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CAMBRIDGE PRIMARY 6

Mathematics
Games Book

Emma Low
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Contents
Number The rectangle area and perimeter game 67
Place value challenge 1 The four in a row scale game 69
More or less 1 Time zones game 71
Factors in a row 5 The compound area game 75
Domino multiplication 5 Gallon man game 78
Sequence trail 8 Time intervals game 78
Nine Men’s Morris 28 Geometry
Decimal in-between 28 Irregular area game 87
Order five 31 Collecting quadrilaterals game 90
Mathematical bingo 31 Don’t make a cube game 90
Division line 36 Angles of a triangle 95
Place the numbers in the square 36 Co-ordinates 97
Place your numbers now 41 The dodecahedron and octahedron game 97
Sum to one snap 41 Co-ordinates games (2) 103
Find the total 44 The drawing angles game 103
Finding fractions of numbers 44 Handling Data
Equivalent fractions dominoes 48 The pie chart game 106
Percentages of numbers 48 The mean game 106
The smoothie ratio 52 The equally likely game 110
Measure
The ordering lengths game 59
The length competition game 59
Earlier or later times 64
Matching times 64
Introduction

This Games Book consolidates and reinforces mathematical learning for Stage 6 Cambridge Primary Maths brings together the world-class Cambridge Primary
learners (usually 10–11 years). It can be used as an independent resource for anyone mathematics curriculum from Cambridge International Examinations, high-quality
wanting to encourage mathematical learning in children, or as a supplementary publishing from Cambridge University Press and expertise in engaging online
part of the Cambridge Primary Mathematics series. enrichment materials for the mathematics curriculum from NRICH.
If used as part of the series alongside the Teacher’s Resource 6 (9781107694361), Teachers have access to an online tool that maps resources and links to materials
then you will often be going directly to a specific game and page number according offered through the primary mathematics curriculum, NRICH and Cambridge
to the reference in the ‘More activities’ section in the Teacher’s Resource and will Primary mathematics textbooks and e-books. These resources include engaging
therefore already be familiar with the learning outcome of the game. If you are online activities, best-practice guidance and examples of Cambridge Primary Maths
using the book as an independent resource, you can use the Objective map on the in action.
CD-ROM to help you determine what game you might want to play according to
The Cambridge curriculum is dedicated to helping schools develop learners who
what learning outcome you are after, or you can simply read the ‘Maths focus’
are confident, responsible, reflective, innovative and engaged. It is designed to give
at the start of each game to decide if it’s appropriate.
learners the skills to problem solve effectively, apply mathematical knowledge and
The games are grouped by strand, i.e. ‘Number’, ‘Geometry’, ‘Measure’ and develop a holistic understanding of the subject.
‘Handling data’ so that an independent user can easily navigate the pool of games.
The Cambridge Primary Maths textbooks provide best-in-class support for this
For those of you using this book alongside the Teacher’s Resource 6, you will find
problem-solving approach, based on pedagogical practice found in successful
that the games within a strand are ordered according to the order in which they
schools across the world. The engaging NRICH online resources help develop
are referenced in the Teacher’s Resource 6 (if you grouped all chapters of a given
mathematical thinking and problem-solving skills. To get involved visit www.cie.
strand together).
org.uk/cambridgeprimarymaths
Please note that the Games Book on its own does not cover all of the Cambridge
The benefits of being part of Cambridge Primary Maths are:
Primary mathematics curriculum framework for Stage 6.
• the opportunity to explore a maths curriculum founded on the values of the
All games boards, game cards and record sheets provided within the printed book University of Cambridge and best practice in schools
are also available on the CD-ROM for quick printing if preferred. Some games • access to an innovative package of online and print resources that can help bring
boards and resources will also be provided as Word documents so that you can the Cambridge Primary mathematics curriculum to life in the classroom.
adapt them as required. The CD-ROM also provides child-friendly instructions
This series is arranged to ensure that the curriculum is covered whilst
for each game, which can be displayed at the front of the class or sent home with
allowing teachers to use a flexible approach. The Scheme of Work for Stage 5
the games for independent play. Nets for making dice, spinners and other useful
has been followed, though not in the same order and there will be some deviations.
mathematical resources are also provided as printable PDFs on the CD-ROM.
The components are:
This publication is part of the Cambridge Primary Maths project. • Teacher’s Resource 6 ISBN: 9781107694361 (printed book and CD-ROM).
Cambridge Primary Maths is an innovative combination of curriculum • Learner’s Book 6 ISBN: 9781107618596 (printed book)
and resources designed to support teachers and learners to succeed in • Games Book 6 ISBN: 9781107667815 (printed book and CD-ROM).
primary mathematics through best-practice international maths
For associated NRICH activities, please visit the Cambridge Primary Maths project
teaching and a problem-solving approach.
at www.cie.org.uk/cambridgeprimarymaths
Place value challenge More or less
Maths focus: writing and reading large numbers (six-digit Maths focus: practising using the symbols ! and " correctly.
numbers with two decimal places).
A game for two players
A game for two players
You will need:
You will need: • Game board (page 3).
• Game board (page 2). • Two sets of Game cards (page 4).
• 0–9 spinner (CD-ROM).
How to play
How to play 1. Players have one row on the grid each. Shuffle the game cards
1. Players take turns to spin the spinner and write the number and place them face down in a pile.
shown in to a box on their row on the game board. 2. Players take turns to take a card and place it anywhere on
2. Players then read out their numbers. the grid.
3. The winner is the player with the highest number when all the 3. Players try to win by making their number sentence true and
boxes have been filled. their opponent’s number sentence false.
Players can just fill the boxes in from right to left, or they can 4. At the end of the round any player with a correct number
choose a box for each number. Some will realise that they need sentence is awarded a point.
to try to save the boxes on the left for the biggest numbers. 5. At the end of an agreed number of rounds, the winner is the
player with the most points.
Challenge
For a more challenging game, include a second spinner that
has the following numbers on it: 10, 100, 1000, 10000, and 100000;
or the words: ten, hundred, thousand, etc. The players spin both
spinners and have to multiply them together to get a third
number, this number is then written in the appropriate place on
the game board. If the player spins a 100 for example but they
already have a digit written in the hundreds place on their grid,
then they miss a turn.

