Home > Stage 3 > Additive relations > Red or black
Applies known strategies to add and subtract decimals
Model the addition and subtraction of decimals up to 3 decimal places using appropriate representations
Solve word problems involving the addition and subtraction of decimals up to 3 decimal places
Indoor or outdoor playing area
Playing cards
Recording materials (mini whiteboards, paper or a tablet device)
Pencils or markers
Organise students into groups of 4.
Provide each group with a pack of playing cards, mini white boards and markers.
Players, aiming for a total score of 7.25, draw cards and either add or subtract the number to their total score.
Each player begins with a score of 2.1 points.
Shuffle the cards and place them face down in a pile.
Each player in the group takes turns to draw a card from the pile. Before doing so, they must say whether the card will be red or black.
If the player correctly guesses the colour of the card, they perform the chosen exercise the number of times displayed on the card and the number on the card is added to their score. Eg. the card is a 4 of diamonds, chosen exercise is push ups, the player performs 4 push ups and then adds 4 to their score.
If the player guesses incorrectly, they perform the chosen exercise the number of times displayed on the card and the number on the card is subtracted.
If the player guesses incorrectly, but hasn’t enough points to take away the number on the card, they miss a turn.
All cards have a score of their face value.
Clubs and hearts are worth tenths.
Diamonds and spades are worth thousandths.
Picture cards score as follows: Jack = 11, Queen = 12, King = 13, Ace = 1
The winner is the first player to score 7.25.
Remove picture cards and play with cards Ace-10 only
Change the winning score. For example, for a shorter game change the winning score to 5.55
Vary the chosen exercise, eg. star jumps, sit ups, throw and catch a ball.