MathBeat

Math run is a simple game with the aim of practicing mathematical ability of students while in motion, a good complement to regular teaching. Studies has shown increased learning if learning occurs in conjunction with movement. Math run also makes the students cooperate and “pupil leads pupil” is naturally achieved. It is quick to get started and can be used almost anywhere. Moventure math run works great for both younger and older students. Math run is great as a relay/competition because it is clear to the students that “chance” plays a big role in how things are going – a grateful approach to learn calculus of probability in a playful way.

Each set has 21 numeric discs, with numbers:
1,2,3,4,5,6,7,8,9,10,25,50,100,200,250,500,1000,2000,3000,4000,10000.

Math run can be played in many ways, number of team members, arithmetic method, use of whiteboard, use of calculator etc. IF having four members in each team, a group of 20 requires five sets of bricks.

Game variations

Math run can be played in many ways, number of team members, arithmetic method, use of whiteboard, use of calculator etc. IF having four members in each team, a group of 20 requires five sets of bricks.

Gametype 1: (Suitable for all ages)

Divide class into teams (each team should have at least one member who can calculate figures that will come up)

Each team are given five dices, access to whiteboard and a whiteboardpen.

Disca are place randomly at the other end of the room. Discs are to mark correct answers, students mark by touching discs with feet and/or hands. The purpose of placing discs away from dices is that moving will improve conditions for learning while setting brain to active.

Team rolls dices, numbers are multiplied and correct answer is to be marked on discs using addition. When answer is correct team can go back and roll dices again.

Which team can solve most figures in 20 minutes?

Gametype 2: (sutiable for age 11 and up)

Divide the class into teams (each team should have at least one member who can calculate figures that will come up)

Each team are given five dices, access to whiteboard and a whiteboardpen.

Discs are place randomly at the other end of the room. Discs are to mark correct answers, students mark by touching discs with feet and/or hands. The purpose of placing discs away from dices is that moving will improve conditions for learning while setting brain to active.

Team rolls dices, numbers are multiplied and correct answer is to be marked on another team discs using addition. When answer is correct team takes the discs they marked on and places them among their own discs. This game is most fun when using four 1-12 dices, stealing the 10,000 disc creates a great advantage and will cause other teams to work fast to be able to roll dices many times in order to increase chanse of hitting +10,000 as well)

After 20 minutes (or whatever time is used) the sum of each teams discs are calculated and highest number wins

Instead of stealing discs, teams can mark their own discs and then give them away to other teams, lowest sum or fewest discs wins.

Game types, rules and hints

  • A common rule is the all most participate in marking, this is not possible with very low anwers.
  • Vary the number of dices used
  • Vary type of dices used, 1-6 is most common, 1-12 makes games harder. For lower ages, some values can be covered.
  • Marking is harder if each disc cannot be used twice in the same answer.
  • Having an “inspector”, using a calculator, for each team is fun and a great way to get correct answers (inspectors should not be part of any team, or at least not of inspected team).
  • Using estimations works very well with any type of dice, just set the rules for answers that are acceptable.

 

Lots of fun, lots of learning – have a nice class, wishes:

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MathBeat works best when having 3-6 students in each team. Fewer team-members makes the game more challenging for each member (each member needs to mark more numbers and participate more in calculations), while more members enhances co-operation.

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