Cambridge Primary Mathematics Games Book 6: Number 1


HTh TTh Th H T U t h

Player 1:

Player 2:

Original material © Cambridge University Press 2014 Place value challenge – Game board
Player 1

!
Player 2

"
More or less – Game board Original material © Cambridge University Press 2014
More or less – Game cards

0 1 2 3 4
5 6 7 8 9
Original material © Cambridge University Press 2014
Factors in a row Domino multiplication
Maths focus: finding factors of two-digit numbers. Maths focus: multiplying pairs of multiples of 10 and 100.

A game for two players A game for two or four players

You will need: You will need:


• Game board (page 6). Multiplication dominoes (page 7).
• Counters (or alternative); different colour per player.
• Two 1–6 dice or spinners (CD-ROM). How to play
1. Suffle the dominoes and place them face down on the table.
How to play 2. Each player chooses their dominoes (seven each if there are
1. Players take turns to roll both dice and use the numbers to four players and fourteen each if there are two players).
make a two-digit number. 3. The player with the domino showing 81 000 (the highest
2. They find all the factors of the number and cover one copy of number) lays it down to start the game.
each factor on the game board with a counter. If all copies of
4. Players then take turns to match one end of a domino from
a number are already covered, the player cannot place their
their ‘hand’ to one of the two ‘ends’ in the growing line of
counter.
dominoes on the table. Dominoes are matched so that the
Example:
multiplication calculation on one domino is matched with the
correct product on another domino.
Example:

5600 30 # 40 1200 50 # 30 1500 600 # 20

4 on one dice and 2 on another dice can be used to 5. If a player is unable to place a domino, they miss that turn.
make 24 or 42. If the player chooses to make 42: 2, 3, 6 and 7 6. Play continues until one player has laid all their dominoes. That
are all factors of 42, so the player can cover these numbers player is the winner.
(four squares) with counters.
3. The first player to have five counters in a row is the winner.

