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Nicole Moorman

ELD 375
SOPA Lesson Plan
March 13, 2015
Grade: 1st
Subject/Topic/Activity: Go-Fish Addition
Mathematics, Arithmetic, Addition of Single Digit Numbers
Standards:
CCSS.MATH.CONTENT.1.OA.C.6
Add and subtract within 20, demonstrating fluency for addition and
subtraction within 10. Use strategies such as counting on; making ten
(e.g., 8 + 6 = 8 + 2 + 4 = 10 + 4 = 14); decomposing a number
leading to a ten (e.g., 13 - 4 = 13 - 3 - 1 = 10 - 1 = 9); using the
relationship between addition and subtraction (e.g., knowing that 8 + 4
= 12, one knows 12 - 8 = 4); and creating equivalent but easier or
known sums (e.g., adding 6 + 7 by creating the known equivalent 6 +
6 + 1 = 12 + 1 = 13).
Objective:
Students will be able to practice math addition facts while playing the
card game Go-Fish.
Procedure:
Materials needed:
A set of number cards (deck of cards) with four cards each of the numbers 0-10
(Jacks, Queens, and Kings removed)
Before putting the students into pairs, the teacher will model and demonstrate the game
for the students. The teacher will have one the students play with him or her to show the
rules and the flow of the game.
Goal of game: To get as many pairs that add up to 10 as you can. Aces count as 1.
1) Each partner is dealt five cards
a. The remainder of the cards is placed in the middle
2) Each player should look at his or her cards in their hand and set aside any pairs
that add up to 10.
a. The student should replace any cards they removed until they are holding
five cards again
3) Taking turns, each player should ask their partner for a card to make 10.
a. For example: If one partner (Partner A) has the cards (3,4,8,9,3) that
partner (Partner A) could ask, Do you have a 7? Because 7 and 3 equal
10.

4) If that partner (Partner B) does have the (7) card, the partner who asked (Partner
A) should take the card and record the combination (3+7)=10 on their piece of
paper, and set aside the pair.
a. That partner (Partner A) then draws another card from the pool (so they
are holding 5 cards again)
5) If the Partner B does not have a 7 card, he or she would say, Go-fish and
Partner A would draw a card from the pool.
a. Partner A should check the newest card to see if it would pair with any
of his or her other cards to make 10. If it didnt, Partner A would hold
onto the card and his or her turn would end. If the new card did make a
combination, Partner A would set the pair aside and their turn would end
6) If a player runs out of cards, but there are still cards in the pool, he or she should
draw two and continue playing.
7) The game ends when all the cards have been paired into tens or the highest
possible amount of combinations (of 10) are made.
8) When the players run out of cards, they are to count up how many cards they have
(from their combination pile)
9) The player with the most pairs of tens wins!
Differentiation:
Another way to play this game would to be to try sums near 10, such as 9, 11, or 12. A
teacher could make Jacks equal 11, Queens equal 12, and Kings equal 13 or a teacher
could differentiate by making jack, queen and king cards wild cards. This means they
could be any number a player needs to make 10.
Assessment:
The teacher will assess students by seeing how well the students followed the
rules. The teacher will also assess the students by walking around the classroom
and watching the students make combinations of ten. The teacher will be able
to get an idea if the students are mastering their addition facts by looking over
their combination sheets.

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