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Addition Strategies
   Strategies are a way to learn a fact or to recall a forgotten fact. These strategies are not to be
   taught as rules, but should be thought of a powerful visual tool. Counting should be discou-
   raged because it is slow, often inaccurate, and unmindful of place value. Some facts can be
   learned with more than one strategy. Also teach the names of the strategies.
Number plus 1. Adding 1 to a number is the next number.
Even number plus 2. Adding 2 to an even number is the next even number.
Odd number plus 2. Adding 2 to an odd number is the next odd number.
Adding 5 plus numbers 1 to 4. Adding 5 to a number is obvious on fingers or the abacus.
What makes 10. Enter 10 on the abacus. Separate one quantity and see what’s left.
Adding 9. Enter 9 on the first wire and the other number, for example, 4 on the second wire.
    Take 1 from the 4 and give it to the 9 to make a ten. The sum is 10 plus 3, or 13.
Adding 8. This strategy is similar to adding 9. Two beads are moved back, which is similar to
    counting by 2s backward.
Two-fives. Both numbers need to be between 5 and 10. For example, enter 8 and 7 on two wires
    of the abacus. The sum is 10 plus the “leftovers,” 3 and 2.
Doubles. New facts with the doubles are 3 + 3 and 4 + 4. Beyond 4 + 4 they can be seen as the
    Two Fives strategy.
Near Doubles. New facts with the doubles are 3 + 4 and 4 + 5. Beyond 4 + 5 they can be seen as
    the Two Fives strategy.
Relating facts. There are four facts not covered with these strategies: 6 + 3, 3 + 6, 4 + 7, and
    7 + 4. They can be seen in relation to the 10's facts.



                         Making 10: 8 + 2 = 10.
                                                                         Doubles: 4 + 4.




                                                                         Near doubles: 5 + 4.

Even + 2. Odd + 2.        Adding 9: 9 + 4 becomes 10 + 3.




                          Two 5s: 8 + 7 = 10 plus 3 and 2.          Relating facts. If 6 + 4 = 10, then
                                                                    6 + 3 = 9.




          © 2012 Joan A. Cotter, Ph.D. • JoanCotter@rightstartmath.com • www.rightstartmath.com
2




    Subtraction Strategies
        A child should know all the addition facts before attempting to master the subtraction facts
         to avoid confusing the two. Some addition strategies require subtracting and some subtrac-
         tion strategies require adding. The whole point of strategies is that they be efficient and ac-
         curate. Visual strategies are very powerful. Counting is not an efficient strategy.
        Some facts can be learned with more than one strategy. Teach the names of the strategies.
    Part/whole circles. Part/whole circles, as shown below,                          Part/whole circles
         help children see the correlation between addition and           10         showing 10 = 4 + 6,
         subtraction. The whole is written in the large circle                       10 – 4 = 6, and
         and the parts in the smaller circles. They also help
                                                                                     10 – 6 = 4.
         children solve word problems.
    Subtracting 1. Subtracting 1 from a number is the previous 4                  6
         number.
    Subtracting 2. Subtracting 2 from an even number is the previous even number. Subtracting 2
        from an odd number is the previous odd number.
    Subtracting consecutive numbers. Explain the meaning of consecutive. The result is 1.
    Subtracting from 10. These were learned first with the Go to the Dump game.
    Subtracting from 9 and 11. Do these by comparing them to subtracting from 10.
    The facts ≤ 10. The above strategies include all the facts with the following exceptions: 6 – 3,
        7 – 3, 7 – 4, 8 – 3, 8 – 4, and 8 – 5. Two 8 facts easily can be seen with 5 as one part. The
        remaining four facts can be found with the following Going Up strategy.
    Going Up < 10. The Going Up strategy works for any fact. To subtract 9 – 6, start with 6 and re-
        member how much is needed to get to 9. [3] If the number being subtracted is less than 5,
        first find how much is needed to go to 5 and then add the amount over 5.



         Going up: 9 – 6, start at 6 and go                   Going up: 7 – 3, start at 3, go up
         up to 9 by adding 3, the answer.                     to 5, then go up to 7. The answer
                                                              is 4, the total added.

    Going Up > 10. Use the same procedure for subtracting from numbers over 10. For 13 – 9, it
        takes 1 to get to 10 and 3 to get to 13; so the answer is 1 + 3 = 4. See the left figure below.




         Going up: 13 – 9, start at 9, go up                  Subtracting from 10: 15 – 9, sub-
         to 10, then go up to 13. The an-                     tract 9 from the 10, then 1 + 5 = 6.
         swer is 4, the total added.

