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Tarsia puzzles and card sortsFree download of Tarsia software at Enter problems and answers; choose puzzle design and print.Students must fit all the pieces together so that what is written along the segments of one piece matches what is written along the segments of adjacent pieces. Once completed, your puzzle will be a “design” or “path.” There are lots of already created puzzles and card sorts available for free download at StationsCut up a sheet of practice problems into groups and paste to folder or construction paper.Place each set in different areas of the room or on different pods of desks.Students move from station to station completing work at each.If this will work for your students, you can make it self-checking by posting the answers for each station on the back of the folder/construction paper.Note: Try to make the problem set at each station take about the same amount of time.Swat It! gamesThis game is great for vocabulary review. You can use the Swat It! template on the shared drive or simply write all the choices on the board.Using the Swat It! template on the shared drive:Make one PPT slide for EACH item you want to review. Divide students into 2 teams and arm each team with a flyswatter. Tape a line on the floor that students have to stand behind when it is their turn.Show a PPT slide containing choices to match with the problem/definition. The first person to “swat it” wins!Writing the choices on the board:Scatter all the word possibilities on the board.Divide students into 2 teams and arm each team with a flyswatter. Tape a line on the floor that students have to stand behind when it is their turn.Read the definition/problem. The first person to “swat it” wins!Row gamesCreate a worksheet with two columns of problems so that the problems on each row have the same answer. Pair students. One student in each pair will do column A problems; the other student will do problems in column B.As they work, they should check their answers. If the answers don’t match, find the mistake.Star Chain (aka Around the Room)Using 12 problems with 12 unique answers, create a table so that the problem printed in the middle of a cell has its answer at the top of another cell. (You can use the template on the shared drive.)Have students cut the cards on the handout apart.Students pick a card to start. They work the problem then find the answer at the top of another card. They tape the cards together.Continue the process until a chain is formed. If they do all the problems correctly, the last problem will match the answer at the beginning of the chain.Tic Tac ToeYou can create tic-tac-toe boards with a problem in each square or you may assign students to write problems in blank boards from a problem set.Students play in pairs. Each pair will have two game boards and 10 colored chips in two different colors.Using one of the game boards, players take turns selecting a square and working the problem. If the player answers correctly, he/she covers the space with his/her colored chip. Play continues until there is a winner or “cat” gets the game.Switch game boards and resume play. Following the second game, pairs can switch boards and play another set.Alternate versionPrepare a tic-tac-toe game with review activities in each block. Students get to choose any three squares in a row to complete their review.You may want to put restrictions on their options. For example, you may require that they go through the center square.This activity allows students the opportunity to choose different outlets to express themselves while still reviewing. Speed DatingCreate a set of set of cards by writing a problem on one side of an index card and its answer on the other. Differentiate by creating leveled sets of cards marked “easy,” “medium,” “hard”.482346012573000Students are given time to become the expert on their problem. Call time, and students switch cards with their partner.Partner works problem with “expert” there to help, if necessary.Switch cards back; then one row shifts down a seat. Repeat.Best Hand WinsDivide a worksheet of problems into six parts so that each part gets progressively harder.Put students into groups of four to work the problems. When finished with a section, the group’s representative brings the section to be checked. If all problems are correct, the student picks a card. If not, the student goes back to the group and tries again.At the end of the activity, groups could have up to six cards. The winning group is chosen by a “predetermined set of rules” – and use the rules for poker without directly referencing it.In case you are not familiar with winning hands in poker, a sample of hands is shown on the last page. The hands are arranged in a winning “hierarchy.”RiskConvert practice problems into the game of Risk. A sample sheet is provided on the shared drive. You can write the problems on this sheet or you can give a blank sheet to students and have them write in the problems as you reveal them on the board. Or you can have the students create their own similar sheet.Students start with 100 points. They can risk anywhere from 0 to 100 points on the first question. They will add the points to their total if