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Cuisenaire
Activity and
Exploration Book
for pre-Miquon Kids
by Miranda Hughes
about this book:
When my third child, Sophie, was 4, her older siblings went
through a phase of dedicated math bookwork. Sophie loved peer-
ing over her brother and sister’s shoulders, but she wanted some
math “work” of her own.
Her older sister patiently played with dried beans, egg cartons,
dice and cuisenaire rods with her. The rods were what really
grabbed Sophie, though, and she wanted more games. I was
very fond of the Miquon Math program but she didn’t seem quite
ready to dive into that in a structured way. So she and I began
experimenting with ideas for games. I began creating and then
recording some of the better ones on my computer.
This booklet is the distillation of our inventions and explorations.
It contains conceptual math games suitable for the K and pre-K
level. They are particularly suited to children who are almost going
to be using Miquon Math at the 1st grade level, because they
use a similar philosophy and manipulatives.
If you wish to print and use the whole booklet, I suggest printing
four copies of the flashcards on heavy cardstock, for a total deck
of 48 cards. With the booklet, print page 1 on coloured cardstock,
and the remainder front and back on regular copier paper. Take
the booklet to a copy shop and have them cut the pages in half
and punch-bind them, with the page 1 serving as a cover. The
cards should be cut into 3” x 4¼” rectangles and are most dura-
ble and appealing when laminated.
Feedback?
mirhughe@netidea.com
http://community.netidea.com/mirhughe
© 2003 Miranda Hughes. Permission for personal use granted.
Free-form Play and Other Ideas
Just get the rods out. They’re lovely to stack and arrange. If your
child doesn’t seem interested, just start playing by yourself and
you’ll probably find a curious pair of eyes looking over your shoul-
der before too long. Build a staircase or a tile floor. Make a hollow
pyramid. Make squares. Stand the rods upright and make a little
garden. Make a colourful four-pointed star. Give the rods “fla-
vours” and build desserts. Put on a rod play with a standing-up
yellow rod in a starring role.
Measure things with your rods. Measure your child’s thumbs and
fingers. Compare them to yours. How tall is a juice cup? How
long is my celery stick? What is there in the house that is the
same shape as a white rod? What is there that’s roughly the same
shape as a red rod?
Organize your rods. This is an activity that can be done over and
over again. Sort them into cups or boxes. Arrange them by colour
or size. Are there more whites or more reds? How many yellows
make an orange? You don’t have to ask or demonstrate things
like this... the observations will arise naturally through play.
If they’re fun to put away, they’ll get put away too! We use an
inexpensive fishing tackle box for ours. The top tray is shallow
and the rods are easy to grab. The bottom is open and we keep a
matching base-ten set in there for the older kids.
2 23
Squeeze Play Gameboard
Squeeze Play
Game Board 2
Cuisenaire
Activity and
Exploration Book
for pre-Miquon Kids
Free-form Play and Other Ideas...........................................2
Rod pictures...........................................................................3
Brachiosaurus............................................................4
The Farm....................................................................5
Sailboat......................................................................6
Hot Air Balloon........................................................7
Snakey Rods..............................................................8-9
War........................................................................10
Differences.......................................................11
Sums.....................................................................12
Sums and Differences.......................................................13
Steps and Stairs...........................................................14
Dice Match....................................................................15
Chutes & Ladders.......................................................16-17
2-Layer Rectangles...............................................................18
Gimmie Ten........................................................................19
Gridlock........................................................................20-21
Squeeze Play.................................................................22-23
124
4 21
Brachiosaurus Gridlock Gameboard
Rod-Pictures
The following pages contain some pre-made rod-pictures. The
idea is to place rods on matching shapes on the page. They’re
good for developing recognition of rod-lengths and proportions,
and for developing fine-motor control.
Encourage your child to make his or her own pictures. If you have
a camera you can photograph particularly appealing ones and
use the photo to challenge your child to reproduce the same de-
sign later.
Encourage your child to build letters out of Cuisenaire rods to
spell his or her name. Make numerals too. Can you make a “1”
out of white rods? A “2” out of red rods? What other numbers can
you make out of their corresponding rods?
