Math Adventures A Math Engagement Curriculum
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Math Adventures Table of Contents: I. Overview 3–4 II. Summary of Core Standards 5–6 III. Math Adventures Tips 7 IV. Schedule 8 V. Sessions 1 through 12 10–24 VI. Printable Pages 25–51 VII. Math Adventures Activity Log 52–53 VIII. Completion Certificate 54 IX. Glossary 55 Peg + Cat © Feline Features LLC 2
Overview Studies have shown that early math skills are consistently associated with higher academic performance in later grades. “Play-based, as opposed to "drill-and-practice," curricula designed with the developmental needs of children in 1 mind can foster the development of academic and attention skills in ways that are engaging and fun.” Math Adventures has been created to help students improve their math skills. This curriculum uses play-based hands-on activities, online or mobile games, videos, and books to help support learning. Because Iowa has adopted the Common Core Standards, an attempt has been made in all Math Adventures documents to align the sessions with the Iowa Core for ease of use. Procedure The goal of this curriculum is to provide guided practice to kindergarteners through the form of educational games, hands-on activities, books, and/or videos. The play-based approach will provide a fun way for students to experience math and help expose them to mathematical concepts. To help guide students on this journey, mentors, such as fourth graders or an adult, are paired with kindergarteners. Mentors should show understanding of the concepts explored in each session before they meet with their buddies. To assist with this, each word included in the glossary will be bolded the first time it appears in this document. Program facilitators and/or mentors should decide beforehand what activities and games each mentor and mentee team will play and what videos to watch. If the facilitator decides to expand or enhance the session, clear and concise directions should be given to the mentor. For example, if the mentor will also read and discuss a book, then that book should be given to the mentor to review before meeting with their buddy. To aid in guiding the mentor, the big buddy guide has discussion questions and room for mentors to write down their instructions for that session. Before each session, the mentor or facilitator should write down in the Math Adventures Activity Log what activities, games, and videos the mentor-mentee team will cover. Provide instructions for the activities for the mentor, and if possible, model the game for them during their training. Allow room for flexibility as students may be coming and going if it is an afterschool program. If the mentor-mentee pair cannot complete all the activities in one day, let them know they can complete the rest the following day. Plan and prepare how and when the mentors and mentees will meet with each other. During the meeting time, the mentor should check off each activity, game, and video completed in the Math Adventures Activity Log. At the end of each session, the mentee will earn a sticker for completing the work to be placed in the PBS Superstar Sticker column. Any printables or math journal sheets can go home with the mentees each day. Overview of a Session In this guide, each session will have several different hands-on activities and a chart of PBS games, videos, and related books that align with the appropriate Common Core standard. Each session should follow a similar pattern. The following is the suggested session format: 1. Watch a video clip from PBSLearningmedia.org. (5 minutes) 2. Play a hands-on activity. (10–25 minutes) 3. Play a PBS KIDS LAB game at pbskids.org/lab. (10–20 minutes) 4. Play a hands-on activity. (10–25 minutes) By completing these multi-dimensional activities, the students are reinforcing the skills they learned in class. The above format can be adapted and expanded to include reading a book, discussing the book’s math concepts, and adding further games. If more time is needed on a particular concept, the session can be split up over several days and more activities added to further student understanding. It is important to make sure the mentors understand the Common Core concept for each session. Mentors also need training in order to practice the activities and games before they meet with their little buddies. In this manner, they can be prepared and confident about the material. The Big Buddy guide can be used to assist them in keeping track of their duties and as a source of possible discussion questions. 1 : Duncan, G., A. Claessens, L. Pagani, M. Engel, H. Sexton, C. Dowsett, K. Magnuson, P. Klebanov, L. Feinstein, J. Brooks-Gunn, K. Duckworth, and A. Huston. “School Readiness and Later Achievement.” Developmental Psychology 43: 1428–1444. http://www.apa.org/pubs/journals/releases/dev- 4361428.pdf (accessed July 16, 2014). 3
PBS KIDS Shows All the videos, games, and apps are organized by show for ease of use. The following chart is a guide to the shows and includes the educational objectives, the age range, and a basic description of the show. Note that STEM stands for Science, Technology, Engineering and Science. When deciding on a game or video for your students, take stock of their math proficiency in various areas. If they have a low proficiency, they may do better with a show that has a younger age range. If they have a high proficiency, they may do better with shows that have a higher age range. It is recommended that the mentor practice any games, so that they know how to direct and aid their little buddy during the session. PBS KIDS Show Educational Objective Age Range Description Cat in the Hat is designed to spark a love of learning Cat in the Hat Knows Science and Math 3–8 in children and to engage them in science inquiry a lot About That and mathematical concepts. Curious George teaches kids to be curious about Curious George STEM concepts 3–5 their world and explore hands-on science, math, and engineering concepts. The show chronicles two worlds: Cyberspace, where curious kids fight the villain Hacker with math and Cyberchase STEM concepts 6–8 science concepts, and the Real World where Harry and Bianca show kids how math can solve real life problems. Dinosaur Train encourages basic scientific thinking skills as the audience learns about life science, Dinosaur Train STEM concepts 3–8 natural history and paleontology through the eyes of a group of young dinosaurs. Ruff Ruffman directs a part game show, part reality Fetch! With Ruff Science, Math, and 6–8 TV, where the episodes mix live action with Ruffman Media Literacy animation to explore science, math, and technology. Professor Fizzy and his friends introduce kids to Fizzy’s Lunch Lab Math and Healthy Eating 6–8 nutrition, physical activity and math skills through games and fun adventures. Kid agents solve zany math problems as they Odd Squad Math concepts 6–8 investigate weird cases around the neighborhood. Peg + Cat is a math-based adventure show that Peg + Cat Math concepts 3–5 uses music and humor to get kids excited about solving math problems. Sesame Street teaches kids early math, reading, Math, reading, and Sesame Street 3–8 and social skills to help them become successful social skills readers and thinkers. Each episode focuses on a single scientific concept that is presented using Preschool Pathways to Sid the Science Kid STEM concepts 3–5 Science (PrePS©). Sid and his friends explore these concepts through discovery, singing, humor, and exploration. Chris and Martin Kratt combine fun and adventures Wild Kratts STEM concepts 6–8 with science education by traveling the world to discover wild animals’ amazing creature powers. 4