    Subtracting from a 10. Subtracting 15 – 9 can be also thought of as subtracting 9 from the 10,
        getting 1, and adding the result to 5 to get 6. See right figure above.
    Derived strategies. Of course, there are also derived strategies. For example, if you know 12 – 6
        = 6, then 13 – 6 = 7.
    Doubles and near doubles. The doubles and near doubles are not very obvious in subtraction,
        and therefore, not good strategies.



              © 2012 Joan A. Cotter, Ph.D. • JoanCotter@rightstartmath.com • www.rightstartmath.com
3




                      GO TO THE DUMP
           (From Math Card Games: Over 300 Games for Learning and Enjoying Math. Fifth edition
           by Joan A. Cotter (2010); published by Activities for Learning, Inc.: Hazelton, ND.)
        Objective     To learn the combinations that total 10
Number of players     2 to 4
            Cards     4 or 6 of each basic number card 1 to 9
             Deal     Each player takes five cards; the remaining cards face down form the
                      dump, or stack.
Object of the game    To collect the most pairs that equal 10
         Materials    Beginners need an abacus or at least a list of the facts.

                                                                       1+9
                                                                       2+8
                                                                       3+7
                                                                       4+6
                           6 is needed with 4 to make 10.              5+5


       Preparation    Before starting, the players check over their hands for pairs that total 10.
                      To do this, they look at each card in turn, determine what is needed to
                      make 10 and look for that number among their other cards. (Some
                      children may need to spread the cards out on the playing surface.)
                      Store paired cards face up on two piles. (This allows verification and
                      keeps the cards shuffled for the next game.)

                                 4       6                                      8        2
                                     4       6                                      8        2

                                Player 1.                                       Player 2.

              Play    When all are ready, the first player asks the player on her left for a
                      number needed to complete a pair. If he has it, he must give it to her,
                      whereupon she receives another turn. If he does not have it, he says, “Go
                      to the Dump,” which is also the signal for him to begin his turn. He takes
                      a turn by asking the player on his left and so forth.Meanwhile, the first
                      player concludes her turn by picking up the top card from the dump.
                      She does not receive an additional turn even if she picks up a needed
                      card. However, she may put a new pair on top of her other pairs.
                      A player running out of cards takes five more cards, but the turn is
                      ended. When the dump is exhausted, players may ask any player (not
                      only the players on their left) for a card.
                      At the end of the game, players combine their two stacks and compare
                      the heights. (Counting the cards is too time consuming.) No shuffling is
                      necessary for subsequent games.




            © 2012 Joan A. Cotter, Ph.D. • JoanCotter@rightstartmath.com • www.rightstartmath.com
4




                          ROWS AND COLUMNS
               (From Math Card Games: Over 300 Games for Learning and Enjoying Math. Fifth edition
               by Joan A. Cotter (2010); published by Activities for Learning, Inc.: Hazelton, ND.)
            Objective     To practice adding three numbers
    Number of players     2 or 3. (with more than three, the game may become too long.)
                Cards     12 of each basic number card 1 to 9
                                                                                  7       3       8         6
               Layout     Sixteen cards are laid face up in a 4 × 4
                          array. The remaining cards form the stock.                  7       3         8       6

    Object of the game    To collect the most cards
                                                                              5       3     2     7
                  Play    During a turn, the player checks each row                   5       3         2       7
                          and column for two or more cards that total
                          15. The same card cannot be used for both a
                          row and a column.                                   1       5     2     2
                          In the figure, the 7 and 8 can be collected                 1       5         2       2
                          from the first row. Also the 5, 1, and 9 from
                          the first column and the 6, 7, and 2 from the       9       3     6     5
                          last column can be collected. Alternately, the              9       3         6       5
                          5, 3, and 7 from the second row and the 9
                          and 6 from the last row could be picked up.
                          After a turn, fill in the array for the next player. If a player cannot play,
                          she skips her turn and replaces the four corners.




                          ROWS AND COLUMNS SOLITAIRE
               (From Math Card Games: Over 300 Games for Learning and Enjoying Math. Fifth edition
               by Joan A. Cotter (2010); published by Activities for Learning, Inc.: Hazelton, ND.)
            Objective     To practice adding three numbers
    Number of players     1 or more. (Explain that in a solitaire, they want to “beat the cards.”)
                Cards     6 of each basic number card 1 to 9
               Layout     Sixteen cards are laid face up in a 4 × 4 array. The remaining cards form
                          the stock.
    Object of the game    To collect all the cards
                  Play    From each row or column, collect the facts of cards that total 15. Then fill
                          in the gaps from the stock and again collect the facts. Continue until the
                          stock is exhausted, at which time the cards may be combined regardless
                          of rows or columns. If no mistakes have been made, the cards will come
                          out in complete groups.




