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Listed under:  Mathematics  >  Number (Mathematics)  >  Real numbers
Teacher resource

TIMES Module 28: Number and Algebra: the real numbers - teacher guide

This is a 31-page guide for teachers. It brings together many ideas concerning real numbers. Integers, rational numbers and irrational numbers are discussed.

Interactive resource

Integer cruncher: addition

Use counters to model the addition of integers, for example (-2)+(+5)=(+3). See the calculations represented in an alternate form on a number line. This learning object is one in a series of four objects.

Interactive resource

Integer cruncher: addition and subtraction

Use counters to model the addition and subtraction of integers. For example, (-2)+(+5)=(+3) or (-2)–(-5)=(+3). See the calculations represented in an alternate form on a number line. This learning object is one in a series of four objects.

Teacher resource

TIMES Module 32: Number and Algebra: fractions and the index laws in algebra - teacher guide

This is a 24-page guide for teachers. This module extends the use of pronumerals to include algebraic fractions. It includes substitution, adding like terms, the use of brackets and multiplying terms, the use of algebra to describe number patterns and extending the use of the index laws. Algebraic notation is discussed.

Teacher resource

Investigating irrational numbers including pi

This is a website designed for both teachers and students that refers to irrational numbers including pi from the Australian Curriculum for year 8 students. It contains material on the real number system and explains how irrational numbers were introduced historically to this system. Information on constructing rational ...

Moving Image

Representing numbers 1 to 5

Watch Dodly and Flynn at the monster fair investigating ways of representing the numbers from one to five. Two is a double, such as in a double scoop of ice-cream. Tally marks and 'tri' are used as representations of three, while four monster apples are shown as 3 and 1 or 2 and 2.

Moving Image

Comparing and classifying

Explore numbers with Flynn and Dodly as they compare their marble collection, dinosaur toys and the noses on Dodly's pictures. Who has more? Who has less? Who has the same? These are questions often asked during an ordinary day. Help Flynn work out how many dinosaurs Dodly has in his bag. Use the clues that Dodly gives Flynn.

Moving Image

Counting forwards and backwards up to 10

Count with Dodly and Flynn as they count their clay monsters and their toy dinosaur collection. Count a range of animals including kangaroos, butterflies and whales. Even count backwards as they launch a rocket into space.

Moving Image

Representing numbers 6-10

Dodly and Flynn meet while Flynn is building a model volcano. They count snails and toy dinosaurs and show different ways to represent each of the numbers from six to ten through writing, drawing or sharing between two groups. The Super Seven and others also help out.

Moving Image

Mystery man Pythagoras meets his match

What do you know about Pythagoras? Join Vi Hart as she not only explains his theorem but raises some legends about his dark past! Follow Vi's timeline of famous mathematicians to find out in which century Pythagoras lived. See how Vi shows a proof of his theorem and raises what was a big dilemma for Pythagoras: the irrational ...

Teacher resource

Counting and representing numbers 1–20

Explore counting familiar objects and representing numbers up to 20. Name, match, subitise, compare and order numbers to 20, then use these numbers in addition and subtraction. Relate number sentences to these operations in meaningful ways.

Teacher resource

Primary mathematics: games, simulations and modelling

These seven learning activities, which focus on 'games, simulations and modelling' using a variety of tools (software) and devices (hardware), illustrate the ways in which content, pedagogy and technology can be successfully and effectively integrated in order to promote learning. In the activities, teachers use games, ...

Assessment resource

Number trains: patterns: assessment

Test your understanding of numbers and order them to create patterns. Arrange train carriages according to numbers on their sides to form patterns. For example, count in fives to arrange four carriages into the sequence 12, 17, 22, 27. Identify the numbers that come before and after starting numbers. Work with numbers in ...

Assessment resource

Number trains: counting on: assessment

Test your understanding of whole numbers in a variety of representations (number words, numerals, dice dots, ten-frames). Arrange train carriages in sequence according to numbers represented on their sides. For example, arrange four carriages into the sequence 8, 9, 10, 11. Identify the numbers that come before and after ...

Interactive resource

The multiplier: generate easy multiplications

Solve multiplications such as 9x88. Use a partitioning tool to help solve randomly generated multiplications. Learn strategies to do complex arithmetic in your head. Split a multiplication into parts that are easy to work with, use simple times tables, then solve the original calculation. This learning object is one in ...

Tablet friendly (Interactive resource)

Wishball: hundreds

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 ...

Tablet friendly (Interactive resource)

Wishball challenge: hundreds

Challenge your understanding of place value in whole numbers up to 999. Receive a starting number, such as 328, and work towards turning it into a target number, such as 177, within 20 turns. Spin a random digit, choose its decimal place value and use the given operation (either addition or subtraction) on your starting ...

Interactive resource

Wishball: tens

Test your understanding of place value in two-digit numbers. Start with a two-digit whole number such as 57. 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, for example 12, using other digits. You can choose ...

Tablet friendly (Interactive resource)

Wishball challenge: tens

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. ...

Interactive resource

Wishball: tournament

Challenge your understanding of place value in whole numbers and decimal fractions, from 0.001 to 9999. Either add or subtract numbers to reach a target number. For example, receive a starting number of 39.61. Spin the number 5 and decide whether to add or subtract 0.05, 0.5, 5 or 50 to reach your target number of 70.12 ...