Topics: Addition to 100, Multiplication by 5s and 10, Money, Estimation
Materials: One 6-sided dice, pencil and paper, pennies and dimes (optional)
Common Core: 2.MD.C.8, 2.NBT.5, 2.NBT.6, MP1, MP6, MP7
Roll the die 7 times. For every roll, you get to take that many pennies, nickels, or dimes.
Whoever gets closest to $1 without going over wins.
This version of Don’t Break the Bank is a hit with students, and also helps give a concrete meaning to place value by linking it to both money, addition, estimation, and multiplying by fives and tens.
It takes very little time, so it can be used as a warmup, station activity, or in those five minutes before class ends. While kids may break the bank their first few games, they’ll inevitably start estimating and choosing good strategies for themselves. The deeper thinking is almost inevitable.