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Features

  • Roll and Add: roll a die, spin a spinner, add and color the sum for four in a row
  • Spin and Take Away: two spinners that never give an answer below 0
  • Race to the Top: roll two dice, take away and color a box over the answer
  • Frog Hop: a board game with adding and taking away within 5
  • Make 10 Memory: cards with ten frames to match pairs that make 10
  • Every page in color and in black and white
  • Answer keys for the board game and the cards

Skills Covered

  • Add within 10 by counting on from a die
  • Take away within 10
  • Add and take away within 5 quickly
  • Find two numbers that make 10
  • Use a ten frame to check a pair
  • Take turns, follow rules and check a partner's answer

How to Use This Pack

Five games for adding and taking away within 10, each on its own page with its rules at the top for the teacher to read aloud. Roll and Add needs a die and the paper clip spinner on the page: children add the dots and the number (sums 2 to 10) and color the sum on a four in a row board where each sum shows up as often as it can be made. Spin and Take Away has two spinners, 5 to 10 and 0 to 5, so an answer is never below 0. Race to the Top needs two dice and crayons: take the smaller number away from the bigger one and color a box over the answer from 0 to 5. Frog Hop is a board game for 2 to 4 players with 15 facts within 5, adding and taking away mixed; a partner checks each answer on the answer sheet. Make 10 Memory is 20 cards from 0 to 10, each with a ten frame: two cards make 10 when their dots fill a whole frame.

In the Classroom

Teach one game at a time to the whole class, playing it against the class on the board, then put it in a math center for the week. Print the boards on card stock or slip them into sheet protectors and play with dry-erase markers or counters. Keep the Make 10 cards in a zip bag with their rules page. Ask children to say each fact out loud as they play: "4 and 3 make 7."

At Home

Play Race to the Top or Roll and Add with dice from a board game at home. Count on from the bigger number together: "6, then 7, 8, 9." Play Make 10 Memory after dinner, or Go Fish with the same cards: ask for the card that makes 10 with one in your hand.

Tips for Success

  • Say the whole fact out loud: "5 take away 2 is 3"
  • Count on from the die instead of counting every dot
  • Two cards that make 10 fill a whole ten frame
  • Check your partner's answer with the answer sheet
  • Play a game more than once: you get faster each time

Common Core Standards Alignment

This pack supports the following Common Core State Standards for Mathematics:

  • K.OA.A.2 Solve story problems and add or subtract with totals up to 10, modeling them with objects or drawings.
  • K.OA.A.4 For a number from 1 to 9, find the partner that adds with it to 10, and show it in a picture or number sentence.
  • K.OA.A.5 Add and subtract quickly and accurately with numbers up to 5.

© Copyright 2010. National Governors Association Center for Best Practices and Council of Chief State School Officers. All rights reserved.

Math Games for Kindergarten

Kindergarten

Printable games for adding and taking away within 10 and making 10, played with a partner or a small group. Students roll, spin and color for four in a row, race to the top, hop along a board game with facts to 5 and play Make 10 Memory.

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What’s Included

  • 5 games in color and in black and white, with answer keys for the board game and the cards (12 pages)
  • Roll and Add and Spin and Take Away, with four in a row boards
  • Race to the Top and the Frog Hop board game
  • 20 Make 10 Memory cards with ten frames
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