters, and one $1 bill for each player ❑one sheet of paper labeled Bank Players 2, 3, or 4 Directions 1.Each player puts 7 pennies, 5 nickels, 5 dimes, 4 quarters, and one $1 bill into a bank. 2.Players take turns spinning the Spinning for Moneyspinner and taking the coins shown by the spinner from the bank. 3.Whenever possible, players exchange coins for a single coin or bill of the same value. For example, a player could exchange 5 pennies for a nickel or 2 dimes and 1 nickel for a quarter. 4.The first player to exchange for a $1 bill wins. Use a large paper clip and pencil to make a spinner. Copyright © Wright Group/McGraw-Hill 463 Name Date Time Spinning for Money Spinner 1 3 2 4 Before beginning the game, cut out this Spinning for Money Spinneron the dashed lines.

Copyright © Wright Group/McGraw-Hill 440 Name Date Time Addition Top-ItRecord Sheet 1 3 2 4 Players ______________ and _____________________ Write the number sentences for each round. Circle the winning sum. Round 1 _____ _____ _____ _____ _____ _____ Round 2 _____ _____ _____ _____ _____ _____ Round 3 _____ _____ _____ _____ _____ _____ Round 4 _____ _____ _____ _____ _____ _____ Round 5 _____ _____ _____ _____ _____ _____ Round 6 _____ _____ _____ _____ _____ _____

Copyright © Wright Group/McGraw-Hill 441 Name Date Time Angle RaceDegree-Measure Cards 1 3 2 4 15° 15° 15° 15°30° 30° 30° 45° 45° 45° 45° 60° 60° 75° 75° 75° 90° 90° 120° 120° 150° 210° 240° 30° 60° 90° 180°

442 Copyright © Wright Group/McGraw-Hill Array Bingo Cards Name Date Time 1 3 2 4 2 22 32 44 4 2 52 63 56 3 3 31 74 33 6 5 36 14 55 4

Copyright © Wright Group/McGraw-Hill 443 Name Date TimeName Date Time Baseball Multiplication Game Mat 1 3 2 4 Home1st Base 3rd Base2nd Base Scoring Chart (for 2 six-sided dice) 36 Home run (score a run) 6 to 15 Single (go to 1st base) 25 to 35 Triple (go to 3rd base) 5 or less Out (record an out) 16 to 24 Double (go to 2nd base) Scoreboard Inning 1 2 3 Final Team 1 Team 2 Runs Outs Runs Outs Runs-and-Outs Tally Team 1 Team 2

Copyright © Wright Group/McGraw-Hill 444 Home1st Base 3rd Base2nd Base Scoring Chart (for 2 rolls of a 12-sided die) 91 or more Home run (score a run) 21 to 50 Single (go to 1st base) 76 to 90 Triple (go to 3rd base) 20 or less Out (record an out) 51 to 75 Double (go to 2nd base) Scoreboard Inning 1 2 3 Final Team 1 Team 2 Runs Outs Runs Outs Runs-and-Outs Tally Team 1 Team 2 Name Date Time Baseball Multiplication(Advanced) 1 3 2 4

Copyright © Wright Group/McGraw-Hill 445 Name Date Time Baseball Multiplicationwith Tens 1 3 2 4 The rules for this game are the same as for the basic game except that a 1 is worth 10, a 2 is worth 20, and so on. If you need to review the rules, see the Student Reference Book,pages 274 and 275. Example:If you roll a 4 and a 6, multiply 40 60. 1234567 Scoreboard Inning Team 1 Team 2 Team 1 Runs Outs Team 2 Runs Outs Runs and Outs Table Scoring Chart 3,600 Home run (score a run) 2,600 –3,500 Triple (go to 3rd base) 1,600 –2,500 Double (go to 2nd base) 6 00 – 1,500 Single (go to 1st base) 500 or less Out (record an out) 2nd base Home 3rd base1st base

Copyright © Wright Group/McGraw-Hill 446 C alcu lator Brain C aller Name Date TimeName Date Time Beat the Calculator Triangle 1 3 2 4

