Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Saturday, December 20, 2025

13 Fraction Games

 As a part of Michigan's restructured elementary certification, we got the opportunity to restructure our two math ed courses for elementary into an introduction with geometry and measurement (Statistics has a companion course on data and statistics.), Number and Operations, Fractions and Decimals, and Early Childhood Mathematics. Most students will take all four, depending on grade band certification, and those with a math emphasis have 3 more. (I'm teaching the statistics one next semester for the first time in Winter 2026.) I taught the fractions course for the first time this fall, and thought I'd share the fraction games we used. It's a community-based learning course, so we met at an elementary school and taught kids twice a week, one 4th and one 5th grade lesson. So these are kid tested! Mostly they are shared elsewhere or modifications of games I hope you know already. Games without a creator name are mine or my variation on another game, though most of these are pretty simple so I'm sure they're out there from others!

The course begins thinking about fair share problems in context. 3 brownies to share between 2 friends. How much does each get? And trickier and trickier from there. The pictures learners make from these problems are our first models.

Then we start exploring a more formal linear model of fraction bars for 1/2, 1/4, 1/8 and 1/16. Sometimes I'll have them make their own from construction paper, sometimes cut and decorate from a print out. On card stock if that's a possibility. With these two classic Marilyn Burns games, there's so much to notice. Composition and decomposition, equivalence and more. But they start where I want to start. Fractions are quantities in relation to a whole. Fraction numbers are inherently confusing. A 1 and a 4 and it means something different... division is involved somehow? 

Fraction Cover Up
By Marilyn Burns

Fraction Kit for each player/team.
Die with ½, ¼, ⅛, ⅛, 1/16, 1/16 or a spinner set to the same.

Put the whole down. The goal is to cover up the whole EXACTLY with the pieces you roll.

On your turn: roll or spin. Add that size piece to the whole. If the piece is too large to fit in the space remaining, pass the turn.

First team to cover exactly wins.

Example: You have ½, ⅛, ¼… and you roll ¼. Too big, pass the turn.

Fraction Uncover
By Marilyn Burns

Fraction Kit for each player/team.

Die with ½, ¼, ⅛, ⅛, 1/16, 1/16 or a spinner set to the same.

Cover the whole with two 1/2s. The goal is to uncover the entire whole exactly.

On your turn roll the die. If you have that size piece, remove it. If you don’t have that size, you have an option. You can break up a piece into any pieces which equal it. You can also choose to keep the pieces you’ve got.

Example: You have two 1/2s, and roll a ¼. Bummer! You choose to replace a ½ with ¼, ⅛, and two 1/16. 

Example: You’re down to just a ¼ and 1/16. You roll a ⅛. Bummer! Do you break up the ¼ or keep it?

Extras:

Eighths vs Sixteenths

One team gets the eighths and the other the sixteenths from the fraction kit. The eighths team has a spinner with 1, 2, 3, 1, 2, 3, and the sixteenths has a regular 1-6 die. On their turn, they spin or roll and get that many pieces. Trying to make exactly one. If you need 2/8 and spin ⅜, you pass your turn.

On the replay, switch sides.

Be sure to ask teams how much they have and how much they need. This works on iteration, adding with like denominators, and sums to 1.

Another early fraction game I love that can be repeated later is I Spy a Fraction.

I Spy a Fraction

Stand in a circle so you can see one another.

One person in the group says I see something true about ____ of us, filling in the blank with a fraction. Others, starting to the right of the spy, try to guess what characteristic you’re describing. Once someone has guessed (or there are no more guesses) invite another person to spy a fraction. (I often start with glasses.) To choose a next spy, you can go around the circle in order, or have the person who guesses correctly be the next spy. Play several rounds.

Depending on student experience, you can try giving a reduced fraction. You may have to specify whether you are included or excluded to get a total that can have simplified fractions. Students new to the game or to fractions, keep fractions unreduced.

Fraction More

One game board.
Each team needs 12-16 squares of one color. (Or any markers you can tell apart!)

Before playing the game the first time, it is a great idea to see what some of the fractions look like. Roll the die, and practice making 1/16, 1/8, 1/4 and 1/2. Look for how repeating those amounts divides the board into that many pieces.

