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The classic childhood favorite game, Candy Land, has been adapted to create the
Bridgewater Land Math Game! Find out how to play this community friendly, fun,
learning game below!
Object:
Be the first one to get to John Wayland Elementary School!
Game
Details:
2-4 players.
Appropriate for children ages 8 and up.
Each card color stands for a different multiplication fact family.
Set Up:
Lay out the game board.
Each person will choose a person to use as his or her marker and place at the
starting line.
Assemble or set out the spinner.
Divide the cards into colors and place each stack to the side of the board.
Each player receives a recording sheet.
Directions:
Spin the spinner.
Pick a card off the top of the pile that is the color you land on (purple,
orange, etc.)
Move to the next spot on the game board trail that is the color that you
drew and solve the multiplication problem that is on your card (players must
try their best to solve the problem, but may get help if needed to come to a
final answer. They may still move if they get the problem incorrect).
Write down the problem that was on your card and the answer that you come
up with in the correct spot on the provided recording sheets (1 per player).
Continue by taking turns with other players until one reaches the finish of
the game (John Wayland Elementary School) and wins.
Rules:
Players must try to solve the multiplication problem on the first color that
they spin. They may only spin once per turn.
If a player lands on a spot that has a red licorice X on it, they lose their
next turn.
If a player spins and lands on a spot with one of the pictures on it, they must
move ahead or backwards to that space. They get a brain break if they
land on one of these spaces and do not have to solve a problem.
If a player lands on the space right in front of the Peppermint Trail or the
Gumdrop Pass, they may take a short cut to the space directly on the other
side.
The player that reaches the end of the game (John Wayland Elementary
School) first wins.
3 Family
4 Family
5 Family
6 Family
9 Family
Problems Solved
Morgan
Sears
ELED
433
Math
Game
Project
Written
Analysis
October
14,
2014
For
my
math
game,
I
chose
to
use
revise
the
game,
Candy
Land.
I
chose
this
game
because
it
was
my
personal
favorite
as
a
child
and
I
think
that
any
child
(and
their
parents)
would
enjoy
playing
it.
The
main
idea
of
the
game
is
also
fairly
simple,
which
made
it
easy
to
adapt
and
will
make
it
easy
to
play.
I
chose
to
revise
it
in
one
way
by
making
it
specific
to
their
community.
Instead
of
each
area
of
the
original
game
being
in
place,
I
altered
it
by
making
each
spot
a
place
in
their
community.
For
example,
Candy
Cane
Forest
from
the
original
game
became
Oakdale
Park,
one
of
their
favorite
places
from
the
Bridgewater
community.
I
also
revised
it
by
making
it
specific
to
math
and
multiplication.
Instead
of
simply
spinning
the
wheel,
landing
on
a
color,
and
moving
forward
to
that
color,
each
different
colored
space
represents
a
multiplication
fact
family
and
has
a
multiplication
fact
on
it
for
them
to
solve
on
a
corresponding
colored
card.
For
example,
orange
spaces
will
have
orange
cards
with
multiplication
facts
for
them
to
solve
on
it
from
the
twos
family
(for
example,
2x3
or
2x5).
As
explained
by
the
directions
of
the
game
that
I
created,
a
player
may
work
with
another
player
to
solve
their
multiplication
fact
if
needed.
Getting
the
answer
incorrect
does
not
inhibit
their
ability
to
move
to
the
next
space
(this
is
specifically
for
players
that
are
in
the
process
of
becoming
fluent
in
their
facts).
However,
in
the
variation
for
players
that
are
already
fluent
in
their
facts,
he
or
she
must
solve
the
fact
without
assistance
in
order
to
move
forward
in
the
game.
Another
revision
I
made
was
adding
a
recording
sheet
for
players
to
write
down
the
facts
that
they
have
solved
in
each
family.
The
math
game
that
I
created
specifically
addresses
Virginia
mathematics
SOL
3.5:
Students
will
recall
multiplication
facts
through
the
twelves
table,
and
the
corresponding
division
facts.
This
game
also
connects
to
social
studies
because
I
have
altered
it
to
include
places
from
the
students
community.
This
causes
them
to
consider
learning
in
a
community
based
approach
by
making
connections
to
their
favorite,
or
frequented,
places
within
the
Bridgewater
area.
The
Bridgewater
Land
Math
Game
also
addresses
the
following
process
standards:
making
mathematical
connections
(to
other
disciplines)
by
connecting
it
the
students
community,
mathematical
communication
by
having
the
opportunity
to
discuss
possible
multiplication
fact
answers
with
other
players,
and
mathematical
problem
solving
by
using
cognitive
skills
and
knowledge
to
solve
multiplication
facts
during
the
game.
The
game
that
I
created
can
be
used
for
children
in
third
grade
and
above.
It
will
be
a
helpful
learning
tool
for
those
that
are
just
learning
multiplication
and
working
towards
becoming
fluent
in
their
facts
and
fact
families.
It
will
also
be
a
helpful
review
for
students
in
other
grades.
One
major
connection
is
to
fourth
grade.
