Guided Lessons

# Halloween Hundreds Chart Race

This Halloween-themed hundreds chart game has plenty of tricks and treats! Students will roll two dice to move up and down the chart to be the first to 100. Players will also recognise important number patterns as they move their marker.

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Students will be able to practise moving up and down the hundreds board and articulate “tricks” they discover as they notice number patterns.

(3 minutes)
• Explain to students that you are going to play a maths game that will help them find tricks to move quickly around the hundreds board.
• Tell them the goal is to be the first person to reach the jack-o'-lantern at the end of the board (i.e., the 100 square).
(7 minutes)
• Model the game by playing against the class using the Halloween Hundreds Chart Game.
• Place both markers (i.e., Player 1 = you, Player 2 = the class) on the number 1 space to start.
• Roll two dice and add the two numbers together (e.g., 4 + 5 = 9) as Player 1. Move your marker to the number 9 space. Note: The 9th space has a bat on it, which means you need to move backward 5.
• Before you move your piece backward, say, “Where will I land? How do you know?” Then move to the number 4 space.
• Roll the two dice again for the class (or have a student roll) and model moving and strategizing to figure out where you are going to land before you count by ones forward or backward.
(10 minutes)
• Choose students to continue to play the game you started as you guide their language and correct any misconceptions.
• Make sure to stop and ask, “How did you know?” when a student has found a “trick” for moving up or down the board without moving their piece on each square. (For example, when rolling an 11, a student might jump to the next 10 and then move ahead one space.)
• Continue to play with new students until someone reaches 100. The first person to reach 100 (the jack-o’-lantern) wins the game.
(15 minutes)
• Divide students into partners to play the game sharing the same hundreds chart.

Support:

• Allow students to complete the Get to the Jack-o’-Lantern! worksheet for homework to practise the day’s skill.

Enrichment:

• Challenge them to write down the number sentences for each roll as they reach 100.
• Add variations to the game. For example:
• Allow each player to roll as many times as they want until they get the sum they want.
• Place rules on certain rolls. For example, if a player rolls a double, they get an extra 10. Or if a person gets a 7, they move back one space.
• As you walk around and observe students, look for the following student behaviors:
• Are students counting by ones only or finding patterns that help them skip ahead accurately?
• When a student rolls a number larger than 10 (e.g., 12), do they know it is a ten and a set of ones?
• Can students write the corresponding number sentence?
• Listen carefully for the language students are using to communicate their maths learning.
(10 minutes)
• Bring students back to the rug and debrief. Ask some of the following questions:
• What was hard about the game at first?
• Did you get more efficient with your numbers as you played?
• What tricks did you figure out as you kept playing?
• Use the worksheet Get to the Jack-o’-Lantern! as an assessment after students are familiar with the game. Allow students to use base-ten blocks if needed to complete the activity.

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