Start: both teams roll the fraction die (or spinner marked ½, ¼, ⅛, ⅛, 1/16, 1/16). The SMALLER roll goes first and fills that fraction of the squares.

Then teams take turns rolling the die and adding that fraction of their color to the grid. If there is not enough room, you lose your turn.

When the grid is full, the team with more than half wins.

Look for opportunities to describe the state of the board with fractions. What fraction of the whole board is blue? Is empty? Is red? Is filled? We’re looking for being able to use fraction names for quantities sensibly.

16ths Nim
Draw a 4x4 grid. 
On each team’s turn, they can fill in one, two or three sixteenths. Count as they fill in the total part of the board filled.
The team that fills the board LOSES! Losing team chooses to go first or second in the next game.

Good for naming amounts, and getting to iterate. Kids typically find this pretty engaging. A bit easier than the fraction bar Nim. 

Kids almost immediately started drawing other size grids, which is awesome! Work on naming those fractions.

The Deck
Over the course of the semester, the teachers work on building a deck of fraction cards. At first just number cards and bar model, then adding area and discrete models and more fractions over the course of the semester. (Here's a GeoGebra applet I made to help.)

Concentration (Memory)
A deck of about 20 fraction cards from two halves of an index card. On one half of the card, the symbol for the fraction, like 12, and on the other a fraction bar representation. 
I might make: ½, ⅓, ⅔, ¼, 2/4, ¾, ⅙. 2/6, 3/6, 4/6, ⅚, ⅛, 2/8, ⅜, 4/8, ⅝, 6/8, ⅞ or a subset of those.

Lay out the cards in a grid. On a player’s turn, they flip over 2 cards. If they match, they score them. In memory/concentration at home, you probably take another turn, but I recommend NOT doing that in school games, as it leads to less turns for the kids you want practicing more!

There is some strategy to concentration, in terms of flipping over a new card or known card first. You might talk about why you’re doing what you’re doing as you play. 
It sometimes helps to have the kids make all the pairs before the first game, so they can see the matches.

This game was surprisingly popular with the kids, with them often requesting it up until the end of the semester.

Fraction Go Fish

Use your full deck of cards. At least 8 cards for each player.

Deal each player 4 cards. On your turn, ask ONE player for one fraction. If they have it, they give it to you. If they don’t they tell you to GO FISH, and you draw another card. At the end of your turn, if you have a match, you can play one match. No extra turns!

Play continues until someone goes out, or you run out of cards. If you run out of cards, everyone gets one more chance to ask for a card.

Be clear that you can match two pictures if they show the same fraction.

Equally popular with memory. Some groups focused on a set of numbers and one model for each number so players new if they were asking for a number or a picture.

1s Go Fish

Instead of looking for different representations, players look for fractions that add to one. Eg. ¾ and ¼. They don’t have to be the same representation. As usual, it’s good to practice making pairs before trying in the game. Make sure that all the cards in the deck have a match! Remove any that don’t.

Fraction Path

Make a path with 6 spaces on it, and a clearly marked start and finish. The goal is to fill in your path from smallest to biggest fraction. Once you place a fraction, you cannot move it.

Players take turns drawing a card. If you can, you have to write it in a spot. If you don’t have a spot that works, you lose your turn.

First player to fill their path from smallest to largest wins.

Great after activity: make a number line 0 to 1 with the numbers in your path, placed as accurately as possible.

I am a huge fan of path games. Once learners are comfortable with the quantities and representations, it's great to move on to comparison, and even relative magnitude like the number line post activity. You can adjust the number of spaces, but 6 made for a game quick enough for our instructional time frame.

More or Less

Players each have a hand of 3 cards. On your turn, you call whether more or less wins. Players choose a card and hold it out face down. Everybody shows their card at the same time. If there’s a tie for least or most, just those players play another card from their hand with the same rule. Draw back up to 3 cards. After once through the deck, players with the most cards win.

Nothing wrong with War for number comparison, but this simple modification adds a lot of choice and strategy.

Fraction Dice War

Using the fraction dice from earlier in the semester. Teams roll two dice (or one twice). The team with a higher total gets a point. First team to five points wins. 

Very simple. Encourage pictures to compare, or use the 16 grid and counters to show the fractions. A good early adding with different denominators game because you only have to change one one of the addends.


