Number Sense Cards
$9.99
Unit price perSeven can be seven dots, a ten-frame with three empty spaces, a cluster of tally marks, or the numeral 7. When children see that all of these mean the same thing, numbers start to make sense. That’s what these cards are for.
Our 55-card deck shows the values 0 to 10 in several different ways, so your child builds a flexible feel for numbers instead of simply memorizing them. The cards grow with your learner, from first counting games at age 3 through adding and subtracting in the early elementary years.
What’s in the deck
- Number cards: the written numeral, connected to its quantity
- Ten-frame cards: quantities arranged on a ten-frame
- Dot cards: arrangements children learn to recognize at a glance
- Tally cards: another way to see each value, in groups of five
- Symbol cards: +, −, =, <, and >
- Task cards: simple games to get you started right out of the box
24 ways to play
Math education researcher Dr. Chepina Rumsey created 24 games for the deck, including Memory Match, Number War, Go Fish to 10, and Quick Look. Most take under ten minutes, there’s no order to work through, and each one is easy to make simpler or more challenging for your child. You’ll find all 24 below, plus videos of Dr. Rumsey playing with her daughter.
At a glance
- 55 cards representing values 0 to 10
- For ages 3 to 8
- Included in Meadowlark Kindergarten Math, and great on its own
- A few games also use linking cubes or a die
Pay with
Your transaction is protected with advanced security measures to keep your information confidential
A 55-card deck built to make numbers make sense — plus 24 ways to play with them, from a math education researcher.
What is number sense?
Number sense is much more than counting. It is a child's ability to understand what numbers mean, recognize quantities, compare amounts, see patterns, and think flexibly about how numbers work together.
Research consistently shows that strong number sense is one of the best predictors of later success in mathematics.
It forms the foundation for addition, subtraction, place value, and problem-solving. Rather than memorizing facts in isolation, children with strong number sense develop an intuitive understanding of numbers that helps them approach new math concepts with confidence.
The best way to build number sense is through frequent, playful experiences that encourage children to explore, notice, discuss, and manipulate numbers in meaningful ways. This is why we created Meadowlark's Number Sense Cards.
Meadowlark's Number Sense Cards
Our Number Sense Cards are designed to grow with your learner — from their very first experiences with numbers through the early elementary years. The set includes multiple card types that represent the values 0–10 in a variety of meaningful ways, helping children build flexible thinking instead of simply memorizing numbers.
Number cards
The written numeral, so children connect the symbol to the quantity.
Ten-frame cards
Quantities arranged in a ten-frame — the workhorse of early fluency.
Dot cards
Arrangements children learn to recognize at a glance, without counting.
Tally cards
Another way to see the same value, reinforcing groups of five.
Symbol cards
Plus, minus, equals, less than, and greater than (+, −, =, <, >).
Task cards
Simple games and activities to get you started right out of the box.
While these cards are an essential part of the Meadowlark Kindergarten Math curriculum, they also stand alone as a versatile learning tool for children ages 3–8. Every activity can be easily adapted to different ability levels, making the cards just as useful for introducing number concepts as they are for reinforcing more advanced skills.
See it in action
Dr. Rumsey plays three of the games with her daughter, so you can see what they look like in practice before you try them yourself.
Memory Match
Turning over two cards at a time to find values that match.
Add to 20
Drawing ten-frame cards and building a linking-cube tower toward 20.
Guess the Number
Using an imaginary number line to narrow in on a mystery number.
24 ways to play
Below are the games we reach for most. Start anywhere — there's no order to work through, and most take under ten minutes.
Memory Match
You'll need: 2 types of cards (e.g. number and ten-frame)
Put all cards face down in a grid. Take turns choosing two cards and see if their values match. If they match, keep them. If they do not match, put them back where they were.
Memory Match to 10
You'll need: 2 or 3 types of cards (number, dots, ten-frames)
Put all cards face down in a grid. Take turns choosing two cards and see if they equal 10 when added together. If they equal 10, keep them. If not, put them back where they were.
How Many to 10?
You'll need: Ten-frame cards
Hold up a card and ask, “How many do I need to get to 10?”
Card Sort
You'll need: All cards
Sort the cards in any way that makes sense to you — by type, by value, by color, or by a rule your learner invents.
Number Towers
You'll need: Number cards, linking cubes
Shuffle the number cards. Draw a card. Make a tower with linking cubes to match the number on the card.
Mystery Number Bond
You'll need: Number cards
One partner makes a number bond on the floor, putting two cards in the number bond “parts.” The other partner finds the “whole.” Take turns building the number bond and solving it.
