Kindergarten Math Partner Games | Math Centers + Guided Math Small Group BUNDLE
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Engage your students in kindergarten math centers + guided math small groups with no prep Kindergarten Math Partner Games! These monthly math games are packed full of hands-on, no and low prep dice games and spinner games perfect centers, small groups, or intervention.
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Engage your students in kindergarten math centers + guided math small groups with no prep Kindergarten Math Partner Games! These monthly math games are packed full of hands-on, no and low prep dice games and spinner games perfect centers, small groups, or intervention.
Each month includes 10 Kindergarten math partner games:
- Spin and cover
- Roll and cover
- Fill the ___
- Spin and race
- Race to fill
- Spin and compare
- Roll and compare
- Roll and move
- Roll and count/compare
- Race up the ladder
How can I use these Kindergarten partner math games?
- Kindergarten math centers
- Kindergarten guided math small group games
- Kindergarten math intervention activities
Skills will progress in difficulty along a Kindergarten math scope and sequence as the year goes on.
Months included:
- August / back to school math games
- September math games
- October math games
- November math games
- December math games
- January math games
- February math games
- March math games
- April math games
- May math games
- June / Summer math games
Predictable centers mean less work for you! These Kindergarten math partner games are predictable centers. That means that the gameboards stay the same throughout each skill pack, so students always know what to do.
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.
Roll and move: Players will roll a die and move to the corresponding spot. The first player to the end wins.
Roll and count/compare: Students will roll a die and move that many spaces. If they land on a special spot, they have to slide backwards. 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.