1. Game: 'More or Less'
Purpose:
- Students learn to compare quantities of different groups of objects;
- Practice using the words 'more' and 'less' during play;
- Develop quick and accurate calculation skills.
Preparation: The teacher prepares boards with drawings of various quantities of objects, with each board containing a different number of objects.
Organization: The class is divided into 3 groups.
Procedure: The teacher presents two groups of objects with different quantities, and the groups quickly identify which group has more or fewer objects.
Example: The teacher presents a board with drawings: one side has 4 flowers, the other side has 2 leaves (drawn correspondingly 1 - 1). Students quickly determine which side has more flowers or more leaves, …
Game Conclusion: The group with the most correct and quickest answers wins. The winning group receives applause and cheers from the entire class.

2. Game: “Build a House”
Purpose: Reinforce practice comparing numbers within 5, while also fostering quick thinking and teamwork among students.
Preparation: Draw 3 houses on 3 sheets of paper
Organization: Colored chalks (3 pieces)
Divide the class into 3 playing teams (the number of teams can vary depending on the number of students in the class)
Procedure: Each team will receive a house and a colored chalk. Students will pass the house from the beginning to the end of the team. Each student, when holding the house, must come up with a number to fill in a blank space on both sides of a column marked with >, <, =; each number they fill in will be a brick to build the house. Each student is only allowed to fill in once. Students have 5 minutes to build. When the house reaches the last student, that student must quickly stick their house onto the board.
Game Conclusion: The team that fills in correctly and the fastest wins.

3. Game: “What's My Name?”
Purpose: Reinforce recognizing the quantity of groups of no more than 5 objects, while also beginning to train memory and logical reasoning skills for students.
Preparation: 5 ribbons with 1, 2, 3, 4, 5 strawberry-shaped figures drawn on them.
Organization: Select a team of 5 students in a volunteer spirit, preferably representing one group to compete against other groups.
Procedure: At the start of the game, the teacher ties a ribbon around the head of each student. In the shortest time possible, students must count the number of strawberries on the hats of the other 4 students and quickly guess how many strawberries are on their own hat. If they guess they have 3 strawberries on their hat, then they say: “I am the third strawberry.”
Game Conclusion:
- The first guesser receives 3 points
- The second guesser receives 2 points
- The third guesser receives 1 point
- The remaining two students do not receive points
After the first round, the teacher swaps the hats and the students continue playing. After about 3 rounds, the game is summarized to see which team wins.
Note: The teacher may allow each student to play only once. After 5 rounds, the top 3 students with the highest scores play against each other, and the champion is chosen to correctly introduce themselves.

4. Game: Faster Than
Purpose: To reinforce the lesson: Help students recognize and read the names of squares, circles, and triangles. From there, recognize these shapes through real objects.
Preparation: 5 squares, 5 circles, 5 triangles.
How to play:
The teacher puts up 5 squares, 5 circles, and 5 triangles on the board.
Call 3 students to the board to clarify the task: each student chooses 1 type of shape:
- Student 1: chooses a triangle.
- Student 2: chooses a square.
- Student 3: chooses a circle.
Students compete to quickly choose the shapes according to the assigned task.
Conclusion of the game: The teacher and the whole class determine the winner and loser, praise the student who chooses quickly with a round of applause, and penalize the losing student with a song.

5. Art Competition
Purpose: Reinforce the order of numbers within the range of 10, while training memory skills, observation, teamwork spirit for students.
Preparation:
- Three boards with numbers from 1 to 10 marked in a certain order so that when connecting the dots, it forms an animal, object, etc.
- Two large chalk pens.
Organization: Divide the class into teams, depending on the number of paintings the teacher prepares.
Procedure: Give each team a picture. After the teacher's signal, the teams will discuss to connect the dots in order from 1 to 10.
Conclusion: At the end of the time, the team that completes it correctly and beautifully wins.

