Bump - Multiplication & Inequalities Game | 10story Learning

Multiply by 10 & 0.1

Roll dice, multiply or divide by 10 & claim territory!
Bump Game Setup
Grades
3-5
Game Length
25 minutes
Game Type
Competitive, Strategic
  • Fluently multiply multi-digit whole numbers using the standard algorithm. (5.NBT.B.5)
  • Use place value understanding to round decimals to any place. (5.NBT.A.4)
  • Explain patterns in the number of zeros of the product when multiplying a number by powers of 10. (5.NBT.A.2)
1

Inside the Math

Bump wraps multiplication practice inside a territorial game. On each turn, players roll two dice, multiply them, then flip a coin to determine whether they multiply or divide the product by 10. A roll of 3 and 4 gives 12, which becomes either 120 (heads) or 1.2 (tails). Players then place a token on the game board hex containing that number.

The board itself is a collection of inequality ranges: 0.4 ≤ x ≤ 0.6, 10 ≤ x ≤ 30, 120 ≤ x ≤ 160, and so on. Students must locate their computed value within these ranges, which requires understanding both inequality notation and decimal magnitude. Where does 2.4 go? What about 80?

The same computation produces two results separated by two orders of magnitude.

What makes this interesting pedagogically is how the coin flip creates variation. Students experience the symmetric relationship between multiplication and division by 10 dozens of times per game. They see 18 become 180, then later see 18 become 1.8. The pattern—that multiplying by 10 shifts everything one place left while dividing by 10 shifts everything one place right—becomes concrete through repetition.

The game board's inequality structure adds another layer. Students work with boundary cases constantly: if you roll 60, you could place your token on either "40 ≤ x ≤ 60" or "60 ≤ x ≤ 80" since 60 satisfies both. This creates natural discussion about inclusive versus exclusive inequalities and what it means for a value to fall "within" a range.

The decimal ranges (everything under 4.0) only appear through division by 10, while the large ranges (everything over 100) only come from multiplication. Students start noticing this structural pattern after a few games.

There's also an informal probability lesson embedded here. Dice products aren't uniformly distributed—you can roll 12 four different ways (2×6, 3×4, 4×3, 6×2) but can only roll 1 or 36 one way each. The middle hexes on the board see more action than the extremes, and observant students pick up on this.

The bumping mechanic adds stakes. Land on an opponent's single token, and you bump it off—they lose that placement. Land on your own token, and you can stack them to "freeze" that hex permanently. Now accuracy matters: a computational error doesn't just mean getting the wrong answer, it means potentially wasting a turn or missing a strategic opportunity.

Multiplication fluency develops naturally through the game's structure. Students compute 4×5, 6×3, 2×6 repeatedly, and these products become automatic. Once the basic facts are fluid, cognitive resources shift to the place value operations and strategic thinking. This is exactly how we want skill development to work—automate the foundational procedures to free up working memory for higher-level reasoning.

2

Building Foundation for Mathematical Thinking

Bump addresses a common misconception about powers of 10. Many students learn "just add a zero" when multiplying by 10, which works for whole numbers but falls apart with decimals. What does "add a zero" mean for 3.5? The game sidesteps this by having students work with both operations in parallel. When you see 24 become 240 and later see 24 become 2.4, you're building a place value model rather than memorizing a trick.

The inequality matching develops number sense about magnitude and position. After several games, students internalize the board's structure. They know without careful calculation that 120 belongs in the "120 ≤ x ≤ 160" hex, that 1.5 goes in "1.2 ≤ x ≤ 1.6," that anything below 0.3 gets the leftmost hex. This is spatial reasoning about the number line translated into gameplay.

The game creates about 30-40 computation opportunities per player per game. That's meaningful practice volume, but unlike worksheet drill, each computation serves a strategic purpose.

Error detection matters here in a way it doesn't on worksheets. When a student places a token on 180 after rolling 3 and 6 and flipping heads, opponents might notice the error. This peer verification creates a classroom culture where students check each other's reasoning. And because the error has gameplay consequences—you might bump the wrong person or place a token poorly—there's intrinsic motivation to compute accurately.