                © 2012 Joan A. Cotter, Ph.D. • JoanCotter@rightstartmath.com • www.rightstartmath.com
5




                                         Multiplication Strategies
                                         Multiples.
                                          • Needed for multiplication facts, fractions, and algebra.
                                          • Start as soon as 1-100 is understood; use patterns.
                                         Multiples pattern explanations.
                                          • Twos. The second row is 10 plus the first row. They are the
 2 4 6 8 10                 3 6 9              even numbers.
12 14 16 18 20             12 15 18       • Threes. Consider the ones: they increase starting at the low-
                   5 10    21 24 27
                  15 20                        er left with 0 (30) and continue up the first column and
 4 8 12 16 20              30                  over to bottom of the second column and to the third
                  25 30
24 28 32 36 40    35 40                        column. Next consider the tens: 0, 1, 2 in each column.
                            7 14 21
                  45 50    28 35 42
                                               Sum of the digits: 3 in the first column (1 + 2, 2 + 1, 3 +
 6 12 18 24 30             49 56 63
                                               0), 6 in the second column, and 9 in the third.
36 42 48 54 60             70             • Fours. The second row is 20 more than the first row, every
                                               other even number.
 8 16 24 32 40      9 18 27 36 45         • Fives. They have an obvious singsong pattern.
48 56 64 72 80     90 81 72 63 54         • Sixes. The first row is the even 3s. Second row is 30 more
         Skip counting patterns.               than the first row.
                                          • Sevens. Within each row the tens increase by 1. The ones in-
                                               crease by 1 starting at the upper right (21) and continu-
                                               ing down the column and over to the next column.
                                          • Eights. In each row the ones are the decreasing even num-
                                               bers. The second row is 40 more than the first row, also
                                               every other 4.
                                          • Nines. The sum of the digits in all cases is 9. The ones de-
                                               crease while the tens increase. The second row has the
                                               digits of the first row reversed, as shown by the arrow.
                                         Ditties.
                                          • Rhymes and songs are stored in the language, not math,
                                             part of the brain.
                                          • A child who learns “6 ¥ 1 = 6, 6 ¥ 2 = 2, . . . ” often cannot
                                             recognize multiples, which is necessary for simplifying
                                             fractions and algebra.
                                         Multiplication seen visually is shown below.




 6 × 3 = 5 × 3 + 3 = 18.




 4 × 4 = 8 + 8 = 16. (See the two       7 × 7 = 25 + 10 + 10 + 4 = 49.       9 × 8: 10 × 8 – 8 = 72.
 dot patterns for 8.)




                 © 2012 Joan A. Cotter, Ph.D. • JoanCotter@rightstartmath.com • www.rightstartmath.com
6


                          SKIP COUNTING MEMORY
             Objective    To learn the skip counting patterns on previous page.
           Preparation    To prepare the envelopes, see page 13. The players use the envelopes for
                          reference during the game to memorize the patterns.
    Number of players     2 or 2 teams
               Cards      Each player or team chooses an envelope and removes the cards. Mix the
                          cards together and shuffle lightly. Lay the cards out face down in a 5 by 4
                          array.
    Object of the game    To be the first player to collect in order the complete set of cards
                   Play   The first player turns over one card so both players can see it. If it is the
                          needed card, the player collects the card and receives another turn. If it is
                          not the needed card, the card is returned. Next the second player takes a
                          turn. Turns alternate until one player has picked up all ten cards.
                          Stress the importance of returning the cards to the correct                 5 10
                          envelopes following a game.                                                15 20
                                                                                                               25 30
                                 2 4 6 8 10                                                                    35 40
                                12 14 16 18 20                                                                 45 50

                           2        4       6                                                         5         10
                                2       4        6                                                         5         10



                               A game in progress: The
                               player on the left collects
                               the 2s while the player on                         12
                               the right collects the 5s.                              12



