As a drill in addition, the teacher may say: “I am thinking of two
numbers which added make 10.” The pupil says: “Is it 7 plus 3 equals
10” or “Is it 8 plus 2 equals 10?” and so on until he finds the right
combination to make ten.
On the floor is drawn a circle with the numbers within. The class is
divided, each child having a blue or red paper badge pinned on him. The
sides each in turn throw a bag on a number or at a number (circle can
be on floor or board.) There is a score table on the board:
Red 8--6--2--3--7--8--5--8
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Blue 7--3--5--9--8--7--6--7
How many more did the red’s have than the blue’s? A child might keep
score.
A diagram is made on the blackboard. Any number of figures may be made
in the circle. Each player takes a piece of chalk, and with eyes shut,
moves it about the circle saying:
“Tit-tat-to, my first to go,
Three jolly butchers all in a row.
Stick one up, stick one down,
Stick one in the old man’s ground.”
He then puts his chalk on a number, eyes shut. Each player records the
number of space in his row for addition. Space is “scratched.” Game
ends when all the spaces are scratched. Children add the numbers they
have. One having largest sum is the winner.
Have the children each draw a 24 inch circle on the board, placing
around the circle the figures which have been used in previous
combinations. In the center place a figure to be added. Have all the
children start at once to see who can get around the track first
without mistakes. The game can be played in addition, subtraction, or
multiplication.
Cut ten cards and place on the numbers 2, 4, 6, 8, 10, 12, 14, 16,
18, 20. Cut twenty cards eight inches long and four inches wide, and
on them write the numbers, “2 × 1” on one side of a card and “1 × 2”
on the other side of same card. With the other multiples of two write
in similar way, as “2 × 2,” “2 × 3,” “3 × 2,” “4 × 2,” “2 × 4,” etc.,
up to “10 × 2” and “2 × 10.” Each pupil in the class takes one card,
then one child runs lightly to the front of room and shows his card to
the class, as “2 × 3.” The pupil who has the card with “6” on it, runs
lightly forward and stands beside the first pupil. If the first child
shows a card with only one number on it, as “16,” the child who has the
card with “2 × 8” on it, runs forward and shows the card to the class.
The pupils in their seats make corrections if necessary.
Have a number of flash cards with numbers no higher than five written
on them. Give each number of the class one of these flash cards. Choose
one of the children to be “it,” telling him he will be given three
minutes, in which to make a score or find the cards. He then blinds
his eyes and the other children hide the cards. When the teacher calls
“time” the one who is “it” searches for the cards. As he finds them he
calls out their numbers and writes the figures on the board. He then
chooses another one to be “it” who continues the game while he himself,
counts his score. The game proceeds until each child has had a turn
when the scores are compared and the children decide who wins the game.
A target may be made on cardboard or a soft board and hung on the
wall. The pupils throw an arrow made by sticking a large pin or nail
through a cork. Three to five feathers may be stuck in the top to
give it speed. Each child throws twice, giving the sum or the product
or difference between the number he hits and the one in the center.
The number may be changed, according to the children’s ability to add
or subtract. When giving combinations involving 1, 2, 3, or another
figure, the number in the center may be changed. It may either be added
or subtracted. If impossible to have a target and arrow, the target
may be drawn on the board and the teacher point to the figure. The one
giving the most combinations wins.