The present invention relates to apparatus and methods for training children in multiplication. Children acquire the knowledge utilizing a board game or puzzle.
Teaching the multiplication table has traditionally been performed by rote verbal memory drills or repeatedly written multiplication facts as a homework assignment. Perhaps better to utilize a method associated with amusement and games, relying upon sight (memorization) for learning (rather than relying on auditory input or tedious mundane, written exercises).
The present invention provides a method of instructing young learners in multiplication tables employing a nonintrusive game or game-like atmosphere. When practiced as an academic exercise, an authority such as a teacher leads the queries requiring students to respond en masse with answers to individual multiplication queries. However, following the rules of the game, it enables the learner to master the multiplication tables because of frequent play. Afterward, the teacher may transfer (student learning) from the concrete to the abstract (using a Smartboard or Opaque Projector). Also, introducing the Math terminology, multiplier, multiplicand, and product. An option for the teacher is to include the chant: “We go to (Name of School), We come here to learn, and if we get this Math, Big Bucks we can earn!”
Children recall basic multiplication tables based on sight recognition and rely upon sight (memorization) for learning (rather than relying on auditory input or tedious mundane, written exercises).
The See It, Say It, Know It, Multiplication Game comprises of
Ans s/he can roll again and lift or slide (104) multiplicand to reveal or recover (102) the product.
The configuration of the teacher-made assessment tool is incremented in 60, 30, and 15 seconds. The teacher and students know s/he has obtained proficiency when s/he can answer the twelve multiplication facts (in ascending, descending, or mixed order) in fifteen seconds.
See It Say It Know It Multiplication Games is a student-friendly multiplication game that requires, 12 game boards, twelve sets of multiplicand disks (144), one dodecahedron (Twelve-sided) die.
Teaching and learning should be fun. Learning the multiplication tables has been quite tedious, especially if they dread or fear learning math. See It Say It Know It Tables is an answer to the tables' Phobia's nightmare. There is no Drill Kill or humdrum reaction. It is a fun way to learn the multiplication tables using sight memorization instead of a time-consuming drill kill. Individuals play the game and retain the information inadvertently.
Mostly, the teaching aids in classrooms should be student-driven and not teacher-led activities. Children enjoyed using the instructional aids or Anchor Charts that are conducive to learning and children friendly. A child becomes overwhelmed if given too much information to retain. A child or children (temporarily) should be able to call an unknown object a “what-cha-ma call it! They become confused when bombarded with too much terminology, vocabulary, or concepts. Also, it hinders their problem-solving ability because they are stuck on word terms that are taunting. Mathematics (for some) is not a favorite subject, and I created the See It, Say It, Know It, Multiplication Timetables Game because I wanted students to feel comfortable learning the multiplication tables. Children need a clearer understanding of the concrete subject matter before transitioning to the abstract. Creating the game without using the terminology: multiplier, multiplicand, and product, they learned the multiplication table while playing the game. For example, if you are learning the four table, the game board is shaped like the numeral four. Each multiplication product of the four tables is printed (on the game board). The circular disk numbered 1-12 (the multiplicand) covers each product. The game board and the disks are color-coded. The student cannot confuse the four times table with another multiplication table because of the color-coded aspect of the game. S/he memorizes which colored gameboard and which color-coded disk was correlated (or matched). Further differentiated (and retaining) the multiplication facts because of the difference in coloring. The student rolls the dice to view/uncover the hidden product (then replace it), and the student is learning multiplication tables by sight recognition. Students are (later) introduced to the vocabulary words: multiplier, multiplicand, and product (or answer).
And as previously stated, the child or children surmise or guess the circular disks must be the multiplicand, because he knows what a gameboard is, and he knows what a set of dice looks like.
For students who have played the multiplication table game for a while, a parent or instructor can select one of the multiplication board games and have the student cover the board. Students can (or after much practice) answer the twelve covered multiplication facts. The student cannot see the product, but s/he can answer because s/he remembers what is under the covered number disks. A student learns the multiplication table not subjected to Drill overkill, but s/he played a (fun to do) game. The students (later) learn what each figure represents: figure four is the multiplier, the circled disks printed on the number four is the product or answer, and the disks on the top (covering the product) is the multiplicand). The advantage of using the See It Say It Know It Board Game, the learner views with the naked eye and then stores the information in the brain for easy recall if needed.
