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Make mathematics come alive for your students with these entertaining and educational spinner games. Each quick to assemble and easy-to-use game reinforces a wide range of skills including problem solving and mathematical reasoning, number sense and numeration, whole number operations, geometry and spatial sense, and probability. 25 Spinner Games for Math comes complete with spinner templates, suggestions for game variations and extensions, critical thinking questions, and book links. For use with Grades 3-5.
Through the chapters in this volume we learn about the questions that capture the attention of teachers, the methodologies they use to gather data, and the ways in which they make sense of what they find. Some of the research findings could be considered preliminary, others confirmatory, and some may be groundbreaking. In all cases, they provide fodder for further thinking and discussion about critical aspects of mathematics education.
You had better not monkey around when it comes to place value. The monkeys in this book can tell you why! As they bake the biggest banana cupcake ever, they need to get the amounts in the recipe correct. There’s a big difference between 216 eggs and 621 eggs. Place value is the key to keeping the numbers straight. Using humorous art, easy-to-follow charts and clear explanations, this book presents the basic facts about place value while inserting some amusing monkey business.
"Meg goes to Maker School to hone her talent for building with boxes, but when Simone, another boxitect, arrives they become so competitive they nearly fail in the annual Maker Match." --
This book is for anyone who wishes to illustrate their mathematical ideas, which in our experience means everyone. It is organized by material, rather than by subject area, and purposefully emphasizes the process of creating things, including discussions of failures that occurred along the way. As a result, the reader can learn from the experiences of those who came before, and will be inspired to create their own illustrations. Topics illustrated within include prime numbers, fractals, the Klein bottle, Borromean rings, tilings, space-filling curves, knot theory, billiards, complex dynamics, algebraic surfaces, groups and prime ideals, the Riemann zeta function, quadratic fields, hyperbolic space, and hyperbolic 3-manifolds. Everyone who opens this book should find a type of mathematics with which they identify. Each contributor explains the mathematics behind their illustration at an accessible level, so that all readers can appreciate the beauty of both the object itself and the mathematics behind it.
This must-have resource helps teachers successfully plan, organize, implement, and manage Guided Math Workshop. It provides practical strategies for structure and implementation to allow time for teachers to conduct small-group lessons and math conferences to target student needs. The tested resources and strategies for organization and management help to promote student independence and provide opportunities for ongoing practice of previously mastered concepts and skills. With sample workstations and mathematical tasks and problems for a variety of grade levels, this guide is sure to provide the information that teachers need to minimize preparation time and meet the needs of all students.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
There are many ways to answer the math problems in this book--and that's exactly what children need to build their mathematical reasoning and critical thinking skills. They try different methods to solve the same math problem, using manipulatives, drawing, or writing. Because there is no single correct answer, each reproducible activity page can be reused multiple times as children's math skills develop throughout the year. A fun and engaging way to promote mathematical thinking!