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Listed under:  Mathematics  >  Number (Mathematics)  >  Counting
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Place value: Year 2 – planning tool

This planning resource for Year 2 is for the topic of Place value. Students consolidate part-part-whole knowledge when partitioning and describing two-digit numbers and extend this to three-digit numbers. They partition, rearrange, regroup and rename numbers to 999, and establish clarity about the role of zero.

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reSolve: Counting Large Collections

This lesson engages students in investigating how to count a large number of objects. Students are encouraged to think of efficient counting strategies and effective ways to keep track of their count. They explore unitising, leading to an opportunity to explore the patterns formed and build an understanding of place value. ...

Online

reSolve: Place Value Cards

This sequence of two lessons explores the multiplicative place value properties of numbers. Students learn to represent numbers up to 1000 as multiples of 100s, 10s and 1s. Students skip count according to random arrangements of place value cards and explore whether the order of the cards affects the totals. They then use ...

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reSolve: Authentic Problems: What's For Lunch?

This sequence of four lessons invites students to investigate how many of a chosen food item are eaten at their school in a year. Students identify the mathematical knowledge they need to find how many of the selected items they eat in a year and devise a plan to find the total number, using grouping, partitioning and repeated ...

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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 ...

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Primary mathematics: games, simulations and modelling

These seven learning activities, which focus on 'games, simulations and modelling' using a variety of tools (software) and devices (hardware), illustrate the ways in which content, pedagogy and technology can be successfully and effectively integrated in order to promote learning. In the activities, teachers use games, ...