Counting Machines

Years 1 - 6

Summary

The following series of activities embody the concepts of place value in a table top game. Because of the colourful, tactile nature of the material and the active hands-on modelling of sound mathematics, the games provide an excellent basis for learning about place value. Children become involved in a counting machine and discovering how it works to 'collect a point' in the chosen column parallels the way our decimal place value system works. If used over time with a variety of different 'size' machines, children abstract the key elements of place value and come to see our system as only one of many possible systems. The activity provides much more meaning for 'hundreds, tens and ones' than just manipulating symbols. Suitable for threading.

Materials

  • One Poly Plug set per pair - later, one each
  • One set of digit cards or playing cards per pair
  • Scrap paper

Acknowledgement

This activity was originally titled Collecting Points. It was renamed to be the same name as Maths300 Lesson 176, which it spawned. Learning can be extended even further by adapting the game to a giant plastic mat so that the children's bodies become the playing pieces. Whole body, kinaesthetic learning produces learning which lasts longer. For further information see Lovitt, C. & Clarke, D. (1988) MCTP Activity Bank Volume 1, pp 185 - 188, Curriculum Corporation, Australia. Reference to use of the plastic mat can be found at: http://www.mathematicscentre.com.au/taskcentre/mathmat.htm

Nine & Over: Adventures in Place Value from the Maths on the Move professional development library offers a full day workshop on the development of place value concepts and skills.

Procedure

Aim

The challenge of this game is to discover how the counting machine works to make the plug in the left hand column of the frame move up one space.

Collecting 5 Points A To do that, children select the top card in a pack that has been prepared for the 'machine of the day' (as below). Cards only instruct the plug in the right hand column to move.

But what to do when that plug gets to the top???

Note: Some teachers introduce the 'machine' by physical involvement without using a plastic mat. In essence large cards placed on the floor like the numbers in this photo and three children sitting as zeros to start is enough. See below for a slide show from a Year 1 class.

 

Content

  • addition facts beyond 10
  • addition facts to 10
  • counting
  • group (or skip) counting
  • making/recording groups of 10
  • operations - whole number
  • place value
  • subtraction
  • visual and kinaesthetic representation of number

Machine of the Day

Collecting 5 Points B
  1. The height of the right hand column defines the machine of the day. It is numbered 0 to ... and the machine starts with plugs beside zero in all columns. The pack of cards of cards is modified to only contain these numbers. If wanted, a royal card can stand for zero.
  2. For example, the machine shown plays with Ace (1) to 4 and points are collected in groups of 5; if the collection group is 9, play with Ace to 8. The card pack is always one less than the collection group, just like our digit system is one less than the group size we collect for counting, ie: we collect to ten but record using digits to 9.
  3. The activity can be played in several ways:
    1. One machine between two and the person who moves the left column plug wins.
    2. For machines up to 5, the game can be played between two players each with their own red board. First to move the left hand plug wins.
    3. For machines from 6 to 10 it can be played between two teams of two players, each of which has two red boards.

Learning The Game

The best way to teach the game seems to be to model it with the group using as few words as possible and asking children what might happen next. Modelling can be in a 'fishbowl' situation using plugs as shown, or in large scale using three children as the parts of the machine (plugs). The other children takes turns to select a card from the teacher's pack to make the machine move.

The key to the way the machine works is discovered when the right hand plug reaches the top of its column for the first time and has to count more points. Ask the children to tell you what might happen next. There is usually at least one who suggests that the plug in the next column has to move up one to indicate that there has been one travel up the points column.

Interestingly teachers seem to have more apprehension about this game (somehow thinking it is too complex for the kids) than do the children. Kids seem to think that the movement of a plug in one column being dependent on what happens in another column is 'kind of neat'. The slide show is of Year 1 posters explaining to someone else about the counting machine. A flick through these will convince you that children well and truly understand the supposed complexity of a counting machine.

Counting Machines in Year 1
(Use your arrow keys to change slides. Use Esc or Alt/F4 to end the show.)
The posters were made following the children's first one hour session with the machine. In the time they explored the 0-3 machine a couple of times, discussed as a class what they had learnt about the machine and began their posters. The posters were completed in the language session that followed (since they are an example of report writing).

Example: 0 - 2 Machine (Collecting 3 Points)

Players begin with their red board masked as in the picture. That is, three blue 'people' representing zero in each column and empty spaces above them which they can move into.

The board is placed on the paper and a frame is prepared as shown. It is important that zero is shown as the first row. Zero is a number. It counts the existence of nothing. The model is consistent with objects such as the odometer of a car and the counter on a video with which the children are familiar.

When playing with collection groups of between 6 and 10 points, use two red boards, one placed above the other.

The blue plug moves up each column as necessary to register the collection of points. When the blue plug reaches 1 in the left hand column, the player is finished.

Collecting 3 Points
Collecting 3 Points Example Choosing a card always tells how many movements the machine makes in the right hand column. This amount is cumulative and when the right hand plug reaches the top and continues 'around' to zero to start again, a group of 3 is registered by moving the plug in the Groups of 3 column up one. Depending on the card chosen it may also be necessary to continue counting in the right hand column.

For example the picture shown may have reached this stage by:

  • 1 drawn on the first move.
  • 2 drawn on the second move (which would make one group of 3 points and zero single points).
  • 2 was drawn next to increase the collection total to one group of 3 points and 2 single points as shown.

The game continues in this fashion until the first player counts a plug into the 1 space of the 3 Groups of 3 column.

Holy Rosary School, Derby ... Year 2 using 0 - 4 Machine

This player has made 3 trips to the top in the points column
and is on the way to the fourth.
Colleting Points A
Four ... will that get us to the top again?
More importantly, will it be enough to count up to the top
and 'around' to the bottom again?
Collecting Points B

Discussion (over time)

  • What do all these forms of the Collecting Points game have in common?
  • One form of the game could be used with a calculator to exactly record what happens on the board.
    • Which one?
    • Can you explain why?
  The importance of this game is that it contains (or embodies) the principle of Place Value counting which is the foundation of our number system. Play the game several times with a suitable collection group - one which makes for an interesting but not lengthy game - until the children are comfortable with the rules. Then play again many times with a range of machines. The children will come to see that the same structure underlies all the games.

When the game is played with cards Ace through 9 and collection groups of 10, the structure which children abstract is the structure of our system. The game can now be played using a calculator as an additional aid to record the on-going total. At each turn the recording on the calculator screen will be a mirror of the recording on the plug board.

Maths300 offers:
  • Lesson 176 to develop Counting Machines further.
  • Lesson 35 as a 0 - 9 Machine (collecting 10 points) which includes an excellent piece of software to support the lesson.
  • Lesson 169 as a human computer to model the 0 - 1 Machine.


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