322
SqSqSqSqSqueeueeueeueeueeze Plaze Plaze Plaze Plaze Playyyyy
Players: 2 Competitive
Materials: cuisenaire rods
Squeeze Play game board - see next page
Skills: 2-dimensional strategizing
Rules: Select one of the Squeeze Play game boards. Each
player gets 10 rods, 1 of each color.
Players take turns placing the rod of their choice
within the grid lines on the game board. The object is
to be the player who places the last Cuisenaire Rod
on the game board.
Squeeze Play
Game board 1
6 19
SSSSSaiaiaiaiailblblblblboaoaoaoaoattttt GGGGGiiiiimmmmmmie Tmie Tmie Tmie Tmie Tenenenenen
Players: 2-4 Competitive or Co-operative
Materials: regular starter set of cuisenaire rods
Cuisenaire Cards (with 11’s and 12’s removed)
Skills: simple addition
numerical values of cuisenaire rods
identification of pairs of rods adding up to ten
Rules: Create a rod diagram with Cuisenaire rods, depicting
“different names for ten”. In other words, lay out an
orange rod, and beside it place (blue + white),
(brown + red), (black + light green), and so on. Keep
this diagram in plain view in the centre of the playing
surface.
Deal out five cards to each player. Cards are laid
face-up. The youngest player begins. If this player
has any orange rod cards, or any combinations of
two cards which equal ten, he or she picks up all
such cards. Dealer replaces the cards and play
moves on. If no tens or ten-pairs can be made player
can do a trade of 1 or more cards with the dealer in
lieu of a turn. Play continues until all cards have
been dealt.
Competitive version: Person who has picked up the
most tens and ten-pair cards wins.
Co-operative version: Players co-operate to make
tens out of all remaining cards.
520
TTTTThe Fhe Fhe Fhe Fhe FarmarmarmarmarmGridlGridlGridlGridlGridlockockockockock
Players: 2-4 Co-operative
Materials: regular starter set of cuisenaire rods
one six-sided die
Gridlock game board - see next page
Skills: numerical values of cuisenaire rods
2-dimensional strategizing
introduction to area and multiplication
familiarity with grid, pre-graphing skills
Rules: On his or her turn, a player rolls the die twice to
determine which Cuisenaire Rods to take. The first
roll tells “how long” a rod to use. The second roll tells
“how many” rods to take.
Players arrange their rods into a rectangle, place it
on their grid. You may choose to calculate or use a
rod track to calculate the area of the rectangle.
The game is over when one player can’t place a
rectangle because there’s no room on the grid. Then
players count or compute how many of their squares
are uncovered.
Aim is to minimize this score.
17
StartStartStartStartStart
EndEndEndEndEnd
32941082745238472
5
5
3
2
6
7
1072944
21
7
35242
10
8
7
364551271235
9
4342112
24211
1
6
4
3
4
2
2314
2
2
5
s
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ChuChuChuChuChutttttes aes aes aes aes and Land Land Land Land Laddddddersdersdersdersders
Players: 1-4 Competitive or Co-operative
Materials: two of each colour of Cuisenaire rod
Chutes and Ladders Board Game (see next page)
a small token
a small opaque bag or box
Skills: number value of rods
simple strategizing
numbers to 50
counting backwards
Rules: Use token as a marker on the game board. This is
traditional “Chutes and Ladders” with a twist. Rather
than rolling dice to decide your move, you reach
blindly into a bag or box to choose a Cuisenaire rod.
The better you are at feeling the lengths of the rods
and the better you know their numerical values, the
faster you’ll advance along the board.
Players take turns drawing a rod from the bag and
moving the token forward the number of squares
indicated by the rod. If the game token lands on a
chute, the player must descend. If the game token
lands on a ladder, the player climbs. Each rod, once
used, remains out of the bag until all rods have been
used. Then all are returned to the bag. To finish, you
must land exactly on the last square. If you over-
shoot, you must count backwards from the end
square to count out the requisite number of spaces.
Competitive version: use multiple tokens
718
22222-La-La-La-La-Layer Ryer Ryer Ryer Ryer Rececececectatatatatanglesnglesnglesnglesngles
Players: 2 Non-competitive
Materials: Cuisenaire Rods
Skills: counting
familiarity with rectangle shape
fine motor control
multiplication terminology
Rules: One player lays out a “rectangle” of rods of identical
length.
