After School Math Games

 

 

Activity 1 ~ JIGSAW PUZZLE

Directions: You will put together the jigsaw puzzle, but you might have to RESIZE the pieces. Click here, then click PLAY! When you get all the puzzles done (there are 3), raise your hand and get a sticker.

Activity 2 ~ SLEUTHS ON THE LOOSE

Directions: You will find the height of each creature. You do have to read the screen before proceeding. You do need to record your answers on the recording sheet. Click here, then click PLAY GAME! When you get all the creatures done (there are 3), raise your hand and get a sticker.

Activity 3 ~ CYBERCHASE SQUARES

Directions: You will find the counter-example (a counter-example is an example that shows that the statement is not true). Click here, then click PLAY GAME! When you get to the Congratulations screen (with the trophy), raise your hand and get a sticker.

Activity 4 ~ HEX-7 Game

Directions: White goes first. Play against the computer. You try to get an unbroken chain of your color (for example, white) all the way across the board between your colored edges (for example, white edges). Click here, then click New Game! When you beat the computer, raise your hand and get a sticker.


If you get done early, you may play more of the Cyberchase Games (you might want to try Railroad Repair).


Past Activities

 

Day 5

Activity 1 ~ MAKE A MATCH FRACTION GAME

       Directions: You will make matches. Like these.

 

 


Each time you make all the matches on the screen, raise your hand and get a sticker.
Click here, then click PLAY GAME (click "instructions" if you want to read them).

Activity 2 ~ BALANCE GAME

Directions: You will find the object that weighs the least, and then find out how many of these "light shapes" are needed to balance each of the other shapes. Once you do this it will show on the screen, raise your hand and get a sticker. Click here to play the balance game.

Day 4

Activity 1 ~ PYTHAGOREAN PROOFS

  Directions:

Read the following:

  • Scroll down to the Applet.
  • Move the red point if you wish.
  • Click Define.
  • Move the pieces from the squares on the short sides of the right triangle to the big square on the long side.
  • When the big square is filled, raise your hand and get a sticker.

Click Pythagorean 1. (Get a sticker.)

Click Pythagorean 2. (Get second sticker.)

Activity 2 ~ ISOMETRIC DRAWING TOOL       [printable directions]

Directions: There are three 3D drawings to make ("buildings to build" with cubes). See the three tasks below.

Here's the link to the isometric drawing tool.

Here's how to use it:

Task 1:

Draw the drawing at the right (build with cubes) from the drawing and the mat plan.

Then raise your hand to get a sticker.

Task 2:

Draw the drawing (build with cubes) from the mat plan at the right.

Then raise your hand to get a sticker.

Task 3:

Draw the drawing (build with cubes) from the mat plan at the right.

Then raise your hand to get a sticker.


Challenge Task:

Draw the drawing (build with cubes) from the three views at the right.

Then raise your hand to get a sticker.


Past Activities

Day 3

Activity 1 ~ CAT AND MOUSE GRAPHS

Directions: Use the half-page activity sheet to record your answers. Click the link Cat and Mouse Graphs - you may have to click "Launch Gizmo."

Activity 2 ~ FIND GRAMPY

Directions: Look at this example and scroll down to the answer. The link to Find Grampy is below.

You will type numbers into the blanks and Click OK. You do have to simplify the fraction to lowest terms. If you are right, the screen will look like this:

When you are correct, raise you hand for a sticker. Click DRAW for a new problem.
Do this 3 Times!

Now you are ready to click the link Find Grampy.


Day 2

Activity 1 ~ EXPLORING GRAPHS OF EQUATIONS

Directions: Click the link Exploring Graphs of Equations.

    1. Click in the table to see the inputs (x's) and outputs (y's).
    2. Try to figure out the pattern. When you think you know the pattern go to the next step.
    3. Click Test. Figure out the y-value that goes with the given x-value. Type in the y-value and hit enter.
    4. If you are correct it will say, "Way to Go!" (If incorrect, click Test and try again.)
    5. Click Show Rule and raise your hand and get a sticker.

f. Do this a total of three times. Click New Problem to get a new problem.

Activity 2 ~ FLIPPING PANCAKES

Directions: Click the link Flipping Pancakes. Scroll down a bit to get to the black box. The rectangles are pancakes!

    1. Click a pancake and your flipper "goes under that pancake." This means that pancake and all above it get flipped.
    2. Experiment to understand the rule in (a) works. Flip some pancakes!
    3. Your goal is to flip the pancakes so they are from big (on the bottom) to small (on the top). When you have a strategy, go to the next step.
    1. 6 Pancakes: Make sure the bottom of the screen looks like this:
      Then Click Reset.
     
    1. Solve it in less than 8 moves and raise your hand and get a sticker.
    1. 9 Pancakes: Make sure the bottom of the screen looks like this:
    1. Solve it in less than 13 moves and raise your hand and get a sticker - and explain your strategy.

Extension Activity ~ If you get done with Activities 1 and 2 Early

Directions: Click the link Flipping Pancakes.

  1. 10 Pancakes, flipping 3 at a time: Set the bottom of the screen looks like this:
    Then Click Reset.
  1. Solve it in less than 11 moves and raise your hand and get a sticker.

Day 1

Activity 1 ~ HIDDEN PICTURE ~ Warm up

Directions: Click the links below, click New Game, questions are at the bottom, click the answers. When you reveal the picture raise your hand and get a sticker.

  1. Addition
  2. Subtraction
  3. Multiplication - do this one twice--get two stickers.

Activity 2 ~ BROKEN CALCULATOR

Directions: Click the link below. The dimmed buttons on the calculator are broken (they don't work!). Your goal is to use the buttons that do work to compute the numbers from 1 through 15. Try it-experiment. When you get all the numbers raise your hand and get a sticker.

  1. Broken calculator

Extension Activity ~ If you get done with Activities 1 and 2 Early

Directions: Click the link below. Read the on screen directions. Try to get 4 ounces in a glass. When you get it raise your hand and get a sticker.

  1. Three glass pouring problem

Come back next week for more After School Math Games.


James R. Olsen, Western Illinois University
E-mail: jr-olsen@wiu.edu
Page last updated: May 5, 2005