Priority Academic Student Skills

1.A.2: Use place value structure of the base-ten number system to read, write, represent and compare whole numbers through millions and decimals through thousandths.

Cannonball Clowns (Number Line Estimation)

Modeling Decimals (Base-10 Blocks)

Subtracting Decimals (Base-10 Blocks)

Treasure Hunter (Decimals on the Number Line)

1.A.3: Round whole numbers to a given place value.

Rounding Whole Numbers (Number Line)

1.B.1: Identify and generate equivalent forms of fractions and decimals. For example:

1.B.1.a: Connect physical, verbal and symbolic representations of fractions, decimals and whole numbers; e.g., 1/2, 5/10, "five tenths," 0.5, shaded rectangles with half, and five tenths.

Equivalent Fractions (Fraction Tiles)

1.B.1.b: Understand and explain that ten tenths is the same as one whole in both fraction and decimal form.

Fraction Artist 1 (Area Models of Fractions)

Fraction Artist 2 (Area Models of Fractions)

Fraction Garden (Comparing Fractions)

Fraction, Decimal, Percent (Area and Grid Models)

Modeling Fractions (Area Models)

Adding Fractions (Fraction Tiles)

Equivalent Fractions (Fraction Tiles)

Fraction Artist 1 (Area Models of Fractions)

Fraction Artist 2 (Area Models of Fractions)

Fraction Garden (Comparing Fractions)

Fraction, Decimal, Percent (Area and Grid Models)

Fractions Greater than One (Fraction Tiles)

Modeling Fractions (Area Models)

1.D.5: Use models and points of reference to compare commonly used fractions.

Equivalent Fractions (Fraction Tiles)

Fraction Artist 1 (Area Models of Fractions)

Fraction Artist 2 (Area Models of Fractions)

Fraction Garden (Comparing Fractions)

Fraction, Decimal, Percent (Area and Grid Models)

Modeling Fractions (Area Models)

1.E.4: Identify and represent factors and multiples of whole numbers through 100, and classify numbers as prime or composite.

Factor Trees (Factoring Numbers)

Chocomatic (Multiplication, Arrays, and Area)

Critter Count (Modeling Multiplication)

Function Machines 3 (Functions and Problem Solving)

1.I.14: Demonstrate fluency in adding and subtracting whole numbers and in multiplying and dividing whole numbers by 1- and 2-digit numbers and multiples of ten.

Cargo Captain (Multi-digit Subtraction)

Number Line Frog Hop (Addition and Subtraction)

1.J.9: Estimate the results of computations involving whole numbers, fractions and decimals, using a variety of strategies.

Fraction Artist 1 (Area Models of Fractions)

Fraction Artist 2 (Area Models of Fractions)

1.K.6: Use associative and distributive properties to simplify and perform computations; e.g., use left to right multiplication and the distributive property to find an exact answer without paper and pencil, such as 5 x 47 = 5 x 40 + 5 x 7 = 200 + 35 = 235.

Chocomatic (Multiplication, Arrays, and Area)

1.K.7: Recognize that division may be used to solve different types of problem situations and interpret the meaning of remainders; e.g., situations involving measurement, money.

No Alien Left Behind (Division with Remainders)

1.L.14: Demonstrate fluency in adding and subtracting whole numbers and in multiplying and dividing whole numbers by 1- and 2-digit numbers and multiples of ten.

Cargo Captain (Multi-digit Subtraction)

Number Line Frog Hop (Addition and Subtraction)

1.M.10: Use physical models, visual representations, and paper and pencil to add and subtract decimals and commonly used fractions with like denominators.

Adding Decimals (Base-10 Blocks)

Adding Fractions (Fraction Tiles)

Equivalent Fractions (Fraction Tiles)

Fraction Artist 1 (Area Models of Fractions)

Fraction Artist 2 (Area Models of Fractions)

Fractions Greater than One (Fraction Tiles)

Subtracting Decimals (Base-10 Blocks)

2.C.2: Demonstrate and describe perimeter as surrounding and area as covering a two-dimensional shape, and volume as filling a three-dimensional object.

Balancing Blocks (Volume)

Fido's Flower Bed (Perimeter and Area)

2.D.4: Develop and use strategies to find perimeter using string or links, area using tiles or a grid, and volume using cubes; e.g., count squares to find area of regular or irregular shapes on a grid, layer cubes in a box to find its volume.

Fido's Flower Bed (Perimeter and Area)

2.D.6: Write, solve and verify solutions to multi-step problems involving measurement.