A Little Bigger

Materials: a deck of fraction cards.

Deal 5 cards to each player or team.
Player to the left of the dealer plays their smallest card. 
Each subsequent player has to play a card greater or equal to that card. For example, if the card is ¼, you could play a picture of ¼ or a ⅓ or ½ or…
If you can’t play a bigger card, draw a card or take the top card off the pile.
When no one can play a bigger card, discard the stack. The last player who played starts the next stack with their smallest fraction.
First person out is the winner! (Or play until there is only one player left.)

Here We Go

Next semester I have a new class working with the same kids, so we'll be needing some new games. I'll still have them make a deck of fraction cards. But we'll need new games for fraction equivalence and more operations practice. 

What are the fraction games you like? Share some back.

Sunday, March 28, 2021

Playful Math Carnival 145

Welcome to the 145th edition of the Playful Math Carnival. Once known as the Math Teachers at Play Carnival, this edition follows the Denise Gaskins' (founder of this here carnival) blowout 144th Anniversary Edition, as night doth follow gentle day, and by that we were blown away.  

Sadly, there's nothing interesting about the pentagonal semiprime 145. Well, besides 145=1!+4!+5!. There are only four numbers for which that's true.  And it's the fourth number that's a sum of squares in two different ways. And it's a Leyland number, because 3^4+4^3=145. (I wonder what the next Leyland numbers before and after are?) And the 145th prime number is 829 and 145829 is prime and the largest prime factor of 145 is 1+4+5+8+2+9 and that 145 is congruent to 1 in mod 8, mod 2, and mod 9. But besides that...  there's practically nothing. (All these are from Pat Bellew's fun number site.) And 145 shows up in Matt Parker's melancoil. 145 degrees (F) makes something medium rare...  maybe that should be the goal for this edition?

Volvo 145. Ove approved.

Hop in the 145 and let's go! 

Books & Essays

Just before this month started I got to participate in a nifty mathzine fest from Becky Warren, Chris Nho and Ayliean. Technically February, it was after Denise's edition so I'm counting it. Several of the results are on the Public Math website, which has more besides. Also see the mathszine hashtag on Twitter.

That was my introduction to Ayliean, who had some thoughts on STEMinism.

Some of those zines inspired Sophia Wood for her first Fractal Kitty zine, on the Cantor Set.

Jim Propp was musing on division by zero. History, what ifs, new possible numbers...

Edmund Harriss has a new children's book out, HELLO NUMBERS! What Can You Do? and has been out supporting the release. Read more at Chalkdust's Math Book of the Year series. Also super curious about Eugenia Cheng's Molly and the Mathematical Mystery.

Speaking of playful math authors, RIP to Norton Juster, author of The Phantom Tollbooth and The Dot and the Line.

Games

Sarah Carter reviewed the mathgame Proof positively.

James Cleveland posted his new linear graphing mathgame. Played it with my games seminar students and I think there's a lot of potential.

Simon Gregg and his learners were making variations on Snakes and Ladders.

Henry Segerman suggests this negatively curved sliding puzzle.

Excellent post at Play and PK on Listening.  Guest appearance from the always welcome Max Ray Riek in that post.

I've been making some GeoGebra for remote learning play. There's a measure division game, a fraction comparison game, a fraction addition/iteration/equivalence game and the classic Shut the Box.

Art

Dana Ernst shared quilts his student Michelle Reagan made on the 5 groups of order 8.

Practically a quilt, Master of the Pattern Blocks, Hana Murray, made this amazing tiling replete with dodecagons. 

Robert Fathauer was interviewed on Math, Art and Tessellations. His new book is a masterwork.

Sophia is also in the middle of a 101 days of coding challenge, and shared her ecliptic ripples.

Paula Beardell Krieg had some practical advice for cutting curves by cutting straight.

I got to work on a fun project with my son studying art education, Yemeni squares


Wait There's More

I found this perusing old NCTM practitioner journals for fraction tasks and it sparked some interesting conversation. Like just how many solutions are there?

And it wasn't the only time 1/3 appeared in this third month, as I saw a nifty Roger Nelson proof with out words of an odd identity.



