Sample Math For Love Kindergarten
Sample Math For Love Kindergarten
Sample Math For Love Kindergarten
Kindergarten
This curriculum spends ample time exploring conceptual models, giving students
opportunities to work concretely and pictorial while making connections to abstract
reasoning.
Program Values
The goals of this curriculum are to strengthen student understanding and deepen their
enjoyment of math. The values of the program help work toward those goals:
In short, this curriculum is designed to help you build a classroom where students are
doing math and thinking math.
Teacher’s Responsibility
As a teacher in the program, you are tasked with establishing a healthy and dynamic
classroom environment where these values are expressed. Your responsibilities are:
1. Engagement. Create an classroom where your students spend the bulk of their
class time actively engaged in mathematical play and problem-solving.
2. Differentiation. Help students encounter problems, games, and activities of the
right level of difficulty to create engagement.
3. Thinking. Get students thinking as soon as possible every day, and help keep them
productively stuck, actively working to understand and make meaning in a situation
they don’t yet fully understand.
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4. Positive Environment. Help the classroom be a place where students trust
themselves, their teacher, and each other, and can make mistakes, ask questions,
and grow.
The curriculum is designed to help you in these tasks, and your students and you will get
the most out of the summer if you tackle these responsibilities head on. Here are some
concrete ideas on how to go about it.
Model how to play games, and teach how to win and lose
Students can sometimes get really attached to winning, and take their wins and
losses as deeper signs about themselves. It’s best to get ahead of this right away. Talk
about how the players of a game are working together to learn about the game, and
every loss is a chance to get more information about how to win. Rather than
thinking about the other player as your rival, think of them as your collaborator,
there to help you learn.
Avoid what doesn’t involve math; get students into actual, active thinking
situations about mathematics as fast as you can
Our goal is to make the most of classroom time, and avoid things that use up too
much time without much gain in mathematical understanding. Start class right away
with a Number Talk or opening game (see the Warm Up in the daily plan). Use the
Math Games and Movement Breaks from Appendix 1 for transitions between
stations. Establish the classroom as a place where we all are committed to working
on improving our understanding of math.
Embrace mistakes
One important way to encourage growth mindset is to embrace mistakes. They are a
natural part of learning, and even more than that, they actually help us learn more
and help us remember what we’ve already learned. Model for your students how to
make mistakes, and how to use mistakes productively.
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Give your students time to think and explore
Remember that many of the students in the program are here because they weren’t
given enough time to establish solid conceptual models. We are going to protect their
time to develop those models in the summer. Make sure you don’t push them too fast
to drop the blocks or pictures. If you need to take more time on some lessons and
don’t make it through everything that’s fine; this curriculum is built to give you more
than you might need. Also note that a central place in the curriculum where the
students practice fluency is in the games, and the goal is for the practice and
experience of growing mastery to be tied to the experience of playing.
Value play
It’s easy to feel like students have to suffer to learn math. In fact, the opposite is true.
Approach math in a playful way, and you’ll see students more willing to struggle and
persevere, more willing to take risks and learn from mistakes, and more able to
absorb new ideas and put them into practice.
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Other Notes and Best Practices
If you use this curriculum as a standalone for a summer program or other intervention,
here are some ideas to help get the most out of it.
Choice Time
Provide a structure for Choice Time like putting up the choices on a white board and
having students put their names at the games or activities they want to try that day.
Ideally, they should choose an activity that is right for them, and then stick with it for
at least half of Choice Time.