                          MULTIPLICATION MEMORY
             Objective    To help the players master the multiplication facts.
                Cards     10 basic number cards with numbers 1 to 10 and one set of product cards.
                          Also a sticky note with the set number and “×” and another note with “=.”
    Number of players     Two. Beginners should sit on the same side of the cards.
    Object of the game    To collect the most cards by matching the multiplier with the product.
                Layout    Lay the basic number cards face down in two rows. To the right in separate
                          rows lay the product cards.
                  Play    The first player turns over a basic number card and states the fact. For
                          example, if the card is 4, the player says, “Three taken four times is 12.” He
                          then decides where it could be among the product cards. If he is correct, he
                          collects both cards and takes another turn. If it is not a match, both cards
                          are returned face down in their original places, and the other player takes a
                          turn.
                                                     4
                                                         4
                               3×                                           =
                                                                                    12
                                                                                         12



                   © 2012 Joan A. Cotter, Ph.D. • JoanCotter@rightstartmath.com • www.rightstartmath.com

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MCTM Games

  • 1. 1 Addition Strategies Strategies are a way to learn a fact or to recall a forgotten fact. These strategies are not to be taught as rules, but should be thought of a powerful visual tool. Counting should be discou- raged because it is slow, often inaccurate, and unmindful of place value. Some facts can be learned with more than one strategy. Also teach the names of the strategies. Number plus 1. Adding 1 to a number is the next number. Even number plus 2. Adding 2 to an even number is the next even number. Odd number plus 2. Adding 2 to an odd number is the next odd number. Adding 5 plus numbers 1 to 4. Adding 5 to a number is obvious on fingers or the abacus. What makes 10. Enter 10 on the abacus. Separate one quantity and see what’s left. Adding 9. Enter 9 on the first wire and the other number, for example, 4 on the second wire. Take 1 from the 4 and give it to the 9 to make a ten. The sum is 10 plus 3, or 13. Adding 8. This strategy is similar to adding 9. Two beads are moved back, which is similar to counting by 2s backward. Two-fives. Both numbers need to be between 5 and 10. For example, enter 8 and 7 on two wires of the abacus. The sum is 10 plus the “leftovers,” 3 and 2. Doubles. New facts with the doubles are 3 + 3 and 4 + 4. Beyond 4 + 4 they can be seen as the Two Fives strategy. Near Doubles. New facts with the doubles are 3 + 4 and 4 + 5. Beyond 4 + 5 they can be seen as the Two Fives strategy. Relating facts. There are four facts not covered with these strategies: 6 + 3, 3 + 6, 4 + 7, and 7 + 4. They can be seen in relation to the 10's facts. Making 10: 8 + 2 = 10. Doubles: 4 + 4. Near doubles: 5 + 4. Even + 2. Odd + 2. Adding 9: 9 + 4 becomes 10 + 3. Two 5s: 8 + 7 = 10 plus 3 and 2. Relating facts. If 6 + 4 = 10, then 6 + 3 = 9. © 2012 Joan A. Cotter, Ph.D. • JoanCotter@rightstartmath.com • www.rightstartmath.com
  • 2. 2 Subtraction Strategies A child should know all the addition facts before attempting to master the subtraction facts to avoid confusing the two. Some addition strategies require subtracting and some subtrac- tion strategies require adding. The whole point of strategies is that they be efficient and ac- curate. Visual strategies are very powerful. Counting is not an efficient strategy. Some facts can be learned with more than one strategy. Teach the names of the strategies. Part/whole circles. Part/whole circles, as shown below, Part/whole circles help children see the correlation between addition and 10 showing 10 = 4 + 6, subtraction. The whole is written in the large circle 10 – 4 = 6, and and the parts in the smaller circles. They also help 10 – 6 = 4. children solve word problems. Subtracting 1. Subtracting 1 from a number is the previous 4 6 number. Subtracting 2. Subtracting 2 from an even number is the previous even number. Subtracting 2 from an odd number is the previous odd number. Subtracting consecutive numbers. Explain the meaning of consecutive. The result is 1. Subtracting from 10. These were learned first with the Go to the Dump game. Subtracting from 9 and 11. Do these by comparing them to subtracting from 