Mix it Up
Math Concepts
All operations 1-25
Materials
Numbered cards 1-25
Players
2-4, whole class
Set up
Use numbered cards from 1 to 25, or a range your students are comfortable with.
Play
A card is selected at random and used as everyone’s target number. That card is returned to the deck. Each player is dealt five cards to be used, in any order and with any operations, to get as close as possible to the target number.
Examples
Suppose the target number is 14, and you are dealt 3, 6, 12, 17, and 20. Each of 17- 3 or 20- 6 work, but they only use two cards. Better is 20- 12 + 6, which uses three cards. Even better are the following two options which use four of the cards: 17 x (6 / 3)- 20 or 20- (12 / (6 / 3)). Can you find a way to use all five cards?
Goal
Be the player to get the highest score– see the scoring options below
Discussion and Tips
Compare different strategies for getting the same result.
Variations
There are several options for scoring, and you and your students may think of your own.
- 1 point to each player who hits the target. Total over several rounds.
- A player’s score for a round is the difference between their result and the target. The scores are totaled over several rounds, and the lowest total score wins.
- A player earns twice as many points as the number of cards they use to reach the target; a player receives 5 points for hitting the target with help; and a player receives 6 points for helping someone hit the target.
- Use this as a quick classroom break activity where the whole class is given the same target and five
cards to reach the target. Have fun comparing answers and seeing who can get closest.