they are right and subtract them if they are wrong. Now they can risk anything up to their new total on the next question. Remind students to write the points risked before solving each problem.Consider giving prizes: One for the high score, and one for the “most improved.” (To determine “most improved,” give each student a multiplier: 100 divided by their grade so far.) BazingaDivide class into teams. Each team starts with no points.Starting with the first team, pose a question/problem. If the team is correct, it gets 1 point and chooses a Bazinga card. Take the action indicated on the Bazinga card.If they answer incorrectly, the question then goes to team 2, etc. If all teams have an incorrect answer, the question is now worth 2 points. All teams can rework the problem, and a team can steal with a correct response. Bazinga cards (document is on the shared drive):Point CardsAction Cards3Erase one point from all other teams.3 Double your score.3Take away two points from one other random team and give them to your team.6Add two points to your score.3Erase two points from one other random team.2Randomly switch one player from each of the other teams.2Randomly have a player from the winning team go to the losing team.2The team with the least points must collectively do 10 pushups.2The team with the most points must collectively do 10 pushups.Math-O / BingoThis game is a variation of Bingo. Create worksheet with 24 problems having 24 unique answers.Students work all the problems. Then go over the problems correcting work.Students draw a 5x5 Bingo card with Math-O at the top. The middle space is a free space.Students randomly place the answers to the problems on their Math-O board.You randomly call answers until a student calls “Math-O” indicating they have 5 in a row. Get PunchedStudents work in teams. Each student will complete his/her own work.When everyone has completed 1 problem, they compare answers to determine which is correct and will be used for the group answer.All team members go to teacher to “get punched.” The teacher checks solution:If correct, hole-punch the outer edge of the problem, students return to work space and continue to next problem.If incorrect, they return to workspace and rework.ShowdownCreate several problems on index cards for each group. Answers should be posted on the back. In addition, each student needs blank slips of paper for working problems, and each group needs a team answer sheet.Each group selects a team captain who will set the pace of work. The captain shows problem 1. All team members work individually and silently on the problem, writing answers on answer slips and turning them upside-down when done (or totally stuck).When the captain sees all slips are upside-down, he/she calls “Showdown”. Group members show and compare their answers, explain their work, and come up with a group answer. The captain writes the group answer on the team answer sheet.The captain turns the problem card over and compares the given answer to the team’s answer. If the answers are different, discuss/rework the problem. At this point, teams can ask teacher for help if they get stumped. Continue with next problem.Half a Minute to Win ItStudents are given whiteboards where they must show their work and circle answers. The “contestant” is at the main board where he/she must solve a math problem (showing all work, labeling units, and circling the answer) from a notecard and display for all to see under the document camera. Also display the timer under the document camera.? The question must be answered in 30 seconds or less. The audience must also solve the question on their own whiteboards for the chance to steal the contestant's point. If the contestant answers the question correctly in 30 seconds or less, he/she is awarded one point. However, if time runs out or if the answer is incorrect, call on any member in the audience who had his/her hand up BEFORE the 30 seconds is up for a chance to steal the point.Students take turns being the contestant and the student with the most points in the end wins.?Change the amount of time based on the problem set you use. The game can be A Minute to Win It, Two Minutes to Win It, etc.Boo-Yah!53263805397500Students are divided into teams. Each team gets a whiteboard, marker, eraser, and team spirit.Nobody writes on the whiteboards until the problems are revealed.When a problem goes on the board, the first team to hold up the correct answer on a whiteboard and yell “BOO-YAH!” gets one point plus two more points for a good explanation.Waterfall Trivia gameWaterfall Trivia is loosely based on team trivia games at restaurants. The questions come at the students in rounds of three to five questions. Each question is shown for a set for 2 minutes (or the amount of time you choose).Students are allowed to use their notes in solving the problems/answering the questions.Students record answers on slips of paper which are turned in after each round.Time between rounds can be used to review especially tricky problems – ones that more than half the students miss.More information and a template are on the shared drive.Sample Poker Hands in Hierarchy Winning Order ................
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