An example of Back and Forth Directions recording sheet

• Each player starts at zero on an individual number line.
• Players should take turns rolling a standard number cube, labeled 1‒6.
• Each turn, the player must choose if the number rolled represents a positive
integer or a negative integer.
o If it is positive, the player moves that number of spaces to the right on
the number line.
o If it is negative, the player moves that number of spaces to the left.
• For each turn, the player should record the roll as a positive or negative
integer in the recording chart and then draw an arrow above or below the
number line to show that movement.
• Each player should roll and record five turns. The winner is the player who
ends closest to zero. If both players end at the same place, it's a tie.

Here's an example of a Back and Forth Directions recording sheet:

| Roll # | Player 1 | Player 2 |
|--------|----------|----------|
| 1 | +5 | -3 |
| 2 | -1 | +4 |
| 3 | -2 | -6 |
| 4 | +3 | +2 |
| 5 | -5 | -4 |

You would use this sheet to keep track of the rolls and movements for two players. Each player records their own movements in their respective column, with positive and negative numbers indicating right and left movements, respectively. The winner is determined by who ends closest to zero after five turns.

Back and Forth Play Recording Sheet

Roll 1 Roll 2 Roll 3 Roll 4 Roll 5
Player 1
Player 2
Player 1 Number Line
Player 2 Number Line

Here is an example of a Back and Forth Play Recording Sheet:

| | Roll 1 | Roll 2 | Roll 3 | Roll 4 | Roll 5 |
|:-------:|:------:|:------:|:------:|:------:|:------:|
| Player 1| | | | | |
| Player 2| | | | | |
| | | | | | |
| Player 1 Number Line| | | | | |
| Player 2 Number Line| | | | | |

In this sheet, you would record the movements of two players over five rolls. The top row indicates which roll number it is for each player. Each player would record their own movements in their respective row. At the bottom, there are number lines for each player to indicate where they are on the number line after each roll. You would use arrows or other symbols to indicate movement on the number lines.

To create an example of a Back and Forth Directions recording sheet, follow these steps:

1. Draw a number line on a piece of paper or a digital document. Label the starting point as zero.
2. Divide the number line into segments, with enough space for the players to record their moves.
3. Create two columns next to the number line, one for each player. Label the columns with their names.
4. Each player takes turns rolling a standard number cube, which is labeled with numbers 1 to 6.
5. After rolling the number cube, the player must decide whether to move a positive or negative number of spaces.
- If the number rolled is positive, the player moves that number of spaces to the right on the number line.
- If the number rolled is negative, the player moves that number of spaces to the left on the number line.
6. After each turn, the player should record the roll as a positive or negative integer in their respective column on the recording sheet.
7. To represent the movement on the number line, the player should draw an arrow above or below the number line to indicate the direction of the movement.
8. Repeat steps 4-7 for five turns for each player.
9. At the end of the game, compare the final positions of the players on the number line.
- The player who ends closest to zero wins.
- If both players end at the same position, it is a tie.
10. Record the winner or tie in the "Winner" section of the sheet.

Here's an example of what the Back and Forth Directions recording sheet could look like:

Player 1 | Player 2
---------------------------------------------
+5 -> | -4 <-
-2 <- | +3 ->
+1 -> | -6 <-
-3 <- | +2 ->
---------------------------------------------
Winner: Player 1 (+1)