F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Gasp! The goat burglars robbed the piggy bank and stole all the pig's money! As a team, use subitising to estimate how big the heist is and recover the fortune from those greedy goats. Then, use number sentences to explain your thinking. Mathematical ideas and strategies this game supports: - Estimate the total of a collection ...
This planning resource for Year 1 is for the topic of Place value. Students further establish part-part-whole when exploring one- and two-digit numbers. They use partitioning to think about and represent numbers in different ways.
The content of this book is organised into topics including understanding whole and decimal numbers, and understanding fractional numbers.
Students use standard place-value partitioning to represent 'teen' numbers.
This sequence of 6 tasks explores relationships between numbers 1 to 20 through subitising, comparison, and using 5 and 10 as benchmarks. Students organise collections and use subitisable patterns to help count the total in their collection. Students also compare their collection with a friend to see who has more and who ...
Students recall the twos number sequence and use skip counting by twos to count a collection.
The focus of this activity is for students to count a variety of objects in their home environment and write the number for each.
In this lesson students investigate odd and even numbers.
This engaging game encourages students to arrange the Cuisenaire rods to create a face that equals 100.
Students recognise amounts to five without counting.
This comprehensive resource describes the progression of number-related ideas showing the relationship to other curriculum strands. The resource demonstrates examples of relevant teaching strategies, investigations, activity plans and connected concepts in number including teaching and cultural implications.
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.
This lessons explores the use of Cuisenaire rods and uses play to introduce them to students.
This quick game encourages students to use their fingers to model numbers in different ways.
In this game, students add single digit numbers and subitise domino dot patterns.
In this second of three lessons, students are provided with the opportunity to play with their leaf families, and consider the many possibilities. They represent their leaf stories using pictures, numerals and symbols.
In this final of these three lessons, students work in groups to reflect on and record their learning about representing number stories using Yuendumu leaf games and stories. They represent their leaf stories using pictures and numerals.
Smaller numbers can be found hiding in bigger numbers – develops student knowledge, understanding and skills in using combinations of numbers.
In this first of three lessons, students investigate the concept of Yuendumu leaf games and stories and become familiar with how they can be used for addition, subtraction, quantification, counting and subitising.