The other player lays out a commutative rectangle
on top, using rods placed at 90 degrees to the first
set.
eg. first player places five purple rods side by side,
second player places four yellow rods on top, form-
ing a rectangle of the same shape:
If desired, “check” that the rectangles are the same
size by laying out two rod trains, one made from
each rectangles. They will be of equal length.
HHHHHooooot Ait Ait Ait Ait Air Br Br Br Br Balalalalalllllloooooooooonnnnn
10 15
WWWWWararararar
Players: 2 Competitive or Non-Competitive
Materials: Cuisenaire Cards
Skills: comparing rod lengths
recognizing and naming rod values to 12
concepts of equal, greater than and less than
Rules: Each player is dealt half the deck of cards. Both play-
ers face off, turning over one card each. The players
with the higher-value card wins both cards, adding
them to the bottom of his or her stack.
If there is a “tie”, the tied cards stay face up. Each
player adds three face-down cards, then one face-up
card. The greater card wins the entire trick. Repeat if
necessary for “double war” or “triple war” if further ties
occur.
Non-competitive version: Game ends when players
have been through the deck once.
Competitive version: Game ends when one player has
won all the cards from the other. Or game ends at an
agreed-upon time, and players count how many cards
they each have to determine a winner.
Dice MDice MDice MDice MDice Maaaaatctctctctchhhhh
Players: 2-4 Competitive or Co-operative
Materials: Cuisenaire Cards (remove “1” cards)
two six-sided dice
Skills: counting (dots on dice)
simple addition 2 to 12 (two dice added together)
pattern recognition (dots on dice)
correspondence of numerals and cuisenaire rods
Rules: Each player is dealt six Cuisenaire Cards. They are
laid out in a row, face-up, in front of the player. Play-
ers then take turns rolling the dice. If the number
rolled is equivalent to the value of a Cuisenaire card
that player has, the card is flipped over. The object
of the game is to turn over all one’s cards.
Competitive version: winner is the first person to turn
over all his cards.
Co-operative version: object is for all players to turn
over all their cards, so a player who rolls a number
he cannot use can give his roll to a player who can.
9
SnaSnaSnaSnaSnakkkkkey Rey Rey Rey Rey Rodsodsodsodsods
Players: 1-4 Competitive or Co-operative
Materials: regular starter set of cuisenaire rods
one six-sided die (dots or numerals)
Snakey Rods game board
Skills: fine-motor control
numeral recognition
correspondence of numerals and cuisenaire rods
visual estimation of lengths
strategizing
Rules: To begin each player rolls die five times, selecting a
rod to match each roll of die. Thus each player begins
the game with a pile or five rods of value 1 - 6.The
object is to use up all one’s rods as soon as possible.
Players take turns placing a rod on the snake path
beginning at “Start.” If a rod ends directly in front of a
square with a number in it, that player must add the
corresponding rod to his pile. If no move can be
made, player rolls the die, adding the corresponding
rod to his pile until a move can be made.
In the competitive version, the aim is to be the first to
use up all one’s rods. In the co-operative version the
aim is to work together to make the shortest possible
“snake”, and once one player is out of rods, he or she
assists the other(s) in using up remaining rods. If the
snake reaches the “End” square before the game
ends, the snake wins.
S
12345678910
20191817161514131211
21222324252627282930
41424344454647484950
40393837363534333231
Start
End
SS
SS
SS
ChuChuChuChuChutttttes aes aes aes aes and Land Land Land Land Ladddddders Gameders Gameders Gameders Gameders Gamebbbbboaroaroaroaroarddddd
SS
S
12 13
SSSSSuuuuumsmsmsmsms
Players: 1-4 Non-Competitive
Materials: regular starter set of Cuisenaire rods
set of Cuisenaire Cards
Skills: the concept of “sum”
relative value of rods
reprentation of numbers from 11-20 with rods
Rules: Player chooses a rod, then draws a card. The object
is to make rod diagram illustrating the sum of these
two values.
eg. Child chooses purple rod and draws a black rod
card, then lines up purple end on end with black and
demonstrates how orange and white match the sum.
Parent can narrate the result: “The sum of purple
and black is orange with white. The sum of 7 and 4
is 11.”
Other players take turns in a similar fashion.
If children have used the Cuisenaire Cards for other
games they will be familiar with the standard
cuisenaire representation of 11 and 12. You can
explain that the other “teens” are named by adapting
the names of the rods that represent them: “five-ten”
is “five-teen” or “fif-teen”. “Six-ten” is “sixteen” and
so on.