The instructions for the game are as follows: Individual, roll the dice, uncover the disk representing the number rolled and replace it. If there are two students, then each player will roll the die to determine who is first. Gradually, student(s) can recall the answer hidden beneath without removing the multiplicand. Students are given the multiplication terminology after playing the game for a while. This allows the students to make connections with the multiplication table game previously played.
The object of the game is to learn the multiplication tables by sight memorization. Children will remember the multiplication facts by remembering the hidden product. Students should work in pairs (or can work independently).
Step 1: Children will remove one multiplication board from the kit, twelve matching circular disks to place on top of (102) the products, and one twelve-sided dice, and cover (100) the multiplication Board with (104) the numbered disks 1-12.
Step 2: Children roll (105) the dodecahedron dice to see who goes first.
Step 3: The player with the highest number goes first. The game ends when all the numbers are removed. Students count the number of disks gathered to determine the winner. If each child collects six disks, students will roll die to determine the winner. The highest number wins the round.
Step 4: Students will play as many rounds as time permits or indicated by the teacher. The teacher instructs students to practice for a set time to review their multiplication table (before the actual game begins).
Step 5: Students will roll the dice, uncover the product (answer) and then recover the product. Once the set time (for practicing) is over, the teacher then instructs students to begin the multiplication challenge.
Multiplication Chant: “We go to “Name of School”; We come here to learn; And if we get this Math; Big Bucks we can earn.” The teacher reproduces the multiplication Chart as shown below on Blackboard or Smartboard (
A teacher using a pointer point to the factor. Students orally respond by saying the product. The teacher points in numerical order frontwards and backward, then randomly as s/he feels students are confident in echoing the correct response. (The teacher should say to the student, “What do you see? (Pointing to the (multiplicand), then “What do you say?” (Pointing to the product). hereafter, the teacher begins the chant and then points only to the multiplicand. The students have had enough practice to respond with the correct product. Children will remember the multiplication facts by remembering the hidden product) on the game board.
Students should work in pairs (or can work independently).
Step 1: Children will cover the multiplication Board (the multiplier) with the disks (multiplicand) numbered 1-12.
Step 2: Children will roll die to see who is first.
Step 3: The player with the highest number is first. All uncovered numbers end the game (round). Students count the number of disks gathered to determine the winner. If each child collects six chips, students will roll die to determine the winner. The highest number wins the round.
Step 4: Students will play as many rounds as time permits or indicated by the teacher. The teacher instructs students to practice for a set time to review their multiplication table(before the actual game begins).
Step 5: Students will roll the dice, uncover the product (answer) and then recover the product. Once the set time (for practicing) is over, the teacher then instructs students to begin the multiplication challenge.
Multiplication Chant: “We go to “Name of School”; We come here to learn; And if we get this Math; Big Bucks we can earn.” The teacher reproduces the multiplication Chart as shown below on Blackboard or Smartboard (
A teacher using a pointer point to the factor. Students orally respond by saying the product. The teacher points in numerical order frontwards and backward, then randomly as s/he feels students are confident in echoing the correct response.
(The teacher (pointing to the multiplicand) says to the student, “What do you see?
(The teacher (pointing to the product) says, “what do you say?”
The teacher says the chant only, then the teacher points to the multiplicand.
The students have had enough practice to respond with the correct product.
If a child knows its numbers from 1-50, s/he can also learn the multiplication tables using this game. Also, this game can be transformed into a puzzle. The puzzle pieces are arrayed to shape the multiplier. The product is printed onto the puzzle frame. The multiplicand is printed on the top of the removable puzzle piece. Each piece is specifically cut to fit its correlating product well embedded on the master frame.
S/he is learning to recognize the numerals 1-12, and the corresponding products.
The applicant claims the benefit, U.S. patent application Ser. No. 16/368023 filed Mar. 28, 2019, which claims the benefit of U.S. patent application Ser. No. 15/263211, filed Mar. 28, 2019, which claims the benefit of the U.S. Provisional App. No. 62/217853, filed Sep. 12, 2015. The Applicant hereby claims the benefit of each of these prior U.S. provisional and nonprovisional patent applications. The entire content of each of these prior U.S. provisional and nonprovisional applications is incorporated herein by this reference.
Number | Date | Country | |
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62217853 | Sep 2015 | US |
Number | Date | Country | |
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Parent | 16368023 | Mar 2019 | US |
Child | 17564711 | US | |
Parent | 15263211 | Sep 2016 | US |
Child | 16368023 | US |