10. The facts ≤ 10. The above strategies include all the facts with the following exceptions: 6 – 3, 7 – 3, 7 – 4, 8 – 3, 8 – 4, and 8 – 5. Two 8 facts easily can be seen with 5 as one part. The remaining four facts can be found with the following Going Up strategy. Going Up < 10. The Going Up strategy works for any fact. To subtract 9 – 6, start with 6 and re- member how much is needed to get to 9. [3] If the number being subtracted is less than 5, first find how much is needed to go to 5 and then add the amount over 5. Going up: 9 – 6, start at 6 and go Going up: 7 – 3, start at 3, go up up to 9 by adding 3, the answer. to 5, then go up to 7. The answer is 4, the total added. Going Up > 10. Use the same procedure for subtracting from numbers over 10. For 13 – 9, it takes 1 to get to 10 and 3 to get to 13; so the answer is 1 + 3 = 4. See the left figure below. Going up: 13 – 9, start at 9, go up Subtracting from 10: 15 – 9, sub- to 10, then go up to 13. The an- tract 9 from the 10, then 1 + 5 = 6. swer is 4, the total added. Subtracting from a 10. Subtracting 15 – 9 can be also thought of as subtracting 9 from the 10, getting 1, and adding the result to 5 to get 6. See right figure above. Derived strategies. Of course, there are also derived strategies. For example, if you know 12 – 6 = 6, then 13 – 6 = 7. Doubles and near doubles. The doubles and near doubles are not very obvious in subtraction, and therefore, not good strategies. © 2012 Joan A. Cotter, Ph.D. • JoanCotter@rightstartmath.com • www.rightstartmath.com
  • 3. 3 GO TO THE DUMP (From Math Card Games: Over 300 Games for Learning and Enjoying Math. Fifth edition by Joan A. Cotter (2010); published by Activities for Learning, Inc.: Hazelton, ND.) Objective To learn the combinations that total 10 Number of players 2 to 4 Cards 4 or 6 of each basic number card 1 to 9 Deal Each player takes five cards; the remaining cards face down form the dump, or stack. Object of the game To collect the most pairs that equal 10 Materials Beginners need an abacus or at least a list of the facts. 1+9 2+8 3+7 4+6 6 is needed with 4 to make 10. 5+5 Preparation Before starting, the players check over their hands for pairs that total 10. To do this, they look at each card in turn, determine what is needed to make 10 and look for that number among their other cards. (Some children may need to spread the cards out on the playing surface.) Store paired cards face up on two piles. (This allows verification and keeps the cards shuffled for the next game.) 4 6 8 2 4 6 8 2 Player 1. Player 2. Play When all are ready, the first player asks the player on her left for a number needed to complete a pair. If he has it, he must give it to her, whereupon she receives another turn. If he does not have it, he says, “Go to the Dump,” which is also the signal for him to begin his turn. He takes a turn by asking the player on his left and so forth.Meanwhile, the first player concludes her turn by picking up the top card from the dump. She does not receive an additional turn even if she picks up a needed card. However, she may put a new pair on top of her other pairs. A player running out of cards takes five more cards, but the turn is ended. When the dump is exhausted, players may ask any player (not only the players on their left) for a card. At the end of the game, players combine their two stacks and compare the heights. (Counting the cards is too time consuming.) No shuffling is necessary for subsequent games. © 2012 Joan A. Cotter, Ph.D. • JoanCotter@rightstartmath.com • www.rightstartmath.com
  • 4. 4 ROWS AND COLUMNS (From Math Card Games: Over 300 Games for Learning and Enjoying Math. Fifth edition by Joan A. Cotter (2010); published by Activities for Learning, Inc.: Hazelton, ND.) Objective To practice adding three numbers Number of players 2 or 3. (with more than three, the game may become too long.) Cards 12 of each basic number card 1 to 9 7 3 8 6 Layout Sixteen cards are laid face up in a 4 × 4 array. The remaining cards form the stock. 7 3 8 6 Object of the game To collect the most cards 5 3 2 7 Play During a turn, the player checks each row 5 3 2 7 and column for two or more cards that total 15. The same card cannot be used for both a row and a column. 