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Up and Down Donkey
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In this game, learners build up six stacks of cards in the middle of the table, face up, in order from 1 at the bottom to 20 on the top. The first player to get rid of all his cards is the winner.
Pass or Roll!
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In this math activity, learners play a game in which every roll can earn you counters, but if you roll the wrong number (6), you have to put everything back.

Memory Match
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In this classic memory game (on pages 37-45 of PDF), learners turn over tiles to reveal images on the back.

Six Holes of Arachnipod Crossing
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In this Cyberchase activity, learners use the numbers one through six to solve a puzzle.

Make Matt's Coder/Decoder
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In this Cyberchase activity, learners make decoders to send and receive secret messages. Learners make the device out of two 8-ounce cups and two code strips.

Quipus
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Learners create an Incan counting device called a quipu (pronounced kee-poo).

100 Puzzles
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In this activity, learners find as many combinations of a hundred as they can using various puzzle pieces from a hundred square grid paper.