Flashcards
Use decimal flashcards to play games in the classroom. Ask the students to sit in a circle and select one player to stand behind another player. Show both players a decimal problem flashcard and the person who shouts the answer first wins the round. That player can move behind the next player in the circle and the player who lost must sit down in the chair. The player who makes it all the way around the circle wins the game or the player who answers the most problems correctly wins the game. An example of a decimal problem is ̶0;If 54 out of 100 students are boys, what is the decimal for the part of the school that consists of boys.̶1; The correct answer is 0.54.
Money
Money can teach students how to add and subtract decimals. Give each student a catalog. Tell the students they have $75 to spend in the catalog on three items. They must try to get as close as they can to spending $75 without going over. Have them cut out the three products and tape them on a sheet of paper. Tell each student to write down the prices of the products and add them together. The student who comes closest to $75 without going over wins the game. Alternatively, allow the students to work in groups instead of individually.
Teams
Divide the students into two teams. Have one student from each team stand at the chalkboard and give each student a piece of chalk. Call out a decimal problem. They must write the problem on the chalkboard and solve the problem. The first player to solve the decimal problem correctly wins a point for her team. The first team to score 10 points wins the game. Another idea is to hold up a decimal flashcard to each team one at a time. If the team answers correctly in 30 seconds, they earn a point. The first team to score 10 points wins the game.
Bingo
Play a game of decimal bingo by writing down decimal answers in bingo squares. Call out decimal problems and have the students mark off the correct answers on the bingo card. For example, if you say ̶0;What decimal is the same as the fraction 1/4,̶1; the students will mark off 0.25 on the bingo cards. The first player to bingo and yell ̶0;I love decimals̶1; wins a prize. For an easier game, simply call out the decimal numbers and have the students mark their cards.