447 Copyright © Wright Group/McGraw-Hill Name Date Time Decimal Solitaire 1 3 2 4 To play this game, you need  number cards 0–9 (1 of each)  2 pennies or counters to use as decimal points  1 index card labeled with “ ” greater than  half-sheet of paper Directions: 1. Shuffle the number cards. 2. Draw 3 cards. 3. Make a number with 2 decimal places. Use the penny or counter as your decimal point. 4. Place the “ ” greater than card next to your number. 5. Draw 3 more cards. 6. Make as many numbers as you can that are less than your original number. Put these numbers to the right of the “ ” greater than card. 7. Read each number sentence, and record it on a half-sheet of paper. Example: Draw: Make: • Draw: Number Sentence: •• 3 2 4 greater than 8 1 5 4 2 3 8 1 5 8 1 5

Copyright © Wright Group/McGraw-Hill Fac tor Bingo Game Mat 448 Name Date Time 2345678910 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 Write any of the numbers 2 through 90 on the grid above. You may use a number only once. To help you keep track of the numbers you use, circle them in the list. 1 3 2 4

Copyright © Wright Group/McGraw-Hill 449 Read the rules for Multiplication Bingo on pages 293–295 in the Student Reference Book. For a game with easy facts, use these numbers: 1, 4, 6, 8, 9, 12, 15, 16, 18, 20, 24, 25, 30, 36, 50, 100 For a game with all facts, use these numbers: 24, 27, 28, 32, 35, 36, 42, 45, 48, 49, 54, 56, 63, 64, 72, 81 Record the facts you miss on the back of this page. Be sure to practice them! Name Date Time Multiplication Bingo 1 3 2 4

450 Copyright © Wright Group/McGraw-Hill Name Date Time Multiplication DrawRecord Sheet Round 1 Round 2 Round 3 1st draw:      2nd draw:      3rd draw:      4th draw:      5th draw:      Sum of products: Round 1 Round 2 Round 3 1st draw:      2nd draw:      3rd draw:      4th draw:      5th draw:      Sum of products: Round 1 Round 2 Round 3 1st draw:      2nd draw:      3rd draw:      4th draw:      5th draw:      Sum of products: 1 3 2 4

Copyright © Wright Group/McGraw-Hill 451 Name Date Time Name That NumberRecord Sheet Target Number Target Number Number Sentence Solution Reminder:Write each step separately! Name Date Time Name That NumberRecord Sheet Number Sentence Solution Reminder:Write each step separately! 1 3 2 4 1 3 2 4

452 Copyright © Wright Group/McGraw-Hill Name Date Time Number-Grid DifferenceRecord Sheet 1 3 2 4 Round My Number My Partner’s Number Difference (Score) 1 2 3 4 5 Total: My Record Sheet

Lesson Title 453 Copyright © Wright Group/McGraw-Hill 1 3 2 4 Lesson TitleNumber Top-ItMat (2-Place Decimals) 1 3 2 4 Ones Tenths Hundredths Name Date Time

Copyright © Wright Group/McGraw-Hill 454 Name Date Time Number Top-ItMat (3-Place Decimals) 1 3 2 4 OnesThousandths Hundredths Tenths

Copyright © Wright Group/McGraw-Hill 455 Name Date Time Pick-a-CoinRecord Table ÎÂ͉Á Total 1st turn$. 2nd turn$. 3rd turn$. 4th turn$. Total$. ÎÂ͉Á Total 1st turn$. 2nd turn$. 3rd turn$. 4th turn$. Total$. ÎÂ͉Á Total 1st turn$. 2nd turn$. 3rd turn$. 4th turn$. Total$. 1 3 2 4

Roll to 100Record Sheet Copyright © Wright Group/McGraw-Hill 456 Turn Player 1 Player 2 Player 3 Player 4 1 2 3 4 5 6 7 8 9 10 Name Date Time Write your score at the end of each turn. The first player to reach or pass 100 wins. Continue recording scores on the back of this page. 1 3 2 4

Copyright © Wright Group/McGraw-Hill 457 Materialsgameboard and Shading ShapesReference Page (Math Masters,p. 458) ObjectTo claim the most quadrangles Directions Players take turns. 1. Shade one small triangle on the gameboard. 2. Players shade triangles to make quadrangles they see on the reference page. 3. When a player shades the final triangle of a quadrangle from the reference page, that player claims the quadrangle by tracing the shape with a finger and saying the name of the quadrangle. When a player claims a quadrangle, he or she scores a point and that quadrangle is no longer available to claim. 4. Finished quadrangles may overlap each other (the same small triangle may be colored twice), but no one can shade exactly the same quadrangle once it has been claimed. 5. The game ends when time runs out or when the gameboard is completely shaded. The winner is the player with the most points. Name Date Time Shading Shapes 1 3 2 4

