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Reasoned Rounding

Age 7 to 14
Challenge Level Yellow star
Primary curriculum
  • Problem
  • Student Solutions
  • Teachers' Resources

We received some solutions from children who wanted to share their ideas about this game with us. Sky from Cubitt Town Junior School in the UK explained their strategy:

When I rolled the dice, I looked at the sheet to see what spaces were available. I looked to see if I could block my partner or complete my own circles. When we played a round where we could choose the order of the digits, I switched them around to help me. If I was blocked with one way, I could switch the digits and round the other way.

Georgina from Wavell Junior in the UK thought that going second gives a better chance of winning:

If you want to win the game you would need to think carefully about the choices you have. If your opponent had got half the circle of 70 and you rolled 3 and 7 you could make 73 and you would get the point. It is best not to roll first because it is less likely for you to get a point. If you want to get a point you should not start a circle. It also is a bit of luck for the numbers you roll.

Rosie from King's College Madrid in Spain agreed with Georgina, and also spotted some circles that are more difficult to fill than the others:

In Maths class we decided that the 0 and 100 circles were the hardest to fill as only 5 numbers rounded to each circle whereas 10 numbers round to the other circles. We tried to fill the 0 and 100 circles as soon as we could. We also found that out of 14 pairs the player who went second won 12/14 times. We decided that because each circle needs two numbers it was better to go second.

The children from Central CofE Junior School in the UK noticed lots of things about this game:

We really enjoyed playing Reasoned Rounding and noticed lots of things to help us win the game and develop our reasoning.

  • The first and last circles are the hardest to win as there are fewer chances of rolling a number that rounds to it. E.g. to win 0 you have to roll 00, 01, 02, 03 or 04 and for 100 you would need 95, 96, 97, 98 or 99 so there are only 5 chances but for the other circles there are 10 chances - from the 5 before to the 4 after. So, if you rolled a 9 and 6 it would be better to make 96 to round to 100.
  • Also, if you go second you have more chance of winning as your partner will already have filled in one number of the circle so you can get the other one.
  • One pair got down to the last circle which was 0. They knew that if they rolled a number over 5 with their first throw then there was no point rolling again as they couldn't win the circle.
  • As you get further into the game it is harder to find a place to put your number as the circles are full.
  • To vary the game, you could roll 3 times to create a number with 2 decimal places and round to the nearest tenth.

These are all great ideas! I like your idea for varying the game - we've made some similar extensions to this game on the Teachers' Resources page for this activity.

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The NRICH Project aims to enrich the mathematical experiences of all learners. To support this aim, members of the NRICH team work in a wide range of capacities, including providing professional development for teachers wishing to embed rich mathematical tasks into everyday classroom practice.

NRICH is part of the family of activities in the Millennium Mathematics Project.

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