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Mathematics / Year 2 / Number and Algebra / Patterns and algebra

Curriculum content descriptions

Describe patterns with numbers and identify missing elements (ACMNA035)

Elaborations
  • describing a pattern created by skip counting and representing the pattern on a number line
  • investigating features of number patterns resulting from adding twos, fives or 10s
General capabilities
  • Literacy Literacy
  • Numeracy Numeracy
  • Critical and creative thinking Critical and creative thinking
ScOT terms

Number patterns

Online

Repeating and growing patterns: Year 2 – planning tool

This planning resource for Year 2 is for the topic of Repeating and growing patterns. Students continue to appreciate and observe how patterns are present throughout mathematics. They recognise, describe and create additive patterns that grow or shrink by a constant amount. They also identify missing elements in pattern sequences.

Downloadable

Algebra: Foundation to Year 9

This comprehensive resource describes the progression of algebra-related ideas and algebraic thinking. The resource demonstrates examples of relevant teaching strategies, investigations, activity plans and connected concepts in algebra including teaching and cultural implications.

Video

Odd and even numbers

Do you know what makes an odd number and what makes an even number? There are a few ways to test whether a number is odd or even. Find out about one method in this video, then see if you can discover at least one other method.

Online

reSolve: Algebra - Equivalence

This sequence of two lessons builds students' understanding of equivalence as balance. The equals sign is used to indicate the same value on both sides of an equation. Students develop their understanding of equivalence by looking at balancing scales with blocks of different weights. Each lesson is outlined in detail including ...

Interactive

Musical number patterns: music maker

Make some music by building up rhythms for four instruments. Choose a starting point on a number line and build a counting rule. Count in lots between 2 and 10 until you reach 36. Add your number several times on the number line to make a pattern. For example, set up a sound pattern where a trumpet waits on the first note, ...

Interactive

Sites2See: Patterns and Algebra

Selected links to a range of interactive online resources for the study of patterns and algebra in Foundation to Year 6 Mathematics.

Online

Cats, Dogs and Us: Lesson plans (years 1-2)

This teacher resource is an International Fund for Animal Welfare (IFAW) resource designed to encourage students to examine the physical characteristics and natural behaviours of cats and dogs, and discuss the various ways we live with and care for cats and dogs around the world. It consists of five lesson plans, three ...

Interactive

Hundreds, tens and units

This is an interactive resource that represents numbers visually as groups of hundreds, tens and units. It can be used to count numbers by partitioning them based on place value, or to represent numbers by building them from grids of hundreds, tens and units. The numerals matching the visual representations can be visible ...

Video

Multiples of five

When is a times table useful? Watch this video to see an example of when knowing a five times table comes in handy. Can you think of another example where knowing the times table could be useful?

Interactive

How does your garden grow?

This Stage 2 resource grew from a conversation between young students questioning why they could still buy grapes if they were out of season. This wondering led to a discussion around when we grow certain fruit and vegetables. The original stimulus was extended to cover planting for the seasons and factors that influence ...

Video

MathXplosion, Ep 6: Zero the hero

What is the role of zero as a placeholder for large numbers such as 1 million, 1 billion and 1 trillion? Find out about the notion of place value and powers of ten through the act of bead counting.

Online

Counting games - years 1 and 2

This is a teacher resource that includes a set of student activities including counting games, focusing on numbers to 100, accompanied by copy masters and a detailed teacher guide for each activity. The games include the Korean number counting game sam yew gew - referred to as 'sam-yuk-gu' in the Australian Curriculum. ...

Online

Patterns and number facts: Year 2 – planning tool

This planning resource for Year 2 is for the topic of Patterns and number facts. Students consolidate their knowledge of number facts up to 20 and are encouraged to practise these to aid recall. They learn number facts for addition and subtraction up to 20, becoming familiar with the different combinations. Students recall ...

Downloadable

First steps in mathematics: Number – Book 2

The content of this book is organised into topics including understanding operations, calculating, and reasoning about number patterns.

Online

MoneySmart: Kieren's coin

This is a year 2 mathematics unit of work about money. The unit is intended to take about 10 hours of teaching and learning time. It consists of 11 student activities supported by teacher notes on curriculum, pedagogy and assessment. Student activities include responding to a story about a rare foreign coin, interacting ...

Online

Multiplication and division: Year 2 – planning tool

This planning resource for Year 2 is for the topic of Multiplication and division. Students begin to explore multiplication and realise that it can be represented in many ways.

Online

First to finish

Compare algorithms designed to complete the same task, and evaluate each for efficiency.

Online

Skip-counting with Bee-bots

Play a skip counting game where students program the Bee-Bot to stop at multiples of a set number, eg 2, 4, 5, 10 on a number grid.

Downloadable

How many clumps?

This series of lessons develops students' skills, knowledge and processes of multiplicative thinking, incoporating a First Nations perspective.

Interactive

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 ...