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Sink The Ships: Digital Coordinate Plane Point Practice Microsoft Excel Version

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The Gaming Grammarian
909 Followers
Grade Levels
4th - 7th
Subjects
Resource Type
Standards
Formats Included
  • XLSX
Pages
6 pages
$2.00
$2.00
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The Gaming Grammarian
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Description

I've long used the game Battleship to help my students practice naming points on the coordinate plane. As class sizes grew I didn't always have enough sets for everyone. Then school moved online and I couldn't use my games at all. I made this digital game to allow students to practice the same skill with minimal differences (the primary one being the ships are already placed for them).

Upon opening the game, there is a tab with student instructions. Each round starts with two blue battlefields, one for each player. Students target and shoot at a spot on the battlefield (coordinate plane) by typing the coordinates into the space. If the coordinates are entered correctly (X, Y), the space turns either grey (miss) or red (hit) after the student hits enter. If the coordinates are not entered correctly, either because numbers are incorrect or the format is wrong, the square will not turn color. The goal of the game is to sink all four ships in your battlefield before your opponent sinks his/hers. There are five rounds of the game (each is on its own tab), so students can play multiple times without memorizing ship locations.

To use this digital game, make a copy of the file for every two students. Share the copy, giving editing rights, with the appropriate two students. The students can then take turns entering their targeted points and seeing if they score a hit or miss. There is no need for students to return the activity to you, but if you want to look at them you'll need to provide directions for how to do this.

Prefer a Sheets version? Find it here: Sink the Ships: Digital Coordinate Plane Point Practice Sheets Version

Total Pages
6 pages
Answer Key
N/A
Teaching Duration
N/A
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Standards

to see state-specific standards (only available in the US).
Use a pair of perpendicular number lines, called axes, to define a coordinate system, with the intersection of the lines (the origin) arranged to coincide with the 0 on each line and a given point in the plane located by using an ordered pair of numbers, called its coordinates. Understand that the first number indicates how far to travel from the origin in the direction of one axis, and the second number indicates how far to travel in the direction of the second axis, with the convention that the names of the two axes and the coordinates correspond (e.g., 𝘹-axis and 𝘹-coordinate, 𝘺-axis and 𝘺-coordinate).
Represent real world and mathematical problems by graphing points in the first quadrant of the coordinate plane, and interpret coordinate values of points in the context of the situation.

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909 Followers