Iowa Core Standards and Mathematical Practices As mentors and mentees work through the sessions, they will be exercising their understanding of the mathematical practices provided in the Iowa Core that are essential to future math success: Mathematical Practices 1. Make sense of problems and persevere in solving them. 2. Reason abstractly and quantitatively. 3. Construct viable arguments and critique the reasoning of others. 4. Model with mathematics. 5. Use appropriate tools strategically. 6. Attend to precision. 7. Look for and make use of structure. 8. Look for and express regularity in repeated reasoning. It may be helpful to provide a math journal for the mentee to record their problem solving techniques. This can help reinforce the mathematical practices they will be using in these sessions. Journal pages are available in the printable section starting on page 28 and are included in several activity printables as well. A summary of the Kindergarten Common Core Standards, as shown on the Iowa Core website (iowacore.gov), is below. Grade K Summary Counting and Cardinality Know number names and the count sequence. Count to 100 by ones and by tens. Count forward beginning from a given number within the known sequence (instead of having to begin at 1). Write numbers from 0 to 20. Represent a number of objects with a written numeral 0–20 (with 0 representing a count of no objects). Count to tell the number of objects. Understand the relationship between numbers and quantities; connect counting to cardinality. When counting objects, say the number names in the standard order, pairing each object with one and only one number name and each number name with one and only one object. Understand that the last number name said tells the number of objects counted. The number of objects is the same regardless of their arrangement or the order in which they were counted. Understand that each successive number name refers to a quantity that is one larger. Count to answer “how many?” questions about as many as 20 things arranged in a line, a rectangular array, or a circle, or as many as 10 things in a scattered configuration; given a number from 1–20, count out that many objects. Compare numbers. Identify whether the number of objects in one group is greater than, less than or equal to the number of objects in another group, by using matching and counting strategies. Compare two numbers between 1 and 10 presented as written numerals. 5
Grade K Summary (cont.) Operations and Algebraic Thinking Understand addition and understand subtraction. Represent addition and subtraction with objects, fingers, mental images, drawings, sounds (e.g., claps), acting out situations, verbal explanations, expressions or equations. Solve addition and subtraction word problems, and add and subtract within 10, (e.g., using objects or drawings to represent the problem). Decompose numbers less than or equal to 10 into pairs in more than one way, (e.g., using objects or drawings and recording each decomposition with a drawing or equation [5 = 2 + 3 and 5 = 4 + 1]). For any number from 1 to 9, find the number that makes 10 when added to the given number, (e.g., using objects or drawings, and recording the answer with a drawing or equation). Fluently add and subtract within 5. Number and Operations in Base Ten Work with numbers 11–19 to gain foundations for place value. Compose and decompose numbers from 11 to 19 into ten ones and additional ones, (e.g., using objects or drawings, and record each composition or decomposition by a drawing or equation [e.g., 18 = 10 + 8]); and understanding that these numbers are composed of ten ones and one, two, three, four, five, six, seven, eight or nine ones. Measurement and Data Describe and compare measurable attributes. Describe measurable attributes of objects such as length or weight. Describe several measurable attributes of a single object. Directly compare two objects with a measurable attribute in common to see which object has more of/less of the attribute, and describe the difference (e.g., directly compare the heights of two children and describe one child as taller/shorter). Classify objects and count the number of objects in each category. Classify objects into given categories; count the numbers of objects in each category and sort the categories by count. Geometry Identify and describe shapes. Describe objects in the environment using names of shapes, and describe the relative positions of these objects using terms such as above, below, beside, in front of, behind and next to. Correctly name shapes regardless of their orientations or overall size. Identify shapes as two-dimensional (lying in a plane, “flat”) or three-dimensional (“solid”). Analyze, compare, create and compose shapes. Analyze and compare two-dimensional and three-dimensional shapes, with different sizes and orientations, using informal language to describe their similarities, differences, parts (e.g., number of sides and vertices/corners) and other attributes (e.g., having sides of equal length). Model shapes in the world by building shapes from components (e.g., sticks and clay balls) and drawing shapes. Compose simple shapes to form larger shapes (e.g., “Can you join these two triangles with full sides touching to make a rectangle?”). 6
