Australian Curriculum linked lessons.
Hurrell, Derek
In providing a continued focus on tasks and activities that help to
illustrate key ideas embedded in the new Australian Curriculum, this
issue we focus on Number in the Number and Algebra strand.
Number Measurement Statistics
& Algebra & Geometry & Probability
Understanding
Fluency
Reasoning
Problem Solving
Content descriptors: Number and place value
Year 1
* Recognise, model, read, write and order numbers to at least 100.
Locate these numbers on a number line (ACMNA013).
* Count collections to 100 by partitioning numbers using place
value (ACMNA014).
Year 2
* Recognise, model, represent and order numbers to at least 1000
(ACMNA027.)
* Group, partition and rearrange collections up to 1000 in
hundreds, tens and ones to facilitate more efficient counting
(ACMNA028).
Year 3
* Apply place value to partition, rearrange and regroup numbers to
at least 10 000 to assist calculations and solve problems (ACMNA053).
Year 4
* Recognise, represent and order numbers to at least tens of
thousands (ACMNA072).
* Apply place value to partition, rearrange and regroup numbers to
at least tens of thousands to assist calculations and solve problems
(ACMNA073).
* Recognise that the place value system can be extended to tenths
and hundredths. Make connections between fractions and decimal notation
(ACMNA079).
Year 5
* Recognise that the place value system can be extended beyond
hundredths (ACMNA104).
Place value is prominent in mathematics curricula and there are
few, if any, more important understandings to develop in order to enjoy
success with mathematics. In this article the focus will be on a few
tried and proven activities to develop place value understanding. These
activities are provided for students who have moved through developing
understanding through bundling and trading and are ready to look at
numbers in their representational and abstract forms.
A little editorial if I may! Please do not assume that your
students have had these experiences, it may be necessary to
introduce/re-introduce bundling and trading before you attempt any of
the following activities. Further, it is really important that the
bundling/trading activities have been done with a number of different
materials (e.g., pop-sticks, MAB, Unifix blocks, etc.) to make sure that
the understandings are being generalised across lots of different
materials and not just one.
Numerate
Adapted from Maths Investigations Through Games: Book 3 (Kirkby
& Short, 1991).
Depending on the magnitude of the numbers used, any of these may be
appropriate links to the Australian Curriculum: Mathematics: ACMNA013,
ACMNA027, ACMNA053, ACMNA072, ACMNA073, ACMNA079.
Target Player A Player B Player C Winner
25
82
18
39
53
67
84
20
Overall winner
To play this game you need three tensided dice. Player A rolls the
dice and selects two of the numbers that are showing on the face to
create a two digit number that is as close as possible to the target
number. If the target is 25 and a three, eight and one are evident, the
best alternative is the three and one dice to make 31, which is six away
from the target. One and eight as 18 could have been constructed, but
this is seven away from 25. Player B then takes a turn and then Player
C. At the conclusion of Player C's turn, the person who is closest
to the target is declared the winner and their initial is placed in the
Winner's box. After all eight rounds the overall winner is the
person who won the most rounds.
There are several variations which can be applied to this activity.
Firstly the number of dice can be changed to two to take away the extra
choice and then to one. Playing with one dice, the students roll the
dice and then places the digit in the column of their choice. They then
roll the dice for a second time and write in that digit. This places the
'strategising' student in the position of making some
considerations regarding probability. A further variation is to play to
targets of varying digit length (for example 5 digits, that is, working
into the tens of thousands) or incorporating a decimal point.
Dice digits
Adapted from Dice Digits in Dice Dilemmas by Paul Swan.
Depending on the magnitude of the numbers used, any of these may be
appropriate links to the Australian Curriculum: ACMNA013, ACMNA027,
ACMNA053, ACMNA072, ACMNA073, ACMNA079
The aim of Dice Digits is to be the player with the smallest total.
This game is usually played with a 10-sided dice and initially with the
recording sheet. After a while the students can construct their own
recording sheets.
I find that students really engage with this game as it has
elements of both skill and luck. Parsons (2008) categorises games into
three groups: luck, a mixture of luck with skill, and skill. He claims
that students quickly disengage with luck games and games of pure skill
can result in an inequity which some people may find disengaging, and
that the best games are those with a combination of luck and skill.
1. I rolled the dice and got a six, on the first line I have no
choice. Put the total to the right.
[ILLUSTRATION OMITTED]
2. I rolled the dice and got a 3. I can place it in either place on
the second line. I choose to place it in the ones column.
[ILLUSTRATION OMITTED]
3. I rolled the dice and got a 4 (not what I wanted!). I have to
place it in the remaining space on the second line. I put the cumulative
total to the right.
[ILLUSTRATION OMITTED]
4. I rolled the dice and got a 5. I can place it in any place on
the third line. I choose to place it in the ones column.
[ILLUSTRATION OMITTED]
5. I rolled the dice and got a 1 (YES!). I choose to place it in
the hundreds column.
[ILLUSTRATION OMITTED]
6. I rolled the dice and got a 6. I have to place it in the
remaining space on the third line. I put the cumulative total to the
right.
