The Matching Game

 ACTIVITY: The Matching Game - Comparison of Fractions, Decimals, Percents, and Patterns

Description

This game is meant as a review activity for students learning how to compare fractions, decimals, and percents. There are three difficulty levels:
• Level 1 (Easy): Only numbers based on denominators of 2, 3, 4, and 10 are used.
• Level 2 (Medium): Only numbers based on denominators of 2, 3, 4, 5, 6, 8 and 10 are used.
• Level 3 (Hard): Numbers based on denominators of 2 through 10 are used.
To play the game, pick the level you want below, and in the appropriate box, enter a game number. (Each number corresponds to a unique game.) After that, click the "Go!" button, and you will be taken to the game.

Each game consists of 12 boxes, each containing a fraction, decimal, percent, or pattern. The goal of the game is to match boxes that are equivalent to each other. Every game contains one set of 4 equivalents, two sets of 3 equivalents, and one set of 2 equivalents.

Suggestions for Use

1. In a class with a computer and projector, you could project the game onto a whiteboard and play the game with the entire class. First, divide the class into 4 teams. Then, for each game, one group would go first and try to identify one set of matches, and they would receive a point for each match. (You could also include a penalty if they choose an item that is not a match. Perhaps losing a point or half of a point.) As the matches are identified, they could be crossed off the board with a marker.

Then, the second group would go, and try to identify another set. However, they could be given a chance first to identify any other matches that the first group missed, and receive those points. Once all four groups have gone, a new game would be started, but this time, the group that previously was second would now go first. Thus, each group would get the chance to be first, second, etc. So, to be fair, the game should be played in multiples of four rounds.

You can also tell the students ahead of time that there is one set of 4 matches, two sets of 3 matches, and one set of 2 matches. This way, the group going first is not just trying to find any matching set, but the one with 4 matches.

2. In a class with no computers but with an overhead projector, you could make transparencies of all the games you wish to play ahead of time. Then, you could play the game in the same fashion as suggestion 1.

3. In a class with no computers and no projector, you could print out several games ahead of time and make copies. Then, break up your class into groups of two, three, or four, and give each group a copy of a game. (You could also give each student within a group a different color pen, pencil, or marker.) Students could then compete against each other, keeping their own scores. You would have to go around the room, acting as a judge if students disagree about matches.

To make things more interesting, after an appropriate number of round have gone by, you could have the winners from each group play one another for some prize. The rest of the class could watch and help you referee.

4. As an assessment, print out several games ahead of time and make copies. Give each student one or more games to do on their own, which will be handed in and graded. You could very easily make a unique game for each student, in order to minimize cheating.

Choose a Level, Game Number, and Orientation

• Level: 1    2    3

Game Number:

Orientation: Portrait    Landscape

A Listing of All the Cards