Math Adventure Tips This curriculum serves as a model for engaging students with math concepts. The framework is versatile and can be adapted for a multitude of programs such as after-school programs, classroom partnerships or even for parents to use with their children. The curriculum uses content from PBS KIDS LAB and PBS Learning Media as well as hands-on activities to practice math skills. Here are some tips to help jump-start your program. Determine students’ needs: Think about what skills are most crucial for your students to learn. Evidence of needs, such as testing data, may be available, or somehow obtained. Perhaps anecdotal evidence is your basis. Either way, knowing what your students’ need will be helpful to make sure they get the practice they require to succeed. The tools within this curriculum cover the standards within the core, but if your students need to go deeper, you may decide to repeat sessions as necessary. Determine Participants: What grade levels will be involved? How many students need to be mentored? How many mentors do you have available? Having enough mentors is crucial. Typically, a ratio of 1:1 or 1:2 for mentors/mentees works well. You can keep the same mentor-mentee partnership for each session or you can make each session a random partnership. There is also a big buddy guide available to give to your mentors to help them keep track of the sessions and their duties. Determine necessary resources: What resources are available in terms of physical spaces, technology, and hands-on materials for activities? What space will be used? What technology will be available? Make a list of what you need and what you already have. Determining these resources first will lead to your program’s success. Media games and other technology: Media resources should complement children’s hands-on interactions and allow children to have experiences that are difficult to do in the classroom (those requiring expensive/unusual materials). Activities are an important part of the mentoring program. Start by using what you have available and add materials as you are able. Dice activities, manipulatives, board games and blocks are items your program may already own. This is where your list may come in handy. Determine time for training: Providing training for staff and student mentors is important. Mentors need to understand that their role is to help mentee learn to use a computer or devices themselves (not to complete activities for their mentee). It is a good idea to let the mentors play games ahead of time and to talk through the activity instructions with them, so that they can become familiar with each. In past applications, teachers typically allowed mentors thirty minutes of training to learn the games, resources and learning goal for the week. Staff can be trained prior to the start of the program about the goals and resources, as well as continue to learn as they participate. Determine the schedule: How many days per week will the mentors meet with the mentees? Two? Three? Some groups have met two days per week, Mondays and Wednesdays, for approximately 30 minutes each day. Thirty-minute mentor trainings were held each Thursday. You are welcome to do whatever works for your program. This was just provided as an example. Benefits for those involved: Some mentors will love the relationship of playing with their younger peer. For other mentors, the extra practice is worthwhile for their own learning. Mentoring provides an opportunity for both participants to practice social skills. Kindergarten students may not know how to play with others, take turns, be responsible, and so on. This will provide them with an opportunity to better these social skills, and it is good practice for older students as well. 7
Schedule Each of these sessions can be split into more than one, depending upon students’ needs. Session 1: Counting and Cardinality: Model, Read and Write Numbers 0–20 Practice counting 0–20. Represent a number of items with a written numeral. Foster one-to-one correspondence. Session 2: Counting and Cardinality: Compare and Order Sets Compare different sets of numbers, count the items in each set, and put numbers in order from 0–20. Session 3: Counting and Cardinality: Count to 100 Practice counting up to 100 by ones. Continue to foster one-to-one correspondence. Practice counting by tens. Session 4: Operations and Algebraic Thinking: Addition and Subtraction Practice adding one number to another to equal a larger number. Also practice subtracting one number from another to equal a smaller number. Compose and decompose numbers into their components, such as 10 + 8 = 18 or 10 – 1 = 9, to help foster understanding of place value. Session 5: Geometry: Positions Practice identifying where an object is relative to another; practice using place words. Session 6: Geometry: Two-Dimensional Shapes Practice identifying, using and making two-dimensional shapes. Session 7: Geometry: Three-Dimensional Shapes Practice identifying, using and making three-dimensional shapes. Session 8: Measuring and Data: Distance Measurements Practice measuring distance and understanding the sizes of things. Session 9: Measuring and Data: Weight Measurements Practice measuring weight and understanding differences in heavy or light. Session 10: Measuring and Data: Classifying and Sorting Data Practice classifying objects by their attributes, and sorting them into categories. Session 11: Patterns Practice identifying patterns within one’s environment and in activities. Optional Session: Time Practice the basics of telling time such as hours in a day and days of the week. 8
Session 1 and Session 3 Model, Read and Write Numbers The goal is for students to read, write and model numbers 0 through 20, and to be able to verbally count to one hundred. This will help develop students’ number sense. Session 1 focuses on 0–20 and session three focuses on counting to one hundred. It is recommended that you do session two before session three in order for the child to practice comparing and ordering numbers 0–20 before they focus on counting to one hundred. If necessary, you can repeat this session if students need additional time to master these concepts. Choose two or more activities. Following these activities is a list of possible games, videos, and books that are appropriate for this session. Pick which ones would work best with your students. Materials Needed Computer or iPad Activity 1–4 Printables Chips Cups Beans Glue Craft pieces Blocks Crayons Yarn/string Stickers Activity 1: Write numbers 0–10 on cups. Ask the students to put the cups in order from smallest to largest. Give them 50 objects— they can be tokens, beans or whatever you have available. Tell them to look at the cup and put in the matching amount of items. Have them count out loud. Variation: Instead of 0–10, try writing 5, 10, 15, 20, 25, and 30 on the cups and have the students put in the matching amount of items. You could go up as high as you like, depending on how much can fit in the cup. Variation: Ask them to count backwards from the cup number to one when they go to match amount with the number on the cup. Activity 2: Draw hopscotch on a sidewalk. Ask students to count as they jump on each number. You can go as high as the students like. Variation: Numbers can be drawn in twos or fives or tens. Activity 3: Have students build Lego towers (or other manipulatives) that correspond to each of the numbers on the number wheel. One number wheel could be 1–10 and the other 11–20. Variation: Use dice (2 or 3) in place of the number wheel. Variation: Glue cereal or craft pieces on each pie slice to correspond to the number shown. 9
