B2.2 Recall and demonstrate addition facts for numbers up to 20, and related subtraction facts.

Activity 1: Roll-Roll ("One-More-Than" and "Two-More-Than" and Facts With Zero)


Materials

  • Appendix FR2 ( (grids Roll-Roll) (one per student)
  • Appendix FR3 (Spinner Numbered From 0 to 9) or a numbered ten-sided die
  • Appendix FR3 (spinner) or numbered cubes with the subscripts +1 and +2
  • tokens

Students can play in teams of two, four or six. Each student receives the FR2 Appendix and writes a number in each box. Students can use numbers from 1 to 11 and repeat any number they like. All the Roll-Roll grids will have different combinations of numbers from 1 to 11. The student who plays first throws the ten-sided die (or uses the spinner numbered 0-9) and throws the cube with the subscripts +1 or +2 (or uses the spinner with the subscripts +0, +1, +2). The student states the number sentence that the cubes (or wheels, for example, 4 + 1) give, and announces the result of the spinning wheel. Students who have that number on their grid place a token on a square. The game ends when a student has covered all the squares in a row on their grid.

Variation

Give students a polyhedral cube (12 or 20 faces, or a spinner with higher numbers).

Students could use numbered cubes with more subscripts, namely, +1, +2, -1, -2 (or a spinner with the subscripts +0, +1, +2, -0, -1, -2)

Source : Guide d’enseignement efficace des mathématiques de la maternelle à la 6e année, p. 71-72.

Activity 2: A Little Elevator Ride ("One-More-Than" and "Two-More-Than" or "One-Less-Than" and "Two-Less-Than" and Facts With 0)


Materials

  • Appendix FR4 (game A Little Elevator Ride)
  • Appendix FR3 (spinner) or a numbered cube with the subscripts +0, +1 and +2
  • one token per student (each student should have a different coloured token)

Students play in teams of two and start on the first floor of the apartment building. The student who plays first throws the numbered cube (or spins the spinner) and moves their token, if any, up to the top floors of the building according to the subscript that is drawn (+0, +1 and +2). Students take turns tossing the cube and their token "takes the elevator". The first one to reach the top of the building wins the game. On the 19th floor, to win, you need to get "+1".

Variation

Students can also use numbered cubes with the subscripts "-0", "-1", and "-2", start at the top of the building and gradually work their way down using the elevator. Alternatively, they can start with the numbered cube with the subscripts +0, +1, and +2 to go up. Once on the 20th floor, students switch to the cube with the -0, -1, and -2 subscripts to get back down to the first floor. The student who reaches the bottom first wins the game. You still have to get the exact number to get to 1.

Source : Guide d’enseignement efficace des mathématiques de la maternelle à la 6e année, p. 72.

Activity 3: Doubles on the Egg


Materials

  • Appendix FR9 (game Doubles on the Egg)
  • one token (one per student playing)
  • wooden sticks with a number from 0 to 10 written on one end
  • a cup

For this game, students play in teams of two or four and place their token on the starting square of the game sheet. The student who plays first pulls a stick out of the cup and looks at the first egg to see if twice the number written on the stick is there. If it is, the student places a token on the egg. If not, the student must wait until the next round to try again. The drawn stick is put back into the cup. The next student takes the cup and draws a stick. The game continues in this manner, with students always trying to move on to the next egg, until one student reaches the last egg.

Variation

Once students have mastered the concept of doubles, they can proceed in the same way, but this time double the number on the drawn stick and add 1.

This variation prepares students for the doubles plus or minus one number strategy.

Source : Guide d’enseignement efficace des mathématiques de la maternelle à la 6e année, p. 75.

Activity 4: Go to the Neighbour's house (Doubles Plus One)


Materials

Students work in teams of two. Each student receives five cards. The remaining cards are placed in a pile, face down on the table. The object of the game is to create as many pairs of doubles \(+1\) as possible. In turn, students can call out any two consecutive cards (for example, 7 and 8, 2 and 3, 4 and 5) and say the sum. The pair is then placed upright on the table, as a double \(+1\). If the student does not have such a pair in their cards, they ask their playmate for a card that would form a double \(+1\) (for example, if the student has a 7, they might ask for a 6). If the other student has this card, they must give it to them, and the student who asked for it then places their cards on the table and says the sum. On the contrary, if the other student does not have the requested card, they must respond by singing: “Go to the neighbour's, I think she is there”. The student looking for a card takes the one on top of the stack. The game ends when one person can no longer make a pair. The student with the most wins.

Source : Guide d’enseignement efficace des mathématiques de la maternelle à la 6e année, p. 76.

Activity 5: More or Less? Who wins? ("One-More-Than", "Two-More-Than", "One-Less-Than", "Two-Less-Than" and Facts With 0)


Materials

  • Appendix FR3 (spinner) or a numbered cube with the subscripts +0, +1, +2, -0, -1 and -2
  • Appendix FR19 (number strip graduated from 0 to 20)
  • two tokens of a different colour (one for each student)

Students work in pairs. Each student begins by placing their token on the number 10 on the number strip. The student who starts the game throws the numbered cube (or spins the spinner) and moves their token according to the clue on the cube (or spinner). The game continues until a student reaches one end of the number strip and wins the game.

Source : Guide d’enseignement efficace des mathématiques de la maternelle à la 6e année, p. 79.

Activity 6: The Great Race (+1, +2, +0, -0, Doubles, Near-Doubles, combining by tens)


Materials

  • Appendix FR22 (game The Great Race) (one per student)
  • pencils
  • tokens

The Big Race can be used to familiarize students with all the strategies relating to addition and multiplication in the form of a paper and pencil exercise. Each student needs a copy of the game sheet. The students write in the central box the strategy to be used to fill the game sheet, then move around the circuit applying the strategy indicated in the center to each of the numbers laid out around the track. They write their answer in the outer space of the game sheet (tokens should be available for students to use).

This game is ideal for practicing strategies as they are being taught as well as reviewing previously learned strategies.

Source : Guide d’enseignement efficace des mathématiques de la maternelle à la 6e année, p. 80.