Grade 3 Summe Math Packet

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Grade 3 Summe Math Packet Grade 3 Summer Math Packet This packet is optional for those students who just completed Grade 2 and who will be in Grade 3 in September. It includes review games and fluency practice for students who want to work on math skills over the summer. Have fun! This page includes a list of apps and websites that you may find helpful this summer! Suggested Math Apps • Xtra Math • Math Bingo • Math Board • Telling Time • Pizza 2 (fractions) • Sail Through Math • Basic Math • TanZen Free • TEACH ME Suggested Math Websites • www.sheppardsoftware.com • www.khanacademy.org • www.math.com • www.webmath.com • www.mathfactcafe.com • www.mathplayground.com • www.aaamath.com • www.gogomathgames.com 001_006_MM_A_MAH_C01_610590.indd Page 6 7/23/11 9:03 AM sf-028 /Volumes/146/GO00808/MY_MATH_2013/ANCILLARY/G3/MATH_AT_HOME/XXX_XXXXXX_X_P1/Production_P1//Volumes/146/GO00808/MY_MATH_2013/ANCILLARY/G3/MATH_AT_HOME/XXX_XXXXXX_X_P1/Production_P1 Name Date Who Has the Greater Number? You will need: 23 index cards 759 < 971 Markers Write 2 sets of digits 0 through 9 on the index cards, 1 digit per card. On the 3 remaining cards, draw the symbols >, <, and =. Place the cards with symbols to the side, symbol-side up. Shuffle the remaining digit-cards, and place this stack of cards number-side down The M © Copyright between the players. cGraw-Hill Comp Have player 1 draw 3 cards and arrange the digits to form the greatest anies, Inc. Perm possible number. Have player 2 draw another 3 cards and arrange these cards to form the ission is granted to repr greatest possible number. Player 2 places her or his number to the right of the first set of cards. Compare the numbers and place the appropriate symbol between the for c oduce numbers. The player that has the greater number gets 5 points. If both the lassr numbers are the same, both players get 10 points each. oom use. When no more 3-digit numbers can be formed, add the points. The player with the higher total points wins. Grade 3 • Chapter 1 Place Value P rinterP DF CHAPTER 2 In and Out You will need: • a cardboard box • slips of paper • 10 index cards Set the cardboard box on a desk with room to sit behind it. Number the index cards 0–9, and place them randomly in the box. Take turns sitting behind the box with the slips of paper. Write a number on the piece of paper and show it to your partner. This is the “in” number. Place it in the box. Reach in the box, and choose an index card. Show it to your partner. This is the “out” number. Have your partner name the rule that changed the number. For example, you could have put 2 in the box and then brought 5 out. The rule you used is “plus 3.” CHAPTER 3 Adding Spins You will need: 2 spinners Tens Ones 9 0 9 0 8 1 8 1 Game 1 Pat Terry 7 2 7 2 Spin 1 6 3 6 3 5 4 5 4 Spin 2 Spin 3 pencils Sum scoring sheets Make two spinners like the ones shown. Then make score sheets like the one shown. Player 1 spins each spinner two times to get 2 two- digit numbers. Player 1 finds the sum of the numbers and writes it on the score card. Player 2 takes a turn. Each player takes three turns. Players add the three sums. The player with the greatest sum wins the set. The player who wins two sets out of three wins the game. CHAPTER 4 Solve and Match You will need: 18 index cards 31 - 18 = 32 - 19 = 13 13 markers Write the following number sentences on the index cards, one per card. 31 - 18 = 32 - 19 = 36 - 27 = 41 - 14 = 30 - 21 = 47 - 20 = 32 - 16 = 66 - 26 = 25 - 9 = 53 - 36 = 58 - 18 = 52 - 35 = 30 - 8 = 25 - 3 = 46 - 9 = 42 - 5 = 63 - 7 = 65 - 9 = Shuffle the cards. Deal them to the players. Players solve the subtraction problems on their cards. Place the cards facedown in 3 rows of 6 cards. Each player takes turns turning over 2 cards. If the answers are the same, the player keeps the cards and gets a second turn. If the answers are not the same, the player replaces the cards. Match all cards. The player with the most cards wins. CHAPTER 5 Who Has the Greater Number? You will need: 9 7 5 > 8 6 1 23 index cards markers ~ ~ Write 2 sets of the digits 0 though 9 on the index cards, 1 digit per card. On the 3 remaining cards, draw the symbols >, <, and =. Place the cards with the symbols to the side, symbol side up. Shuffle the remaining digit-cards, and place this stack of cards number-side down between the players. Player 1 draws 3 cards and arranges the digits to form the greatest possible number. Player 2 takes a turn to do the same. Compare the numbers and place the appropriate symbol between the numbers. The player that has the greater number gets 5 points. If both numbers are the same, both players get 10 points each. The player with the higher total points wins. CHAPTER 6 Using Facts You will need: 6 index cards, paper, markers, 2 game pieces 100 200 300 400 500 600 Write the word tens on 10 20 30 40 50 60 3 cards. Write the word hundreds on 3 cards. 