Iva Sallay is hosting the next Playful Math Carnival, 146. It's sure to be a treat, as she is a prodigious puzzle poster herself (take these Easter season Egg Puzzles, for example), and found several possibilities for this edition!

I enjoy putting these together, even though I am not regularly blogging myself. (Despite my best intentions...) One of the reasons I started blogging was to share and curate some of the cool things I was seeing from the amazing MTBoS, and it's still a good thing. If you're interested in hosting, just let Denise know.

NPR made a comic of this teacher's pandemic teaching story. (Less helpful, probably, McSweeney's suggestions for teacher self-care.) Hope you are taking care of you and yours, and getting vaccinated!

So long 145! Hope it was 5x5.










Monday, August 4, 2014

What's on My iPad - Summer 14 Edition

What does a math ed prof keep on his iPad?  I thought I might as well just show you - though I did tidy up a bit before having company over.

Main Screen

Nothing too unusual here. Evernote is amazing even though I am a novice user. Really enables me to leave the laptop in my office a lot. Google Drive completes that picture, especially since I can make things available offline.

Main calculators: MyScript for computation and Desmos for graphing.

GeoGebra, OF COURSE.

Sketchology is a drawing program with near infinite zoom. You can really scrunch in and add detail.

Threes is my current game for a minute. Two Dots is the other one. Both have me stymied. iButtons is because I am still a class clown at heart.







The new Google apps are better, but still only for use in a pinch.

Paper is gorgeous.

Notability for marking up pdfs.

Skitch and Halftone for marking up photos.



Serviceable stuff here. Some of these would be more useful in a K-12 classroom than at university.












I go back and forth amongst Educreations and Screenchomp. Do you have a favorite app for this?

Voice Record integrates well with Google Drive, which has been handy for sharing and archiving interviews.

Three ring is interesting. It allows you to photo document student work and include it for a particular student in a class list. Feels like a piece of the SBG puzzle, and I'll be experimenting a lot more with it this year.

Tara Maynard and Caitlin Grubb have impressed me with their Nearpod and Socrative use. Need to be 1:1 for it to work, though, and we're not yet at the university.

When MyScript and Desmos aren't enough, I'll pull out Wolfram|Alpha. It needs wifi for full power, though. Sage does not, and can handle even bigger jobs. I think if I taught more upper level math I'd be using that a lot. It was handy for Number Theory, and can execute Python code, among other languages.  Quick Graph is a nice 3-D grapher.


The Common Core app is helpful and easy to use. Necessary these days.

Numbers is a gorgeous interactive book from Ian Stewart.

xFractal is a versatile fractal viewer with Julia and Mandelbrot sets.

Golly is a particularly nice implementation of Conway's Game of Life.

The Rekenrek (Number Rack) and GeoBoard are not as good as having a real one, but useful when needed away from the supply cabinets, or for recording demonstrations off the iPad.

I recommend all of these, but especially iOrnament, Isometric and Mandalar. Great feel and capabilities.

Now we start with the games!

24 and 6 numbers are both for computational fluency with good structures.

I'm a fan of all of the Motion Math games. Meaningful representations and actions that helpf for constructing number concept.

Whole is a recent game which has a nice game context and mechanism for adding fractions to 1. The two Teachley games, Addimals and Mt. Multiplis, emphasize strategies for computation and have outstanding production values. (Think Cyberchase-level voice acting and animation.)


Devlin's Wuzzit Trouble is good game and requires problem solving.

The NCTM apps are good puzzlers and free.

I am not a huge fan of DragonBox or Math Evolve, but think both are as good as drill games are going to get.

ParabolaX is our GVSU quadratic game app. Not bad!

These are separate because their goal is not to explicitly have the students do math. However they are essentially mathematical in structure, context or process.

I have spent way too much time over the years playing 2048, Entanglement, Flow Free, Number Addict, Dots and Two Dots. Thank the tech powers that there was not mobile Tetris when I was younger.


Scratch, Jr is a particularly nice, new coding app suitable for the quite young. Of the other three I think Hopscotch shows the most promise.

Of course, I do have just games on here, too.

Lines of Gold and Deck Buster are two great Reiner Knizia one person strategy games.

