Student Instructions
First, click to get started Directions: 1. Each player puts a marker on any number on the board. This is the starting space. 2. Player 1 spins the spinner. 3. They can move one space in any direction (vertically, horizontally, or diagonally) using the tool, but they must move to a space that contains the number shown by the spin (Example: If a player spins a “7” and the player’s marker is on 5976, the player can move to 7890. The score for that spin would be 7000 since the “7” is in the thousand’s place.) 4. If a player cannot move after their spin, the player should record 0 score for that spin. 5. Players take turns until each player has five spins. 6. Players’ total scores, the player with the highest score wins the game. Click the when you're ready to turn in
Activity was adapted from an activity from a text called Building Conceptual Understanding and Fluency Through Games courtesy of Public Schools of North Carolina (page 24). Link to full text: https://tools4ncteachers.com/resources/district-leaders/documents/3rdgrade-GAMES.pdf Found through a Google Search