400 500 600 700 800 900 These cards will determine 90 100 110 120 which row players move 70 80 their game pieces to. Place cards facedown in a stack. Copy and enlarge the chart above. Pick a card, and move your game piece to either a tens row or a hundreds row. Add the first two squares in the row. On your next turn, pick a card and add the nearest ten or hundred to your sum. The first player to get a sum of 1,000 wins. CHAPTER 7 Using Patterns You will need: 3 index cards markers or pens Write one pattern name on each index card. Count Count Count I.____by _ ones. ____L_I _by tens. _J_I _by hundreds._JI Put the cards facedown on the table. Player 1 chooses a card and counts by ones, tens, or hundreds according to the card. Put the card back on the table facedown. Mix the cards. Player 2 chooses a card and takes a turn. CHAPTER 8 Money Matters You will need: 15 index cards, 2 different-colored markers, large paper Write each of the following on an index card. Copy the chart onto the large paper. 57¢ 48¢ 19¢ 75¢ 99¢ 99¢ 15¢ 48¢ 77¢ 85¢ 69¢ 87¢ 23¢ 35¢ 45¢ Players choose 1 colored marker. Divide the cards between the players. Players choose 1 card and tell what coin combination would make that amount. If correct, the player circles that amount on the chart. If incorrect, the player loses a turn. The first player to circle 3 amounts in a row wins. CHAPTER 9 Fruity Arrows You will need: number cube, 2 game pieces 3 crayons, each a different color Copy and enlarge the game board below. Each player chooses a game piece and makes a picture graph like the one shown below. Before the game starts, players should predict which fruit theyth will land on most often. Toss the number cube and Start move that many places, following the path of the arrows. Each player colors the square on the graph that matches the square landed on. The first player to finish the game gets 3 points. Correct predictions receive 5 points. The player with the most points wins. CHAPTER 10 A Day at the Beach You will need: 20 note cards On each note card, write a name, the number of shells collected, and the amount of time (5, 10, 15, 20, or 30 minutes) in which the shells were collected. For example: Justin collected 10 shells every 15 minutes. (From this card, students could conclude that Justin collected 40 shells in an hour.) Mrs. Peabody’s class went to the beach. Each student collected shells for an hour. Choose a note card and read it. Figure out how many shells that student collected in an hour. If you are correct, select another card. If you are not correct, your turn is over. The first student to get 5 correct in a row wins! CHAPTER 11 Water Balloon Relay You will need: outdoor open area, preferably grassy water balloons colored tape measuring tape Have students measure 25 yards in a straight line, from start to finish. Then have them mark (with tape) 4 relay points each measuring 5 yards from the start line. You will need five lines. Divide students into 5 teams of 5. Have students from each team stand at the start line and each relay point. Give each student at the start line a water balloon. Ask students to place the water balloons in the palms of their hands. Players race to the next relay point and hand the water balloon to the next player. If a student drops the water balloon, he or she has to return to where he or she started and try again. The team that crosses the finish line first with the water balloon in hand wins the race. CHAPTER 12 Shape Tic-Tac-Toe You will need: 4 index cards markers Draw the shapes below on the index cards, one shape per card: Shuffle the cards and place them facedown.
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