Number Recognition (NR)
Click on any of these Number Recognition (nr) tabs to learn how it is played (Play Plan) and its key learning areas
EQUATIONS:
Play Plan
| GENERAL INFORMATION |
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| GAME OVERVIEW AND BASIC RULES FOR PLAY | The objective of the game is to be the first to make an equation / to be the player with the maximum number of equations at the end of day (in the challenging version of the game). The game starts with the players all being dealt 3 cards each. Players then take turns to discard the card he does not require and draw a card from the draw pile in the centre to make an equation. The player who makes maximum equations is the winner of the game. |
| PLAY SESSION PLANS: | SESSION 1:
SESSION 2:
SESSION 3:
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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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LAST MAN STANDING:
Play Plan
| GENERAL INFORMATION |
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| GAME OVERVIEW AND BASIC RULES FOR PLAY | In order to reinforce the concept of place value concept, this game involves distributing the cards to the children and they have to form the 3 or 4 digit number and keep all the cards face down. The facilitator should call out numbers and their values. For example: “8 in ten’s place,” or “5 in hundreds place.” The child whose cards match the clue is out of the game. The game continues until there is only 1 person left in the game, who becomes the last man standing. |
| PLAY SESSION PLANS: | SESSION 1:
SESSION 2:
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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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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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SORTING:
Play Plan
| GENERAL INFORMATION | Numeracy concept: Counting and Addition |
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| GAME OVERVIEW & BASIC RULES FOR PLAY | The objective of this game is to sort the objects. This game can be played with more than two players. Each child will get different types of edible items (5 of each variety) on a tray and bowls to sort the given items. In a given time, those who sort the maximum number of items are the winners or the one who could sort all the items first is the winner of the game. |
| PLAY SESSION PLANS: | Session 1: 3 items – 5 each
SESSION 2: 3 ITEMS – RANDOM NUMBER
SESSION 3: 5 OR 6 VARIETIES – RANDOM NUMBER
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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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Treasure Hunt:
Play Plan
| GENERAL INFORMATION |
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| GAME OVERVIEW AND BASIC RULES FOR PLAY | The objective of the game is to solve all the clues/questions and be the first to solve the last clue to get the treasure. The game starts by giving them their first clue/question, after solving each clue they would get their next clue. Whoever solves the last clue first would get the treasure and is the winner of the game. |
| PLAY SESSION PLANS: | SESSION 1:
SESSION 2:
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Steps to Treasure:
Play Plan
| GENERAL INFORMATION | Prerequisites: Counting and sorting
Number of players: 4-5 |
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| GAME OVERVIEW AND BASIC RULES FOR PLAY | The objective of the game is to follow the clues/instructions and move around in their room to find the treasure. The game starts by giving them their first clue/instructions, after solving each clue they would get their next clue. Whoever solves all three clues first, would be the winner of the game. NOTE: All the below mentioned instructions and clues will be given by the parents; they can modify the instructions as per the availability and space. Materials and instructions for the parents:
Whatever material is there on the chairs, there would be a question associated with each of it, which parents would read when the child reaches the place. Materials and instructions for the parents:
Whatever material is there on the chairs, there would be a question associated with each of it, which parents would read when the child reaches the place. |
| PLAY SESSION PLANS: | SESSION 1:
“Put your right hand in, Do the boogie woogie (children would put their hands on their waist and slightly move their whole body side to side) Put your left hand in, Do the boogie woogie Put your right foot in, Do the boogie woogie Put your left foot in, Do the boogie woogie Put your whole self in, (children would put their hands on their waist and jump) Do the boogie woogie PLAY SESSION 2:
Instructions:
SESSION 2:
Instructions:
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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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Place Value card:
Play Plan
| GENERAL INFORMATION | Material: Braille Place value cards |
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| GAME OVERVIEW AND BASIC RULES FOR PLAY | Mann card (place value cards): When we play with number cards and ask children to take number 12 and show. They tend to take number card 1 and number card 2 and join them together by holding number 1 and 2, they say it is number 12, but it is not. In order to remove this misconception, we use Mann cards which have individual number cards from 1 to 9, number cards from 10 to 90, number cards from 100 to 900. Now if we ask for number 12, then they should take number card 10 and then number card 2.Hence, Mann cards(place value cards) help visualizing the place value of numbers. Place Value
Also known as Gattegno cards. Consist of sets of units, tens, hundreds, thousands, ten thousands and lakhs cards to make up to any 6 digit number. Helps children to develop quantity value of the numbers on the basis of expanded notation. |
| PLAY SESSION PLANS | SESSION 1:
SESSION 2:
SESSION 3:(KLI – SA1.3A)
SESSION 4: (KLI – SC1.3D)
SESSION 5: (KLI – SA3.2F)
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