Activity 4: Use a one hundred chart. Have students use chips or beans to mark each number as they count. Variation: Have them count by ones, fives, or tens. Pick a random number and have them count up or down from there. Videos PBS Math Lab Games Apps Books The Cat in the Hat Knows a Lot About That Math Safari: Do You See My Ice Cream Cones Seahorse? (select easy or medium levels) Ten, Nine, Eight Count on Clifford Peg + Cat Curious George The Circus Apple Picking Ramone Shakes it Plenty – The Cat in the Hat The Icky Bug Book Blast Off All the way up to twenty Bubble Pop Knows a Lot About The M&M Counting Book That Ten Sly Piranhas Bug Catcher Perfect Picnic with a Pig Math Safari: Do You Bunny Ride One Boy See My Seahorse? Math in the Bath: Rock Count with Allie (select easy or medium Museum 123 Fair Shares One Leaf Rides The Wind Pizza levels) Flower Garden Game Maker Let’s Count to 100 Counting to Twenty Fetch with Ruff Curious George Learns to Hide and Seek Lunch Rush Meatball Launcher Count to 100 Counting Chickens Monkey Jump Peg + Cat Fish Eyes: A Book You Can Peg the Bold and Sir Cat Adventures Count On Cyberchase Rock Art How Do Dinosaurs Count to Buzz and Delete Save the Chickens on the Purple Ten Day: Tally Up Planet Olivia Counts Fizzy’s Lunch Lab Click, Clack, Splish, Splash Counting by Tens Freddy’s Carnival Count-Off Just a Minute! A Trickster Freddy’s Carnival Games Tale and Counting Book Peg + Cat Rock Art 3,2,1 Snack 10
Session 2 Compare and Order Sets The goal of this session is for students to understand the idea of more than or less than. They will compare numbers with each other and put numbers in sequential order. You can break this up into two sessions if you’d like your students to spend more time on this concept. Choose two or more activities. Following these activities is a list of possible games, videos, and books that are appropriate for this session. Pick which ones would work best with your students. Materials Needed Computer or iPad Activity 5–7 Printables Deck of cards (or UNO cards) Box Blocks Activity 5: Give two students a half deck of cards each after removing the face cards. Explain that aces count as one. Have students play “War” or simply compare each of the numbers as they are flipped. War is a game in which each student flips a card, and the higher card takes the pair of cards. Play continues until one player has the entire deck. Variation: If more than two students are involved, they must put the cards in order of least to greatest or greatest to least. Variation: Use “UNO” cards. Activity 6: Have students put number cards or playing cards in a box. Each student must pull out a number and construct a Lego tower with an equal number of Lego pieces. Students should compare who has the taller/tallest towers. A variety of manipulatives can be used with this project. Variation: Students can use number cards to make a sequence. They can order the numbers onto a blank “game board.” Variation: Use stickers, pictures, etc., to correspond to the numbers on the game board. Activity 7: Have students glue items such as pom poms to a counting sheet. Smaller items can be used, so that numbers can go up to 10 (or more). Have them compare which lines are longer and why. 11
Videos PBS Math Lab Games Apps Books The Cat in the Hat Knows a Lot About That Math Safari: Do You See My Seahorse? (select easy or medium levels) Curious George Apple Picking A Hat for Each Blast Off Head Bubble Pop The Cat in the Hat George’s Store at Peg + Cat Bug Catcher the Shore Knows a Lot About That Ramone Shakes it Plenty Bunny Ride Math Safari: Do You See We All Went on – All the way up to twenty Count with Allie My Seahorse? (select Safari Fair Shares easy or medium levels) The Circus Perfect Picnic with a Pig Flower Garden Game Maker The Icky Bug Book Fetch with Ruff Math in the Bath: Rock Hide and Seek The M&M Counting Lunch Rush Pizza Meatball Launcher Book; Monkey Jump More Than, Less Than Peg + Cat Let’s Count Adventures Ten Black Dots Cyberchase Rock Art Buzz and Delete Save the Day: Tally More Than One Up Chicka Chicka 123 Fizzy’s Lunch Lab Freddy’s Carnival Count-Off Freddy’s Carnival Games Peg + Cat Rock Art 3,2,1 Snack 12
Session 4 Addition and Subtraction The goal of this session is for the child to learn and practice the concepts of addition and subtraction. Focus on decomposing and composing numerals such as 11 - 1 = 10 or 10 + 8 = 18 to help foster place value as well as basic addition and subtraction concepts. If students need more practice in this area, this session can be repeated. Choose two or more from the following activities. Following these activities is a list of possible games, videos, and books that are appropriate for this session. Pick which ones would work best with your students. Materials Needed Computer or iPad Activity 8–10 printables Colored beans Deck of cards (remove face cards) Coins or similar object Cups Numbered tokens Activity 8: “Blue Beans” game. Ahead of time, spray paint the top side only of as many lima beans as you would like, at least 20. Put an equal number of beans in each cup. Each student shakes the cup and rolls the beans. Count the rolled beans. Students must decide all of the ways to add two numbers to reach 5 (or 10). Extension: Ask students to write the number sentences to match their roll, (e.g., if a student rolls 3 blue and 2 white, they would write 3 + 2 = 5). Variation: Use more beans per student. Variation: Students can use the game to compare numbers. Variation: Students can use the game to subtract numbers from 5 (or 10). Activity 9: Race to 20. Gather two coins to mark spaces and a deck of cards. Two students will use a deck of cards to add numbers to climb to the top of a board. Explain that Aces count as one and remove face cards. If a student draws a 2, they move their coin to the 2 square. On their next turn, if they drew another 2, they would move 2 squares to the 4 square. Variation: Use higher numbers as the students are able. Variation: Use a horizontal board to do addition OR subtraction. Activity 10: Print number circles and glue onto cardboard or wooden tokens. Give the students two cups. The large cup will contain the larger half of the tokens (6–10 or 11–20), and the small cup will contain the smaller half (0–5 or 0–10). Each cup should be labeled. The student will remove a token from the larger numbers cup and place in front of them and do the same from the smaller cup. Students can write the subtraction sequence on another sheet of paper or speak the subtraction sentence aloud. 13
Videos PBS Math Lab Games Apps Books Adding Fun Rooster’s Off to See the World The Cat in the Hat Knows a Lot About That Hershey Kiss Addition Do You See My Seahorse? Word Family Tales: Dine (select the hard level) with Nine Messy Peg + Cat Curious George Monsters The Cat in the Hat Take One Away Game Maker Knows a Lot About Ten Red Apples Museum of Tens That Ten Little Bears, A Ten Friends Ribbit Math Safari: Do You Counting Rhyme Ten Friends Escape the Train Station See My Seahorse? Elevator Magic Giants Cyberchase (select the hard level) One is Snail, Ten is Crab The Big Gig Buzz and Delete Save the Day: Tyrannosaurus Math Ergomania Add 1 Wild Kratts Math for All Seasons Spaceship Power-up Creature Math Animals on Board Fabulous 5 Peg + Cat What’s New at the Zoo? Star Swiper Mission: Addition Sid the Science Kid The Mission of Addition Vegetable Harvest The Action of Subtraction If You Were a Minus Sign If You Were a Plus Sign 14
