Wishball: tens

Learning Material  |  Interactive Lesson


Published on 2018 August 10th

Description
Test your understanding of place value. 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, say 12, using other digits. You can choose the final digit (the ‘Wishball’) to reach your target. Don’t overshoot (in addition) or undershoot (in subtraction) the target number! Try to achieve it within 20 turns, and in as few turns as possible. This learning object is 1 in a series of 15 objects.
Objective
Students identify the place value of each digit in two-digit numbers.
Students add and subtract ones and tens in two-digit numbers.
Students read and interpret different representations of numbers.
Students apply mental computation skills.

Curriculum Information

K to 12
Grade 4, Grade 3, Grade 5
Mathematics
Numbers and Number Sense Patterns and Algebra
Learners, Students

Copyright Information

Yes
Education Sevices Australia
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