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Index of Lessons, Chronological
Lesson Page
Mingle 2
Guess My Number 3
Exploration of Materials 5
Match the Dots 8
Counting Collections 9
Dots and Boxes 11
Number Talks 15
Sort and Count 18
Number Races 20
1-2 Nim 22
Handful of Snap Cubes 26
Roll and Fill 27
Pattern Block Triangles 30
PowerDot 32
Dot Fives 34
Pattern Block Fill-Ins 37
Claim the Frame 42
Dot Five Memory 45
Pattern Block Triangles 2 47
Pattern Block Challenges 49
PowerDot Pro 56
Train Building 59
Spill and Write 60
Dot Ten Memory 64
Snap Cube Statues 66
Snap Cube Sum Builder 67
Appendix 1 - Math Games and Movement Breaks 75
Appendix 2 - Number Talk Images 80
Index of Lessons, Alphabetical
Lesson Page
1-2 Nim 22
Appendix 1 - Math Games and Movement Breaks 75
Appendix 2 - Number Talk Images 80
Claim the Frame 42
Counting Collections 9
Dot Five Memory 45
Dot Fives 34
Dot Ten Memory 64
Dots and Boxes 11
Exploration of Materials 5
Guess My Number 3
Handful of Snap Cubes 26
Match the Dots 8
Mingle 2
Number Races 20
Number Talks 15
Pattern Block Challenges 49
Pattern Block Fill-Ins 37
Pattern Block Triangles 30
Pattern Block Triangles 2 47
PowerDot 32
PowerDot Pro 56
Roll and Fill 27
Snap Cube Statues 66
Snap Cube Sum Builder 67
Sort and Count 18
Spill and Write 60
Train Building 59
Day 1
Goals
1. Establish class norms and community.
2. Introduce games and activities.
3. Assess student comfort with counting, cardinality, and basic numeracy.
_____________________________________________________________
Part 1
Opener
Block Free Play
Class introductions, Mingle or other name games, class agreements
Warm Up
Guess My Number
Exploration
Exploration of the Materials - set up spots in the room for free play, so students can
explore and build with the materials of the class. We also include some optional
challenges to pose to students who need more guidance or more challenge. These
challenges can be options for Choice Time in future classes.
Game
Match The Dots or Dot Memory
___________________________________________________________
Part 2
Warm Up
Guess My Number
Activity
Counting Collections
Game
Dots and Boxes
Choice Time
Block Free Play
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Mingle
Opening Game or Station Break
Mingle is a quick name game you can play on the first day of class. You can also return
to its more mathematical versions later in the course as a station break.
How to play
The teacher calls out a number (i.e., 3), and the students get themselves into groups of
that size (or as near as possible to that size as possible) as quickly as they can. It might
be impossible for everyone to get in a group every time, but each new number gives
everyone another chance.
Once they are in groups, students can each learn each other’s names. Then the teacher
calls out a new number.
In the basic game, just call out single numbers. Once students get the idea, you can call
out addition or subtraction problems (i.e., “get into groups of 7-4”).
3. Don’t forget to call out a group of 1 and a group of however many students are in
the entire class at some point in the game.
4. For future games, once everyone knows each other’s names, you can can lead an
optional skip-count with the class by counting the students in the class by group
size (i.e., 3, 6, 9, …).
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Guess My Number
Topics: Greater than/less than, logic
Materials: Whiteboard or paper and pencil
Common Core: MP1, MP3, K.CC.C7, 1.NBT.B.3
Guess My Number is a quick, fun, and easy opening game to lead with a small group or
the entire class. Students try to guess the number you’re thinking of in the fewest
number of guesses possible.
The Launch
As you write the numbers from 1 to 10 down on the board, tell your students that you are
going to think of a number from 1 to 10, and they will try to guess it in the fewest
number of guesses possible. After every guess, you will tell them whether your number
is greater or less than their guess.
Example
Teacher: Who would like to make the first guess? [Students raise hands. The teacher
calls on different students for each guess.]
Student: 3.
Teacher: My number is not 3. But my number is greater than 3. [Optional: write “My
number >3”.] Are there any numbers I can cross off my list?
Student: It’s not 3. [Teacher crosses off the 3]
Student: It’s not 2 or 1 either.
Teacher: Right. Because my number is greater than 3, but those numbers are less than 3
[Teacher crosses off 1 and 2.] Who has another guess?
Student: 9.