1 5 2 2 In the figure, the 7 and 8 can be collected 1 5 2 2 from the first row. Also the 5, 1, and 9 from the first column and the 6, 7, and 2 from the 9 3 6 5 last column can be collected. Alternately, the 9 3 6 5 5, 3, and 7 from the second row and the 9 and 6 from the last row could be picked up. After a turn, fill in the array for the next player. If a player cannot play, she skips her turn and replaces the four corners. ROWS AND COLUMNS SOLITAIRE (From Math Card Games: Over 300 Games for Learning and Enjoying Math. Fifth edition by Joan A. Cotter (2010); published by Activities for Learning, Inc.: Hazelton, ND.) Objective To practice adding three numbers Number of players 1 or more. (Explain that in a solitaire, they want to “beat the cards.”) Cards 6 of each basic number card 1 to 9 Layout Sixteen cards are laid face up in a 4 × 4 array. The remaining cards form the stock. Object of the game To collect all the cards Play From each row or column, collect the facts of cards that total 15. Then fill in the gaps from the stock and again collect the facts. Continue until the stock is exhausted, at which time the cards may be combined regardless of rows or columns. If no mistakes have been made, the cards will come out in complete groups. © 2012 Joan A. Cotter, Ph.D. • JoanCotter@rightstartmath.com • www.rightstartmath.com
  • 5. 5 Multiplication Strategies Multiples. • Needed for multiplication facts, fractions, and algebra. • Start as soon as 1-100 is understood; use patterns. Multiples pattern explanations. • Twos. The second row is 10 plus the first row. They are the 2 4 6 8 10 3 6 9 even numbers. 12 14 16 18 20 12 15 18 • Threes. Consider the ones: they increase starting at the low- 5 10 21 24 27 15 20 er left with 0 (30) and continue up the first column and 4 8 12 16 20 30 over to bottom of the second column and to the third 25 30 24 28 32 36 40 35 40 column. Next consider the tens: 0, 1, 2 in each column. 7 14 21 45 50 28 35 42 Sum of the digits: 3 in the first column (1 + 2, 2 + 1, 3 + 6 12 18 24 30 49 56 63 0), 6 in the second column, and 9 in the third. 36 42 48 54 60 70 • Fours. The second row is 20 more than the first row, every other even number. 8 16 24 32 40 9 18 27 36 45 • Fives. They have an obvious singsong pattern. 48 56 64 72 80 90 81 72 63 54 • Sixes. The first row is the even 3s. Second row is 30 more Skip counting patterns. than the first row. • Sevens. Within each row the tens increase by 1. The ones in- crease by 1 starting at the upper right (21) and continu- ing down the column and over to the next column. • Eights. In each row the ones are the decreasing even num- bers. The second row is 40 more than the first row, also every other 4. • Nines. The sum of the digits in all cases is 9. The ones de- crease while the tens increase. The second row has the digits of the first row reversed, as shown by the arrow. Ditties. • Rhymes and songs are stored in the language, not math, part of the brain. • A child who learns “6 ¥ 1 = 6, 6 ¥ 2 = 2, . . . ” often cannot recognize multiples, which is necessary for simplifying fractions and algebra. Multiplication seen visually is shown below. 6 × 3 = 5 × 3 + 3 = 18. 4 × 4 = 8 + 8 = 16. (See the two 7 × 7 = 25 + 10 + 10 + 4 = 49. 9 × 8: 10 × 8 – 8 = 72. dot patterns for 8.) © 2012 Joan A. Cotter, Ph.D. • JoanCotter@rightstartmath.com • www.rightstartmath.com
  • 6. 6 SKIP COUNTING MEMORY Objective To learn the skip counting patterns on previous page. Preparation To prepare the envelopes, see page 13. The players use the envelopes for reference during the game to memorize the patterns. Number of players 2 or 2 teams Cards Each player or team chooses an envelope and removes the cards. Mix the cards together and shuffle lightly. Lay the cards out face down in a 5 by 4 array. Object of the game To be the first player to collect in order the complete set of cards Play The first player turns over one card so both players can see it. If it is the needed card, the player collects the card and receives another turn. If it is not the needed card, the card is returned. Next the second player takes a turn. Turns alternate until one player has picked up all ten cards. Stress the importance of returning the cards to the correct 5 10 envelopes following a game. 15 20 25 30 2 4 6 8 10 35 40 12 14 16 18 20 45 50 2 4 6 5 10 2 4 6 5 10 A game in progress: The player on the left collects the 2s while the player on 12 the right collects the 5s. 12 MULTIPLICATION MEMORY Objective To help the players master the multiplication facts. Cards 10 basic number cards with numbers 1 to 10 and one set of product cards. Also a sticky note with the set number and “×” and another note with “=.” Number of players Two. Beginners should sit on the same side of the cards. Object of the game To collect the most cards by matching the multiplier with the product. Layout Lay the basic number cards face down in two rows. To the right in separate rows lay the product cards. Play The first player turns over a basic number card and states the fact. For example, if the card is 4, the player says, “Three taken four times is 12.” He then decides where it could be among the product cards. If he is correct, he collects both cards and takes another turn. If it is not a match, both cards are returned face down in their original places, and the other player takes a turn. 4 4 3× = 12 12 © 2012 Joan A. Cotter, Ph.D. • JoanCotter@rightstartmath.com • www.rightstartmath.com