6. Game: Uncle Mailman (Applying addition and subtraction tables)
Specifics: Teaching lesson: subtraction within 9
Purpose: Help students memorize the subtraction table within 9. Combining with the habit of saying 'thank you' when someone helps to resolve a problem.
Preparation: Some cards, each card with a number written on it: 1, 2, 3, 4, 5, 6, 7, 8 as the results of subtraction to make house numbers. Some envelopes with subtraction problems: 9 – 6; 9 – 5; 9 – 3; 9 – 2… A badge worn on the chest labeled 'Mailman'.
How to play: Call one student to the board to play. The teacher gives each student a card to make a house number. One student plays the role of 'Uncle Mailman' with the badge 'Mailman' on the chest and holds the envelope.
Some students stand in front of the board, one by one saying:
'Uncle Mailman, do I have mail?'
'Please help me with the house number ... which is 8.'
When reading the last sentence 'the house number ... is 8,' at the same time, the student raises their card with the number 8 for the whole class to see.
At this point, the task of the 'Uncle Mailman' is to calculate quickly to choose the correct letter with the corresponding result handed to the homeowner (in this case, they must choose the envelope '9 - 1' to give to the homeowner). The homeowner receives the mail and says 'thank you.' This process continues with other houses.
If the 'Uncle Mailman' calculates incorrectly or delivers to the wrong address, they cannot continue playing the role, and another student takes over.
If all mail deliveries are correct, after 3 rounds, the teacher commends and changes roles for another student to play.

7. Game 2: Holding Hands to Arrange Shapes.
Purpose: Enhance the skills of recognizing and constructing symbols of shapes: circle, square, triangle.
Preparation: No need to prepare any equipment.
How to play: Divide the class into two rows. Each row sends a group of more than 5 friends to play. The teacher calls out the name of a certain shape, for example, a triangle (or square, circle). Each group considers how many people should be chosen to be enough to form the desired shape, this person holds hands with the other person to form the desired shape.
Scoring:
- The group that chooses the appropriate number of people for each shape as required gets 10 points.
- The group that arranges quickly and beautifully gets 20 points.
- The group with the most points wins.

8. Game: Skillful Farmer
Purpose: Students learn to use a ruler to measure a straight line segment in centimeters.
Preparation: 3 rectangular sheets with a flower marking 10 points on the back, 3 rulers dividing into centimeters.
How to play:
- The teacher divides the class into 3 groups, asking each group to appoint a representative to participate.
- The teacher hangs up the sheet with the predetermined size and says: A skilled farmer in the cooperative is assigned a rectangular piece of land but the size is not clear. Please help him measure his plot of land.
- Students use rulers to measure the sides of the garden (sheet).
Summary of the game: Commendation and rewards for students who measure the sheet with the flower marking 10 points quickly and accurately.

9. Game: Bee Searching for Flowers
Purpose:
- Reinforce and deepen knowledge of addition and subtraction within 10.
- Develop calculation, memory, and teamwork skills.
Preparation:
- 15 bee characters with math operations written on them, with magnets on the back;
- 3 five-petaled flowers, each in a different color, with numbers written on each petal, with magnets on the back.
Organization: By group (each group appoints 5 representatives to play).
How to play: The teacher divides the board into 3 sections, one for each group. Place a flower and 5 bees around each section randomly, and introduce the game:
“I have 3 flowers, and on each petal is the result of a math operation, along with some bees who are carrying these math operations to find their results. But the bees don't know how to find them, can you help them?”
Representatives from the 3 groups line up in three rows. When the command “Start!” is given, each student runs up to take one bee and attach it to a flower so that the number on the flower matches the result of the math operation carried by that bee. The first student finishes attaching the bee and runs back to their place, then the second student continues. Within 5 minutes, the team that attaches correctly and fastest wins.
Note: After the students finish playing, the teacher evaluates the game and asks:
+ Why couldn't the bees find their way home?
+ What needs to change for the bees to find their way home? What number should be on the flower?
Summary of the game: Within 5 minutes, the team that finds the correct flower for each bee and doesn't make mistakes wins. Bees that attach to the wrong flower will not be counted, and 1 bee will be deducted from the total number of bees that find the correct flower.

