What is it?
Hangmath is paper and pencil game similar to Hangman. Players take turns creating two-digit addition problems, which the other player guesses.
Rationale:
Hangmath reinforces place value concepts because the Magical Minds must ask questions about the digits in different places. Hangmath also provides practice in adding two-digit numbers.
How to Play:
1) Create a two-digit addition problem. Use a dice to determine the digits. Add the two two-digit numbers together to find the answer (the answer may be a three-digit number). Write these numbers SECRETLY on the "Hangman's Sheet."
For example:
I roll a 4 and a 6 = 46
I roll a 5 and a 2 = 52
52
+ 46
________
98
2) The Guesser uses the guide sheet to ask questions about which digits are in the different columns.
For example: "Is there a 3 in the ones column?"
3) If the guesser guesses wrong, the Hangman draws one body part on the Hangman's sheet.
4) If the guesser guesses correctly, they begin to fill in their answer on the top of their sheet.
____ 2
+ ____ ___
_____________
___ ____ ___
5) If the Guesser figures out the problem (he/she must know ALL the numbers in the problem, not just the answer) before the Hangman is complete, he/she wins.
Hangmath is paper and pencil game similar to Hangman. Players take turns creating two-digit addition problems, which the other player guesses.
Rationale:
Hangmath reinforces place value concepts because the Magical Minds must ask questions about the digits in different places. Hangmath also provides practice in adding two-digit numbers.
How to Play:
1) Create a two-digit addition problem. Use a dice to determine the digits. Add the two two-digit numbers together to find the answer (the answer may be a three-digit number). Write these numbers SECRETLY on the "Hangman's Sheet."
For example:
I roll a 4 and a 6 = 46
I roll a 5 and a 2 = 52
52
+ 46
________
98
2) The Guesser uses the guide sheet to ask questions about which digits are in the different columns.
For example: "Is there a 3 in the ones column?"
3) If the guesser guesses wrong, the Hangman draws one body part on the Hangman's sheet.
4) If the guesser guesses correctly, they begin to fill in their answer on the top of their sheet.
____ 2
+ ____ ___
_____________
___ ____ ___
5) If the Guesser figures out the problem (he/she must know ALL the numbers in the problem, not just the answer) before the Hangman is complete, he/she wins.