3.G.6: Specify locations and plot ordered pairs on a coordinate plane, using first quadrant points.

3.I.7: Identify, describe and use reflections (flips), rotations (turns), and translations (slides) in solving geometric problems; e.g., use transformations to determine if 2 shapes are congruent.

Quilting Bee (Symmetry)

Rock Art (Transformations)

3.J.7: Identify, describe and use reflections (flips), rotations (turns), and translations (slides) in solving geometric problems; e.g., use transformations to determine if 2 shapes are congruent.

Quilting Bee (Symmetry)

Rock Art (Transformations)

4.A.2: Represent and analyze patterns and functions using words, tables and graphs.

Function Machines 1 (Functions and Tables)

Function Machines 2 (Functions, Tables, and Graphs)

Function Machines 3 (Functions and Problem Solving)

Pattern Flip (Patterns)

4.B.1: Use models and words to describe, extend and make generalizations of patterns and relationships occurring in computation, numerical patterns, geometry, graphs and other applications.

4.C.5: Represent mathematical relationships with equations or inequalities.

4.D.2: Represent and analyze patterns and functions using words, tables and graphs.

Function Machines 1 (Functions and Tables)

Function Machines 2 (Functions, Tables, and Graphs)

Function Machines 3 (Functions and Problem Solving)

Pattern Flip (Patterns)

4.G.6: Describe how a change in one variable affects the value of a related variable; e.g., as one increases the other increases or as one increases the other decreases.

Elevator Operator (Line Graphs)

5.B.2: Represent and interpret data using tables, bar graphs, line plots and line graphs.

Elevator Operator (Line Graphs)

Graphing Skills

Mascot Election (Pictographs and Bar Graphs)

Reaction Time 1 (Graphs and Statistics)

Reaction Time 2 (Graphs and Statistics)

5.B.5: Propose and explain interpretations and predictions based on data displayed in tables, charts and graphs.

Graphing Skills

Mascot Election (Pictographs and Bar Graphs)

Reaction Time 1 (Graphs and Statistics)

Reaction Time 2 (Graphs and Statistics)

5.C.2: Represent and interpret data using tables, bar graphs, line plots and line graphs.

Elevator Operator (Line Graphs)

Graphing Skills

Mascot Election (Pictographs and Bar Graphs)

Reaction Time 1 (Graphs and Statistics)

Reaction Time 2 (Graphs and Statistics)

5.C.3: Interpret and construct Venn diagrams to sort and describe data.

Reaction Time 2 (Graphs and Statistics)

Graphing Skills

Reaction Time 2 (Graphs and Statistics)

5.E.6: Describe the characteristics of a set of data based on a graphical representation, such as range of the data, clumps of data, and holes in the data.

Reaction Time 1 (Graphs and Statistics)

Reaction Time 2 (Graphs and Statistics)

5.E.7: Identify the median of a set of data and describe what it indicates about the data.

Movie Reviewer (Mean and Median)

Reaction Time 1 (Graphs and Statistics)

Reaction Time 2 (Graphs and Statistics)

5.E.8: Use range, median and mode to make comparisons among related sets of data.

Movie Reviewer (Mean and Median)

Reaction Time 1 (Graphs and Statistics)

Reaction Time 2 (Graphs and Statistics)

5.F.9: Conduct simple probability experiments and draw conclusions from the results; e.g., rolling number cubes or drawing marbles from a bag.

Spin the Big Wheel! (Probability)

5.F.10: Represent the likelihood of possible outcomes for chance situations; e.g., probability of selecting a red marble from a bag containing 3 red and 5 white marbles.

Spin the Big Wheel! (Probability)

5.F.11: Relate the concepts of impossible and certain-to-happen events to the numerical values of 0 (impossible) and 1 (certain).

Spin the Big Wheel! (Probability)

5.F.12: Place events in order of likelihood and use a diagram or appropriate language to compare the chance of each event occurring; e.g. impossible, unlikely, equal, likely, certain.

Spin the Big Wheel! (Probability)

5.H.10: Represent the likelihood of possible outcomes for chance situations; e.g., probability of selecting a red marble from a bag containing 3 red and 5 white marbles.

Spin the Big Wheel! (Probability)

5.H.11: Relate the concepts of impossible and certain-to-happen events to the numerical values of 0 (impossible) and 1 (certain).

Spin the Big Wheel! (Probability)

Correlation last revised: 2/10/2015

This correlation lists the recommended Gizmos for this state's curriculum standards. Click any Gizmo title below for more information.