I love planning with my teachers, because it gives me inspiration for new activities and workstations.  My 1st Grade team wanted some easy workstations for practicing combinations to five.  We spent a few minutes brainstorming and came up with three different activities.  Two of the activities use the same cards, so that means even less prep time.

Roll for 5

Materials:

  • recording sheet for each player
  • number cube with the 6 replaced by a 0 ( put a small sticky dot with a 0 over the side of the number cube with a 6)
  • Two different colors of pencils or crayons

Directions:

  • Player 1 rolls the number cube and finds the row that uses that number to make 5.  For example, if I roll a 2, I look for the 2 + __ = 5 row.
  • Using one color, fill in dots on the 5-frame for the number rolled.  In my example, I would color in 2 circles.
  • Using the second color, fill in the rest of the dots.
  • Complete the number sentence.
  • Play passes to Player 2.
  • If, on your turn, you roll a number you have already used (for example, if I roll another 2), you color in a smiley face at the bottom of the recording sheet.  The object is to get as many combinations for 5 as you can before coloring in the three smiley faces.
For fast finishers, put blank 5-frames in the workstation with 2-color counters.  After students play the game once, they can continue to practice combinations for 5 by rolling the number cube and using the 5-frame and counters to show the combination. For example, if I roll a 2, I would put 2 counters of one color on the 5-frame and 3 counters of the second color.

Make 5 Memory


Materials:

  • One set of Make 5 cards
  • Counters (to support kids who might need to use the manipulatives)

Directions:

  • Mix up the cards and lay them face down in a 3 by 4 array.
  • Player 1 turns over two cards.  If the cards make a 5, the player keeps the cards.  If they don’t make a 5, the players turns them back face down in the same spot.  Matching cards can be two numerals, two dot cards, or a numeral and a dot card–as long as they make 5.
  • Play continues until all matches have been claimed.
Make 5 Go Fish 

Materials:
  • 2 sets of Make 5 cards (24 cards total for two players)
  • Counters (to support kids who might need to use the manipulatives)

Directions:

  • Mix up the cards and deal 5 cards to each player.  The remaining cards are placed face down in the “pond”.
  • Players look for matches (combinations of 5) in their hands and lay down any matching pairs.  As with the Memory game, pairs can be two numerals, two dot cards, or a numeral and a dot card.
  • Players take turns asking the other player for a card that would match a card to make 5.  For example, if I am holding a 2 in my hand, I might ask, “Do you have a 3?”.
  • If the asked player has the card, they must hand it over.  The player receiving the card lays down the match and takes another turn.
  • If the asked player asked does not have the card, he/she says, “Go fish”, and the asking player takes a card from the pond.
  • The game ends when one player runs out of cards.  The player with the most cards wins.

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