GeoGebra Free mathematics software for learning and teaching

GeoGebra is free and multi-platform dynamic mathematics software for all levels of education that joins geometry, algebra, tables, graphing, statistics and calculus in one easy-to-use package. It has received several educational software awards in Europe and the USA.

Quick Facts

  • Graphics, algebra and tables are connected and fully dynamic
  • Easy-to-use interface, yet many powerful features
  • Authoring tool to create interactive learning materials as web pages
  • Available in many languages for our millions of users around the world
  • Free and open source software
  1. Get started with the Geogebra Introductory Materials
  2. Ask questions in the Geogebra User Forum
  3. Check out our ready-to-use Geogebra Learning Materials

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Make my number - Choosing and using operations / Equations

Thanks to Michael Ymer for this game best suited to students from year 4 onwards.

Students can play in pairs or groups of four.

Deck of cards with Jokers included but all picture cards removed. All cards have face value with the Ace representing 1. The Joker is wild and can represent any number from 1 to 10.

Six cards are dealt face up between two or more students. The seventh card or the next card on the deck is the target number. Students are challenged to make as many equations as possible using combinations of the six cards displayed to equal the target number. They must write the equations down. Encourage students to begin using simple equations to make the target number and then extend to using more than one operation, brackets, order of operations, negative numbers, square root , decimal notation etc. A scoring system can be used earning extra points for using more cards in the eqations or using operations other than addition and subtraction. Place a time limit of perhaps 3 or 4 minutes per game. Students tally their points to see how they went. Discard these cards and play again using the next seven numbers. It may be worth modelling this activity with the whole class from the front and everybody using the same set of numbers.

Math Card Game Hit 100 anything goes – Probability, choosing and using operations

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Thanks to Michael Ymer for this great game

A game best suited to students from year 4 onwards. Materials – 100 number board, two transparent counters and full deck of cards with Jokers included. All cards have face value with the Ace representing 1 and the picture cards representing 10. The Joker is wild and can represent any number from 1 to 10.

The game starts with one student dealing while the other moves their counter. The objective is to reach exactly 100 in the least number of cards possible. Any operation may be used. Once a student hits exactly 100 the cards used are counted and then placed back in the deck and reshuffled. The roles are reversed and the challenge is for the second student playing to reach 100 in fewer cards. Students must ask for the card before it is dealt. If the card is dealt before it is asked for it can be rejected. This eliminates rushing a student to make a decision. When dealing cards they need to be placed in rows of 5 or 6 so that decisions on which operation to use, can be based on what cards have already been dealt.

Target 100 - Maths Card Game from Michael Ymer

Thanks to Michael Ymer for this great game

Introduction / objectives

This is a card game that provides the students with the opportunity to investigate a variety of mental computation strategies when adding and multiplying numbers. It is quick and easy to organise and is lots of fun, even for adults who play it. The less able student can win, as there is an element of chance involved. A terrific number sense game to use as a warm up activity, or a focus lesson for young children.

Equipment [for each pair of students]

100 number board, 10 x 10 tables chart and two counters.

Deck of cards. All number cards have face value. Ace = 1. 2 = 2 etc.

Picture cards = 10

Joker = wild [can have the value of any other card in the deck].

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Procedure

Two students compete against each other to see who can get closest to 100 without busting. One student deals cards out to his/her opponent who adds or multiplies the cards. This continues until the student decides to stop.

Example Player A is going first and having cards dealt by partner.

Card 5 is dealt first so player A moves counter to 5 on number board. Card 6 is the next card dealt. This could be 5+6 and the counter is moved to 11 or it could be 5x6 and counter is moved to 30. Let’s assume that Player A decides to move to 30. The next card is a KING so the student adds 10 and moves the counter to 40. Next card is 2. Student decides to multiply and moves to 80. Next card is Ace. Student decides to multiply and stay on 80, hoping that the next two cards are 10’s and he/she can hit exactly 100. Next card is a 5. Student adds and moves to 85. Next card is 9. Student moves to 94 and decides to stop fearing that the next card flipped will be bigger than a 6and she / he would bust.

Player B now has the cards dealt to him / her and tries to better 94 without busting. Once this game is completed, play again but player B goes first.

