F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Students partition four-digit numbers into place-value parts.
ROWCO is a card game that will help students practice their addition facts while playing an engaging strategy game.
In this game students practise addition and subtraction of numbers from the face of a die, using multiple strategies.
This game gives students opportunities to practise addition and subtraction strategies and develop algebraic thinking by finding unknown values in additive equations.
This game focuses on addition, subtraction and estimation. It can be played many times as the totals will often be different and the focus of the mathematics can change. There is a video included to help with how to play the game.
Regular practise of addition facts can help children build their confidence in maths.
The focus of this activity is to find out what students know about addition of decimals and what are some of the different strategies students are able to use and explain. Do students prefer to use equations or do students rely more on empty number lines?
This sequence of 15 lessons will teach students various calculation strategies.
This game challenges students to use their knowledge of place value to add and subtract random numbers in order to meet a target value.
In this game, students add single digit numbers and subitise domino dot patterns.
This activity is designed to see if students are able to apply their addition strategies in order to find the total of their collection of cards. Often students will have a method for adding two numbers, but when asked to add a list of numbers they revert to less efficient methods.
The aim of this task is to provide a rich, contextual activity through which students can begin to explore the addition and subtraction of one- and two-digit of numbers in everyday contexts.
The Sushi monster needs to be fed the correct sum or product. Choose to play the addition or multipliaction game. In the addition game select the two numbers that make the target sum. In the multipication game select two numbers to make the target product. This game has several levels. Free when reviewed on 12/5/2015.
This activity gives students practice in identifying the value of coins and notes. It also reinforces the concept of exchanging money for goods. The different levels all use a shopping context and the same basic functionality. Each level takes approximately 15 minutes.
This learning object helps students to recognise Australian currency through a supermarket shopping scenario which requires simple transactions. Students match item value with the correct coin and note combinations. The learning object has three different levels working through matching item value to: two single coins, ...
An interactive resource in which students learn how to add and subtract numbers that have up to two decimal places.
Selected links to a range of interactive online resources for the study of patterns and algebra in Foundation to Year 6 Mathematics.
This learning object helps students to recognise Australian currency through matching notes and coins. Students match different combinations of notes and coins to arrive at the same value in multiple ways. The learning object has four different levels working through matching: same coins, coins of different values, coins ...
Test your understanding of decimal place value with whole numbers. Receive a starting number, such as 3786, and work towards turning it into a target number, such as 7664. Spin a random digit, choose its decimal place value and decide whether to add or subtract the random digit from your starting number. You can use a 'Wishball' ...
Make some music by building up rhythms from four instruments. Make a counting rule that matches a pattern on a number line. Select the start number and then select a number to count by. For example, describe a sound pattern where a saxophone waits on the first note, and then plays on every eighth note. Add a second number ...