Ticket to Ride is a solid implementation of the board game (which is an all time great) which actually gets rid of the scoring (which can be onerous) and has pretty good AI to play against.

Risk is better in the app than on the board. There, I said it.

Doodle Jump I got when we were designing ParabolaX. It and Little Galaxy are are interesting combinations of dexterity and strategy. After taking Malke Rosenfeld's embodied cognition session, I think there's more here than I realized.

If you haven't played Plants vs Zombies, you're missing out. Fun game, surprising amount of intuitive math and strategy. It's all about rates!

Way too much sharing. If you're still here, I'd love to know what I'm missing, or what you find essential.

Tuesday, April 23, 2013

Find It!

Design
The call: a game for 5th graders just starting with fraction multiplication.

I look at my games. Fraction version of the Product Game... great fun, but more for practice than introduction. The crazy Ant Man game ... fun, good for calculator use, but also dividing fractions, so probably not time for that. Hmph.

Answer the question
(this was the first one)
Get it right to get a chance to
shoot past the goalie.
I look around on the web. Googled fraction multiplication game and got a lot of really awful drill "games." Glgkh - they left an awful taste. Some are obviously just quick flash mass production, but there are a couple that people really put time into looks and animation. For a quiz set to 8-bit music.


So, I'm on my own. Often with introduction time I try to think about representation. One of the things to love about fractions are all the many representations.  I think the discrete models are underused, so I thought about about students claiming fractions of a common pot (similar to the GeoGebra percent game I posted recently) - but it was difficult to figure out how to keep to intuitive numbers and overcome the disproportionate effect of going first. Also, I had trouble thinking of a game context that would get students to see it as a fraction of a fraction instead of a fraction of a whole number.

Then I thought about the area model. I imagined carving up a rectangle, having kids carve up rectangles. Scoring a total... connecting two points... then I had a connection. Cutting down bit by bit, it felt like searching for something. I tried a 12x12 grid, and my first pass at a mechanic worked pretty well: rolling a die to get halves, thirds, fourths. I thought of a context - searching for a lost hiker. Too scary if you've been lost? Finding a lost pet... maybe. It was a little too direct. Is it a competition? It was starting to feel like Battleship (a fine game), and that was good. I tried finding multiple objects; 2, 3, 4... and 4 was right. Oh! They could come up with the context - and that would give them the opportunity to add rules of their own. That's worth a try!

Here's the handout on Google docs: Find It!

Playing
I launched the game with my own context:
They managed to find all three, before... well before nothing. I was pleasantly surprised by how engaged they were just trying to find the rings. Like spontaneous applause when someone found one. (Playing with the whole class, I have them pass the die to someone who's ready of the other gender. Usually works.) Afterwards, I shared how maybe I needed more rules. Or the Mandarin's searching also. Or if you roll two 5's the Mandarin finds a ring. Or...

It was clear this was going to work because there was immediately a crowd of students trying to tell me their context, Minecraft, aliens, how it fit into the story she's writing about two wolves who turn into humans. It was exciting. They experimented with more than 3 objects and asked me why I had chosen three.










The wolfgirls.











Quite complex. This was played on two boards,
with interaction between the heroes and villains.


The minecraft game.
This had hazards as well as the goal.



















The zombie game, which also had a hazard.
You had three lives, and had to find the zombie solution
before you lost all the people in your party.














The playing went well also. I was impressed by students ability to divide regions equally, and the many ways they found to do it. They started inventing their own terminology for how they were doing it, like the strips or plus method for dividing into four.  They used horizontal and vertical divides, and one group experimented with non rectangular regions. One group played like Battleship, competing to find all three before the other team did.

In feedback, everyone gave the game a thumbs up (mostly) or so-so. (Rare to have one that no one dislikes.) They liked the Battleship connection, the feeling of searching and the multiple objects to find. They were very excited to tell about their context and rules variations.


