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Afterschool Lesson Plan Database

Lesson Plan

Data Analysis and Probability: Race to the Finish
Subject: Math
Grade span: K to 2
Duration: At least 10 minutes
This lesson was excerpted from the Afterschool Training Toolkit under the promising practice: Math Games


This sample lesson is one example of how you can implement Math Games. In this activity, students roll number cubes to move a bicyclist toward the finish line, and then create a chart showing the frequency of the numbers rolled.

Learning Goals:



What to Do:

Teaching Tips:

As students play, ask guiding questions to assess students' understanding. Use the sample questions below or develop your own:

During Play:
  • Who is ahead? Which bicyclist is in first place right now? Who is in second place? How far behind is the second place bicyclist? How do you know?
  • How far from the finish line is bicyclist 5?
  • Which bicyclist moves ahead this roll? How do you know?
  • How many times have you rolled a 5? How do you know?
After Play:
  • For whom did you cheer in this game? If you play the game again, are you going to pick this bicyclist to cheer on again?
  • Which bicyclists are more/ less likely to win? Why?
  • Will bicyclist number one ever win? How do you know?

Evaluate (Outcomes to look for):

Click this link to see additional learning goals, grade-level benchmarks, and standards covered in this lesson.

Online Training for Afterschool Staff
The Afterschool Training Toolkit is available online free of charge.

The following resources can be used with the online Afterschool Training Toolkit to give you the resources you need to build fun, innovative, and academically enriching afterschool activities.