January Kindergarten Math Partner Games for Winter Math Centers + Small Groups
$5.00
Add *instant* engagement to your kindergarten math centers + guided math small groups with no prep Kindergarten Math Partner Games! The January math games are packed full of hands-on, no and low prep dice games and spinner games are perfect for January winter math centers, guided math small groups, or intervention.
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Add *instant* engagement to your kindergarten math centers + guided math small groups with no prep Kindergarten Math Partner Games! The January math games are packed full of hands-on, no and low prep dice games and spinner games are perfect for January winter math centers, guided math small groups, or intervention.
⭐Save BIG with the Kindergarten Math Partner Games for the Year BUNDLE!
The January Math Games include 10 Kindergarten math centers:
- Spin and cover
- Roll and cover
- Fill the Mitten
- Race to the Net
- Race to fill
- Spin and compare
- Roll and compare
- Melting Snowmen
- Roll and Slide
- Race up the Ladder
Skills Covered in the January Kindergarten Math Games:
- Numbers to 5
- Numbers to 10
- Numbers to 20
- Number sense
- One more
- One less
- More and less than 5
- More and less than 10
- Identifying numbers to 20
- Identifying numbers to 30
- Identifying numbers to 100
- Place value
- Base ten
- Comparing numbers
- Addition to 5
- Addition to 10
- Subtraction to 5
- Subtraction to 10
How can I use the January Kindergarten math games?
- Kindergarten math centers
- Kindergarten guided math small group games
- Kindergarten math intervention activities
What supplies will I need? I tried to keep these Kindergarten math gameboards as simple as possible. You will need:
- Dice
- Cubes or counters
- Spinners
- Game pieces (cubes or mini-erasers will work well)
TAKE A CLOSER LOOK AT THE GAMES INCLUDED:
Spin and cover: Students will spin and cover a spot that matches.
Roll and cover: Students will roll a die, count the dots, and cover the matching spot. Later in the year, adding dice options will be added.
Fill the __ Students spin and move that many spaces on the board. They will read the spot and, if they identify it correctly, they get to add a cube to their mat. The first player to fill their mat wins. However, if they land on a stop sign, they must empty their mat and start again.
Race to the __: Students will spin and move to that spot. If there are not any spots that match, they lose a turn. The first player to reach the end wins.
Race to fill: Students will spin and cover a spot on their side of the board that matches. If there are not any spots that match left, they lose that turn. The first player to fill their side of the board wins.
Spin and compare: Students will spin and compare numbers. The player with the greater number gets to add a cube to their side of the mat. The first player to fill their side wins.
Roll and compare: Students will roll dice and compare numbers. The player with the greater number gets to add a cube to their side of the mat. The first player to fill their side wins.
Melting Snowmen: Players will roll a die and move to the corresponding spot. The first player to the end wins.
Roll and Slide: Students will roll a die and move that many spaces. If they land on a water spill, they have to slide backwards. If they land on a ladder, they can climb down it. The first player to the end wins. If played as comparing, two players roll a die and the player with the greater number gets to move.
Race up the Ladder: Students will spin and move up the ladder to the matching spot. If no spots are left, they lose that turn. The first player to reach the top wins.