[ILLUSTRATION OMITTED]
7. I total the columns down to check my addition.
[ILLUSTRATION OMITTED]
There are a few variations to this game in that:
* you might be playing to create the largest total;
* same number of dice might be used as there are spaces on the
line, thereby eliminating the need to delve into the probability of a
number being rolled is greater or less than the number already rolled;
* the grid can be changed to accommodate as many digits as you
think is appropriate;
* the need for the cumulative totals can be eliminated to
concentrate just on the placement of the digits;
* a decimal point may be included to work with tenths, hundredths
and thousandths.
[ILLUSTRATION OMITTED]
This game can be played in small groups but initially I like to
play it as a class. By doing it this way, the teacher can interrupt the
game at an appropriate time to ask about the reasoning that is behind
the placement of a particular digit, and strategies can be offered and
discussed. I am often astounded about the level of reasoning that some
of the students display and the facility they have to describe that
reasoning to their peers, in ways that are credible and understandable.
Calculator wipe-out
Depending on the magnitude of the numbers used, any of these may be
appropriate links to the Australian Curriculum: ACMNA013, ACMNA014,
ACMNA027, ACMNA028, ACMNA053, ACMNA072, ACMNA073, ACMNA079, ACMNA104).
Again, this is an activity that is best served by initially playing
it with the whole class. This activity not only strengthens
students' capacity with place value, it is also, I think, a good
example of how calculators can have a productive role in the mathematics
classroom other than finding or checking an answer. The use of the
calculator allows the students to concentrate on the place value
understanding and not get lost in the calculation.
Enter a number, such as 9256, into the calculator. The nine is
there as what I term as an anchor number. Without the nine, if a number
is removed from the hundreds place then the zero does not actually
appear, and instead there is a blank. Although this is an understanding
we want to develop later (a zero on the far left of a whole number has
no value), initially it is better for developing the required
understandings if the zero is present.
Ask: Using subtraction, how can we make the five a zero? (Subtract
50.) Why did you do that? What number have we got now? Make the two a
zero. Make the six a zero.
A requirement is that the students must articulate what they are
going to do before they press the buttons, and what number will be
gained by removing the digit. This must be expressed as a quantity, not
a 'number spelling'; that is, 9056 is 'nine thousand and
fifty-six', not 'nine-zero-five-six'.
The variations in this activity can be the introduction of larger
number (most calculators will work to eight digits (tens of millions)
with whole numbers) or the introduction of a decimal point. When
students are familiar with the activity, they can play Calculator
Wipe-out in pairs, taking turns to give each other the instructions.
Place value number expanders
Depending on the magnitude of the numbers used, any of these may be
appropriate links to the Australian Curriculum: ACMNA013, ACMNA027,
ACMNA028, ACMNA053, ACMNA072, ACMNA073, ACMNA079, ACMNA104.
There seems to be three questions students need to be able to
answer to be considered confident in their understanding of place value.
These are:
* What's in the ... place?
* In what place is the ...?
* How many ... in the number?
This place value number expander (PVNE) has proven to be a valuable
tool in helping particularly to develop the second and third of these
understandings. The initial construction of these PVNE tends to be the
most problematic part and I am aware that commercially produced,
laminated copies are available for purchase. However, I have made these
with Year 4 students, albeit very slowly and with lots of assistance to
start with, so I know it is possible to do it.
* Cut around one complete strip.
[ILLUSTRATION OMITTED]
* Fold out the dashed lines and fold in the solid lines.
[ILLUSTRATION OMITTED]
* Fold together until only the blank (white) areas are showing.
[ILLUSTRATION OMITTED]
* Write the required digits on these blank areas.
Whilst many students are aware of the first two types of question,
some find it difficult even to contemplate, never-mind answering, the
third question: "How many ... in the number?" For example, if
I ask, "How many tens in 364?", many students will answer,
"Six". They are confusing this question with "What's
in the tens place?" The actual answer is 36, a fact which is
illustrated though not explained by opening up the expander. What the
expander does is raise the question of why this is the case. I often
find that this is then a great opportunity to go back to modelling 364
with MAB materials. Using MAB it is relatively easy to show how the
three is actually 300, and that 300 can be traded for 30 tens. By
combining these 30 tens with the six tens that are more obvious from 364
(these six actually they sit in the tens place), it can be shown that
there are really 36 tens in 364.
These expanders can be used with developing both whole number and
decimal-fraction place-value understanding. Although it is conceivable
to make the expanders to as many digits as you like, I have found that
even for older primary aged children, a 'hundred-thousand'
number expander, printed on an A4 landscape piece of paper, is about as
much as they can physically handle with any degree of comfort.
Note
There is a rather neat video of Dr Paul Swan demonstrating the use
of a PVNE and other place value materials (and materials associated with
other mathematics learning) at: www.drpaulswan.com.au/resources/videos/
#Place Value.
References
Kirkby, D. & Short, G. (1991). Maths investigations through
games: Book 3. Melbourne: Longman Cheshire.
Parsons, J. (2008). Mathematical games: Skill + Luck = Learning.
Mathematics TeachingIncorporating Micromath, 209, 18-21.
Swan, P. (2009). Dice dilemmas. Perth, WA: A-Z Type.
Derek Hurrell
University of Notre Dame Australia
(Fremantle, WA)
<derek.hurrell@nd.edu.au>