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CAMBRIDGE PRIMARY

Mathematics
Games Book

Cherri Moseley and Janet Rees

CD-Rom Terms and conditions of use


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Cambridge University Press 2014
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First published 2014
Printed in Poland by Opolgraf
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Contents
Measure

Number
Race to school

Shoes and feet (1)

35

Dice grid

Shoes and feet (2)

35

Playing with 10 (1): Making 10

Shoes and feet (3)

36

Playing with 10 (2): Take away from 10

Collecting water (1 to 3)

41

Rocket launch

Whats on the menu?

44

Count out

Whats for dinner today?

44

Paths

10

Dinner time Mr Wolf? (1)

47

Snakes and ladders

10

Recognising and counting coins (1)

49

The slipper game

13

Recognising and counting coins (2)

49

Slide

13

Money snakes and ladders (1 to 3)

51

Adding games (1 to 3)

17

Geometry

Subtraction game

22

2D shapes (1 and 2)

53

Lily pads

22

Shape bingo

53

Stack the shoe boxes!

25

3D Shapes (1)

59

Tens game

25

3D Shapes (2)

59

Race to the middle

29

3D Shapes (3)

60

Feed the birds

31

Shape robot

60

Halves game

31

Handling data

Sharing game

34

Sort the bugs (1 to 4)

65

More bugs (1 to 4)

69

Yet more bugs! (1 to 3)

72

Introduction
This Games Book consolidates and reinforces mathematical learning for Stage 1
learners (usually 56 years). It can be used as an independent resource for anyone
wanting to encourage mathematical learning in children, or as a supplementary
part of the Cambridge Primary Mathematics series.

Cambridge Primary Maths brings together the world-class Cambridge Primary


mathematics curriculum from Cambridge International Examinations, high-quality
publishing from Cambridge University Press and expertise in engaging online
enrichment materials for the mathematics curriculum from NRICH.

If used as part of the series alongside the Teachers Resource 1 (9781107656833),


then you will often be going directly to a specific game and page number according
to the reference in the More activities section in the Teachers Resource and will
therefore already be familiar with the learning outcome of the game. If you are
using the book as an independent resource, you can use the Objective map on the
CD-ROM to help you determine what game you might want to play according to
what learning outcome you are after, or you can simply read the Maths focus
at the start of each game to decide if its appropriate.

Teachers have access to an online tool that maps resources and links to materials
offered through the primary mathematics curriculum, NRICH and Cambridge
Primary mathematics textbooks and e-books. These resources include engaging
online activities, best-practice guidance and examples of Cambridge Primary Maths
in action.

The games are grouped by strand, i.e. Number, Geometry, Measure and
Handling data so that an independent user can easily navigate the pool of games.
For those of you using this book alongside the Teachers Resource 5, you will find
that the games within a strand are ordered according to the order in which they
are referenced in the Teachers Resource 1 (if you grouped all chapters of a given
strand together).
Please note that the Games Book on its own does not cover all of the Cambridge
Primary Mathematics curriculum framework for Stage 1.
All games boards, game cards and record sheets provided within the printed book
are also available on the CD-ROM for quick printing if preferred. Some games
boards and resources will also be provided as Word documents so that you can
adapt them as required. The CD-ROM also provides child-friendly instructions
for each game, which can be displayed at the front of the class or sent home with
the games for independent play. Nets for making dice, spinners and other useful
mathematical resources are also provided as printable PDFs on the CD-ROM.
This publication is part of the Cambridge Primary Maths project.
Cambridge Primary Maths is an innovative combination of curriculum
and resources designed to support teachers and learners to succeed in
primary mathematics through best-practice international maths
teaching and a problem-solving approach.

The Cambridge curriculum is dedicated to helping schools develop learners who


are confident, responsible, reflective, innovative and engaged. It is designed to give
learners the skills to problem solve effectively, apply mathematical knowledge and
develop a holistic understanding of the subject.
The Cambridge Primary Maths textbooks provide best-in-class support for this
problem-solving approach, based on pedagogical practice found in successful
schools across the world. The engaging NRICH online resources help develop
mathematical thinking and problem-solving skills. To get involved visit www.cie.
org.uk/cambridgeprimarymaths
The benefits of being part of Cambridge Primary Maths are:
the opportunity to explore a maths curriculum founded on the values of the
University of Cambridge and best practice in schools
access to an innovative package of online and print resources that can help bring
the Cambridge Primary mathematics curriculum to life in the classroom.
This series is arranged to ensure that the curriculum is covered whilst
allowing teachers to use a flexible approach. The Scheme of Work for Stage 1
has been followed, though not in the same order and there will be some deviations.
The components are:
Teachers Resource 1 ISBN: 9781107656833 (printed book and CD-ROM).
Learners Book 1 ISBN: 9781107631311 (printed book)
Games Book 1 ISBN: 9781107646407 (printed book and CD-ROM).
For associated NRICH activities, please visit the Cambridge Primary Maths project
at www.cie.org.uk/cambridgeprimarymaths

Race to school

Dice grid

Maths focus: counting on correctly.

Maths focus: matching count with the correct numeral.

A game for up to four players

A game for two players

You will need:


A 16 dice (CD-ROM).
Game board (page 2).
Counters for each player.

