Number Patterns (NP)
Click on any of these Number Patterns (np) tabs to learn how it is played (Play Plan) and its key learning areas
NOUGHTS & CROSSES:
Play Plan
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| GAME OVERVIEW & BASIC RULES FOR PLAY | A simple game played by two people. The objective of Noughts and Crosses is to get a winning line of three Noughts or three Crosses in either a horizontal, vertical or diagonal row. The Noughts and Crosses board is a square grid containing nine squares arranged in threes. The game is played by two people who either play as Noughts (Os) or Crosses ( Xs). They can either be drawn or objects resembling these two options can be used. In giant Noughts and crosses for example, the two objects are the Noughts and crosses themselves. |
| Play Session Plans | SESSION 1:
SESSION 2:
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RUMMY:
Play Plan
| GENERAL INFORMATION | Card deck: Children’s cards or standard cards (as per the child’s play level) |
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| GAME OVERVIEW AND BASIC RULES FOR PLAY | Each player is dealt 13 cards. The remaining cards are placed in a face down stack in the middle, forming the draw pile. The objective of the game is to be the first to form a hand consisting of valid combinations of sequences and/or sets. A set consists of at least three cards of the same rank, for example 4♥ 4♦ 4♠ or K♥ K♦ K♠ K♣. A run consists of at least three consecutive cards of the same suit J♣ Q♣ K♣ or 4♥ 5♥ 6♥ 7♥.
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| PLAY SESSION PLANS: | SESSION 1:
SESSION 2:
SESSION 3:
SESSION 4:
Session 5:
Session 6:
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GO FISH:
Play Plan
| GENERAL INFORMATION |
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| GAME OVERVIEW AND BASIC RULES FOR PLAY | The objective of the game is to be able to collect maximum sets of cards. A set is to collect all the four cards of different suites of a particular number.The game starts with the players all being dealt 5 cards each. The Player asks for a specific card from one of the other players by specifying their name and the card details. The player asking should already have at least 1 card with him of what number he asked. The person being asked, if they do have the cards requested, should hand them over. If a player does not have the cards being asked for, the player must say “go fish” and it’s now his/her chance to play/ask for a card. The Player who asked for the card, can now draw a card from the draw pile in the center. When all the sets have been made, the game is over. The sets of cards are counted at the end and the person with the most number of sets wins the game. |
| PLAY SESSION PLANS: | SESSION 1:
SESSION 2:
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I SEE 10:
Play Plan
| GENERAL INFORMATION |
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| GAME OVERVIEW AND BASIC RULES FOR PLAY | There are 2 variants of the game. In the first version, the objective of the game is to be the first to finish the cards in your hand. The players are dealt 6 cards each, with the left over cards forming the draw pile. Each person then takes turns to open up one card from the draw pile and place it face up for all to see. All the players who have cards that, when paired with the card, add up to 10, can play their cards. The game continues until 1 player wins the game by finishing the cards in his hand. In the second variant, the objective is to be able to make 3 pairs that add up to 10. Players are dealt 6 cards each. The remaining cards form the draw pile. One card is opened up to form the discard pile. The first player can take the face up card or one from the pile, and discard one card from their hand instead. The players take turns until one player wins the game by placing all their cards in pairs on the table. |
| PLAY SESSION PLANS: | SESSION 1:
SESSION 2:
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SCOOP:
Play Plan
| GENERAL INFORMATION | Card deck: Children’s cards or standard cards (as per the child’s play level) |
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| GAME OVERVIEW AND BASIC RULES FOR PLAY | The objective of the game is to sort the cards into four different suits from 1 to 10 along with king, queen and jack. One child is then asked to distribute the entire card pack equally among the four children. Ask the children to place number 6 cards of whichever suits they have, in the given arena. So that we will have number 6 of all suits. Now, each of them will get their turns to play. Suppose if Player 1 is playing, he/she has to check for the preceding (previous) or succeeding (next) of number 6 of any suit and if it is the previous number they have to place it below the number 6 or if it is the next number they have to place it above number 6. Similarly, the game continues until all the cards are over with the players. Whoever empties their cards first will be the winner. |
| PLAY SESSION PLANS: | SESSION 1:
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LUDO:
Play Plan
| GENERAL INFORMATION |
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| GAME OVERVIEW & BASIC RULES FOR PLAY | Ludo is a classic board game for two to four players. The objective of the game is to bring all the 4 tokens into the home triangle. While playing ludo, children develop creative ways of solving problems, forming strategies and calculate probability. It teaches good sportsmanship, teamwork, the importance of taking turns, decision making, and furthermore instills in children the spirit of competitiveness in a proper way. It is an effective tool which develops a child’s numeracy skills as well as their positional language. It is a modified and simpler version of an Indian game called ‘pachisi’. Each player is assigned a set of 4 tokens with different textures. The first player to bring all the tokens to the finish block wins the game. |
| PLAY SESSION PLANS: | SESSION 1: INTRODUCTION AND PRACTICE GAME USING SINGLE TOKEN
SESSION 2: PLAYING THE GAME WITH 2 PLAYERS (4TOKENS)
SESSION 3: PLAYING THE GAME WITH 2 PLAYERS WITH MORE RULES
SESSION 4: PLAYING WITH 4 INDEPENDENT PLAYERS
SESSION 5: PLAYING WITH 4 PLAYERS, TEAMWORK
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CONNECT FOUR:
Play Plan
| GENERAL INFORMATION | Prerequisites: Counting |