Teacher: My number is not 9, but my number is less than 9. [optional: write “My
number <9”.] Can I cross any more numbers off the list?
Student: The 9 and the 10.
Teacher: Because my number is less than 9, so it can’t be 9 or 10. [Crosses them off.
Looks at the board.] So the only options left are 4, 5, 6, 7, or 8. Take a minute to think
about what would be a good next number to guess. Then tell someone sitting next to you
what you would guess next, and why. [Students pair and share.] Who has another
guess?
Student: Is it 7?
Teacher: My number is not 7, but my number is less than 7 [optional: write “My number
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<7]. What numbers can I cross off?
Student: 7 and 8.
Teacher: Right. Because my number is less than 7, so it can’t be 7 or 8. [Crosses them
off.] So the only options are 4, 5, or 6. Who has another guess?
Student: Is it 5?
Teacher: My number is not 5, but it is… greater than 5. [Students’ hands shoot up.]
Whoever thinks they know my number, say it together.
Students: 6!
Teacher: You got it! Now that took you [counts] 1, 2, 3, 4, 5 guesses. Who thinks they
could do it in fewer? [Optional: play again.]
AVOID:
Student: Is it 8?
Teacher: It is! Lucky guess! You got it on the first try.
BETTER:
Student: Is it 8?
Teacher: My number is not 8, but my number is less than 8.
2. You can slowly expand up to larger ranges of numbers as students are ready for
them. I’ll usually go up to 12 after a few games, and soon to 20. Kids love to see the
game get harder, as long as it doesn’t get too hard too fast. And because you write all
the numbers up on the board at the start, they can always see what needs to happen.
3. If kids make a bad guess, don’t try to steer them toward a good guess right away. But
you can ask the students after you write the guesses down which guesses were most
helpful, or whether they would make a different guess if they could take it back.
4. Don’t play for too long at one time. One or two games is usually enough to get the
kids mentally alert and ready for whatever is coming next.
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Pattern Block Building Challenges
With the pattern blocks
Cut out the 12 cards on the following page, and separate into two piles. One
pile should contain the numbers, and the other pile should contain the
objects.
Advanced Challenge Question: a student gets two cards, one which tells
them what to build, and the other how many blocks to use.
Hungry Numbers
with the Tiny Polka Dot decks
Line up the numeral cards from 1 - 5. These are the hungry numbers.
Spread out a pile of dot cards from 1 to 5 dots. The students take turns
choosing dot cards and feeding them to each numeral card, which “eats” the
dot card when it goes above the dot card. (Enhance the game by making
eating sound effects: “Nom nom nom.”) The game is over when all the dot
cards have been “eaten.”
In subsequent games, add in the next biggest numeral. For example, play
with 1 - 6, then 1 - 7, and so on, until you have all the numbers 1 - 10.
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Piles of Tiles
with the color tiles
Let students free play and build with the tiles. For students who need more
direction, give them a pile of tiles, and challenge them to figure out which
color would build the longest line of tiles, if you put them all in a row. This
will involve separating the tiles by color and lining them up in rows.
Students roll a group of dice, then separate out the ones, the twos, the
threes, etc., into different groups. Which number comes up the most? Once
students understand the game, they can guess first, then roll. Play with
more or fewer dice, as appropriate for the students.
Challenge question: Build a train with 1 red, then 2 blues, then 3 greens,
and keep going, so that each color block is one longer than the last. How far
can you go?
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Pattern Block Building Challenges
10
5 blocks 15 blocks
blocks
20 25 30
blocks blocks blocks
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Match the Dots
Topics: Counting and cardinality, subitizing, recognizing numbers
Materials: Tiny Polka Dot cards
Common Core: K.CC.4, K.CC.5, MP6, MP7
The Launch
Choose a student volunteer to demonstrate the game, or put the cards where everyone
can see them (center of a circle, document camera) and play with the entire class, where
you find a match, and then the students raise their hands if they see a match.