Game Evaluation
  1. Goal(s) - good - experience with representation, dividing up rectangular pieces into equal parts. Plus a context for future questions and rephrasing.
  2. Structure - works well.
  3. Strategy - puzzle like. Choice in which region to divide up with which fraction. Choices for where you hide the objects. Not the strongest element of the game, though.
  4. Interaction - good and so-so. One person/team being the mechanic for revealing spots and checking the other team's work on dividing was good mathematically. But Battleship isn't strong on player interaction.
  5. Surprise - die roll, so okay.
  6. Catch-Up ... depends on the variation. It's a bit methodical doing the search, but there's no time element in the basic version. The chance to get lucky with a search or a roll will help.
  7. Inertia - works for this. Students were anxious to play more.
  8. Rules - toughest element is the dividing up equally. Once you've got that idea, rest is simple.
  9. Context - here's the winner. Students being able to set their own context was very engaging for a vast majority.

Sunday, April 14, 2013

Percent Game

I was thinking about percents and ways to gain experience with them, in preparation for GeoGebra work with middle school students.

Found a couple of neat percent sketches on GeoGebra...


Nice visualization from jholcomb.
(By the way, GeoGebra has gotten input boxes to work in the HTML5/mobile device. Good going!)






Slick discount problem visualization from Anthony Or (orchiming).






Nice double numberline visualization from David Cox.






But as I looked, the idea for a game came to me, just to give percent experiences. There's no context, really, it's just a race game. No strategy, just rolling random percentages. But the mechanic of smaller roll goes first creates some nice percentage situations, and a lot of games wind up surprisingly tight.

I debated having the students find the percentages to subtract, but decided to make it optional.  There's a short video of how the game works below.

Here it is on GeoGebraTube, for download or for mobile applet.






The test game came out extremely close - most games will be shorter than that. It can be surprisingly suspenseful, though.  All students found it pretty playable, and some got very into it. I think the best benefit might be from playing and then using as a context for problems.

Searching through GeoGebraTube, students found two sketches particularly of interest.


Arrange Fractions, Decimals and Percents by dhabecker (who has quite a few rational number sketches), which lets students arrange form numbers of different form from least to greatest. A few students got quite engrossed in this sketch, and the feel of the sketch is terrific - very much like pieces snapping in place.




Estimating Percents by David Cox, which lets students make a first estimate and then a second estimate with the tens showing. Students were happy to see their % error improve from 1st to second guess, and got better quickly through playing. They also made an impromptu game out of it, and I think that would be fun.



Do you know a GeoGebra Percents sketch that you think supports students' understanding?

Here's the results collected so far. Thanks!

PS> there's a follow up post to this one with two more GeoGebra percent activities.

Wednesday, March 27, 2013

Number Addict

I have an addictive personality, so why would I even start a game called this?

Number Addict is a free iOS or Android game. (Also has a Facebook page. The sequel is a 99¢ app.[App store link]) It's a Tetrisish puzzle, where you are trying to amass groups of equal numbers to score them. Two nice wrinkles: it takes a group of at least as many as the number to score them, and you can combine adjacent numbers by addition up to the max number tile available. (Which increases as you level up.) You can see upcoming tiles, so this and the adding makes for many strategic decisions. I think it's good for reasoning as well as mental compositon of whole numbers.

The scoring is completely non-obvious. Scores increase both for number scored and how many in a group. This post is really just about sharing my data for a possible lesson.

In an effort to continue to seek the most boring possible video, here is a screen capture of me playing the game. I used screenr.com and the Air Server app to make the video. 


(It has a fun song 'Pocket Calculator' that I muted for the video. Most Boring Ever.)

But, I spent some time (too much) gathering screen caps of scores... (google pdf)



So I've even collected the data for Act 2... (google doc)


That's editable if you gather more data...

Some questions are obvious. What are the missing data points? What will the level 9 scores be like? (I've never gotten there!) What's the pattern to the increase in scores? Is it determinable or were the programmers just having fun?

If you give it a try, share what you find in the comments!

EDIT: collected a bit more data... great patterns. If you want it to verify student work, here's the spreadsheet, and here's the evidence.

Tuesday, March 26, 2013

Cat Chase

Play the game!

I've been filling up the blog with my class notes from Learning Creative Learning, but an assignment from there really turned into a fun project.

In Week 6 we were supposed to remix Scratch projects from other users. I - of course - looked for math games. First I found 15 Seconds by jOHEEN_c which was an integer game. I wanted more leveling, so found Maze Levels 1-5 by Cats_Are_Awesome. I didn't wind up using their code, but I did learn a lot about Scratch by working through their programs.

