Master class for teachers “Formation of mathematical abilities of preschool children using educational games”


Master class for educators on FEMP “Journey to the Land of Mathematics”

If the path led to Nif-Nif’s house, then you can continue the tale like this: “So, the gray wolf came to Nif-Nif’s house, who got scared and ran to his brother Nuf-Nuf. The wolf broke down Nif-Nif's house, saw that there was no one there, but three sticks were lying, got angry, took these sticks and went along the road to Nuf-Nuf. And at this time Nif-Nif and Nuf-Nuf ran to their brother Naf-Naf and hid in a brick house. The wolf approached Nuf-Nuf's house, broke it, saw that there was nothing there except two sticks, got even more angry, took these sticks and went to Naf-Naf.

When the wolf saw that Naf-Naf's house was made of bricks and that he could not break it, he cried with resentment and anger. I saw that one stick was lying near the house, took it and left the forest hungry. (How many sticks did the wolf take with him?)"

If the wolf gets to Nuf-Nuf, then the story changes, and the wolf takes two sticks, and then one stick from Naf-Naf’s house.

If the wolf gets directly to Naf-Naf, then he leaves with one stick. The number of sticks the wolf has is the number of points he scores (6, 3 or 1). You need to ensure that the wolf scores as many points as possible.

Game No. 6
“There are many examples - there is only one answer.”
Target.

Studying the composition of numbers, developing the skills of addition and subtraction within ten.

Game material.

A set of cards with numbers.


(Fig. – 6)
Rules of the game.

The game has two options.

1.

Two people are playing. The presenter places a card with any single-digit number on the red square, for example the number 8. The numbers are already indicated in the yellow circles. The second player must complete them to the number 8 and, accordingly, put cards with the numbers 6, 7, 5, 4 into the empty circles. If the player did not make a mistake, then he gets a point. Then the presenter changes the number in the red square and the game continues. It may happen that there are few numbers in the red square and it is impossible to fill the empty circles according to the specified rules, then the player must cover them with upside down cards. Players can change roles. The one who scores more points wins.

2.

The presenter places a card with a number on the red square and himself adds the numbers 2, 1,3, 4 to it, i.e. the presenter fills in the empty circles, deliberately making mistakes here and there. The second player must check which of the drawn birds and animals made a mistake and correct it. You can put cards with the numbers 5, 6, 7, 8, 9, 10 in the red square. Then the players change roles. The one who finds and corrects the errors wins.

Game No. 7
“Hurry up, don’t make a mistake.”
Target.

Strengthen your knowledge of the composition of the first ten numbers.

Game material.

A set of cards with numbers.

(Fig. – 7)

Rules of the game.

The game begins by placing a card with a number greater than five in the central circle. Each of the two players needs to fill in the cells on their half of the picture, placing a “?” a card with such a number that when added to the one written in the rectangle, the result is the number that is placed in the circle. If it is impossible to select numbers that satisfy this condition, then the player must cover the “extra” example with an inverted card. The one who quickly and correctly completes the task wins. The game can be continued by replacing the numbers in the circle (starting with five).

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