Teacher tips

  • Card familiarisation activities are a good idea if students haven’t been exposed to decks of cards before. Perhaps alder students could tell you the value of a deck of cards based on the values listed in this game. Younger students should do sorting activities to help them discover that there are four of each card. How many cards in the deck?
  • Transparent counters help students see the numbers on the board.
  • Children find shuffling cards difficult so keep working through the deck of cards until you run out. Then shuffle or ask the teacher to help.
  • Children only deal a card out when the partner says, ‘Card please ‘. This eliminates the problem of students dealing the card while the other student is still deciding their move. If the card is flipped without being asked for the receiver has the option of using it or having a fresh one dealt out.
  • Try modelling the game to students using an overhead, transparency of 100 number board, transparent counters and overhead miniature playing cards. A very effective way to demonstrate the game and strategies that you need to discuss.
  • Vary the game if needed. Perhaps only add for young children or play hit exactly 100 for older students. For this game students can use any operation with winner being the student who hits 100 in the least amount of cards.
  • Vary the game by making it more challenging. Use any operation to hit exactly 100 in fewer cards than your partner.
  • When introducing the game, tell the children that while the game is lots of fun, the point of the game is to make decisions and become a smarter mathematician by taking short cuts when adding or multiplying. The overhead gives you the opportunity to discuss some of the strategies listed later in the article.

Maths Card Game - High Card - Addition

A game suitable for students from Prep to Year 6 from Michael Ymer.

Two students place a deck of cards in front of them face down. Remove the Kings, Jacks, and Jokers. The Ace represents the number one and the Queen represents a zero. All other cards are face value. 

Chn share out all the cards and place their cards in front of them in one pile.

Player one turns over his/her top two cards and adds them up ie. 7 and 10 = 17. Player two then turns over his/her top two cards hoping to get a higher score than player one. Whoever has the higher score takes all 4 cards and places them at the bottom of their pack. Play continues until teacher says stop or all cards are used. Player with most cards wins.

Variations

Turn over three cards, Subtract, turn over three cards and add and subtract between cards to make greatest total. Make the largest two/three digit number, multiply

Maths Card Game - More / less / the same - Place value

Thankyou to Michael Ymer for this great game suitable for students from Prep to Year 6.

Card game for groups of four. Remove picture cards and jokers. Deal each child 6 cards. Cards left placed in the middle and turn the top one over.

Taking turns the children place a card down according to

* same number. * one more or one less. * two more or two less. * double the number

* half the number

The child must verbalise the choice they have made to discard and why. If a card cannot be discarded then a card is picked up from the deck.

First to discard all their cards wins the game.

Variations

Discard two or more cards that add up to the card displayed.                                  

Include the Joker with the value of zero.

Include the picture cards with the values   Jack  11     Queen 12      King  13

Math Card Game - Cover Up – Choosing and using operations

Thanks to Michael Ymer for this game suitable for students from Year 1 to Year 6.

Children play the game in pairs. A deck of cards with all pictures removed. Game board with the numbers 0 -20 displayed in a grid.

Each child has 7 counters of the same colour. Their partner has a different colour.

Children take it in turns taking two cards at a time from the top of the deck and add or subtract the numbers to make an answer from 0 - 20. One of their seven counters is placed on that number. The objective is to get rid of all counters first. If a student lands on top of number that has their partner’s counter on it they take the place and send the counter back to their partner. Students can have more than one counter of their own on the same number but if their opponent lands on that number all counters are sent back.

Variations....use three cards, use dice instead of cards, allow any operation, simplify the game by using a 0 – 12 board and a cards 1 to 6 or a six sided dice.

Math Card Game - Highest / Lowest - Place value

Thanks to Michael Ymer again for this game suitable for students from Year 1 to Year 6.

For this activity each pair will need a deck of cards and  two game boards that can be pre made or quickly drafted up on scrap paper. The game board needs to have enough room to lay three or more cards out side by side. It needs to be labelled units, tens, hundreds etc. Game boards can be made and laminated.

Two students place a deck of cards in front of them face down. Remove the Kings,  Jacks, Tens and Jokers. The Ace represents the number one and the Queen represents a zero. All other cards are face value. 

Students take it in turn selecting a card at a time and placing it in one of the columns on their game board. The objective is to make the biggest possible number. Once a student decides to place a card in a column it cannot be changed. Children need to read the number out as it is progressively being built. Teachers may wish to assess a student’s ability to read numbers by asking him/her to press a number on the calculator and read it. If successful press another and so on. This will tell you if a child can read 2, 3, or more digit numbers and can help pair students appropriately. Allow children to play game one digit further than they can read so that learning can be extended.

Variations….smallest numbers, largest odd, using more or less than three columns. decimals.