Having fun while learning feels like playing a game. ~ N.N. Porchezhiyan
Several card games are fun ways to practice multiplication facts, but only one can be done before students have mastered most of the times tables. In fact, Card Deck Flash Cards provides an essential way to practice each of the facts, with built-in opportunities for success.
What's the advantage?
Far more facts get practiced in a shorter time than is possible either with paper-pencil practice or regular flash cards.
Repetition built-in to card deck flash cards gives learners more chances to learn from their mistakes.
A card deck is an outstanding replacement for flashcards because there are four of every card giving more opportunities to learn during the course of the activity. Kings and Queens both stand for 12, so12s get double the practice.
To set students up for success, have them do multisensory practice using times table they built using Factor Arrays (see the description here.) [add link]
The activity is done in pairs, with one person drilling the other. If the 9s table is being practiced and reinforced, then a 9 is pulled out and placed face up. The other cards are held in a stack face down. The teacher or card turner turns up the top card, placing it by the 9, saying the problem 9 x __ (whatever the other card was flipped up). The student being drilled states the answer. If it is right, they take the factor card and start a pile of the cards they got right. But the 9 is left to continue using (or whichever multiplication table is being practiced). If wrong, the dealer supplies the right answer and sets the card missed aside.
Since there are four of each card, there will be four opportunities to practice each number times 9 (or other factor). Typically, the second or third time they have the same problem, they’ll get it right. When it comes to 12, both the king and queen are 12’s, so students actually practice the factor x 12 a total of 8 times as they go through the whole deck once. The card turner would need access to the correct answers so could use their own factor table they built or a multiplication chart to verify whether the student’s answer is correct or not, keeping it face down between uses.
At the end of the activity, the teacher (or card turner) should compare the size of the student's stack of facts they got right, to the size of the stack they missed – and then practice those few missed the first time one more time. Emphasizing how many facts students got right encourages them on their path to learning new multiplication tables.
“Do not keep children to their studies by compulsion but by play.” ~ Plato
After students know almost all the multiplication tables, Card Deck Flash Cards can be changed up to provide random practice. Turn up two cards at a time to multiply together. For correct answers, both cards go to the student. The teacher or card turner keeps those missed. At the end compare sizes of the piles, those missed and the student's pile. The missed cards can be shuffled and turned up as before and added to the piles of right and wrong answers.
“Play is our brain's favorite way of learning.” ~ Diane Ackerman
Multiplication Battle (or War) is a game for two that can provide practice along with some friendly competition. Ideally, it's used with students who have mastered most multiplication facts, but can be done before mastery is achieved as well, as long as paired students have a way to check answers.
The game is typically played by two players using a standard deck of playing cards.
Shuffle the deck and deal all cards evenly between the two players. Each player keeps their cards in a face-down pile. (Ace=1, Kings and Queens = 12, Jacks =11).
On each turn, both players simultaneously flip over the top two cards of their piles. They must multiply the values of their two cards to find the product.
Winning a Round: The player with the higher product wins the round and takes all four cards, placing them at the bottom of their pile. If the products are equal, the players declare "Battle."
If there's a tie, each player places two cards face-down. Then each flips two new cards face up and multiplies their pair. The player with the higher product from these new cards wins the entire accumulated pile.
The game continues until all cards have been played. The player with the most cards at the end wins.
That's what games are, in the end. Teachers. Fun is just another word for learning. ~ Raph Koster
The cards in a deck are laid out in a spiral – or can be in a zigzag as shown. A 12-sided die is used and tokens for each player. Tokens are placed on the first card.
Players take turns rolling the die, then multiplying that number times the card’s factor (aces are 1s, jacks are 11s, kings and queens are both 12s).
If they have the answer right, they move their token the number of cards matching the number rolled on the die. If not, they stay put.
Jokers may be used as a wild card. Landing on one can cause that person to go back the number of spaces on their die. (Or they can be used to freeze anyone landing on it for one turn, if desired.)
First player to reach the end wins.
If students are paired together for any of the games, a multiplication chart can be provided to take turns checking the other's answer. It stays face down between turns.
“Scientists have recently determined that it takes approximately 400 repetitions to create a new synapse in the brain — unless it’s done with play, in which case, it takes between 10 and 20 repetitions!”
~ Dr. Karen Purvis