Here´s the exchange Project between the Freie Universität Berlin and the Happy Kids School of the gofishnet-foundation.

This video is about the game 500 wins. With this game the students can improve their skills about two- and three- digit numbers. They learn about place values, like 300 is more than 30. So they get to know what the place of a number is important for. We can also understand what we use a zero for and what a zero is.

What do you need?:

• 2 game boards

• 20 stacking chips (10 of each color)

• 4-sided die

• 6-sided die with dots

• pen and paper

Game Setup:

1. Each player gets an empty game board

2. Each player takes 10 chips and a 4-sided die (you can share the die with your partner)

3. The 6-sided die is only for identifying the dice pattern and serves as a guide

Ready, steady, go!:

The youngest player starts. Each turn begins by rolling the 4-sided die. The number of chips you place on the game board depends on the number you roll. Attention!: If a four is rolled, one stacking chip must be removed from the game board. The chips are placed according to the dice pattern! First, place chips on the left half of the game board, then on the right half. If you are not sure about the dice pattern use the 6-sided die as help. If the dice patterns are clear, you can now step up by starting to calculate in writing. For example, if you have 4 chips on your game board and you are rolling a three, you are going to write down 4+3=7 on your sheet. So you should now have 7 chips on your game board. If you roll a four, you would subtract one.

And the winner is...:

The game ends as soon as one of the players has ten chips on their game board.

That player wins. ☺

OTHER VARIATIONS:

Variant 1: Zero Wins:

To prepare for the game, both players fill their game board completely with chips. Each turn begins with rolling the 4-sided die.

The number you roll tells you how many chips you have to removed from the game board.

Attention!: If a four is rolled, a chip must be added to the game board. The chips are removed in a way that you always have a dice pattern on the game board. (You are allowed to move the chips) The player who first clears their field entirely wins.

Variant 2: The Tenth Chip Wins:

Both players play on one game board. The starting player can be determined, for example, by "Rock, Paper, Scissors."

In each turn, players decide whether they want to place one or two chips. Players take turns alternately. The player who places the tenth stackable chip wins. So it is important that you think about your choice clearly! You need a strategy. ;)

What did you learn?:

1. Counting within the number range up to ten: The game allows children to become familiar with numbers and quantities up to ten.

2. Strategic thinking: Players must decide when to place chips and whether to place one or two chips to reach the goal of ten chips. (Variant 2)

3. Pattern recognition: By placing and removing chips, players must recognize patterns.

4. Decision-making: Players must consider which steps to take to achieve their goal while also preventing their opponent from winning. (Variant 2)

5. To calculate in writing: Using the dice pattern for written calculation involves performing arithmetic operations based on the dice roll result.

The game "Ten Wins" is a great way to move from counting to "thinking" mathematically or to working with quantities. It promotes fundamental mathematical skills and is especially suitable for the beginning stages of schooling.

Have fun!

Ready, Set, Play!

**Game instruction "ten wins"**

**1. Addition**

Material:

- 1 playingfield

- 10 stacking chips of one color

- 4s dice disc

- Original dice with dots

Game preparation

The playing field of the educational game “ten wins” and the original dice are placed on the table. The child receives ten stacking stones of one color and the game is played with the 4s dice disc. (Gameplay step 1) The child turns the dice disc the numbers facing down, stops it, holds the disc down, turns it over and reads the numbers underneath.

For example: The dice result of a one is placed with a stacking stone on the left dice image of the double dice image. It is based in the original dice. After the next spin the result is three three à the child places three more stacking stones on the playing field. Now there is a total of four stacking stones.

Important: These four stacking stones must be arranged so that they correspond to the cube image of an original cube.

If a four is then rolled, the player must remove one stacking stone from the dice according to the rules.

Who wins the game?

The player who gets the playing field full of stacking stones wins the fame “ten wins”.

(Gameplay step 2)

The moves are the same as in the first gameplay step, but in the second gameplay step, each move need to be written down.

For example:

First move: 0 + 1 = 1

Second move: 1 + 3 = 4

Third move: 4 – 1 = 3

Who wins the game?

The player who gets the playing field full of stacking stones wins the fame “ten wins”.

**Game instructions “Zero wins”**

**2. Subtraction**

Material:

- 1 playingfield

- 10 stacking chips of one color

- 4s dice disc

- Original dice with dots

Game preparation

The playing field of the educational game “ten wins” and the original dice are placed on the table. The child receives ten stacking stones of one color and the game is played with the 4s dice disc.