The strategic layer is worth examining. Students must decide whether to bump an opponent off a valuable hex or freeze their own occupied hex by stacking. They track which hexes are already frozen (blocked for the rest of the game) and which remain contested. These decisions happen alongside the mathematical computation, demonstrating that math serves purposes beyond symbol manipulation.

Strategic consequences create intrinsic motivation for computational accuracy.

The game also builds mental benchmarks. Students start recognizing that "heads" means their result will be large (probably 10 or above), while "tails" means small (under 4). They estimate before computing: "I rolled 5 and 4, that's 20, times 10 is 200-something, so I'll be looking at the large hexes." This estimation-then-calculation sequence mirrors expert mathematical thinking.

One subtle pedagogical benefit: Bump integrates whole numbers and decimals within a single system. Students work with 180 and 1.8 in the same game, experiencing these as related quantities rather than separate number types. This counters the common student perception that decimals are weird special numbers that follow different rules. They're just positions on the same place value system.

The game rewards pattern recognition. Students who notice that certain dice combinations appear more frequently, that the middle hexes fill up faster, or that particular ranges are more strategically valuable develop informal probabilistic reasoning. This isn't formal probability instruction, but it builds intuition that supports later formal study.

3

In the Classroom

Bump works best after students have been introduced to multiplication facts and basic place value concepts. They should know their times tables through 6×6 and understand that multiplying by 10 makes numbers larger. The game provides practice and application rather than initial instruction.

Materials are minimal: one game board per group, two dice, one coin, and 8-10 tokens per player in different colors. The game plays well with 2-3 players. Two-player games move quickly and maximize turn frequency. Three-player games add strategic complexity since you're managing two opponents' positions simultaneously.

Students still developing multiplication fluency can start with a single die (products 1-6) or restrict dice to values 1-4. This reduces computational demand while preserving the game's structure.

Early gameplay benefits from explicit attention to the computation sequence: multiply the dice first, then apply the coin flip. Some students try to multiply one die by 10 before computing the product, which breaks the mathematical structure. Establishing clear procedures helps avoid this confusion.

The inequality notation reveals understanding. Watch whether students correctly identify that 60 satisfies both "40 ≤ x ≤ 60" and "60 ≤ x ≤ 80." Boundary cases like this create natural teaching moments about inclusive inequalities and what it means for values to fall "within" ranges. If students show confusion, address it directly rather than assuming they'll figure it out through play.

Watch the decimal placement phase—it reveals magnitude sense in action.

Decimal understanding becomes visible during gameplay. When students divide 15 by 10, do they produce 1.5 or get confused? Do they correctly compare 1.8 and 2.4 to determine which falls in which range? Student responses provide formative assessment data that might not surface during direct instruction.

The bumping and freezing mechanics create interesting strategic situations. Students must balance offensive play (bumping opponents) with defensive play (freezing valuable hexes). Some students adopt aggressive bumping strategies; others focus on securing territory early. These different approaches create discussion about strategic tradeoffs that parallel mathematical decision-making.

Pacing varies significantly by skill level. Groups with strong multiplication fluency finish games in 15-20 minutes. Groups still building fluency might need 30-40 minutes. This variance is useful for differentiation—faster groups can play multiple rounds while others complete one thorough game.

For students finishing early, try extensions: track all products rolled and identify the most frequent; predict the next token placement before the roll; or play a "target value" variant where players announce a target range before rolling and score bonus points for hitting it.

Students struggling with computation benefit from access to multiplication tables as reference tools. The goal is maintaining engagement while building confidence, not creating frustration.

Post-game discussion consolidates learning. Ask: Which computations felt automatic versus effortful? Did anyone notice patterns in where tokens landed? Why do some hexes receive more tokens than others? These questions help students articulate mathematical insights that emerged during play.

After multiple rounds, students develop computational automaticity with common products. By the third or fourth game, 2×3 and 4×5 become instant retrievals rather than calculated products. This progression from effortful computation to automatic recall marks developing fluency.

Bump fits naturally into units on multiplication, place value, or decimal operations as applied practice with previously taught concepts. The game provides computation in a context where accuracy has strategic consequences, making the mathematics purposeful rather than purely procedural. The activity drives the mathematics.