Learning multiplication facts with 2 as a factor can be fun and easy with
dominos. Use domino doubles to demonstrate that multiplying by two is the
same as adding doubles: 5+5=2x5, 6+6=2x6, and so on. Have your students
make both addition and multiplication fact statements for the various
dominos.**
**

Dice

1.) Ask a student to join you at the board to model the game
Dots.

2.) Do each step yourself and then have the partner do the
step.

3.) Roll the die and announce the number you rolled.

4.) Draw that number of big circles on the board. *You rolled a
2, so you draw 2 circles*

5.) Roll the die again and announce that number.

6.) Draw that
number of dots in each of your circles. *You rolled a 6, so you draw six dots
in each circle*

7.) Write a multiplication equation to match your drawing. *You
wrote the multiplication problem 2x6=12 (two groups of 6 =
12)*

8.) Record the total number of dots in your drawing. *12 is your
score for this round*

9.) Continue with your partner for four more rounds of
play.

10.) After five rounds total all the dots.

11.) The player with the most dots wins.

Help children
learn the five tables by relating it to real life.

1.) Distribute
plastic bags containing 1-10 nickles.

2.) Ask students
to count and write multiplication facts that go with their bags of
money/

3.)
Have them trade bags and repeat the activity until they have done all ten
bags.

1.) On a name tag I
write a multiplication problem (ie. 7x5)

2.) Each students gets
to wear one for the day. They no longer have a name, but now a number. When a
student wants to speak to someone, they must call them by their answer (ie. I'm
Mrs. 35)

** YOU WILL
NEED: **"Slap-O-Matic from a Hands Down game, playing cards
(half with multiplication problems and half with their answers)

HOW IT WORKS:

**1.)
**Each player draws 7 cards.

**2.) **At
each player's turn the player looks for a matching problem and product. They
have a match they slap their hand on the Slap-O-Matic. The other players also
slap their hand. The player's hand that is last to go down loses a card to the
player who had the match. If the player does not have match when it is their
turn they must draw a card but can still slap the Slap-O-Matic. The player
with the most matches when time is called is the winner.

1.) Write numbers in
the bottom of the egg cartons.

2.) Put in two
manipulatives (lima beans, puff balls, ext..)

3.) Have the children
shake up the carton and multiply the two numbers together

1.) Before you start
write on the overhead that Ace = 1, J = 0, Q = 11,

and K = 12.

and K = 12.

2.) Students pair up
and shuffle their cards.

3.) They deal the cards
out evenly and stack them face down in front of

them. Then war!!

them. Then war!!

4.) Both students
turn over their top at the same time. They multiply the 2 cards and shout the
answer. The winner puts the cards in his/her winning pile. If a tie should
occur, keep turning cards until someone wins the pile.

5.) When all of their
original stack has been played, they count their winnings. The winner gets a
point, token, skittle, etc.and switches partners.

1.) Divide
class into several even numbered groups (about 7 - 10)

2.) Each group forms a circle sitting close to each other

3.) Everyone covers their eyes except for one person from each group (Looker)

*The looker watches the flashcard
person*

4.) When the flashcard has been shown, the person holding them says "go" and everyone uncovers their eyes (flashcard put away)

5.) The looker whispers the problem and answer into the person to the right's ear (3X3=9)

6.) It goes around the circle until it reaches the last person

7.) The last person stands up and says the problem and the answer (3X3=9)

8.) The first team to get the correct answer gets a point

2.) Each group forms a circle sitting close to each other

3.) Everyone covers their eyes except for one person from each group (Looker)

4.) When the flashcard has been shown, the person holding them says "go" and everyone uncovers their eyes (flashcard put away)

5.) The looker whispers the problem and answer into the person to the right's ear (3X3=9)

6.) It goes around the circle until it reaches the last person

7.) The last person stands up and says the problem and the answer (3X3=9)

8.) The first team to get the correct answer gets a point

If other students in the circle think the answer is wrong, they can change it and tell the next person what they think it is

If the looker does not know the answer they would whisper that (3X3=I don't know) so that the next person may know it and help

If the team only yells out the answer without the problem, it does not count

If you have an uneven number, the odd person gets to hold the flashcards and rotate in

If they do not whisper, or discuss aloud, they are disqualified

Whatever team has the most points at the end wins