Session 5 Positions The goal of this session is to understand where an object is located in reference to another object. Use the words behind, in front of, beside, above, below and next to. Choose two or more activities. Following these activities is a list of possible games, videos, and books that are appropriate for this session. Pick which ones would work best with your students. Materials Needed Computer or iPad Activity 11–12 printables Jar of buttons Deck of cards (with pictures) Paper and crayons Building blocks Animal figurines Activity 11: Find a deck of cards with different pictures on them. Have students arrange them on a table or floor in rows. Talk to students about the position of each of the cards, (For example, if your cards have animals pictured on them, ask students to name the animal below the sheep, above the horse, etc.). Variation: To add geometry into the activity, use cards with different shapes pictured on them. Printing labels on cards will reinforce a print-rich environment. Variation: Print a chart to go with different cards that can be cut out and placed on a grid. Give students directions to place shapes on grid while using position words. Activity 12: Ask students to build a structure (jungle, race track, a city scene, a farm, etc.). This could be with any building blocks, Legos, etc. Ask students to place animals (or other figures) in different areas. Talk with position words to the kids to help them learn placement. (For example, place giraffe in the middle of your jungle. Then, place a monkey between your giraffe and tree.) Variation: Have students draw a scene. Ask them to draw items in certain areas. Tell the students, for example, “Draw a farm; draw a bird on top of the barn; draw a horse under the tree.” Videos PBS Math Lab Games Apps Books The Cat in the Hat Knows a Lot About That Bee Hive and Seek Deep Sea Follow Me The Cat in the Hat Curious George Knows a Lot About That Game Maker Bee Hive and Seek Peg + Cat Deep Sea Follow Me Rosie’s Walk Dinosaur Train Penguin Ski Team Roaring Relay Where’s That Bone Dinosaur Train Camera Catch (Math Matters) Animal Winter Olympics Fetch with Ruff Glenn’s Game The Berenstein Arch de Juice Fizzy’s Lunch Lab Bears: Inside, Fizzy’s Lunch Lab Fresh Pick: Pantry Hunt Buried Treasure Outside, Upside Fresh Pick: Pantry Hunt Peg + Cat Down Tiger Trick or Treat Big Gig Peg + Cat Scrub a Dub Scrub a Dub Sid the Science Kid Weather Surprise Wild Kratts Aardvark Town 15
Session 6 Two-Dimensional Shapes The goal of this session is for the child to recognize two-dimensional shapes, identify the attributes of each shape and manipulate them to form larger shapes. Choose two or more activities. Following these activities is a list of possible games, videos, and books that are appropriate for this session. Pick which ones would work best with your students. Materials Needed Computer or iPad Activity 13–14 Printables Magazines Scissors Tracing patterns Activity 13: Cut out (or have patterns available to trace) different shapes in different sizes. Have students create a scene with a variety of characters or structures using different shapes. Tell students to use at least one of each shape (such as an oval to create a body, a circle to create a head, a trapezoid to create a skirt, a triangle to create a hat, a rectangle to create a building, a square to put a window in a building, an isosceles triangle to make a tree trunk, etc.). Activity 14: Ask students to use magazines to find specific shapes. Each student can be given directions, such as “find three objects representing at least six of the following shapes: circle, square, rectangle, triangle, oval and diamond. Then, glue them onto a separate sheet of paper.” Extension: Ask students to sort the shapes as they glue them onto the sheet of paper. For example, all triangles can go at the top of the page or circles in the middle or squares at the bottom. Extension: Ask students to discuss the similarities and differences among shapes. Variation: Ask students to choose an item from outside the classroom that is a certain shape. For example, a circle could be a wheel, hula hoop, sun, basketball rim, pizza pan, bologna, etc. Ask students to write down or draw what they find to present to their classmates. Ask them to count how many they find of each and write that down next to the shape. Peg + Cat © Feline Features LLC 16
Videos PBS Math Lab Games Apps Books The Cat in the Hat Knows a Lot About That Great Shape Race Huff Puff-a-Tron Peg + Cat Sketch-a-mite Triangles, Pentagon, Triangle, Square Curious George Game Maker Cat Likes Circles I love shapes Shapes for the Birds Dinosaur Train What is Square? What is Wizard Ramone’s Round? Buddy’s Gem Hunt Sphere What is a Triangle? Fetch With Ruff Ruffman Cyberchase Bear in a Square? Grandma’s Game (pick grandma as Shape Quest Math in the Bath: Skippyjon Jones Shape Ordering Spheres the actor) Fizzy’s Lunch Lab Up Fizzy’s Lunch Lab Fresh Pick: Pantry So Many Circles, So Magic Cylinder Hunt Many Squares Escape from Greasy World: Freezer Burn Snack Sort A Circle Here, A Circle Math in the Bath: Peg + Cat There Spheres Peg + Cat Adventures Paint-a-long Shape by Shape Chicken Blast Off Museum Shapes Quest for the Golden Paint-a-long Grandfather Tang’s Pyramids Magical Shape Hunt Story Building Steps Sesame Street I Spy Shapes in Art Shape-o-bot Telly’s Shape Garden Math in the Bath: Building a Rocketship Sid the Science Kid Snowflake Match Wild Kratts Webtastic 17
Session 7 Three-Dimensional Shapes The goal of this session is to help the child recognize three-dimensional objects and learn ways to identify them. Below are videos, activities, games, and books appropriate for this session. Pick which ones would work best with your students. Materials Needed Computer or iPad Activity 15 Printable Various 3D objects Cards Activity 15: Bring examples of 3D shapes into the classroom. Based on what is brought in, have the students discuss what other items are the same shape and dimension. Then make cards with each of the 3D shapes. Ask the students to choose a card out of a hat, ask them to find an object in the room that represents that shape. Videos PBS Math Lab Games Apps Books The Cat in the Hat Knows a Lot About That Great Shape Race Huff Puff-a-Tron Peg + Cat Sketch-a-mite Wizard Ramone’s Curious George Sphere Game Maker I love shapes Dinosaur Train Math in the Bath: Classic in the Jurassic Ordering Spheres Dinosaur Train Jr. Buddy’s Gem Hunt Cubes, Cones, Magic Cylinder Cyberchase Cylinders, & Spheres Fizzy’s Lunch Lab 3D Builder My Day is Full of Shapes Math in the Bath: Escape from Greasy World: Shape Quest Spheres Freezer Burn Snack Sort Pancakes, Crackers, and Fizzy’s Lunch Lab Pizza Peg + Cat Fresh Pick: Pantry Quest for the Golden Paint-a-long Hunt Pyramids Magical Shape Hunt Peg + Cat Building Steps Sesame Street Adventures Shape-o-bot Math in the Bath: Telly’s Shape Garden Building a Rocketship Sid the Science Kid Snowflake Match Wild Kratts Webtastic 18
