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A number of people have asked about using playing cards for the games in this booklet. I prefer simple sets made from two groups of 0 to 9 cards, making 20 cards in all. I think important learning can happen if you have the 0 cards. At the same time I know regular playing cards can be much easier to get for a whole class. The following are suggestions as to what could be done with regular playing cards in order to play many of the math card games in the Gordon's
Games booklet. First, I would divide the card into two sets by color, reds in one and blacks in the other. This will allow you to keep track of the math game sets more easily. Sometimes children get card sets mixed up and color cues make it easier to sort them out. And, rather than talk of Heart, Diamonds, Clubs, and Spades, I would just use color names. Second, I would take out the Jacks, Queens, Kings, and Jokers, and throw them away. They have no numerical representation on them, their use will confuse some children, and some parents object to card games that could be associated with gambling. Third, I would use some sort of indelible marker to form a 1 close to each A on the face of the Aces, and cover over the A so it is less noticeable. Using these makes 20 cards with the other 2 to 10 cards. They can be laid out in 4 rows of 5. Using the Ace to represent 1 is not necessary, but if it is left out you will have 18 cards. These 18 would best be laid out in 3 rows of 6. (Placing the cards in a regular way gives children a chance to become familiar with the horizontal and vertical grid pattern that will be useful to them in other areas. And seeing the 4x5, 3x6, or 4x4 has value.) Changes: p. 6: The Matching Game, and Match a Goal need no changes. p.7: The Counting Race will have a range of 1 to 10, or 2 to 10 without the aces. p. 7: The Ten's Race. To make this work you might make up two double width cards with "10" printed in large numbers on each, one card for each player. (more on next page) 1. Players must pick up a small 10 card first. Then they will place it close to them and lay the large 10 card, face up, on top of the small 10 card. From then on the playing cards picked up will be placed on top of the 1 on the large 10 card, so that the 0 can still be seen. p. 7: The Teen's Race. Do everything as above, but place the playing cards picked up over the 0 and leave the 1 showing on the large card. p. 8: The More or Less Game needs no changes. p. 9: The Bigger or Smaller Number Game, one place, need no changes. p.10: The Bigger or Smaller Number Game, two places. Leave out the cards with 10. p. 10-11: The Adding Game. With all the cards, the range will be from 2 to 20. p. 12: The Making Nines Game. Take out the cards with 10 and it becomes the Making Tens Game. p. 12: The Adding Game, 2 or 3 cards. The range here is from 2 to 20. p.12: The Adding Game with plus 10. This won't work well. p.12: The Adding Game with 3 cards. The goal range is from 4 to 29. p. 13: The Adding Race. The range is from 2 to 20. p. 14: The Adding to 50 Game and Adding to 50 Race need no changes. p. 15: The 50 or Under Game needs no changes. p. 16: The Subtraction Games here need no changes. p. 17: The Multiplication Games. The goals are from 1 to 100, or if you take out the cards with 10, the goals are from 1 to 81. p. 18: The Dividing Game and Dividing Race. Take out the cards with 10. p. 19: The Factors Game. The goals will be from 4 to 20. p. 19: The Multiples Game. The goal pairs will be from 2 to 10. p. 20: The Fraction and Decimal Games. Take out the cards with 10 to play the Decimal Games. Gordon Scott, Nov. 25, 1998
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