Math Bingo Games
Charles Lund
Perfect Paperback
(IPMG Publishing, Nov. 24, 2009)
Math Bingo Games Th ese games are played similar to ordinary Bingo using callers cards and player generated cards. Instead of having a person call out a number such I, nineteen the callers cards contain problems or short questions such as 5 + 4 = ?. Each player solves the problem that is stated orally or presented on an overhead projector using a transparency. If the answer appears on a player s card, he/she covers it using a cardboard square or some other convenient marker (e.g., paper clips, corn, pennies). As in regular Bingo, the cards that are called should be kept separate from those that still remain to be drawn so that winning cards can be verifi ed. When a player covers the prescribed Bingo pattern he/she calls out BINGO. Students should keep their cards covered while the teacher checks the answers. Points or a prize are then given to the winner. How to Make Math Bingo Cards Th e players cards can be made by using one of the blank masters found in the Appendix. Begin by duplicating a supply of open-ended cards for your class. Th en use the sample card provided for the skill are you want maintained to tell students what problem or answers you would like to have printed on the card. Tell students to write their answers in a random manner so that each player card has a diff erent arrangement of numbers. Explain to students that this will diminish the chances of several people getting a Bingo at the same time. Once the cards have been generated you are ready to the play the game. Before you start, check to see that you have the materials indicated below. Teacher: Caller s cards Students: Math Bingo card, cardboard squares or other suitable marker to cover numbers. Review the rules of regular Bingo with the class. Th en explain that Math Bingo is played in a similar manner, and display how a win can be achieved on a sample card. Next, read or display the fi rst problem or answer using a randomly drawn caller s card. After a few moments (the length of time will vary with the type of exercise) read or display the next caller s card. Continue on in this manner until some student says BINGO. Caution students to keep their cards covered until all of the entries on the winners cards are verifi ed. Check each Bingo. If the card is correctly covered the student has a valid Bingo. Following the completion of a round, points and prizes are awarded and all cards are cleared. Extending the Math Bingo Games Unites throughout the mathematics curriculum lend themselves to maintenance using the Math Bingo cards. Th e list of possibilities is limited only by the teacher s and students creativity in generating caller s cards. Even skills in advanced mathematics can be practiced. For example, in Algebra the caller s cards could contain equations inequalities, computation involving integers, work with polynomials, exponents, and circles. In Algebra II, Trigonometry, or Math Analysis, the problems on the caller s cards could involve slopes, quadratic equations, conics, logarithms, exponential functions, trig identities, or permutations.