Important: Different than in the first game, the initial situation is that all spaces on the dice are occupied by stacking stones.

(Gameplay step 1)

The child turns the dice disc the numbers facing down, stops it, holds the disc down, turns it over and reads the numbers underneath.

For example: If you roll a one, remove one stacking tile from the right-hand dice image so that the four corresponds to the number on the original dice.

Important:

If a four is then rolled, the player must add one stacking stone from the dice according to the rules.

Who wins the game?

The player who has no more stacking stones on the playing field wins the fame “zero wins”.

(Gameplay step 2)

The moves are the same as in the first gameplay step, but in the second gameplay step, each move need to be written down.

For example:

First move: 10 – 1 = 9

Second move: 9 – 3 = 6

Third move: 6 – 1 = 5

Who wins the game?

The player who has no more stacking stones on the playing field wins the fame “zero wins”.

The game “Search the Number” and the expansion “Number Clapping” offer the potential to get to know the decadal structure of the number space. The principle of bundling ten is helpful for this game, which means it must be purchased beforehand for this reason. This principle is helpful because the playing field is represented with bundling of tens. This makes orientation in the number range from 1 – 100 easier.

The expansion “Number Clapping” also offers more concrete potential. By coloring the playing field, the children gain an understanding of the size ratio of a number. Especially with regard to the topic of “greater or less than” the children can draw on the knowledge they have acquired by playing “Number Clapping” as they gain a special understanding of numbers.

In both variants, in addition to the bundling of ten, the principle of bundling five is also used, as the units on the playing field are represented as a bundle of five. These are also shown as a cube image, which makes it easier for the children to recognize the number of units. For this reason, before playing, children should not only be familiar with the bundling of ten, but also with the bundling of five and the dice representation.

During the course of the game, the children are asked to develop and implement their own strategies, which allows them to determine which strategy makes the most sense for them.

Trimon is a game that helps students develop an understanding of quantities. It uses 40 triangular cards that show either dots or numbers. They learn to recognize and compare quantities by analyzing the dot cards and matching them with the corresponding number cards. The dot cards have dots in two colors: red and blue. This helps the children identify different quantities:

- the number of red dots

- the number of blue dots

- the total number of red and blue dots together

To identify a quantity, the child focuses on the red dots and ignores the blue dots. For the next quantity, they look only at the blue dots and ignore the red dots. Finally, the child recognizes the total quantity by counting both the red and blue dots.

Material

40 triangle cards (dot cards and number cards)

Game Setup

1. Shuffle the triangle cards with the dots and place them face down.

2. The youngest player draws one of these cards and places it face up in the middle. This is the starting card.

3. Place all the other cards face up on the table where everyone can see them.

Gameplay

Players take turns placing a triangle card next to an already placed triangle card. Follow these rules:

1. A triangle card with dots (dot card) must be followed by three triangle cards with numbers (number cards).

2. A number card can then be followed by a dot card.

3. Two more number cards can be placed next to this new dot card.

The following rules apply for the number cards:

Trimon is a game that helps students develop an understanding of quantities. It uses 40 triangular cards that show either dots or numbers. They learn to recognize and compare quantities by analyzing the dot cards and matching them with the corresponding number cards. The dot cards have dots in two colors: red and blue. This helps the children identify different quantities:

- the number of red dots

- the number of blue dots

- the total number of red and blue dots together

To identify a quantity, the child focuses on the red dots and ignores the blue dots. For the next quantity, they look only at the blue dots and ignore the red dots. Finally, the child recognizes the total quantity by counting both the red and blue dots.

- One number card shows the number of blue dots on the dot card.

- One number card shows the number of red dots on the dot card.

- One number card shows the total number of dots on the dot card (blue and red together)

The game ends when the last dot card has been placed. The goal of the game is to create a pattern where as many number cards as possible remain.

Nummero should be played as one of the last games from the selection of games we sent you. The children should already be comfortable with numbers up to one hundred, as this game is quite challenging. This game reinforces their understanding of numbers up to one hundred. Additionally, it promotes understanding of higher than and lower than. Another aspect that is

reinforced through this game is the handling of even and odd numbers. The game also deepens the understanding of the place value system.