10. Game: Electric Transmission
Purpose:
- Practice and reinforce skills in performing addition and subtraction without regrouping, such as 14 + 3 (or 17 – 7; 17 - 3)
- Develop quick reflexes in students
Preparation: No need to prepare any equipment
How to play: Students sit in place. The teacher starts with one student. For example, student A loudly calls out a number within 100, for instance, '12,' and quickly points to any other student, student B, to 'transmit electricity.' Then student B must continue, for example, 'add 5,' and then quickly point to another student, student C. Student C must then continue with 'equals 17.' If C is correct, they have the right to call out a number like A did and point to another student, D, to continue 'transmitting electricity.' This process continues. If a student makes a mistake (for example, A says '12' to B, and B says 'add 9,' which is an incorrect calculation, or C reads the wrong calculation result), they must do a round of hopscotch from their position to the board. At the end, praise and reward those who speak correctly and quickly with a round of applause.
Note:
- This game does not require any preparation of equipment or teaching aids.
- This game can be applied to many exercises (e.g., practicing addition and subtraction within 10) and can vary the form of 'transmission.' For example, one student loudly says '5 + 2' and points to the next student to transmit, who simply says the result, 'equals 7.' Or '17 - 7' transmitted to the next student who says, 'equals 10.'
- This game is simple but still creates a fun, lively, and enthusiastic atmosphere in the classroom for students.

11. Game: 'Making Friends'
Purpose:
- Practice mental math, quick addition, and subtraction (without memorization) within 100.
- Develop observational skills and logical reasoning for students.
Preparation: 9 rectangular cards, size 10 x 15 cm, with strings attached. Each card contains math problems divided into 3 groups, with problems in the same group having the same answer.
Organization: Select 9 students based on volunteerism.
Procedure: The teacher distributes one card to each student. Students wear their cards in front of their chests, with the math problems facing outward. Each student mentally calculates the problems on their own and on their peers' cards. Upon hearing the signal 'Make friends,' students must quickly find someone with the same answer as theirs and form a group.
Game Conclusion:
- The teacher and students determine the winners and losers together:
- The group that gathers the fastest and correctly is praised. Individuals who make mistakes and stand in the wrong group must sing a song as a gift to the whole class.

12. Game: Order Arrangement
Purpose: Students recognize the order of numbers. Develop quick and accurate calculation skills.
Preparation: The teacher prepares ready-made boards, each board with numbers from 1 to 10 written on them.
Game Rules: Arrange the numbers in ascending or descending order.
Procedure: The teacher gives each participating student a board with numbers already written on it for preparation. When the teacher shouts: 1, 2, 3, students immediately hold up their boards and stand in their positions. When the shout stops, students are not allowed to change positions anymore. The teacher and the whole class commend those who can correctly arrange their positions.

13. Game: 'What Day? What Date? What Month?'
Purpose: Practice expressing days of the week, dates, and month names applicable in daily life.
Preparation: The teacher prepares 3 pre-drawn boards.
Organization: Team competition, each team selects 5 players to participate in a relay format.
Procedure: When the teacher starts the timer, hang up the 3 pre-drawn boards and request a representative from each team to come up and fill in the information for each row to complete within 5-7 minutes.
Game Summary: The team that finishes first and completes all rows correctly wins. Students below can only cheer and not prompt; if any team member prompts, the team will be deducted points. If a team member from the top row hasn't returned to their spot, the student below cannot go up, or they will also be deducted points.

14. Game: 'Pattern Puzzle'
Purpose: Reinforce recognition of triangles and circles. Develop observation skills and understanding of pattern sequences.
Preparation: Each student takes ready-made circles and triangles (from the math toolkit) placed on the table.
The teacher prepares the following pattern sequence (can be drawn or prepared on a flip chart):
How to Play: The whole class plays together. The teacher presents the pattern sequence to the class for observation for a short period (counting from 1 to 10), then removes it.
When the teacher gives the signal, students use their prepared shapes to arrange them into the pattern sequence shown by the teacher.
Within the predetermined time (1 minute or 2 minutes), students who arrange correctly and neatly will be rewarded.

15. Game: 'Coloring Shapes Correctly, Beautifully'
Purpose: Reinforce recognition of triangles, squares, circles, refine hand-eye coordination, and aesthetic sense.
Preparation: Large paper with various shapes.
How to Play: Divide the class into 2 teams, each team sends 3 representatives to play. The teacher gives each team 3 colored pens (blue, red, and yellow). Instruct to observe the drawings carefully.
When the teacher says: ‘Color the triangles red, color the squares blue, color the circles yellow.” Within 3 minutes, the team that colors correctly and beautifully (without smudging colors outside the shapes, without overlapping colors due to confusion) wins.