In
fourth
grade,
students
will
be
responsible
for
solving
single-step
multiplication
problems
and
finding
greatest
common
factors,
factors,
multiples,
and
least
common
multiples
of
figures,
making
this
game
a
great
review
for
them
(Virginia
SOL
4.5).
If
I
were
to
use
this
game
in
my
classroom,
it
would
be
implemented
as
part
of
a
lesson,
maybe
with
other
games
in
a
center
format.
Therefore,
it
should
assess
learning
objectives.
The
ones
that
would
apply
in
this
lesson
are
below.
Understand
what
are
the
broad
generalizations/concepts
the
students
should
begin
to
develop?
(These
are
typically
difficult
to
assess
in
one
lesson.)
U1:
Students
will
understand
that
patterns
and
relationships
exist
in
the
facts.
U2:
Students
will
understand
that
relationships
can
be
used
to
learn
and
retain
the
facts.
As mentioned before, when creating this math game, I related the game to the community of
the
students
in
my
practicum
classroom.
In
ELED
434,
for
our
Community
Profile
assignment,
we
were
required
to
research
the
community
within
our
schools
district
lines,
and,
in
the
case
of
John
Wayland
Elementary
School,
it
was
primarily
the
Bridgewater
community.
I
used
the
information
gained
from
this
assignment
to
revise
Candy
Land
to
make
it
culturally
relevant
for
my
students.
I
replaced
the
settings
from
the
game
(for
example,
Grandma
Nutts
house)
with
settings
from
the
students
community
(for
example,
Oakdale
Community
Park).
This
allows
the
students
to
make
connections
to
places
they
may
enjoy
or
frequently
visit
within
the
Bridgewater
area.
It
makes
their
learning
culturally
relevant
and
causes
them
to
participate
in
less
traditional
learning
experiences.
While playing this math game, children will practice fluent multiplication facts. To do this,
when
they
draw
the
card
with
the
math
problem
on
it,
they
will
have
to
use
the
strategy
of
visualizing
the
problem
using
mental
math.
They
will
not
have
the
opportunity
to
use
manipulatives
or
paper
and
pencil
for
computation.
I
anticipate
that
they
will
picture
equal
groups
in
their
head
or
use
their
fingers
to
count
if
they
are
earlier
multiplication
learners.
If
they
are
more
fluent,
they
may
simply
know
it
right
away
or
may
make
relationships
between
numbers
to
reason
about
the
problem
to
come
to
a
conclusive
answer.
While
I
anticipate
this
will
be
a
fairly
simple
and
fun
math
game
for
children,
it
is
likely
that
they
will
make
mistakes,
especially
if
they
are
beginning
multiplication
learners.
If
they
are
fairly
new
to
multiplication,
they
may
have
a
lot
of
difficulty
using
mental
math
and
visualizing
the
problems,
as
opposed
to
using
manipulatives
and
being
able
to
write
or
draw
out
their
problems
for
reasoning
to
come
to
an
answer
(however,
this
game
is
meant
to
be
used
for
children
that
are
more
comfortable
with
their
facts).
They
may
make
guesses
and
not
really
think
about
the
problem
out
of
frustration.
For
more
advanced
students,
they
may
make
mistakes
such
as
making
incorrect
relationships
between
multiplication
facts
or
making
simple
mistakes
in
mental
computation,
causing
their
answers
to
be
off
by
a
few.
When
referencing
the
Dos
and
Donts
of
Effective
Basic
Fact
Practice,
I
found
that
this
game
fit
fairly
well
within
the
guidelines.
In
the
Dos,
this
game
asks
children
to
self
monitor
by
provoking
them
to
evaluate
themselves
on
the
multiplication
facts
that
they
are
and
are
not
comfortable
with,
drills
in
short
time
segments
because
they
are
taking
turns
during
the
game,
and
makes
this
drill
enjoyable
because
it
is
a
game
that
makes
fact
practice
fun.
Although
one
of
the
Dos
is
to
focus
on
self-improvement
by
having
them
only
compare
their
knowledge
to
themselves
and
not
other
people,
and
this
game
causes
students
to
observe
other
peoples
knowledge,
I
think
it
focuses
on
self-improvement
because
each
student
will
have
their
own
personal
recording
sheet
that
shows
what
they
know
and
what
they
may
need
to
improve
on.
It
can
also
involve
families
because
it
can
be
played
at
home.
It
also
allows
children
to
work
on
facts
over
time
because
it
can
be
played
by
children
that
are
at
various
levels
of
fluency
with
multiplication
facts.
However,
this
game
does
not
address
the
do
of
using
technology
because
it
is
not
appropriate
to
use
in
this
case.
This
game
does
not
apply
to
many
of
the
Donts
of
Effective
Basic
Fact
Practice.
It
does
not
use
lengthy
timed
tests,
does
not
use
fact
mastery
as
a
prerequisite
for
calculator
use,
and
does
not
proceed
through
the
facts
in
order
from
0
to
9
because
the
game
is
based
on
chance
of
the
spinning
of
the
wheel,
ensuring
that
the
children
will
likely
answer
facts
in
random
order.
This
game
also
does
not
use
public
comparisons
of
mastery.