Copyright © Wright Group/McGraw-Hill 458 Shade triangles on the gameboard to make the following quadrangles: ParallelogramTrapezoid Trapezoid Rectangle Square Name Date Time Shading ShapesReference Page 1 3 2 4

Copyright © Wright Group/McGraw-Hill 459 Name Date Time Soccer Spin Materials  Math Masters,pp. 460 and 461  1 large paper clip  1 counter per partnership  1 pencil Players2 Object of the gameTest the prediction made at the beginning of the game. Directions 1. Players choose a spinner on Math Masters, page 460 to use during the game. 2. Each player chooses a team to cheer for, Checks orStripes.(Players can cheer for the same team.) They look at their spinner choice and predict which team will win the game. 3. The game begins with the counter (the ball) in the center of the Soccer Spin Game Mat (Math Masters,p. 461). 4. Players take turns spinning and moving the counter one space toward the team’s goal that comes up on the spinner. 5. The game is over when the counter reaches a goal. 6. Players compare and discuss the results of their predictions. Play two more games using the other two spinners. Use a pencil and paper clip to make a spinner. 1 3 2 4

460 Copyright © Wright Group/McGraw-Hill Name Date Time Three Spinners 1 3 2 4

461 Copyright © Wright Group/McGraw-Hill Name Date Time Soccer SpinGame Mat Stripes Win! Checks Win! 1 3 2 4

Copyright © Wright Group/McGraw-Hill 462 Name Date Time Lesson Title 1 3 2 4 Spinning for Money 1 3 2 4 Materials ❑ Spinning for MoneySpinner (Math Masters,p. 463) ❑ pencil ❑ large paper clip ❑ 7 pennies, 5 nickels, 5 dimes, 4 quarters, and one $1 bill for each player ❑ one sheet of paper labeled Bank Players 2, 3, or 4 Directions 1.Each player puts 7 pennies, 5 nickels, 5 dimes, 4 quarters, and one $1 bill into a bank. 2.Players take turns spinning the Spinning for Moneyspinner and taking the coins shown by the spinner from the bank. 3.Whenever possible, players exchange coins for a single coin or bill of the same value. For example, a player could exchange 5 pennies for a nickel or 2 dimes and 1 nickel for a quarter. 4.The first player to exchange for a $1 bill wins. Use a large paper clip and pencil to make a spinner.

Copyright © Wright Group/McGraw-Hill 463 Name Date Time Spinning for Money Spinner 1 3 2 4 Before beginning the game, cut out this Spinning for Money Spinneron the dashed lines.

Copyright © Wright Group/McGraw-Hill 464 Materials  paper clip (preferably large—2 inch)  pencil  40 pennies or other counters Players2 to 4 ObjectTo collect the most counters in 12 spins Directions 1. For each game played, draw a tally chart like the one at the right. 2. Each player claims one section of the spinner—1, 2, 5, or 10. Each player must claim a different section. 3. Players take turns spinning the paper clip. One game consists of a total of 12 spins. 4. For each spin:  When the spinner lands on a player’s section, that player takes the number of counters in the section.  After each spin, make a tally mark in the table in the corresponding column to keep track of the spins. 5. The winner is the player with the most counters after 12 spins. Win 5 Win 2 Win 10Win 1 Win 1 Win 2 Win 5 Win 10 Name Date Time Spinning to Win 1 3 2 4

Copyright © Wright Group/McGraw-Hill 465 Name Date Time Target: 50Record Sheet For each of your turns, record the number you make and the value you show with base-10 blocks on the Place-Value Mat. Turns Number You MadeValue on Place-Value Mat 1 2 3 4 5 6 7 8 9 10 1 3 2 4

Copyright © Wright Group/McGraw-Hill 466 Name Date Time Three Addends Record Sheet For each turn, write the numbers you picked. Then write a number model. 1. Numbers: , , Number model:    3. Numbers: , , Number model:    5. Numbers: , , Number model:    7. Numbers: , , Number model:    2. Numbers: , , Number model:    4. Numbers: , , Number model:    6. Numbers: , , Number model:    8. Numbers: , , Number model:    Unit 1 3 2 4

Copyright © Wright Group/McGraw-Hill 467 LESSON 00 Name Date Time Page TitlePage Title Touch-and-Match Quadrangles 1 3 2 4