Session 8 Distance Measurement The goal of this session is to help the child understand how to measure distance and height. Choose two or more activities. Following these activities is a list of possible games, videos, and books that are appropriate for this session. Pick which ones would work best with your students. Materials Needed Computer or iPad Activity 16–18 Printables Ruler or tape measure Objects such as blocks or box lids Yarn. Activity 16: Give each student a ruler, tape measure (if you want to measure larger items), or print a template. Assign each student something to measure around the room. Consider that even if most students cannot count as high as a tape measure, they can repeat/rewrite the numbers from the tape measure. Examples of items to measure could be a tissue box, highlighter, post-it notes, Legos, blocks, cubby spaces, shoes, wastebasket, etc. Variation: Ask two students to measure like items to see if they come up with the same measurement. Variation: Find an object that you have enough of for each of the students to use. Ask the students to measure using that object. You could give each student matching blocks that are 6" long, and ask “how many blocks wide is our doorway?” or “how many blocks long is our group time rug?”). A smaller unit of measurement could be paper clips. The idea is that measurement can come in many forms. Variation: Ask the students to only measure in centimeters for the same objects. Compare the difference in different forms of measurement. Activity 17: Choose one object, like a storytime rug and have each student measure it with a different object. The mentor could explain, “Our group time rug is: 72 inches, 12 blocks, 6 rulers, and 4 box lids long.” Extension: Introduce half-inch increments as the students are ready. Activity 18: Measure each student with yarn and cut length according to their height. Construct a chart paper area on a wall to display these yarn measurements. Put the students name or picture at the top of each one, so the students can visually see their height and compare to others. If using worksheets, consider measuring with items such as Penne pasta or Cheerios. Videos PBS Math Lab Games Apps Books The Cat in the Hat Knows a Lot About That Curious George Hermit Shell Game Measure Up Welcome to Beaver City Measuring Penny Peg + Cat Dinosaur Train Which is Bigger? Fly over 12 Monkeys Classic in the A Pig is Big Dinosaur Train Jurassic Jr. Inch by Inch High Wire Peg Air Show How Tall, How Treasure Map Fizzy’s Lunch Lab Pinecone Pass Short, How Buried Treasure Fresh Pick: Pantry Roaring Relay Faraway Cat is Stuck in the Hunt Tree … Again The Long and Big Hat Problem Fizzy’s Lunch Lab Peg + Cat Short of It Escape from Greasy World: Adventures Super Sand Castle Sid the Science Kid Escape from Fresh World Saturday The Whale Episode Sid the Science Kid Crystals Rule 19
Session 9 Weight Measurement The goal of this session is to help the child understand the concept of weight and size. Following these activities is a list of possible games, videos, and books that are appropriate for this session. Pick which ones would work best with your students. Materials Needed Computer or iPad Random objects such as blocks or rocks or pine cones Pan balance or scale Ruler or spoon Tape Clothing hanger Yarn Cups Activity 19: The student can pretend to be the pan balance. Have them select several objects—a few large ones and a few very small. Ask them to hold out their arms. Place one object in one hand and the other object in the other. Which one is heavier? Which feels lighter? Tell the student that on the count of three they will “weigh” the object. The hand with the lighter object should move up, and the hand with the heavier object should move down. Variation: If you have access to a scale, have the student put items on the scale. Show how the larger number means it’s heavier. Compare two different objects—which one is the heavier object? Compare objects that are the same size— rock versus pinecone, for example—show how one is heavier than the other despite the similar size. Variation: Create a pan balance with a hanger, ruler or spoon, yarn and two cups. Tape the ruler or spoon to the edge of a table, desk or counter. Make sure it is at least 20 inches off the ground. Punch holes into the top sides of the cups and thread the piece of yarn through these holes. Tie the yarn to the bottom side of the hanger. Do this with the other cup, so that both cups are hanging from opposite sides of the hanger. Take objects such as eraser or quarter and have students guess which is heavier. Then weigh to see if their hypothesis is correct. Make a table of their measurements. Videos PBS Math Lab Games Apps Books The Cat in the Hat Knows a Lot About That Hermit Shell Game Curious George Welcome to Beaver City Measure Up Dinosaur Train Air Show Peg + Cat Dinosaur Dive Which is Bigger? Fly over 12 Monkeys Leaf Leader A Pig is Big Dinosaur Train Millions to High Wire Peg Pinecone Pass Classic in the Measure Roaring Relay Treasure Map Jurassic Jr. On the Scale, a Buried Treasure Fetch with Ruff Weighty Tale Fizzy’s Lunch Blackmuzzle’s Game (choose Blackmuzzle as Hershey’s Milk Cat is Stuck in the Lab the actor) Chocolate Tree… Again Helga’s Game (choose Helga as the actor) Fresh Pick: Big Hat Problem Pantry Hunt Weights + Fizzy’s Lunch Lab Measurement Math in the Bath: Escape from Greasy World: Book Heavy Treasure Escape from Fresh World Crane Game Sid the Science Kid Dunk Tank Delimma The Whale Episode Sid the Science Kid Pan Balance 20
Session 10 Classifying and Sorting Data The goal is to help the child understand how to classify and sort data, compare two different objects and list similarities and differences, and count the objects in each sorted group. Below the activities is a chart with games, videos, and books appropriate for this session. Pick which ones would work best with your students. Materials Needed Computer or iPad Activity 20–21 printables Jar of buttons Deck of cards (with pictures) Paper and crayons Building blocks Animal figurines. Activity 20: Give students a larger jar of buttons (or similar items). Ask them to sort the buttons in a variety of ways. Give them a checklist if you desire, or ask them to take a picture of each sorting exercise with an iPad. For each round, students can put all buttons back in the jar and resort in a different way. Ask them to count how many are in each pile and write it down. Variation: To further sorting skills, they can divide the buttons into two categories, then further sort from each pile. For example, sort the big buttons into one pile and the small ones into another. Then they can sort by color within each of the two piles. Variation: Have students create a chart. Ask them to count how many are in each group and then write it on their chart. Try to find new ways of sorting the buttons (or similar items such as figurines) and new ways of displaying the attributes on the chart. Activity 21: Find a deck of cards with different pictures on them. Have students sort by different categories, (e.g., use a deck of cards with animals on them and sort by color, size, habitat, etc.). Variation: Use stamps with different pictures on them or print pictures (e.g., animals, foods, plants, toys, etc.) and glue onto cardboard and cut apart. Students can choose different objects to print and sort. 21