The rules are simple: deal a collection of cards face up. On your turn, simply find two
cards of the same number, and remove that pair from the board. There aren’t really
winners or losers in this game—you just play taking turns until all the cards are gone.
For early games, pick just two suits at a time, and start with numbers the students know.
For a first game, you might pick Teal 0-4 and Blue 0-4. In subsequent games, students
can play with larger numbers and additional suits.
The Wrap
Ask students which cards were easiest and hardest to count.
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Counting Collections
Topics: Counting, skip counting, addition
Materials: Paper, pencil, objects of many types (button, beans, stones, pencils,
markers, blocks, etc.), ten frames
Common Core: K.CC.A.1, K.CC.A.2, K.CC.A.3, K.CC.B.4, K.CC.B.5, K.MD.B.3,
1.NBT.A.1, 1.NBT.B.2, 1.NBT.B.2.a, 1.NBT.B.2.b, 1.NBT.B.2.c, MP1, MP6
Kids love to count things. This is a simple exercise, but a great way to get kids excited
about arithmetic. Counting Collections also seeds ideas about how the place value
system helps make counting work.
The Launch
Set collections of objects in different places in the room. Examples might include cups of
legos, straws, blocks, pencils, buttons, markers, etc. Make sure that there are enough
collections with a small numbers of objects (i.e., 6 - 20), as well as some with larger
numbers.
Point out the collections around the room. Let students know that their job will be to
take an inventory of the objects in the room—that is, to count how many objects are in
each collection. In addition to recording how many objects are in a collection, they can
make a sketch to remember how they got the answer.
Students will work in pairs. Each pair will get to choose a collection and count it. For
each collection, they will record how many they counted on a sheet of paper next to the
collection. Multiple groups will write the number they think is in the collection. There
may be different numbers! If so, this is worth revisiting in the wrap up.
Main Activity
The students count and record their numbers.
The teacher can use this time in many ways. She can observe how students are counting,
and take notes on the strategies they’re using and where they are in their developing
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understanding of numbers. She might distribute ten frames, rubber bands, cups, or
other devices to help kids count or bundle objects.
Wrap Up
You don’t have to wrap up this activity after the first day; Counting Collections can be
something to return to, to let students test their methods on larger and more difficult
groupings of objects.
However, it can be nice to discuss different strategies along the way. After students have
done their counting for the day, ask for reports on counts, and discuss strategies kids
used for counting. Was it easier to count by 2s? By 10s? Was it helpful to arrange the
objects in some neater organization, like a grid, or on top of a ten frame? What other
strategies did people have? Did all the groups who counted the same thing get the same
answer? Which counting methods are most accurate? Which are easiest?
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Dots and Boxes
Topics: Logic, counting, shape recognition, strategy
Materials: Dot Paper, pencils or crayons
Common Core: K.CC.B.5, K.CC.C.6, K.G.B.5, 1.G.A.1, MP1, MP6, MP7
A game of squares and strategy that is easy to learn and hard to master.
How to Play
Dots and Boxes is a game for two players, played on a small grid of dots. On your turn,
add a vertical or horizontal edge between neighboring dots. If you complete a square, get
one point and go again. Keep track of the score by coloring
in your square, or writing your initial inside it.
Whoever has the most squares at the end wins.
Example Game
This graphic is of a small game of Dots and Boxes from
Wikipedia. Players A and B play a game in nine turns.
Notice that A’s last turn consists of several moves, since
every box completed gives A an extra move.
The Wrap
Ask students how many boxes there are altogether in a finished board. What are the
possible scores? For example: 9 to 0, 8 to 1, etc. Can they come up with all the possible
scores?
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Dots and Boxes 3 by 3
On your turn, add a vertical or horizontal edge between dots. If you complete a
square, get one point and go again. Keep track of the score by coloring in your
square, or writing your initial inside it.
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Dots and Boxes 4 by 4
On your turn, add a vertical or horizontal edge between dots. If you complete a
square, get one point and go again. Keep track of the score by coloring in your
square, or writing your initial inside it.
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