Third Grade

Twelve children stand in a circle. They are each given the multiple

of two numbers, for example, in learning the 4’s--one child is given

16; another 12; another 32, etc. One child stands in the middle with a

rubber ball. When he bounces the ball he calls out 4 × 4 and the one

who has 16 is supposed to catch it, saying at the same time, “4 × 4

equals 16.” If he succeeds in catching it and giving the correct answer

he stands in the center.

Divide the class into two baseball teams. Draw a baseball diamond upon

the blackboard and write three or four numbers at each base. Some

numbers to be added or to be used as multipliers are written in the

pitcher’s place. The pupil makes a home run by giving all the answers

(sums or products) as the teacher, starting from the home plate, points

to some number at each base. Thus, to use the game to multiply by 9,

the teacher may point to 6, 9, 7, and 5, the pupil calling 54, 81, 63,

and 45, which constitutes a home-run. If a mistake is made, say at

second base, the umpire calls “out on second.” The game is to see which

team gets the most home-runs.

The children form a circle, one child outside being the shepherd. The

shepherd taps some one on the back, saying: “Have you seen my sheep?”

The one tapped will reply: “No, how many pounds did he weigh?” The

shepherd will reply with some such combination as 3 × 5, or 8 plus 9,

or 10 minus 4, and then start to run around the circle. The one tapped

must give the answer to the combination before he can run after the

shepherd, who tries to get around to the vacant place before he is

caught. If the one tapped cannot answer his combination correctly, he

must take his place in the center of the circle.

The children stand in two lines facing each other. Each child must be

opposite an opponent. Then some number is decided upon, as twelve. One

child gives a number, such as seven, and his opponent is required to

give the number which must be added to give twelve. This is done all

along the line. Whenever a child misses, the mistake is recorded by the

captain of his line. The mistakes are counted after a given time, and

the side which has made the fewest mistakes wins.

Divide the class into two armies, A and B. Let them choose captains.

The captain of army A asks a soldier of army B a combination. If the

soldier cannot reply correctly, army B loses a soldier and army A gets

him. If he replies correctly however, he has the privilege of asking

a soldier of army A a combination. The army having the most soldiers

at the end of a stated time wins the battle. The game may be used in

subtraction, addition, multiplication, or division.

The room may be divided into three groups. The pupils in one row hold

cards with a multiple of the number of the table 5 or 10, as 30. The

pupil in the front seat stands and the pupils in the opposite row who

hold 6 × 5 must stand. Then the person with his card opposite him must

stand with his card and so on. The object is to see which group has all

pupils standing first. If there are quite a number in the room monitors

may be appointed to keep account of the work.

Ten or twelve children form a circle. The teacher or a pupil gives each

child a different number. If they are learning the tables of 4’s the

numbers would be 4, 8, 12, 16, etc. When each has been given a number

another pupil takes the center of the circle and bounces a soft rubber

ball saying 4 × 4 or some other combination. The pupil whose number is

the answer steps forward, saying his number, quickly and catches the

ball before it touches the floor. If the answer is correct he takes his

place in the center.

Make a circle on the board with figures around it up to 12, having them

out of their natural order. Put the figure of whatever multiplication

table children are learning, in the center of the circle. Have them see

who can give all the products correctly and in the shortest length of

time. Have children keep their own scores. The children with perfect

scores are excused from the next drill.

Write on flash cards the tables without the answers, as 3 × 3--on the

other cards write the answers as 9. Half the children have the first

type, and half the other. Let the children, one at a time run to the

front of the room with a card having the table. The child having the

answer runs up in front, to show it. If it is the correct answer it

counts one for him. If a child does not give the right answer he may

give the card to a child knowing it. The work may be varied by having

the child having the answer run to the front of the room and the child

having the table match with the answer. The children having the most

cards at the end win.

Suggestions for seat work and games, primary grades · 第 17 / 19 题