Videos PBS Math Lab Games Apps Books The Cat in the Hat Knows a Lot About That Hermit Shell Game Welcome to Beaver City Curious George Curious George Game Maker (Advanced Set-up) Measure Up Hat Grab Sort It Out Dinosaur Train Buddy’s Gem Hunt Peg + Cat Dinosaur Dive Hydration Station Fly over 12 Monkeys Leaf Leader The Cat in the Hat High Wire Peg Opening Ceremony Knows A Lot About Pinecone Pass That Treasure Map Bee Hive and Seek Fetch with Ruff Buried Treasure Blackmuzzle’s Game (choose Deep Sea Follow Me Sort it Out! Blackmuzzle as actor) Hermit Shell Game The Button Box Cat is Stuck in the Glenn’s Game (choose Glenn as actor) Math Mystery: Tree… Again Dinosaur Train Helga’s Game (choose Helga as actor) Fishy Food All Aboard the Dinosaur Big Hat Problem A Pair of Socks Fizzy’s Lunch Lab Train Camera Catch Sorting Math in the Bath: Heavy Escape from Greasy World: Treasure Freezer Burn Snack Sort Peg + Cat Peg + Cat Big Gig Arch de Juice Scrub a Dub Scrub a Dub Sort, Sort, Sort Sesame Street Sort the Recycling Oscar’s Trash Sort Tiger Trick or Treat Sid the Science Kid Crystals Rule Sid the Science Kid Pan Balance The Whale Episode Sorting Box Vegetable Planting Weather Surprise Wild Kratts Croc Hatch Frogfish Feast 22
Session 11 Patterns The goal is to help the child understand patterns: how to recognize them and how to create their own. Choose two or more activities. Following these activities is a list of possible games, videos, and books that are appropriate for this session. Pick which ones would work best with your students. Materials Needed Computer or iPad Numbered cards Blocks Buttons or colored cereal Pompoms Activity 22: Give each student an assortment of objects—blocks, Duplo’s, buttons, Fruit Loops, pom poms, etc. The objects do not have to be the same for each child. Model a pattern for the students and ask them to replicate. Using Fruit Loops, you can make a pattern with colors (ABABAB, AABAAB, ABBABB, etc.) Consider starting with only two colors/shapes to start the activity. Extension: Add in additional colors/shapes. The next level could be: ABCABC, ABCCABCC, ABBCABBC, AABAAABC. Extension: Combine two students’ collections, (e.g., red loop, blue loop, pink pom pom, repeat). Activity 23: Give each student cards with numbers on them. A deck of cards (without face cards) can be used as well as homemade cards or tokens with numbers written on them. Assuming the range is 1–10, take out cards numbered 8– 10. Have everyone shuffle their remaining numbers and choose one card randomly. From there, each student must find the next three numbers in that sequence. Variation: Give students only cards with even numbers on them. Variation: Ask students to do the same, only count backwards (taking out the three lowest numbers). Videos PBS Math Lab Games Apps Books The Cat in the Hat Knows a Lot About That Curious George Hermit Shell Game Measure Up Huff Puff-a-Tron Sort It Out Curious George Peg + Cat Game Maker (Advanced Set-up) Hat Grab The Cat in the Fly over 12 Monkeys Hat Knows A Cyberchase Lot About That High Wire Peg Buzz and Delete Save the Day: Space Flyer Hermit Shell Treasure Map Patterns Dinosaur Train Game Buried Treasure The Very Quiet Buddy’s Gem Hunt Dinosaur Train Cat is Stuck in the Tree… Cricket Fetch with Ruff All Aboard the Dots, Spots, Again Helga’s Game (choose Helga as actor) Dinosaur Train Big Hat Problem Speckles, and Fizzy’s Lunch Lab Camera Catch Stripes Math in the Bath: Heavy Escape from Greasy World: Pattern Bugs Treasure Freezer Burn Snack Sort Peg + Cat Arch de Juice Peg + Cat Big Gig Sort, Sort, Sort Chicken Dance Scrub a Dub Sort the Recycling Rock Art Tiger Trick or Treat Sid the Science Kid Vegetable Patterns Sid the Science Kid Wild Kratts The Whale Episode Frogfish Feast 23
Optional Session Time The goal is to help the child understand the basics of time such as the hours in a day and the days of the week. This is optional. If you wish, you can decide to not include this session. Materials Needed Computer or iPad Activity 24–27 Printables Paper chain Cardstock Calendar Activity 24: Help students make their own clock. Have a model available for the teacher. Announce a time and teach students how to show that time. Explain the difference between a.m. and p.m. Ask students what they might be doing at each time of the day (e.g., 4 p.m.). . Activity 25: Make a paper chain and label each link with an hour of the day. With each hour that passes, a link is removed. Extension: Make chain links counting down days/weeks (e.g., daily countdown to Thanksgiving, weekly countdown until end of the school year, etc.). Activity 26: Make a timeline on the wall with several sheets of paper. Span a period of time and put in details along the timeline. Examples could be to find out who the youngest and oldest students are and put those two dates as the anchors on the timeline; the school year could also be the span on the timeline. Variation: Use a calendar. Have the students point out what day of the week it is. On that day, write out a timeline for the day. Cross off each activity after it’s done to show time passing. Activity 27: Make flash cards with times on them in analog and digital. Teach the students how these relate and let them match them. If using self-made cards, put matching symbols on both backs, so students can check their own work. Enrich this activity by having the students make their own flash cards to study. Extension: Draw flash cards with fifteen- or thirty-minute intervals after students have mastered hourly flash cards. Videos PBS Math Lab Games Apps Books What Time is it Mr. Fetch with Ruff Ruffman Curious George Crocodile Telling Time with the Digits Game Maker Fetch Fone The Completed Hickory Dickory Dock 24
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Activity 11: Directions: 1. Put a triangle above the octagon. 4. Draw a happy face under the octagon. 2. Put a circle beside the rectangle. 5. Draw a heart under the diamond. 3. Put a diamond under the square. 6. Draw a star beside circle. 39