SSSSSuuuuums ams ams ams ams and Dind Dind Dind Dind Difffffffffferenceserenceserenceserenceserences
Players: 1-4 Non-Competitive
Materials: regular starter set of Cuisenaire rods
set of Cuisenaire Cards
Skills: the concepts of “sum” and “difference”
the different way we represent these operations with rods
relative value of rods
reprentation of numbers from 11-20 with rods
Rules: This game is just a combination of “Sums” and
“Differences”. With each turn the player can choose
whether to make a sum rod diagram or a difference
rod diagram.
1114
DiDiDiDiDifffffffffferenceserenceserenceserenceserences
Players: 1-4 Non-Competitive
Materials: regular starter set of Cuisenaire rods
set of Cuisenaire Cards
Skills: the concept of “difference”
relative value of rods
the idea that “same” means “zero difference”
Rules: Player chooses a rod, then draws a card. The object
is to make rod diagram illustrating the difference
between these two values.
eg. Child chooses purple rod and draws a black rod
card, then lines up purple beside black and demon-
strates how light green fills in the difference.
Parent can narrate the difference shown: “The differ-
ence between black and purple is light green. The
difference between 7 and 4 is 3.”
Other players take turns in a similar fashion.
To reduce difficulty, it may be helpful to remove the
11 and 12 cards from the deck.
Most children see the “zero difference” scenario as a
funny joke. They enjoy the coincidence of choosing
SSSSSttttteps aeps aeps aeps aeps and Snd Snd Snd Snd Staitaitaitaitairsrsrsrsrs
Players: 2-4 Co-operative
Materials: regular starter set of cuisenaire rods
set of Cuisenaire Cards (remove 11’s and 12’s)
Skills: relative value of rods
concepts of “equals”, “greater than” and “less than”
strategizing
Rules: Each player is dealt six cards. These are laid face up
in a row. Players take turns placing a rod matching
one of their cards to create “steps and stairs” array
of cuisenaire rods in the centre of the playing sur-
face. The rods are laid parallel to each other, and
each rod must be equal to, or one greater than or
one less than the last one placed. Once a card is
used it is removed, set aside in a common “discard”
pile, and replaced from the deck.
A player who cannot move must forfeit his turn and
trade one card with the deck.
The aim is to have as few cards as possible remain-
ing undiscarded at the end of the game.

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Cuisenairebook (1)

  • 1. Cuisenaire Activity and Exploration Book for pre-Miquon Kids by Miranda Hughes about this book: When my third child, Sophie, was 4, her older siblings went through a phase of dedicated math bookwork. Sophie loved peer- ing over her brother and sister’s shoulders, but she wanted some math “work” of her own. Her older sister patiently played with dried beans, egg cartons, dice and cuisenaire rods with her. The rods were what really grabbed Sophie, though, and she wanted more games. I was very fond of the Miquon Math program but she didn’t seem quite ready to dive into that in a structured way. So she and I began experimenting with ideas for games. I began creating and then recording some of the better ones on my computer. This booklet is the distillation of our inventions and explorations. It contains conceptual math games suitable for the K and pre-K level. They are particularly suited to children who are almost going to be using Miquon Math at the 1st grade level, because they use a similar philosophy and manipulatives. If you wish to print and use the whole booklet, I suggest printing four copies of the flashcards on heavy cardstock, for a total deck of 48 cards. With the booklet, print page 1 on coloured cardstock, and the remainder front and back on regular copier paper. Take the booklet to a copy shop and have them cut the pages in half and punch-bind them, with the page 1 serving as a cover. The cards should be cut into 3” x 4¼” rectangles and are most dura- ble and appealing when laminated. Feedback? mirhughe@netidea.com http://community.netidea.com/mirhughe © 2003 Miranda Hughes. Permission for personal use granted.