You will need:


A 16 spot dice (CD-ROM).
Game board for each player (page 3).
Counters for each player.

How to play

How to play

1. Players start with one counter on their home (these are on the
left of the board).

1. Players take turns to roll a spot dice. They count the spots
shown then place a counter on one of the matching numerals
on their dice grid.

2. They take turns to roll the dice and move their counter along
the path leading from their home. They have to stay on the
path from their home, which is indicated by a shape.
3. The winner is the player who reaches school first.
This simple track game encourages the players to count on the
correct number of steps. Both spot dice and numeral dice are
useful. On a spot dice, players can count the spots if they need
to, or recognise the pattern. On a numeral dice, players need to
recognise the numeral. The first track is suitable for less confident
learners as the track is shorter.

2. If all copies of that numeral are covered, they must miss a turn.
3. The winner is the first player to get a row of counters from one
side of the grid to the other, or from top to bottom.
Challenge
For a more challenging game, both players play on the same
grid, each using different coloured counters.
Alternatively, use a 19 spinner (CD-ROM) and make a grid with
the numbers 19 on it. If the spinner lands on a zero, the player
misses a turn.

Challenge
For a more challenging game, each player has two counters on
their home space and must get both to school, rolling a dice and
moving one of their counters the matching number of spaces.

Cambridge University Press 2014 Cambridge Primary Mathematics Games Book 1: Number

Original material Cambridge University Press 2014

Race to school Game board

Dice grid Game board

Original material Cambridge University Press 2014

Playing with 10 (1): Making 10

Playing with 10 (2): Take away from 10

Maths focus: recognising the number pairs to 10.

Maths focus: taking away small numbers from 10 to reach zero.

A game for two players

A game for two players

You will need:


Game board (page 5).
Ten counters or small objects.
A 16 dice (CD-ROM).

You will need:


Game board (page 5).
Ten counters or small objects for each player, 20 in total.
A 13 dice or a spinner (CD-ROM).

How to play

How to play

1. Place ten counters or small objects in the grey oval in the


centre of the games board. Each player uses one of the ten
frames as their base board.

1. Each player starts with ten counters or small objects on their


ten frame.

2. Player 1 roles the dice and places that many counters from
the grey oval onto their Ten frame. Player 2 then does the same.
If there are not enough counters left in the grey oval for the
player to take, they must take some from the other player.
3. Player 1 then looks at how many counters they have, and
announces how many more they need to make 10. They roll
the dice and if that number is rolled, they automatically win
the game. If they do not roll the required number then play
passes to Player 2, who announces how many more they need
to make 10 and rolls the dice.
4. Play continues this way, with each learner announcing how
many more they need to make 10 and then rolling the dice,
until one of them makes 10. The first player to make 10 is the
winner.

Cambridge Primary Mathematics Games Book 1: Number Cambridge University Press 2014

2. They take turns to roll a dice or spin a spinner to get a number.


They remove that many items from their frame, placing them
on the grey oval (at the top for player one and at the bottom
for player two). Players can only remove the amount shown on
the dice.
3. Players look at their ten frame and the counters on it to work
out a subtraction calculation. 10 take away the number of
blank spaces on the frame [counters left in the ten frame].
They record their take away and results on a separate piece of
paper.
4. The first player to remove all ten of their items is the winner.
Challenge
As per the challenge for Making 10 but this time the first learner
to shout the missing number to make 10, gets to remove that
many counters from their ten frame. The winner is the first player to
remove all ten counters from their frame.

Playing with 10 Game board

Original material Cambridge University Press 2014

Rocket launch

Count out

Maths focus: practising adding two small numbers.

Maths focus: making and counting twodigit numbers.

A game for two players

A game for one or two players

You will need:


Two 16 dice (CD-ROM).
Game board for each player (page 7).
How to play
1. Players take turns to roll two dice and use their number pairs to
find the total. They colour the matching total on their rocket.
2. The player who completes their rocket first is the winner; gets to
launch their rocket with a loud countdown and Blast off!

You will need:


Game board (page 8).
Game cards (page 9).
50 counting objects such as counters, cubes or other
objects that will fit in the numbered squares of the board.
How to play
1. Shuffle the decade cards (10, 20, 30 and 40), and place them
face down in the placeholder on the game board. Shuffle the
digit cards (19) and place them face down in the second
placeholder.
2. The player turns over the top decade card and the top digit
card. They name the number made by the two cards and
locate it on the 150 grid. They then place a single counter
(or cube or other counting object) on each numbered square,
up to and including the identified number.
3. The player must then count the objects, starting from one and
finishing with the made number. Where there are two players,
the players take it in turns to make a number and count it on
the 150 grid.
Please note that less confident players might struggle with
numbers over 20. If that is the case, remove the decade cards
over 20 from the game and restrict them to using only numbers
up to 20 on the game board.

Cambridge Primary Mathematics Games Book 1: Number Cambridge University Press 2014

Rocket launch Game board

10

11

12

Original material Cambridge University Press 2014

Decade cards

10

11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
Single digit cards

31 32 33 34 35 36 37 38 39 40
41 42 43 44 45 46 47 48 49 50

Original material Cambridge University Press 2014

Count out Game board

Count out Game cards

10 20 30 40 20
1

9 10
Original material Cambridge University Press 2014

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