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Math Adventures Activity Log The Math Adventures Activity Log is based on the Common Core Standards for Kindergarten. The kindergarten students are mentored one-on-one by students in an upper grade (e.g., 4th grader). The mentors will have a folder that contains activities and worksheets for that day and a Math Adventures Activity Log to document work completed during the day’s session. The mentor should check off each activity completed and write down which games were played during the session on the Math Adventures Activity Log. Videos or books can be included in the activities column. At the end of each session, the students will earn a sticker for work completed to be placed in the PBS Superstar Sticker column. All printables will go home with the kindergarten students each day. These activities can be adapted according to teacher curriculum standards and to best meet classroom needs. Peg + Cat © Feline Features LLC Student name Mentor name Level Session and PBS Learning PBS Math Complete Activities completed Common Media Videos Lab Games Sticker (Minimum of 2) Core Standards (Minimum of 1) (Minimum of 1) (comments, optional) Session 1 1. _______________ 1. ___________ 1. ____________ (Model, Read & 2. _______________ Write 0–20) 2. ____________ 2. ___________ 3. _______________ 1. _______________ 1. __________ Session 2 1. ____________ (Compare & Order 2. _______________ 2. ____________ 2. __________ Sets to 20) 3. ________________ 1. ________________ 1. ___________ 1. ____________ Session 3 2. ________________ (Count to 100) 2. ____________ 2. ___________ 3. _________________ 1. ________________ 1. ___________ Session 4 1. ____________ (Addition & 2. ________________ 2. ____________ 2. ___________ Subtraction) 3. _________________ 1. ________________ 1. ___________ 1. ____________ Session 5 2. ________________ (Positions) 2. ____________ 2. ___________ 3. _________________ 1. ________________ 1. ___________ Session 6 1. ____________ (Two-Dimensional 2. ________________ 2. ____________ 2. ___________ Shapes) 3. _________________ 52
Level Session and PBS Learning PBS Math Complete Activities completed Common Media Videos Lab Games Sticker (Minimum of 2) Core Standards (Minimum of 1) (Minimum of 1) (comments, optional) 1. ________________ 1. ___________ Session 7 1. ____________ (Three-Dimensional 2. ________________ 2. ____________ 2. ___________ Shapes) 3. _________________ 1. ________________ 1. ___________ Session 8 1. ____________ (Distance 2. ________________ 2. ____________ 2. ___________ Measurement) 3. ________________ 1. _________________ 1. ___________ 2. _________________ 1. ____________ Session 9 (Weight Measurement) 3. _________________ 2. ____________ 2. ___________ _ 1. _________________ 1. ___________ Session 10 2. _________________ 1. ____________ (Classifying and 3. _________________ 2. ____________ 2. ___________ Sorting Data) _ 1. _________________ 1. ___________ 2. _________________ 1. ____________ Session 11 (Patterns) 3. _________________ 2. ____________ 2. ___________ _ 1. _________________ 1. _________ 1. ____________ Optional Session 2. _________________ (Time) 2. ____________ 2. __________ 3. _________________ Congratulations, you have completed the Math Adventures program! For all images of Peg + Cat used with permission: Peg + Cat © Feline Features LLC. The contents of this mentorship program were developed under a grant from the Department of Education. However, those contents do not necessarily represent the policy of the Department of Education, and you should not assume endorsement by the Federal Government. [PR/Award No. U295A100025, CFDA No. 84.295A] 53
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Glossary A Cone (noun) a solid or hollow 3D shape with a circular base that tapers to a point (or apex). Above (adv.) at a higher level or layer. Counting on (noun) a strategy that involves starting at a Abstract (adj.) existing in thought or as an idea but not known quantity and counting up or down from there. having a physical or concrete existence. Cube (noun) a symmetrical 3D shape contained by six Addend (noun) a number that is added to another within equal squares. an equation. Cylinder (noun) solid 3D figure with straight parallel sides Addition (noun) process of adding something to and a circular or oval base. something else. A.M. (noun) time period between midnight and noon, D such as morning. Data (noun) set of values such as qualitative or Analog time (adj) a clock that shows time by use of quantitative pieces of information. hands (e.g., second, minute, and hour hands). Day (noun) a period of twenty-four hours as a unit of time. Analysis (noun) detailed examination of something. Decompose (verb) break apart something into smaller Angle (noun) two lines that meet at a common point. components or elements. Array (noun) set of numbers or objects that are in rows Difference (noun) an answer to a subtraction problem. and columns (e.g., matrix). Digit (noun) any of the numerals from 0 to 9, especially Apex (noun) the top or highest point of something. when forming part of a number. Attribute (noun) a feature regarded as a characteristic or Digital (adj.) showing time by means of displayed digits inherent part of something. rather than hands or a pointer. Divide (verb) separate into parts. B Bar Graph (noun) a diagram where numbers (or E variables) are represented by the height or length of lines Edge (noun) the place where two flat surfaces of a solid (or rectangles) of equal width. figure meet. Base Ten (noun) a numeral system that has ten as its Equal Group (noun) a group with the same number of base, where there are digits for numbers zero through objects. nine. Equation (noun) a mathematical sentence with an equal Behind (adv.) at or to the far side or back of something sign (=). Below (adv.) at a lower level or layer. Equivalent (adj.) equal in value, amount, function, and/or Beside (preposition.) at the side of; next to meaning to something else. Estimate (verb) roughly calculate or judge the value, C number, quantity, or extent of something (or an calculated Calculate (verb) determine the amount or number of guess). something mathematically. Even Number (noun) is a number that is divisible by two. Category (noun) a collection of things that share a Expanded Form (noun) a representation of a number, common (or set of common) attribute(s). where each individual place value is separated out to Centimeter (noun) a metric unit of length, where 100 form a mathematical expression (e.g., 1,325 has an centimeters equal one meter. expanded form of 1,000 + 300 + 20 + 5). Circle (noun) the curve traced out by a point that moves Expression (noun) a mathematical phrase without an so that its distance from the center is constant. equal sign. Classify (verb) to sort into categories or arrange into F groups by specific attributes. Column (noun) a vertical (up and down) division of Face (noun) surface of a thing, especially the one that is something. presented toward the observer. Compare (verb) to decide if one number is greater than, Foot (noun) a unit of length equal to twelve inches. less than, or equal to another. Fraction (noun) a number shown in the form of “a/b,” Compose (verb) to put together basic elements. where “a” is a whole number and “b” is a positive whole number. Composite Shape (noun) a figure (or shape) that can be divided into more than one of the basic shapes. 55
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