#  >> K-12 >> Elementary School

Interactive Math Activities for Upper Elementary

The hardest part of teaching mathematics to elementary school children is holding their attention. Interactive games can help. Children like to be doing something, and they do not like to sit still and absorb information. This is why most elementary school pupils prefer using computers to reading books or watching movies -- computers are interactive. Interactive games can teach math while holding the children's attention.
  1. Multiplication Ball

    • Multiplication ball is a multiplication learning game for whenever the class is outside, such as during fire drills or when waiting for the bus. Pupils stand in a circle; one pupils says one of the problems -- such as 7 x 8 -- from the multiplication table and bounces a ball toward another student. The receiver catches the ball and answers -- 56 -- then says another problem before bouncing the ball to another student. When a student answers incorrectly, he is out of the circle.

    Factor Trees

    • The teacher writes a three-digit number on the blackboard. A selected student makes a factor tree that starts with the number. If the starting number is 100, for example, the first two branches might terminate with 4 and 25, because 4 x 25 = 100. The 4 would then generate two more branches that terminate with 2 and 2, because 2 x 2 = 4. The 25 would also generate two branches terminating with 5's, because 5 x 5 = 25. When the tree is finished, the pupil can sign the drawing and write a new three-digit number for the next student. Each student erases the previous tree.

    Add and Multiply

    • Several in-class games involve puzzles based on finding two mystery numbers. The teacher gives the sum and products of the numbers, and the pupils must find the numbers. For example: "The sum is 18 and the product is 77; what are the two numbers?" Some combinations are easier than others, and the game has many variations. One way to play has the solver of a puzzle proposing the next puzzle. One advantage of this game is that pupils often spend time thinking of difficult combinations for later use -- excellent unassigned creative homework.

    Code Breaking

    • Write a coded message on the blackboard and explain that the letters in the code are shifted along the alphabet. If the alphabet is shifted one place, for example, A would be B and B would be C. Have the pupils break the code and hand in their answer. When a pupil gets a correct translation, she can read or do whatever else she wants while the rest of the class works on the code. Include short words in your coded message. At first, always have a one-letter word; later, always include a two-letter word.

EduJourney © www.0685.com All Rights Reserved