Cambridge Primary Mathematics Games Book 6: Number 5


2 3 4 5 6 7 8 9 11
11 2 3 4 5 6 7 8 9
9 11 2 3 4 5 6 7 8
8 9 11 2 3 4 5 6 7
7 8 9 11 2 3 4 5 6
6 7 8 9 11 2 3 4 5
5 6 7 8 9 11 2 3 4
4 5 6 7 8 9 11 2 3
3 4 5 6 7 8 9 11 2

Factors in a row – Game board Original material © Cambridge University Press 2014
Domino multiplication – Multiplication dominoes

5600 30 # 40 1200 50 # 30 1500 600 # 20 12 000 50 # 70

3500 80 # 90 7200 900 # 90 81 000 100 # 20 2000 400 # 70

28 000 300 # 70 21 000 300 # 30 9000 500 # 50 25 000 400 # 60

24 000 50 # 90 45 000 50 # 50 2500 700 # 50 35 000 50 # 80

4000 600 # 70 42 000 90 # 70 6300 40 # 60 2400 60 # 60

3600 500 # 40 20 000 100 # 10 1000 70 # 30 2100 60 # 80

4800 600 # 90 54 000 800 # 70 56 000 900 # 50 45 000 70 # 80

Original material © Cambridge University Press 2014


Sequence trail Example trail card

-60
Maths focus: practising with sequences.

A game for individuals (or pairs)

You will need:


• A set of trail cards (9–26).
• Recording sheet for each player (page 27). Sara makes a sequence of numbers starting with 100.
She subtracts 45 each time.
How to play
1. Place the trail cards in a prominent position around the room
(numbers in order).
100 55 10
2. Each player (or pair of players) is given a recording sheet.
3. Players can start at any card. They record the number at the
What is the next number in the sequence?
top of their chosen first trail card anywhere on their recording
sheet. Players then answer the question on the trail card and
record the answer on their recording sheet, in the circle that is
to the right of their starting number. All other numbers must be
filled in on the next circle to the right of their previous answer.
They make their way to the trail card with that number at the
top, and continue until the loop is complete. Please note that it is important to make it clear to the players that
the answer sheet does not generate a sequence, it represents
4. If doing this as as class activity, the winner is the first player
a loop generated between the game cards. The practise with
(or pair) who completes their loop correctly.
sequences comes only from the questions on the game cards
themselves and the purpose of the game is not to generate a
An alternative to a classroom trail is to reduce the cards in size
sequence on the answer sheet. The answer sheet is merely a way
and give a set to a pair of players to place in a loop.
to record which game cards they have been to, and which one
they need to go to next.
Answers (start anywhere in the loop):
$60 → $35 → 6 → 65 → 1210 → 1025 → 1046 → 8 → 22 → 17 → 120
→ 12 → 15 → -2 → 7 → 162 → 3 → 1027 →

8 Cambridge Primary Mathematics Games Book 6: Number


-60
Sara makes a sequence of numbers starting with 100.
She subtracts 45 each time.

100 55 10

What is the next number in the sequence?

Original material © Cambridge University Press 2014


-35
Pablo makes a sequence of 5 numbers.
The first number is 2 and the last number is 18.
His rule is to add the same amount each time.
2 18
What is the next number after 2?
Original material © Cambridge University Press 2014
-2
The rule for this sequence is:
double and subtract 1

13 25 49

What is the missing number?

Original material © Cambridge University Press 2014


3
A sequence of numbers starts at 11 and follows the rule
double the last number and then subtract 3
11 9 35 67 131 ...
What is the smallest number, greater than 1000, in the
sequence?
Original material © Cambridge University Press 2014
6
Miriam makes a sequence of numbers.
She chooses a starting number and then subtracts equal
amounts each time.
The third number in her sequence is 45.
The tenth number in her sequence is -25.

45 -25

What is the first number in her sequence?

Original material © Cambridge University Press 2014

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