F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Selected links to a range of interactive online resources for the study of patterns and algebra in Foundation to Year 6 Mathematics.
Work out how many acrobats are needed to form square-shaped human towers. Start by building a square tower with four acrobats: two acrobats in the base layer and two acrobats standing on their shoulders. Examine a table and graph of the total number of acrobats in the towers. Predict the number of acrobats needed to build ...
Buy and sell fish in trading markets in a range of Australian and New Zealand cities. Compare market prices, supply and demand. Explore a range of traders to find the best deals and open up new markets. Find a rare fish. Maximise your profit and reputation as a smart trader. This learning object is the first in a series ...
Star as a contestant in a quiz show! Select three worded mathematical problems, about nature, from two categories: 'plants' or 'animals'. Identify the correct answer for each step in the problem-solving process. Examine the suggestions made by the panel to help you. Collect a prize based on your score.
Test your understanding of place value with three-digit numbers. Start with a three-digit whole number such as 507. A spinner provides a randomly generated digit. Choose its place value and add it to (or subtract it from) your starting number. Work towards a given target number, say 539, using other digits. You can choose ...
Use an array-building tool to help solve multiplications. Explore strategies to break up multiplications. Create and solve easy multiplications such as 9x3. Examine relationships between rows, columns and areas in arrays.
Help a town planner to design two site plans for a school. Assign regions on a 10x10 grid for different uses such as a playground, canteen, car park or lawn. Calculate the percentage of the total site used for each region. Use a number line to display fractions and equivalent fractions.
Challenge your understanding of place value in whole numbers up to 99. Receive a starting number, such as 86, and work towards turning it into a target number, such as 18, within 20 turns. Spin a random digit, choose its decimal place value and use the given operation (either addition or subtraction) on your starting number. ...