  • 2. Free-form Play and Other Ideas Just get the rods out. They’re lovely to stack and arrange. If your child doesn’t seem interested, just start playing by yourself and you’ll probably find a curious pair of eyes looking over your shoul- der before too long. Build a staircase or a tile floor. Make a hollow pyramid. Make squares. Stand the rods upright and make a little garden. Make a colourful four-pointed star. Give the rods “fla- vours” and build desserts. Put on a rod play with a standing-up yellow rod in a starring role. Measure things with your rods. Measure your child’s thumbs and fingers. Compare them to yours. How tall is a juice cup? How long is my celery stick? What is there in the house that is the same shape as a white rod? What is there that’s roughly the same shape as a red rod? Organize your rods. This is an activity that can be done over and over again. Sort them into cups or boxes. Arrange them by colour or size. Are there more whites or more reds? How many yellows make an orange? You don’t have to ask or demonstrate things like this... the observations will arise naturally through play. If they’re fun to put away, they’ll get put away too! We use an inexpensive fishing tackle box for ours. The top tray is shallow and the rods are easy to grab. The bottom is open and we keep a matching base-ten set in there for the older kids. 2 23 Squeeze Play Gameboard Squeeze Play Game Board 2
  • 3. Cuisenaire Activity and Exploration Book for pre-Miquon Kids Free-form Play and Other Ideas...........................................2 Rod pictures...........................................................................3 Brachiosaurus............................................................4 The Farm....................................................................5 Sailboat......................................................................6 Hot Air Balloon........................................................7 Snakey Rods..............................................................8-9 War........................................................................10 Differences.......................................................11 Sums.....................................................................12 Sums and Differences.......................................................13 Steps and Stairs...........................................................14 Dice Match....................................................................15 Chutes & Ladders.......................................................16-17 2-Layer Rectangles...............................................................18 Gimmie Ten........................................................................19 Gridlock........................................................................20-21 Squeeze Play.................................................................22-23 124
  • 5. Rod-Pictures The following pages contain some pre-made rod-pictures. The idea is to place rods on matching shapes on the page. They’re good for developing recognition of rod-lengths and proportions, and for developing fine-motor control. Encourage your child to make his or her own pictures. If you have a camera you can photograph particularly appealing ones and use the photo to challenge your child to reproduce the same de- sign later. Encourage your child to build letters out of Cuisenaire rods to spell his or her name. Make numerals too. Can you make a “1” out of white rods? A “2” out of red rods? What other numbers can you make out of their corresponding rods? 322 SqSqSqSqSqueeueeueeueeueeze Plaze Plaze Plaze Plaze Playyyyy Players: 2 Competitive Materials: cuisenaire rods Squeeze Play game board - see next page Skills: 2-dimensional strategizing Rules: Select one of the Squeeze Play game boards. Each player gets 10 rods, 1 of each color. Players take turns placing the rod of their choice within the grid lines on the game board. The object is to be the player who places the last Cuisenaire Rod on the game board. Squeeze Play Game board 1
  • 6. 6 19 SSSSSaiaiaiaiailblblblblboaoaoaoaoattttt GGGGGiiiiimmmmmmie Tmie Tmie Tmie Tmie Tenenenenen Players: 2-4 Competitive or Co-operative Materials: regular starter set of cuisenaire rods Cuisenaire Cards (with 11’s and 12’s removed) Skills: simple addition numerical values of cuisenaire rods identification of pairs of rods adding up to ten Rules: Create a rod diagram with Cuisenaire rods, depicting “different names for ten”. In other words, lay out an orange rod, and beside it place (blue + white), (brown + red), (black + light green), and so on. Keep this diagram in plain view in the centre of the playing surface. Deal out five cards to each player. Cards are laid face-up. The youngest player begins. If this player has any orange rod cards, or any combinations of two cards which equal ten, he or she picks up all such cards. Dealer replaces the cards and play moves on. If no tens or ten-pairs can be made player can do a trade of 1 or more cards with the dealer in lieu of a turn. Play continues until all cards have been dealt. Competitive version: Person who has picked up the most tens and ten-pair cards wins. Co-operative version: Players co-operate to make tens out of all remaining cards.
  • 7. 520 TTTTThe Fhe Fhe Fhe Fhe FarmarmarmarmarmGridlGridlGridlGridlGridlockockockockock Players: 2-4 Co-operative Materials: regular starter set of cuisenaire rods one six-sided die Gridlock game board - see next page Skills: numerical values of cuisenaire rods 2-dimensional strategizing introduction to area and multiplication familiarity with grid, pre-graphing skills Rules: On his or her turn, a player rolls the die twice to determine which Cuisenaire Rods to take. The first roll tells “how long” a rod to use. The second roll tells “how many” rods to take. Players arrange their rods into a rectangle, place it on their grid. You may choose to calculate or use a rod track to calculate the area of the rectangle. The game is over when one player can’t place a rectangle because there’s no room on the grid. Then players count or compute how many of their squares are uncovered. Aim is to minimize this score.
