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Listed under:  Place value

### TIMES Module 1: Number and Algebra: counting and place value - teacher guide

This is a 16-page guide for teachers. It is a module introducing the concept of place value.

### TIMES Module 5: Number and Algebra: using place value to write numbers - teacher guide

This is a 16-page guide for teachers. a module that introduces place value.

### Whole numbers level 5: four-digit numbers

This set of online activities focuses on the development and consolidation of number concepts to four digits and beyond. This is the fifth of seven levels in a series focusing on whole numbers to six digits. This level develops ideas about place value, rounding and number notation. Each level includes interactive drills ...

### Small scale measurements

What units of measurements do we use to describe incredibly small things like blood cells and atoms? Watch as you are taken on a journey to explain the different units of measurement that we use to describe the very small.

### Kids who code will rule the world

We all use computers, but how many people know how to write the code that makes computer programs work? The skill of computer programming is becoming increasingly important in our world. Find out how easy it is to learn to code.

### Laptop wrap – colour by numbers

A page with a focus on binary and hexadecimal numbers and their relationship to colour displays. Contains supporting activities and links to resources.

### Decimaster: match-up 1

Explore ways of representing decimals using mathematical notation and visual tools. Match a decimal fraction between 0 and 1 such as 0.7. Adjust units on an area representation and a common fraction. Match three decimals with each tool.

### Decimaster: match-up 2

Explore ways of representing decimals using mathematical notation and visual tools. Match a decimal fraction between 0 and 1 such as 0.7. Adjust units on a range of visual scales and other representations. Work through these representations in any order: common fraction, number line, counting frame, dial, array and pie ...

### Decimaster plus: match-up 1

Explore ways of representing decimals using mathematical notation and visual tools. Match a decimal fraction between 0 and 4 such as 2.6. Adjust two sets of units on a number line and a common fraction. Match three decimals with each tool. This learning object is one in a series of nine objects.

### Decimaster plus: match-up 2

Explore ways of representing decimals using mathematical notation and visual tools. Match a decimal fraction between 0 and 4 such as 2.6. Adjust two sets of units on a range of visual scales and other representations. Work through these representations in any order: common fraction, number line, counting frame and dial. ...

### Decimaster plus: match-up 3

Explore ways of representing decimals using mathematical notation and visual tools. Match a decimal fraction between 0 and 4 such as 2.6. Adjust two sets of units on a range of visual scales and other representations. Work with a random selection of two of these representations: common fraction, number line, counting frame ...

### Decimaster collections: match-up 1

Explore ways of representing decimals using mathematical notation and visual tools. Match a decimal fraction between 0 and 4 such as 2.6. Adjust two sets of units on a collection (represented by fishbowls) and adjust a common fraction. Match three decimals with each tool. This learning object is one in a series of nine objects.

### Decimaster collections: match-up 2

Explore ways of representing decimals using mathematical notation and visual tools. Match a decimal fraction between 0 and 4 such as 2.6. Adjust two sets of units on a range of visual scales and other representations. Work through these representations in any order: common fraction, number line, counting frame, dial and ...

### Decimaster collections: match-up 3

Explore ways of representing decimals using mathematical notation and visual tools. Match a decimal fraction between 0 and 4 such as 2.6. Adjust two sets of units on a range of visual scales and other representations. Work with a random selection of two of these representations: common fraction, number line, counting frame, ...

### Hopper: whole numbers

Help a frog to jump along a number line. Estimate the finishing point on a number line, after adding or subtracting multiples of whole numbers to a starting number. For example, 255+(10 x 4) = 295. Explore the patterns made on a counting grid and number line. Identify counting rules that match the pattern of 'landing spots' ...

### Hopper: tenths

Help a frog to jump along a number line. Estimate the finishing point on a number line, after adding or subtracting multiples of tenths to a starting number. For example, 29.5+(12 x 0.2) = 31.9. Explore the patterns made on a counting grid and number line. Identify counting rules that match the pattern of 'landing spots' ...

### Hopper: ultimate

Help a frog to jump along a number line. Estimate the finishing point on a number line, after adding or subtracting multiples of decimal fractions or whole numbers to a starting number. For example, 1.72 + (11 x 0.07) = 2.49. Explore the patterns made on a counting grid and number line. Identify counting rules that match ...

### The Metrix: mass

Measure the mass of a drinking water container required to fit into the Metrix spacecraft. Use the metric measurement tables for mass, length and capacity to help you make unit conversions. This learning object is one in a series of 26 objects.

### Hopper challenge: whole numbers

Help a frog to jump along a number line. Estimate the exact finishing point on a number line, after adding or subtracting multiples of whole numbers to a starting number. For example, 1+ (5 x 2) = 11. Explore the patterns made on a counting grid and number line. Identify counting rules that match the pattern of 'landing ...

### The Metrix: metric table

Complete the missing information in the metric measurement table for units of length. This learning object is one in a series of 26 objects.