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(timed)
- Organize the joker (0), ace (1), 2, 3, 4, and 5 cards into a deck (22 cards).
- Lay a "0" on the floor and teach the concept of doubles: two 0s = 0, two 1s = 2. Follow with the 2, 3, 4, and 5 cards in sequence; two 2s = 4; two 3s = 6; two 4s = 8; two 5s = 10.
- Reinforce doubles by having two like cards side by side. Have the learner put his/her hand over one card, say it, and count on by putting his/her finger on the shapes top to bottom, left to right.
- Lay the cards out one at a time, beginning with a five- or six- second interval, adjusted to the learner. Cards "won" by the learner are kept on his/her deck. Those not won are put in the parent's/teacher's deck. Usually this concept of "Doubles 0-5" is learned quickly, and the eventual time allowed is one or two seconds (masterly level). Keep in mind that the learner should win most of the time, but not all of the time.
- Spread each player's deck and ask the question, "Who has the most?" to encourage estimation.
- Count the cards by 1s, then 2s, then backwards.
- Keep score by rounds played, perhaps five or more depending on the learner's attention span. The reward for winning is intrinsic (within the learner). Restricting the time should keep the game scores close.
 
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