I wanted the levels because increasing challenge is key to engagement. I have about 10 screens of increase, after which it levels out. The movement is a little challenging for me as an old guy: the cat follows the mouse instead of being controlled directly. The game forces you to add and subtract positive and negative, but gives you choices on how to get the target. I did add a restart button for if you got stuck that lets you proceed without having to play all the levels over. Is it a problem that the game never really forces an end by becoming impossible?

The game is on the Scratch website, where you can play it or download the code. (Scratch is free to download, of course.) All Scratch submissions are cc 3.0, which is very nice. (Direct link to video, made with Screenr.com.)
(You can embed the Scratch program directly in a webpage, but it starts immediately, which can be aggravating.)  I would be very interested in your feedback on the game, and delighted if you or your students would be interested in remixing it.

Music credit: Upbeat Ukelele Song by Akashic Records, via Jamendo.

Tuesday, January 15, 2013

#globalmath Math Games

Tonight there's a #globalmath session on games where I'm one of the three panelists. I have loved the #globalmath sessions I've attended or watched afterwards so far, so I'm excited to be a panelist. EDIT here's the recording!

Here are my slides:


All the links are gathered together in a urli.st, Global Math Games. I tried to add other links that came up during the presentation. Unfortunately one of the panelists, Elizabeth, @cheesemonkeySF, couldn't join us because of school issues. She was going to talk about the Life on the Number Line game. But James Cleveland, frequent writer about games on his blog, was there.

James talked about his basic rule for analyzing a math game: does the math action have anything to do with the game action? He gave a couple of examples where the math is like a pause on the game, and you have to do some math to continue playing. He shared Ice Ice Maybe (MangaHigh) and Dragon Box as examples of good games. (I like one of those better than Dragon Box.) And then he talked about his game Totally Radical, which seems very cool, and is a great example of the math action being the game action. There's a homemade version to print up or you can even by a slick commercial version.

In planning my part of the presentation, I wanted to get across:
  • what makes a good math game
  • what I like about my best games
 Hey, how much should you shoot for in 20 min?

Slide:
  1. I like games because they're fun and engaging. I love playing games myself, so it's not crazy to want to do them with students. But I also think that games are mathematical, as math is game like. The actual process of being a mathematician is inherently playful. Trying things out, intentional variation, strategizing. I am actively jealous of literacy teachers, who have all these stories about the book that turned this student onto reading (Potter, Bridge to Terabithia, Desperaux, etc.) and we math teachers never get that.  For me games are our best shot. Watching kids play Pokemon or Yu-Gi-Oh you see them doing amazing problem solving.
  2. I'm in favor of gamification, but see that as being different from a math game. There's been some fun discussion of the Ninja board on Twitter with Jim Pai (his ninja board), Jeff Brenneman and @algebraniac1. That's just fun. I think how video games present challenges for which you need new skills and giving you notice for things you've accomplished (level up!) are worthwhile for teachers to think about. And review games are a good use of gamification as well. (Here's my list of other people's review games.)
  3. The Product Game (NCTM online, my copy) is to what I aspire. It's a great game, with the strategy of a Connect Four (which is a real game, if by some chance you haven't played since a kid), but all the game actions are math actions. Furthermore, the encourages you to organize multiplication facts by family, and use patterns to find products you don't know. Evenfurthermore, it encourages reverse thinking preparing students to think about factoring. Plus it is just fun. The game structure is so good it lends itself to adaptations (decimals, fractions, integers, exponents...)
  4. Decimal Point Pickle is one of my favorite games that I made. For students who have worked on decimal representation, it encourages better number sense and place value before moving on to decimal operations. It has a blackjack feel, and never fails to generate excitement. Mathematically, the comparisons of decimals in tenths, hundredths and thousandths have been invaluable.
  5.  Eleusis Express. This is an adaptation I made of a deep and difficult game by Robert Abbott. He captured an essential mathematical process, though: making and detecting patterns. It is an amazing game to play that affords opportunities to reason, discuss arguments, and problem-solve. It really helps me communicate with students the value of capturing thinking. Because it doesn't feel like mathematical content, it is safer for them to struggle. It's just a hard game. Handouts for this are at the top of my games page.
    Plug: I also love Robert's endlessly clever mazes.
  6. Where I'm heading now is trying to get the students to be the game designers. This is done over several sessions, releasing more and more of the design task to them, or by working through the different aspects of design and having them work on the piece of a game. Even students who don't get into the playing of games find this to be rewarding and engaging. Plus, I know from making games that a lot of the math is in the design and getting things to work out correctly.
  7. The framework:
    Adapted from Magic: the Gathering's lead designer's thoughts on design, this framework has helped me to better understand what I'm doing and to make better games.
People were nice, but I did not make a good presentation. Good thing I had cartoons.

