Back and Forth Directions
• Each player starts at zero on an individual number line.
• Players should take turns rolling a standard number cube, labeled 1‒6.
• Each turn, the player must choose if the number rolled represents a positive
integer or a negative integer.
o If it is positive, the player moves that number of spaces to the right on
the number line.
o If it is negative, the player moves that number of spaces to the left.
• For each turn, the player should record the roll as a positive or negative
integer in the recording chart and then draw an arrow above or below the
number line to show that movement.
• Each player should roll and record five turns. The winner is the player who
ends closest to zero. If both players end at the same place, it's a tie.
7 answers
theres player 1 and player 2 both will a line plot starting at -12 to normal 2 but in the middle theres a 0. so we need to record the number and see if there positve or negative 5 times for each player
| Roll # | Player 1 | Player 2 |
|--------|----------|----------|
| 1 | +3 | -2 |
| 2 | -4 | +6 |
| 3 | +2 | -5 |
| 4 | -1 | +4 |
| 5 | +5 | -3 |
In this example, both players start at the zero point of the number line and take turns rolling the dice. Each player records the number they rolled and whether it's positive or negative. They then move the specified number of spaces to the right or left on the number line and draw an arrow to show the direction of the move.
After five turns, both players should end up at a different place on the number line. Whoever is the closest to zero wins the game. Remember that if the players end up at the same spot, it's a tie.
To prevent cheating, it's a good idea to establish clear rules and consequences for breaking them. You could also have a neutral third party, like a referee or mediator, to help enforce the rules and keep track of the game. Additionally, promoting good sportsmanship and fair play goes a long way in preventing cheating.