Although
it
is
played
with
other
players,
it
does
not
publically
display
knowledge
to
the
whole
class.
It
can
also
be
played
with
students
that
are
around
the
same
level
mathematically
to
lessen
the
chance
of
embarrassment.
However,
another
Dont
is
to
not
use
facts
as
a
barrier
to
good
mathematics.
This
states
that,
There
is
no
reason
that
a
child
who
has
not
yet
mastered
all
basic
facts
should
be
excluded
from
any
mathematical
experiences.
Therefore,
just
because
some
students
may
be
less
fluent
in
their
facts
does
not
mean
that
they
should
not
be
able
to
play
the
game.
The
Bridgewater
Land
Math
Game
does
not
work
on
the
facts
all
at
once.
Although
students
have
the
opportunity
during
the
game
to
work
with
a
variety
of
fact
families,
it
is
not
emphasized
that
they
must
master
them
and
does
not
appeal
to
specific
things,
such
as
doubles.
Lastly,
this
does
not
move
to
quick
recall
activities
too
soon,
another
Dont.
I
personally
do
not
think
of
this
game
as
a
quick
recall
activity.
Players
take
turns,
leaving
them
time
to
relax
between
answering
a
fact.
They
are
also
not
timed
when
they
get
a
problem.
Morgan
Sears
ELED
433
Math
Game
Project
Written
Reflection
October
14,
2014
When completing this assignment, I learned a lot about effective basic fact practice.
Although
I
had
already
read
the
Dos
and
Donts
of
Effective
Basic
Fact
Practice
before
working
on
this
math
game
project,
I
was
forced
to
examine
it
more
carefully
while
creating
my
game
and
I
was
also
forced
to
apply
it.
Some
of
the
Dos
and
Donts
were
secondhand
knowledge,
such
as
avoiding
comparing
student
work
and
embarrassing
them,
making
drill
enjoyable,
involving
families,
and
not
forcing
children
into
quick
recall
activities
too
soon
because
it
may
overwhelm
them,
some
of
the
Dos
and
Donts
were
new
to
me.
Some
of
those
included
asking
children
to
self-monitor
and
not
proceeding
through
the
facts
in
order
from
0
to
9.
These
kinds
of
realizations
that
I
made
through
this
assignment
are
useful
for
my
future
classroom
and
instruction
and
were
eye
opening
as
I
created
my
math
game.
ways.
One
way
is
through
usage
of
the
Dos
and
Donts
of
Effective
Basic
Fact
Practice.
Another
way
this
will
influence
my
future
classroom
and
teaching
practices
is
because
it
forced
me
to
get
creative
and
showed
me
one
way
that
I
can
make
math
fun,
something
that
has
always
been
challenging
for
me.
In
the
future,
I
want
to
create
and
find
several
games
for
my
students
to
play
in
class
to
help
them
in
every
aspect
of
math.
I
want
my
students
to
enjoy
math
and
feel
comfortable
doing
it.
Although this game would ideally be played in my classroom or sent home with students on
loan,
it
could
also
be
a
cool
game
to
play
in
a
home-school
setting.
As
we
all
know,
it
is
important
for
us,
as
teachers,
to
emphasize
family
involvement
for
ultimate
student
achievement.
Home
schooling
is
the
ultimate
form
of
family
involvement.
Because
the
game
that
I
created
is
super
family
friendly,
it
would
be
good
for
parents
to
play
with
their
children
whom
they
are
instructing
on
their
own.
It
implements
a
fun
activity
that
is
interesting
and
does
not
focus
on
drill,
but
is
extremely
educational.
my
S.M.A.R.T.
goal
that
I
created
earlier
in
the
semester.
Specifically,
my
goal
was,
By
the
end
of
the
semester,
I
will
be
able
to
effectively
plan
a
standards-specific
mathematics
lesson
and
execute
it
successfully
in
a
real
classroom
using
methods
and
strategies
learned
through
ELED
433.
While
creating
this
lesson,
I
not
only
addressed
specific
SOL
standards,
but
I
also
helped
address
standards
from
other
grade
levels
and
made
connections
to
other
subjects
within
the
curriculum.
Additionally,
I
was
able
to
do
this
while
making
it
fun
in
the
form
of
a
game.
This
is
all
good
practice
for
me
in
being
able
to
create
standard-specific
lessons
that
are
fun
and
educational
in
the
future.
When referencing my mathematics timeline and reflection from the beginning of the
semester,
I
saw
that
one
of
the
main
things
I
pointed
out
while
completing
that
assignment
was
that,
even
though
I
had
many
negative
experiences
in
math
as
a
child
and
have
never
typically
liked
the
subject,
it
is
important
for
me
to
be
enthusiastic
about
it
and
make
my
students
excited.
This
game
is
one
way
to
do
that.
I
think
that
students
will
be
excited
about
playing
games
in
general,
but
this
version
that
I
have
created
allows
them
to
take
the
pressure
of
math
class
off
and
spend
time
with
their
friends
and
families
while
learning.
This
will
hopefully
allow
them
to
have
positive
math
memories
from
my
classroom
in
the
future.