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
Education Type
K to 12
Grade Level
Grade 4, Grade 3, Grade 5
Learning Area
Mathematics
Content/Topic
Numbers and Number Sense
Patterns and Algebra
Intended Users
Learners, Students
Competencies
Copyright Information
Copyright
Yes
Copyright Owner
Education Sevices Australia
Conditions of Use
Use
Technical Information
File Size
0 bytes
File Type
application/x-rar
Software/Plug-in Requirements
Adobe Flash Player - http://get.adobe.com/flashplayer/