Tuesday, July 7, 2009

SummerMath, Part 2: Card Games

I wrote a few days ago about board games. Now it's the card games' turn. What can I say? They whined and groaned until I HAD to include them...

Card games are if anything even more math-y than board games. In fact, cards themselves are pretty solidly mathematical. Consider: There are 4 suits with 13 cards in each; there are 4 seasons in the year, with 13 weeks (give or take a day here and there) in each. Coincidence? Nah!

Many of you know the game Crazy Eights, a version of which is marketed under the trade name UNO. This is a great game for getting kids to think about attributes--the different categories that cards fit into. On a seven of diamonds, for instance, you can play any diamond or any seven. Young children often scan their hands and then say with disappointment "I don't have any cards that will work." "You don't have any diamonds?" I'll ask. "No," they'll say. "And no sevens either?" "No--oh, wait!" The ability to keep two attributes (such as suit AND rank) in mind at the same time is extremely useful in math. In geometry, for instance, kids will need to know that a square is a kind of a rhombus and a kind of a quadrilateral (and on and on); in numbers, kids should recognize that 44, say, is divisible by both 2 and 11 (not to mention 4 and 22). So a hand of Crazy Eights before dinner is a nice painless way to encourage mathematical thinking--and knock off a few of those prerequisites for geometry, division, and more.

Okay, okay, the game War is exceedingly dull and involves no strategy whatever. I get that (boy, do I ever). But your 4-7-year-old is busy practicing concepts of greater than and less than while playing, which ALMOST makes up for the boredom issue. Ask questions as the game goes on, too. (And it DOES go on...okay, enough carping.) "Your 9 beats my 2...by a little, or by a lot?" "I'm going to put my card down first--oh, a 3. Do you think I will probably win with a 3? Let's check your prediction."

There are any number of variations on rummy. These games are especially good for third grade and up. Basically, players try to get groups of three (or more) cards that are all the same rank (as in three queens) or same suit and in a run (as in 4, 5, 6, 7 of spades). You pick up and discard various cards in an attempt to make these groups. We're talking strategic thinking and probability in addition to attributes and sequencing. Scoring requires adding the values of cards, too.

Then there are the approximately one zillion forms of solitaire. Many of these games deal with attributes, or with addition, or with sequencing; all of them are good for strategic thinking. The game Spit was extremely popular as a snacktime/rainyday activity for third and fourth graders last year; despite its unsavory name it helps develop sequencing skills, both backwards and forwards, and encourages kids to know what's one less or one more than a given number automatically. Concentration isn't much of a math game, but you can make it one by playing only with cards A-9 and having the object be to draw 2 cards that have a sum of 10. (Instead of matching two 8s, say, you match an 8 and a 2.) The same principle applies to Go Fish, another not-very-mathy-game, which becomes "Tens Go Fish" when you ask for a card that goes with one of your own to make 10.

A little more purely mathematical, but still fun: For younger kids you can try Close to 10 or Close to 20. For Close to 10, deal out 3 cards after removing the face cards from the deck. Focus only on the rank (ace = 1). Choose two cards with a sum that is as close to 10 as possible. How close are you? That's your score. Record it. Play 5 rounds. High score loses. You can play this cooperatively or competitively, which each player having a different set of cards. For Close to 20, use five cards and choose three, or try some other variation. This game is great for estimation, for practicing addition strategies, and again for strategic thinking.

Then there are various betting games. "Can we play Cash Cab poker?" one of Ellen's fourth graders used to ask me almost every day last year, and though the answer was usually "Not today," kids ages 7 and up very much enjoy the mixture of skill and luck in --> HIGH STAKES <-- card games. I don't advise using actual money, but counters work just fine. Here's a basic template, which permits a whole mess of variations:

*Remove the face cards (and sometimes the tens). Remind players that ace counts as 1.
*Deal each player a card face up. High card bets (or folds). Other players follow (or fold). (I generally don't do raises, but you can if you like.)
*Next, deal a second card face down. High card showing bets again; others follow.
*Finally, deal a third card face down. High card showing bets again; others follow.

Who gets the dough? Here are some possible ways to do it.

*Multiplication practice. Choose two of your three cards. Find the product (what you get when you multiply them). Greatest product wins the pot. Alternatively, play high/low in which players who have low cards still can win. Before revealing their cards, players announce whether they're going for high or going for low. Those who announce they're going for high reveal their products; highest product gets half the pot. Those who announce they're going for low do the same; lowest product gets the other half the pot. Sneaky, huh?

*Greatest 3-digit number. Or greatest 2-digit number chosen from the 3 cards. Or high/low. Which way should you order 4, 7, and 2 if you're going for high? Which way for low? Which gives you a better chance of winning?

*Greatest sum. Make a 2-digit number and a 1-digit number (so if your cards are 4, 7, 2 you can do 47 and 2, or 24 and 7, or...). Add them, mentally or with paper and pencil. Greatest sum wins; or do high/low...

*Make it 5 cards instead of 3. Your goal is to have the 5 cards that add to a total nearer 25 than anyone else. This one's especially interesting because what looks like a "good" hand early on may prove to be a "bad" hand as those nines and tens don't stop coming

Or other variations that you and your children come up with.

As before, these games should be considered an opportunity for some fun rather than a chore. They're games, after all. Be aware of when your child starts to squirm, or when the brain begins to turn off, or when the beautiful day outside is becoming more appealing than the king of hearts. But if you don't overdo it and play your cards right (hardy-har-har), these games can be great ways to help your child have fun--and practice a little math in the bargain.

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