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Olympic Mathematics - Long jump counting on for Foundation and Year 1

Story:


Wow, your jump is long! So long that you are the first kid ever to join the Olympic long jump team. Roll the dice to see how far you jumped!



Tools:

  • Long jump number line sliders (template plus pipe cleaner and bead).

  • Dice (3-dot, 6-sided, 10-sided).

  • Gold/yellow counters.

  • Mini character to perform the jump.

  • Recording template.




Main event


Roll two dice (preferably a 3-dot dice and a 6-sided dice, keeping all answers below 10 for the 0-10 number line version). If 3-dot dice are not available (these are exclusively, custom-made by Top Ten), just use two 6-sided dice.


The total of these numbers is how far you jumped.


You have a choice - you can jump to the larger number first or the smaller, but remember, you are aiming for a massively long first jump to impress the umpires.


Each player starts with 20 gold/yellow counters.


Let's say you roll 3 and 6.

- If you jump to 3, then take 6 more steps, you need to give away 6 gold counters to your competitor (how many steps you took, not including the big jump at the start).

- If you jump to 6 and take 3 more steps, you need to give away 3 gold counters to your partner (how many steps you took, not including the jump at the start).


Which is better, if you are aiming to keep as many golds as possible?


1. Jump your character to the larger of the two numbers.


2. Step forward by the other number.


3. Record and use a circle to show which number you jumped to. On your recording page, show what your brain thought. For example, for 6 + 3, I think 6, then count forward by 3 ones, 7 8 9. If you have an even quicker strategy, like knowing 6 and 3 is 9 because you know all the ways to make 9, you can definitely use that too.


4. Optional only: At the end, add up all the numbers you jumped to (using a calculator if needed), then that is your total score for the day.



Support: Use two 3-dot dice.


Extension: Use two 10-sided dice and the 0-20 extension template.


Extension 2: Roll three dice instead, and work out which two are the best (friendliest combination) to add together first.


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