Number War
You'll need: All cards (remove task and symbol cards)
Shuffle all cards and separate them into two piles. Each player draws the top card from their pile and sets it face up in the “war zone” between them. Whoever has the card with the greater value keeps both cards.
War: If both cards are of equal value, both players draw 3 more cards face-down into the war zone. Then both players draw one more card. The highest value keeps all of the cards in the war zone.
Cards Plus or Minus 1
You'll need: Ten-frame cards, a bag of loose red and blue linking cubes
Shuffle the cards and set them in a face-down pile. Draw a card and set it face-up. Draw a linking cube from the bag. If it is red, subtract 1 from the amount on the card. If it is blue, add 1 to the amount on the card.
Adding Cards and Dice
You'll need: Ten-frame cards and 1 die (any kind)
Shuffle the cards and set them in a face-down pile. Draw a card and roll the die, then add the two amounts. You can use linking cubes or count on from the ten-frame amount.
Go Fish
You'll need: All cards (remove task and symbol cards)
Shuffle and deal 5 cards to each player, then place the remaining cards in a face-down pile in the center. Players can set their cards face-up in front of them, or keep them private in their hand for older players.
Have everyone look in their hand for pairs with matching values, keeping pairs together and separate from the rest of the hand. Players take turns asking another player for a card that matches the value of one in their hand — “Do you have a 7?” If the player has the card, they hand it over. If not, they say “Go fish!” and the player draws one card from the pile. Keep matching until all cards have been paired. The player with the most matches wins.
Go Fish to 5 or 10
You'll need: 2 or 3 types of cards (tallies, numbers, ten-frames)
Play as in Go Fish, but instead of matching values, players look for pairs that add up to the given number — 5 or 10. Players take turns asking another player for a card that would add to one of theirs to make the target number. If a player has a 3, they would ask, “Do you have a 7?” The player with the most matches wins.
Movement
You'll need: 1–3 types of cards, slips of paper
On several small slips of paper, write action words like hop, stomp, clap, spin, big steps, or jumping jacks. Shuffle the action words in a pile and shuffle the cards in a face-down pile. Pick a Number Sense card and an action card, then do that many of the action — for example, three jumping jacks.
Same and Different
You'll need: All sets, but only numbers 1–3
Shuffle the cards and draw 2. Put them next to each other and find ways that they are the same and different — number, representation, more than 2, and so on.
Compare
You'll need: 2 sets of cards, symbol cards
Shuffle the cards and draw 2. Decide which symbol to put between them: <, >, or =.
Add to 20
You'll need: Ten-frame cards, linking cubes
Pick a card and add that many to a tower of linking cubes or other objects. The first person to get to 20 (or more than 20) wins.
Subtract to 0
You'll need: Ten-frame cards, linking cubes
Start with a tower of 20 cubes or 20 objects. Pick a card and take that many away from the tower. The first person to get to 0 (or less than 0) wins.
Order Cards
You'll need: 1 type of cards
Put the cards in order from least to greatest, left to right. You can also hang them from a string with clothes pins to make a number line.
Guess the Number
You'll need: Number cards
Pick a number that the partner will guess. As they guess a number, put that number down on an imaginary number line, with relative spacing (leaving spaces for missing cards and the mystery number). The location of the cards can be a clue to help the partner guess the number.
Secret Number
You'll need: Any card
Pick a random Number Sense card and hold it over your head without looking, facing out so your learner can see it. Ask for a few clues: What number is before or after my number? Is my number greater than or less than 5? Than your age? Then trade with your learner so they can ask you clues about their secret number.
Mix Them Up
You'll need: Number cards
Shuffle the number cards and line them up. Have your learner race to put them in the correct order.
Missing Number
You'll need: Number cards
Line up the cards in order from 0–10. When your learner is not looking, remove one card from the line. Have your learner look at the cards and call out the missing number.
Quick Look
You'll need: Dot cards
Shuffle the dot cards. Draw one card face up. Have your learner look at the card for 2 seconds, then flip the card face down. Have your learner say how many dots they saw.
Equations
You'll need: Number cards, symbol cards (+, −, =), linking cubes
Set out the symbol cards to make an equation, leaving spaces between each card. Shuffle the number cards, draw 2, and set them into the equation — for example, 2 + 3 =. Build the equation with linking cubes and call out the sum or difference.
Stack 'Em Up
You'll need: All cards (remove task and symbol cards)
Pull out the number cards and set them in order, 0–10. Shuffle the remaining cards. Take turns drawing a card and finding which number it belongs to. Slide the card under the number card, so the numeral stays visible as its stack rises.
Bring the cards home
Number Sense Cards are included in the Meadowlark Kindergarten Math curriculum — and they work just as well on their own for any learner ages 3–8.
Shop Kindergarten Math