  • 8. 17 StartStartStartStartStart EndEndEndEndEnd 32941082745238472 5 5 3 2 6 7 1072944 21 7 35242 10 8 7 364551271235 9 4342112 24211 1 6 4 3 4 2 2314 2 2 5 s n a k e y r o d s ChuChuChuChuChutttttes aes aes aes aes and Land Land Land Land Laddddddersdersdersdersders Players: 1-4 Competitive or Co-operative Materials: two of each colour of Cuisenaire rod Chutes and Ladders Board Game (see next page) a small token a small opaque bag or box Skills: number value of rods simple strategizing numbers to 50 counting backwards Rules: Use token as a marker on the game board. This is traditional “Chutes and Ladders” with a twist. Rather than rolling dice to decide your move, you reach blindly into a bag or box to choose a Cuisenaire rod. The better you are at feeling the lengths of the rods and the better you know their numerical values, the faster you’ll advance along the board. Players take turns drawing a rod from the bag and moving the token forward the number of squares indicated by the rod. If the game token lands on a chute, the player must descend. If the game token lands on a ladder, the player climbs. Each rod, once used, remains out of the bag until all rods have been used. Then all are returned to the bag. To finish, you must land exactly on the last square. If you over- shoot, you must count backwards from the end square to count out the requisite number of spaces. Competitive version: use multiple tokens
  • 9. 718 22222-La-La-La-La-Layer Ryer Ryer Ryer Ryer Rececececectatatatatanglesnglesnglesnglesngles Players: 2 Non-competitive Materials: Cuisenaire Rods Skills: counting familiarity with rectangle shape fine motor control multiplication terminology Rules: One player lays out a “rectangle” of rods of identical length. The other player lays out a commutative rectangle on top, using rods placed at 90 degrees to the first set. eg. first player places five purple rods side by side, second player places four yellow rods on top, form- ing a rectangle of the same shape: If desired, “check” that the rectangles are the same size by laying out two rod trains, one made from each rectangles. They will be of equal length. HHHHHooooot Ait Ait Ait Ait Air Br Br Br Br Balalalalalllllloooooooooonnnnn
  • 10. 10 15 WWWWWararararar Players: 2 Competitive or Non-Competitive Materials: Cuisenaire Cards Skills: comparing rod lengths recognizing and naming rod values to 12 concepts of equal, greater than and less than Rules: Each player is dealt half the deck of cards. Both play- ers face off, turning over one card each. The players with the higher-value card wins both cards, adding them to the bottom of his or her stack. If there is a “tie”, the tied cards stay face up. Each player adds three face-down cards, then one face-up card. The greater card wins the entire trick. Repeat if necessary for “double war” or “triple war” if further ties occur. Non-competitive version: Game ends when players have been through the deck once. Competitive version: Game ends when one player has won all the cards from the other. Or game ends at an agreed-upon time, and players count how many cards they each have to determine a winner. Dice MDice MDice MDice MDice Maaaaatctctctctchhhhh Players: 2-4 Competitive or Co-operative Materials: Cuisenaire Cards (remove “1” cards) two six-sided dice Skills: counting (dots on dice) simple addition 2 to 12 (two dice added together) pattern recognition (dots on dice) correspondence of numerals and cuisenaire rods Rules: Each player is dealt six Cuisenaire Cards. They are laid out in a row, face-up, in front of the player. Play- ers then take turns rolling the dice. If the number rolled is equivalent to the value of a Cuisenaire card that player has, the card is flipped over. The object of the game is to turn over all one’s cards. Competitive version: winner is the first person to turn over all his cards. Co-operative version: object is for all players to turn over all their cards, so a player who rolls a number he cannot use can give his roll to a player who can.
