Home > Stage 1 > Representing whole numbers > Odds and evens
Continue and create number patterns
Model and describe 'odd' and 'even' numbers using items paired in two rows
Odd and even number cards
8 markers per group (to set out each playing area).
8 markers (to set out the 'no man's land).
Set out the playing area (25 students = approximately 25m x 25m).
Divide playing area in half and create an area (approximately 1m), called the 'no-go-zone'.
Divide students into pairs.
Players on either side of a no-go zone are named ‘odds’ or ‘even’. Players determine if a number is odd or even by running towards their baseline.
Students line up along each line and face their partner across the no-go-zone.
The students on one line are called ‘odds’ while their partners on the opposite line are called ‘evens’.
The teacher calls out a number and shows students the matching number card.
If the number displayed is 'odd', the students on that line need to run towards their baseline while their even partners chase and attempt to tag them.
Reset back in line.
Teacher continues to call out numbers. Even numbers mean even runs back to baseline with odd chasing. Odd numbers called mean odds run back to baseline with evens chasing them.
Vary the starting positions (e.g. standing on one leg or crouching down).
Increase or decrease the distance to the baseline.
Vary the locomotor movement used
Increase or decrease the number called.
Student pairs model the number called using counters before running.