I came upstairs and my wife asked me how it went. "I was too vague," I said.

"I'm not sure what you mean," she  says.

Sigh.

In retrospect, I should have just talked about the three games, and given some of the play of them. Don't spend time talking about what you're not talking about! But it was a good learning experience, nonetheless, and I love being a part of "PD you like." If you haven't peeked in at #globalmath, give it a try. Most Tuesdays at 9 pm ET. Next week looks good already: Building Intellectual Need.


Sunday, October 14, 2012

Angle Acquisition

Quick game idea. I've had a few bustling around, and I've got to get started writing them down.

Observing student teachers is a great job. I get to see and have in depth teaching discussions with lots of hard-working, talented teachers.  And see a broad range of content. We use a coaching model, which helps these be positive exchanges and ratchet up the interest level of the dialogue.

I was observing Terry Austen (the class he writes about here) and realized that once students knew the terminology well for parallel lines they were correctly identifying and applying the relevant properties.

That gave me the idea for a game. I thought it would be neat if students used the terminology to capture points. My first idea was to have a parallel line puzzle - I like those as practice, too - and have the players build it and then take the pieces. That's a lot of set up, though, so I decided on cards to make for less preparation. There's name cards to cut out, still.



Let me know what you think. I'll try it out with the PSTs this semester and post an update.

Sunday, September 30, 2012

Greater Than

Previously: planning and coaching on inequalities.

The origin of this game was trying to think about a game that helped give students enough experience to intuit the rules for how operations with signed numbers affect inequalities. I think this is doubly hard for students because they don't have much intuition for signed numbers, and learn both integer operation and inequality rules by memorization rather than understanding.

I love playing cards as a material for signed numbers because the red and black make such a nice positive and negative visual. (For more integer games, see this collection elsewhere on the blog.) I thought about students somehow constructing expressions, but I couldn't think of anything not clunky. I knew we wanted comparison, and I like War as a comparison structure. That made me think of the exciting moment of war, playing down extra cards on a tie.

When I played around with the cards, though, it didn't get at inequalities because each player was changing the value of only one side of the comparison. A big no-no in the context we want. So the played cards had to effect both players' values. It seemed confusing to have both players reveal at the same time, so I decided that - at least to start - players should take turns, even though that makes the optimal strategy pretty determinable. (If it's not a word it should be.)



After students get the strategy, go to the variation where both players flip at the same time or the dealer has one less card. If playing with middle schoolers for integer operations practice, try the flipping off the top variation.

I think this is a good educational game, but only close to a good strategy game. I can't quite figure out what's missing, so if you have a variation or adaptation to try, please let me know.

Evaluating this on my game design framework:
  1. Goal(s). Gain experience with effect of integer operations on inequalities. Works well. Also good for gaining experience with integer computation.
  2. Structure. The game generates a lot of these situations and the cards guarantee a mix of operations and values.
  3. Strategy. Pretty simple. On variation becomes a pretty nice bluffing game, but not intensely strategic.
  4. Interaction. What you do completely depends on opponent.
  5. Surprise. Hidden information and opponent plus randomization of cards helps here.
  6. Catch-Up. Victory is almost always possible.
  7. Inertia. Might be too simple for loads of play, but good enough for the objective.
  8. Rules. The idea of applying your card to both is non-intuitive, and remembering suits-operations connections is hard. You might want specialty cards
  9. Context. No context, but all the variations generated engagement from the preservice teachers.
One thing I want from this experience is a deck with operations for suits. Not sure if it should have all 4 operations, or multiplication and addition with positive and negative numbers or some other variation. What do you think?

Photo credit: Abulic Monkey @ Flickr