  • 11. 9 SnaSnaSnaSnaSnakkkkkey Rey Rey Rey Rey Rodsodsodsodsods Players: 1-4 Competitive or Co-operative Materials: regular starter set of cuisenaire rods one six-sided die (dots or numerals) Snakey Rods game board Skills: fine-motor control numeral recognition correspondence of numerals and cuisenaire rods visual estimation of lengths strategizing Rules: To begin each player rolls die five times, selecting a rod to match each roll of die. Thus each player begins the game with a pile or five rods of value 1 - 6.The object is to use up all one’s rods as soon as possible. Players take turns placing a rod on the snake path beginning at “Start.” If a rod ends directly in front of a square with a number in it, that player must add the corresponding rod to his pile. If no move can be made, player rolls the die, adding the corresponding rod to his pile until a move can be made. In the competitive version, the aim is to be the first to use up all one’s rods. In the co-operative version the aim is to work together to make the shortest possible “snake”, and once one player is out of rods, he or she assists the other(s) in using up remaining rods. If the snake reaches the “End” square before the game ends, the snake wins. S 12345678910 20191817161514131211 21222324252627282930 41424344454647484950 40393837363534333231 Start End SS SS SS ChuChuChuChuChutttttes aes aes aes aes and Land Land Land Land Ladddddders Gameders Gameders Gameders Gameders Gamebbbbboaroaroaroaroarddddd SS S
  • 12. 12 13 SSSSSuuuuumsmsmsmsms Players: 1-4 Non-Competitive Materials: regular starter set of Cuisenaire rods set of Cuisenaire Cards Skills: the concept of “sum” relative value of rods reprentation of numbers from 11-20 with rods Rules: Player chooses a rod, then draws a card. The object is to make rod diagram illustrating the sum of these two values. eg. Child chooses purple rod and draws a black rod card, then lines up purple end on end with black and demonstrates how orange and white match the sum. Parent can narrate the result: “The sum of purple and black is orange with white. The sum of 7 and 4 is 11.” Other players take turns in a similar fashion. If children have used the Cuisenaire Cards for other games they will be familiar with the standard cuisenaire representation of 11 and 12. You can explain that the other “teens” are named by adapting the names of the rods that represent them: “five-ten” is “five-teen” or “fif-teen”. “Six-ten” is “sixteen” and so on. SSSSSuuuuums ams ams ams ams and Dind Dind Dind Dind Difffffffffferenceserenceserenceserenceserences Players: 1-4 Non-Competitive Materials: regular starter set of Cuisenaire rods set of Cuisenaire Cards Skills: the concepts of “sum” and “difference” the different way we represent these operations with rods relative value of rods reprentation of numbers from 11-20 with rods Rules: This game is just a combination of “Sums” and “Differences”. With each turn the player can choose whether to make a sum rod diagram or a difference rod diagram.
  • 13. 1114 DiDiDiDiDifffffffffferenceserenceserenceserenceserences Players: 1-4 Non-Competitive Materials: regular starter set of Cuisenaire rods set of Cuisenaire Cards Skills: the concept of “difference” relative value of rods the idea that “same” means “zero difference” Rules: Player chooses a rod, then draws a card. The object is to make rod diagram illustrating the difference between these two values. eg. Child chooses purple rod and draws a black rod card, then lines up purple beside black and demon- strates how light green fills in the difference. Parent can narrate the difference shown: “The differ- ence between black and purple is light green. The difference between 7 and 4 is 3.” Other players take turns in a similar fashion. To reduce difficulty, it may be helpful to remove the 11 and 12 cards from the deck. Most children see the “zero difference” scenario as a funny joke. They enjoy the coincidence of choosing SSSSSttttteps aeps aeps aeps aeps and Snd Snd Snd Snd Staitaitaitaitairsrsrsrsrs Players: 2-4 Co-operative Materials: regular starter set of cuisenaire rods set of Cuisenaire Cards (remove 11’s and 12’s) Skills: relative value of rods concepts of “equals”, “greater than” and “less than” strategizing Rules: Each player is dealt six cards. These are laid face up in a row. Players take turns placing a rod matching one of their cards to create “steps and stairs” array of cuisenaire rods in the centre of the playing sur- face. The rods are laid parallel to each other, and each rod must be equal to, or one greater than or one less than the last one placed. Once a card is used it is removed, set aside in a common “discard” pile, and replaced from the deck. A player who cannot move must forfeit his turn and trade one card with the deck. The aim is to have as few cards as possible remain- ing undiscarded at the end of the game.