What we need for the game:

• 2 game boards

• 2 washable overhead markers

• 10 playing cards

• Post-it notes

What we need to prepare before the game:

Each child receives an empty game board and a marker, along with five cards. One card asks whether the target number is lower, one asks if the number is higher, one asks if the number is odd or even, one asks if the number is in between two numbers, and one asks if a specific digit is in the number. Each child holds their cards so the other child cannot see them. Each child then secretly writes a number between 1 and 100 on a Post-it note and sticks it to the other child's forehead so that they cannot see the number.

What is the goal of the game?

The children must figure out the number on their forehead using only the five questions.

How to play:

The younger child starts and places a card of their choice to ask a question. The other child answers the question, and the asking child crosses out all numbers on their game board that are no longer possible. The card used remains on the table. Then it is the other child's turn. If all five cards have been used without discovering the number, the children can select three cards to take back into their hand and continue using them.

When does the game end?

The game ends as soon as one child has crossed out all but one number, and this number matches the number on the Post-it note on their forehead. The child who correctly identifies the number on their forehead first wins. However, they can continue playing until the other child has also guessed their number, ensuring both children experience success. The game

immediately ends if an incorrect number is guessed.

We wish you lots of fun trying it out.

General Infos:

Age range/grade range: 6-8 years / 1st -3st class

Number of players: 2-4, ideal for 2 player

Goal of the game:

To get three crossed out numbers in a row, (it doesn‘t matter if vertical, horizontal or diagonal)

Learning effect:

Helps children become more confident in adding and subtracting numbers. Can be helpful for children who still need support, especially after the expansion with the multiplication and division.

Material:

1 x dice with ten sides

pen and paper

Preparation:

1. In Preparation for the game, both players have to use to create a bingo field, which contains 9 spaces.

Important: both player need to have individuell bingo fields

2. Now each player has one bingo field and one plus-minus bingo table. The game can start.

Explanation:

1. Take turns throwing the dice. The dice results are entered into a row of the plus-minus bingo tables. The first throw is entered in the first row, the second throw is entered in the second row. Then, the arithmetic operator (plus or minus) is entered in the circle, and the missing number in the box is determined. This number is then crossed out on the bingo field.

Example: The first throw results in 3 and is placed on the entered first line.

2. The second roll results in 5 and is recorded on the second line.

3. Now the arithmetic operator is registered in the circle. In this (our) case, only a plus is possible. If both operators are possible, the player has a free choice. (If this is not possible, for example, because a negative number would result, the two digits are swapped.)

4. Now the missing number in the box is determined.

5. The number in the box is then crossed out in the bingo field. The table is filled out from field A1 to A6 and then from B6 to B1. The table is usually not complete filled out and can be continued in the next game

6. This process gets repeated until one player gets three crossed out numbers in a row.

Conclusion:

The first person to get three crossed-out numbers in a row, either horizontally, vertically, or diagonally wins the game. There are at least 4 possible ways to win the game)

Rules:

1. The game ends, when a player gets three crossed-out numbers in a row.

2. Each player solve a task before the next player can roll the dice again.

3. You can generally chose the operation, but in some cases it is not possible.

For example, if the first number you get is lower than the second:

- 2+7 possible, it would not result in a negative number

- 2-7 not possible, it would result in a negative number

4. If both player finish the game at the same time, the game ends in a draw, so there is no winner.

„Räum ab“, and everything you need to know about it.

The game should be played by two people. If a game board is not available, it can be quickly created on a sheet of paper.

Why the game should be played: The game significantly reinforces knowledge in the number range 1-9, especially in addition. It also helps with number decomposition, as students first determine the addends and then look back at the sum. Additionally, students have a lot of fun, and each game presents new challenges.

Material:

- Game board

- 24 flip tiles

- 10-sided dice

Game Setup:

The game board is placed in the center. The die and the flip tiles are also placed nearby. Each player chooses a color, either red or blue.

Game Play:

At the beginning of each turn, the 10-sided dice is rolled. Based on the result of the roll, flip tiles are placed. The following rules apply for placing flip tiles: on two fields, the sum of whose numbers equals the rolled number, one flip tile of the player's color can be placed on each. For example, if an 8 is rolled, tiles can be placed on 5 and 3. Additionally, the rolled number itself can also be covered. If a 0 is rolled, the player skips their turn. If a player cannot place any tiles, they may flip the opponent's tiles to show their own color, following the same rules as before. After placing, the turn ends.

Game End:

The game ends when all fields are covered with tiles. The winner is the player with the most tiles on the board.

I hope the students have fun and greetings from Berlin