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| GAME OVERVIEW & BASIC RULES FOR PLAY | The objective of this game is to make a straight line of four with the coins of the same texture. The line can be vertical, horizontal or diagonal. |
| PLAY SESSION PLANS: | SESSION 1: BEGINNERS SESSION – COUNTING
SESSION 2: CONNECTING THE DOTS
SESSION 3: SYMMETRY
SESSION 4: PATTERN
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GROUPING:
Play Plan
| GENERAL INFORMATION |
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| GAME OVERVIEW & BASIC RULES FOR PLAY | The objective of the game is to make 2 groups and get the maximum combination for a given number (2 to 11) and notice the pattern at the end of the game. |
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PATTERNS:
Play Plan
| GENERAL INFORMATION | Numeracy concept: Patterns and Sorting |
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| GAME OVERVIEW & BASIC RULES FOR PLAY | The objective of this game is to form the pattern instructed by the facilitator or another player within a given time. Then the number of pebbles are counted and dropped back to their respective bowls. |
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ODD OR EVEN:
Play Plan
| GENERAL INFORMATION |
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| GAME OVERVIEW AND BASIC RULES FOR PLAY | The objective of the game is to collect all the marbles/seeds. This game involves only two players. Either Facilitator/Teacher/Player themselves will equally distribute the marbles. They have to pick some number of marbles in their fist and ask the opposite player to guess whether he/she has an empty or odd or even number of marbles. If the guess is correct then the player who is playing has to return those marbles to the opposite player, if guess is wrong then the opposite player has to give that many numbers of marbles to the player and if it is empty and the guess is correct no exchange but guess is wrong they will have the pre decided number say “5 marbles (which is decided in the beginning of the play starts)” then the opposite player has to give 5 marbles to the player. Both of them will get an alternative turn to play. At the end, whoever has all or the maximum number of marbles will be the winner. |
| PLAY SESSION PLANS: | SESSION 1:
SESSION 2: (KLI – SA3.2A, SA3.2B)
SESSION 3: (KLI – SA3.2B, SA3.2C, SA3.3B) Make a group of 2 children and keep 20 pebbles in the middle of the group. SESSION 4: (KLI – SA3.3B, SA3.3D, SA3.3E)
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Collaborative Sorting:
Play Plan
| GENERAL INFORMATION |
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| GAME OVERVIEW AND BASIC RULES FOR PLAY | The objective of the game is to collect all cards of the same type (suit). One child is then asked to distribute the entire card pack equally among the four children. Then out of the 4 children in the group, 1 is assigned diamonds, another hearts, one club and the last spades. The players are provided one turn to ask for a missing card in their suite. The game ends when each child has collected all the cards (ace to 10) of the suite they had been assigned. |
| Play Session Plans: | SESSION 1:
SESSION 2:
SESSION 3:
SESSION 4:
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Tangrams:
Play Plan
| GENERAL INFORMATION |
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| GAME OVERVIEW AND BASIC RULES FOR PLAY |
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| PLAY SESSION PLANS | SESSION 1:
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SESSION 3:
SESSION 4:
SESSION 5:
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Ganitmala:
Play Plan
| GENERAL INFORMATION |
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| GAME OVERVIEW AND BASIC RULES FOR PLAY | The Ganit Mala comprises a string of 100 large beads, with number markers which can hang from it. Children learn how the numbers to 100 fit on to this and can use it for finding which are greater and smaller. It is also useful for addition, subtraction. The Ganit mala is used in the primary classes as well.
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| PLAY SESSION PLANS | SESSION 1:
SESSION 2:
SESSION 3:
SESSION 4: Elephant and tiger game: two children will play this game with ganithmala by holding it from both ends; children can be named with any funny names (animal, flower, cartoon, etc). Each of them will be asked to count and fix the number card with a number given to them on the ganithmala. SESSION 5 (KLI – DNR.1A)
SESSION 6 (KLI – SA3.2A)
SESSION 7: (KLI – SA2.3C, SA2.3D)
Example: numbers on dice are 1, 4, 6, 3
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Sounds & Patterns:
Play Plan
| GENERAL INFORMATION | Prerequisites: – Number of players: 4 |
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| GAME OVERVIEW AND BASIC RULES FOR PLAY | The objective of the game is to make sound and form a pattern with these sounds by first hitting 3 different items and then hitting the glasses filled with different levels of water. |
| PLAY SESSION PLANS | SESSION 1:
SESSION 2:
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Body Percussion:
Play Plan
| GENERAL INFORMATION | Prerequisites: Counting |
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| GAME OVERVIEW AND BASIC RULES FOR PLAY | Body percussion is the art of striking the body to produce various types of sounds for didactic, therapeutic, anthropological and social purposes. In both the world of musical traditions and the world of performance, body percussion has had various roles, which can be classified into its uses, meanings and functions which are specific to each individual culture. It is important to point out that nowadays the media and social networks play an important role in promoting body percussion due to their high levels of visual and aesthetic content. That said, however, its applications are highly varied, which is why we can classify the publications up until now into thematic blocks.
Skills that can be learnt- Symmetry, Patterns, Odd-Even |
| PLAY SESSION PLANS | SESSION 1: WARM UP – PASS THE CLAP Very simple and effective starting point for a body percussion warmup. In its simplest form, each person claps in turn until it goes all the way around the circle. Here are some ideas for developing the activity further:
SESSION 2: FOUNDATION/INTRODUCTION The aim of this lesson for students is to
SESSION 3: MUSIC/NUMERACY LESSON The aims of this lesson are for students to
SESSION 4: SOUND BUILDING
SESSION 5: FOLLOW THE PATTERN
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