Learning multiplication is a big step in the educational process.
Multiplication is an important concept to master and a critical foundation upon which future mathematical lessons are built. Combining entertainment with these educational lessons is an effective way to ensure young students remain fully engaged while learning this challenging concept. There are a variety of interactive activities available for teachers who want their students working together while practicing multiplication.
Multiplication Bingo
Give each student a bingo chart with numbers in each space. Hold out flash cards with multiplication problems on them for the class to see, but do not announce the answer. If a student solves the question correctly and finds the product somewhere on his bingo chart, he may put a marker down on the space. The game concludes when someone gets bingo. For an advanced class, increase the challenge with harder problems and play for blackout.
Rollin' With the Facts
Begin by creating a series of number cards using all nonprime numbers from 4 to 144. This represents all of the possible products that can be obtained for all numbers up to 12. This game also requires two different-colored pairs of dice and groups of 2 to 4 players. Divide the number of cards evenly among the players and then have them take turns rolling all four dice. Add up the total rolled by each color to form the factors, multiplying the two numbers together to get the product. If the player who arrives at the answer has that card in his collection, he turns it over. The first player to turn over all of the the cards wins.
FlipUp
Intended for two players, FlipUp requires only a deck of cards. Remove the face cards and Jokers from the deck, leaving only the numbered cards 1 to 9. Deal out the remaining cards evenly to the two players face down. The game begins with each player simultaneously turning the top card of the deck up, resulting in two numbers. Next, the students multiply the two numbers together. For instance, one player turns over a 9 and the other player turns over a 3. The first player to shout out the correct answer (27) wins the round and gets both cards. In the event a player shouts out the wrong answer, the other player gets the cards. The first player to collect all of the the cards wins.
Times Tables
Choose a number for the class to practice with and create a times table for all products of that number up to and including 12. For instance, if practicing the number 5, create a space for 5 x 1, 5 x 2, 5 x 3, etc. Set a timer for 2 minutes and have the students fill out the card as quickly as possible. The winner is the first student to correctly complete all spaces within the 2-minute time frame. If no one in the class completes the table within 2 minutes, the winner is the person who got the farthest when the 2 minutes are up. Once a number is mastered, make a new times table and repeat the process.
Tags: first player, turns over, bingo chart, cards evenly, cards wins, number cards