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Fundamentals 1st strives to:
- Provide simple review and practice materials for math
skills. We go one digit at a time. Once one digit is mastered, then we move on
to the next
- Increase fluency by simply memorizing math facts: the more times the LTM (Long Term Memory) can
see and work with a digit, the easier it will be for the LTM to use this
information in higher level thinking skills
- Enable 3 and 4 year olds to be able to recognize digits 0-10
and develop basic understanding of addition and subtraction
- Enable 5 though 8 year olds to review and practice simple
addition and subtraction facts
- Enable 9 through 12 year olds to concentrate on reviewing
and practicing multiplication facts and occasionally addition and subtraction
facts.
Here are a few examples...
Warm Ups for Daily Math Workouts
Being able to skip count is an important mental skill. Daily workout sessions
should begin with skip counting by evens, odds, 3's, 4's, 5's, and 10's simply
counting from 0-20 and back.
Ages 5 and 6
Count by evens and odds then add other patterns as they master these
first two. Because we work with one digit at a time, after our warm up, we will
work on the strategy using the digit we are on. Example: if we are adding 9s, a
simple strategy is to think, "add ten, subtract one". Review and play
simple games using this strategy and then give addition fact tests using 9s. To make it fun, we like to make the timed
test a challenge. The object is to beat yesterday's time. Before giving the
test, make a challenge. Example: if the child beats his/her best time, Dad has
to do five push-ups. But if the child does not, he/she has to give Mom a 3
minute neck rub. Using siblings is an easy motivator because the children enjoy
knowing they have control and making the brother or sister suffer. Siblings
being in on it and making the challenge more difficult will also increase the
motivation of the child.
All Ages
A daily workout session could simply be playing a game of
war (highest card or number on die wins) using cards or dice. You can adjust
the rules for different levels. Example: ages 3 through 5 simply recognizing
the higher number. With ages 6 through 12 you might consider having two piles
of cards or two dice each:
- Ages 6 through 8 might have to add their two cards together.
- Ages 9 through 12 would have to multiply them.
More Examples For:
Skip Counting
Mental Skip Counting
Mental skip counting will allow child to work both addition
and subtraction at a faster fluency rate. When first beginning, count by 2's from
0 to 20. Once the brain has this pattern down move onto 10's, 5's, 3's, and
4's. Once the skill is mastered have them count same pattern backwards. This can be
done during the day many different times. When first starting, using a ruler or
homemade counting stick might help to understand what they are doing.
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Jump Rope Skip Counting:
Counting as you jump. Other activities that work for this are:
- Playing
Two Square
- Hop Scotch
- While bouncing tennis ball at a wall
- Bouncing a balloon
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Car rules
Each time you get in the car skip count from 0 to 20
and back to 0 by even's, odds, 3's, 5's, etc.
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Partner Skip Counting
With partner take turns each saying the next number. "How far
can we go until one of us makes a mistake?"
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Commercial or X-Box Challenge.
While child is watching that "Evil" TV
have them do a skip counting set as each commercial comes on trying to
finish before commercial is over. Same can be done while playing PS game, when
you die you have to skip count.
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Card Games
War - Ages 3 & 4
Which is bigger? Identify and compare numbers 1-10.
Make a group of cards numbering 1-10, five cards for each
digit. Divide all cards equally according to number of players. No one can look
at their cards. Each player turns over the top card on the table and the
highest card wins all the played cards and puts them on the bottom of his/her
stack. Game continues until one player has all the cards.
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Matching - Ages 3 & 4
Identifying the digit with its correct number of objects.
Lay out the numbered cards face up in numerical order
starting with 0. Have the child throw a die and whatever number it lands on,
the child has to find the picture with the corresponding number of dots on it
and place it underneath for a point. How many points can he/she get in 1
minute?
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Adding digits 0-5 - Ages 5 through 7
Using five cards of each numbers 0-5, divide evenly among players. No one can
look at their cards yet. Before showing everyone their card, each player has to
pick a number they think the digits will add up to. Everyone has to pick a
number before a person can turn over a card. On 'Go' each player turns over
their top card to show everyone else. Whoever guessed the sum of all the digits
correctly wins all the cards. If no one guessed correctly, each person gets to
keep their own card and put in on the bottom of their stack. The winner is
determined by the person who has all the cards in the end.
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Math for Ages 3 through 4
Number Recognition
To begin with digits 1 and 2, simply draw a 1 and a 2 on a
piece of paper, and have the child place correct number of objects under the
corresponding number. As the child learns to recognize and remember digits, add
more numbers.
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Matching/Memory
Using cards with digits 0-10 and cards with dots representing digits 0-10, have
the child match the dots with the corresponding numbered cards which are
face-down. The child can only turn over one card a time and must remember where
each card is to make it easier to find the right card next. This game is also
strengthening memory skills. Make it a challenge by seeing if they can turn
over less cards the next time you play!
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Dice Counting
Supplies:
- page numbered 2-10
- 2 dice for each player
- pencil
Player rolls dice and counts total dots and then crosses off that number on the
numbered page. Then the next player rolls the dice and crosses off the number
of dots on his/her piece of paper. Player 1 goes again and so on. The first one
who crosses out all the numbers of the paper wins. The child is working on
counting and recognizing digits 2-10 and, once capable, an understanding of
addition.
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Car Game
Child is told to find 4 red cars, then 6 blue trucks, and so on. Child is
reviewing and practicing counting and colors. List could be made beforehand or
as you go.
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A Car Spar
Each time a child is in a car, he/she must skip count from 0-20 by whatever
patterns he/she knows (evens, odds, 5s, 10s, etc), and if child remembers
before reaching destination, he/she wins. If not, driver wins.
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A Meal Deal
Same rules as "A Car Spar" apply but before eating.
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Bouncing ball
Using a ball or a balloon child tries to see how many times they can keep the
ball bouncing, counting as they go. By ones, evens,odds, etc.
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There will be more complete examples in our full package available soon.
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