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Ghost Poop Making 10 Math Game

Students spin a number, find its partner to 10 on their haunted-house mat, and cover it with a mini-marshmallow in this making-10 spinner game for practicing addition facts.
Grades
Grade 1, Elementary
File type
PDF
Preparation
Print ready

Updated Jun 12, 2022

Subject
Math, Numbers
Topic
Halloween, math sensory
Resource types
Activities, Games
Preparation
Print ready

About this resource

What's inside this resource

Each student uses a laminated haunted-house mat covered with numbers and takes turns spinning a number spinner (built with a paper clip and pencil). If the spun number has a match on the mat that would sum to 10, the student covers that number with a mini-marshmallow ("ghost poop"); if not, or if the spinner lands on "oops poops," play passes to the next student. The first student to cover every number on their mat wins, and — per the game's own instructions — students get to eat their marshmallows afterward. The game reinforces partners of 10 through repeated, timed spin-and-match practice.

Product description

From the author

This resource is a Ghost Poop Making 10 Math Activity.

It is an extremely silly game for students to practice partners of 10 during the Halloween season.

Directions are included.

In the classroom

Teaching tips & learning objectives

Learning objectives

  • Identify the number that combines with a given number to make a sum of 10.

  • Practice partners-of-10 addition facts through repeated spin-and-match turns.

Teaching tips

  • Laminate the haunted-house mats before play, since the game's own instructions specifically call for this to make them reusable.

  • Set out mini-marshmallows as game markers, since the game is built around covering numbers with them (and letting students eat them at the end, per the included instructions).

  • Introduce the 'oops poops' spinner space ahead of time so students know a turn can pass without covering a number.

Skills covered

  • Making 10 (partners of 10) — students identify the number that sums to 10 with the number they spin, matching it to their mat.

  • Turn-based number matching — the spin-and-cover mechanic gives repeated, game-paced practice at recognizing addition partners.

  • Self-checking play — a student can only cover a number if it genuinely makes 10 with the spin, so incorrect matches are caught by the game structure itself.

Good to know

Questions teachers ask about this resource

What happens if a student spins a number that doesn't have a match on their mat?

Play simply moves to the next student — nothing is covered that turn, and the same is true if the spinner lands on the game's 'oops poops' space.

Do all the mats have the same set of numbers?

No — the mats vary; the four included mat pages each show a different mix and arrangement of numbers for students to match against their spin.

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Curriculum

Standards, concepts & topics

Standards

  • K.OA.A.4 — For any number from 1 to 9, find the number that makes 10 when added to the given number, e.g., by using objects or drawings, and record the answer with a drawing or equation.
  • K.OA.A.3 — Decompose numbers less than or equal to 10 into pairs in more than one way, e.g., by using objects or drawings, and record each decomposition by a drawing or equation (e.g., 5 = 2 + 3 and 5 = 4 + 1).
  • 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).

Core concepts

  • making 10

  • partners of 10

  • addition facts

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