Wednesday 30 April 2014

On The Grid

Australian Curriculum
Measurement & Geometry – Location & Transformation
Level 3 & 4


This week we are posting a unit on using grids and maps.
As students explore grids, maps and directions, they will become familiar with the purpose and features. This unit allows students to work with grids and maps, create their own maps of familiar locations and develop their understanding of scale and legends.

Read through the weekly planner to know what the relationship is between the different parts of the lesson and the resources. This pack contains 23 pages.

http://www.teacherspayteachers.com/Product/On-The-Grid-1225930

Fluency tasks include:

  • Mini Grid
  • North, South, East, West
  • Hidden Pathways 
http://www.teacherspayteachers.com/Product/On-The-Grid-1225930

Tasks to consolidate learning/Problem Solving tasks include:

  • Using & Making Grids
Key teaching point – using grids & identifying axis using numbers and letters
  • Grid Battleship
Key teaching point – reinforcing grids and consolidating the use of grid reference points
  • Map Reader
Key teaching point – using a map, giving directions and creating a legend
  • Bird’s Eye View
Key teaching point - creating a simple map, exploring legends and scale
  • Local or Google Maps
Key teaching point – interpreting information found on local maps and giving directions
http://www.teacherspayteachers.com/Product/On-The-Grid-1225930

 We are always keen to hear your feedback and ideas - so feel free to contact us through our blog, shop pages or email...
 

Sunday 27 April 2014

Sunday Night Games

This week we are sharing another '10's' game...
 

TOP UP TO TEN!

 

Equipment needed:

  • 1x tens frame each
  • 10 counters each
  • 1 dice - 10 sided
  • 10 MAB ones
 

How to play TOP UP TO TEN:

Students play with a partner and sit opposite each other. They take turns at rolling the dice. When the dice lands, the first person to call out how many more are needed to make 10 (and prove it using the MAB ones) puts a counter on their 10's frame.
For example, a 6 is rolled and Thomas calls out '4'. He then shows 6 MAB and the 4 needed to add up to 10.
The first to have ten counters on their 10's frame is the winner.
 

Variations:

  • Use a calculator to prove they are correct
  • Have extra 10's frames available to use as scaffolding
  • Both students must make the number first before calling out the answer (extra MAB needed for this variation)
 
 
Feel free to share your own favourite 10's games with us by either replying to our post or emailing us at:
 
 
 
 

Wednesday 23 April 2014

Welcome to Term 2!

To all of our Victorian followers, welcome back to Term 2!
And as our followers in other states return to school - we hope you have a fantastic start!

This term we are looking forward to developing units of work based on the four processes. We are interested in looking at the developmental stages students need to move through in order to develop the four proficiencies  (problem Solving, Understanding, Reasoning and Fluency) in each of these areas.
This will be quite an interesting journey for us as we attempt to match the Australian Curriculum to stages of development and explore iSURF tasks to support these.
So keep your eyes open as we share our progress over the coming weeks.
We will also continue to post our regular Sunday Night Games and there will be new units of work along the way!

As always - we love to hear from you!
So please continue to send through your feedback and requests.
kpisurf@gmail.com


Sunday 20 April 2014

Sunday Night Game - Skittles

Skittles or Ten Pin Bowling is such a great game to play to help with friends of ten.

You can use almost anything as the pins and all you need is some space and the ability to cope with lots of noise. I suggest outside or in the gym.

Setting them is fun - 1 pin, then 2, then 3 and then 4 in rows. This is a skill in itself.

When I have done this - I get the kids to have a partner and they set up for each other and help to record.

If you know that you knock over 3 then 7 need to be standing.

Kids may draw the pins or write the equation. 

Happy bowling.


Wednesday 16 April 2014

Year 4 assessment support

Here is our Year 4 pack for gathering Assessment. 

34 pages

MAKING CONNECTIONS and INSTRUCTIONS - 1 page

RECORDING SHEETS
Sample – 1 page
Number and Algebra – 13 pages
Measurement and Geometry – 9 pages
Statistics and Probability – 6 pages

Record your student names on each sheet
Decide what tasks you will use to assess each elaboration. This will show what the student had achieved within each of the Content Descriptions
The information you collect can be used to assist in individual goal setting and planning for focus teaching of individuals or groups
Use the appropriate level for each student. If the student is above the level they need to be accessing the level that is appropriate for them
This may mean that you have multiple levels within the one grade
The positive outcome is that each student will be challenged appropriately 

     


Sunday 13 April 2014

Sunday Night Games

This week, we complete our series of card games with a range of games suitable for students in Year 5 & 6.
Students in Year 5 & 6 are developing the ability to play more complex and strategy based card games.
Many of the games in our previous ‘Sunday Night Card Games’ posts can be modified to challenge students in higher year levels and here are some other suggestions as well!

Uno

We often play Uno until the first person calls ‘Uno’ and plays their last card. However, there is a scoring system that can be used to take the game to the next level. This requires students to think strategically about which cards they play and when.

Scoring Uno:
Players play the game until the first person wins the game. All other players then reveal their cards and add up their score.
  • Number cards are worth their face value
  • Draw 2, Reverse & Skip cards are worth 20 points 
  • Wild cards & Draw 4 cards are worth 50 points
For example - a player with a 7, 3, Draw 2 and a Wild card would have a score of 80 (7 + 3 + 20 + 50 = 80).
Players keep a tally of their scores after each game. As players reach a total or 500 or more – they are out. The last player left under 500 points is the winner.

Also included in this week’s post are links to a variety of websites that explain the equipment and rules and needed to play a variety of strategic card games (you may wish to copy and paste the relevant sections)…

Bridge

Below are some links to instructions on how to play Bridge:

Patience/Clock Patience/Solitaire

Below are some links to instructions on how to play Patience/Clock Patience/Solitaire (using cards – there are many online games available too!):

Students also have many fantasy or theme based card games that they will be keen to share with their classmates. Although these are not the traditional card games that we associate with learning – often they have complex rules and strategies that require many higher order thinking skills.

Card games are also a great way to make links with your families/local community. Invite adults in to teach or join in card games with your grade, or contact your local ‘Bridge Club’ (or similar organisation) for assistance.

After exploring a range of card games – challenge your students to design their own!

  

Wednesday 9 April 2014

Year 3 Tracking for Assessment

This pack continues our series of assessment guides for you.

26 pages

MAKING CONNECTIONS and INSTRUCTIONS - 1 page

RECORDING SHEETS
Sample – 1 page
Number and Algebra – 10 pages
Measurement and Geometry – 6 pages
Statistics and Probability – 4 pages

Record your student names on each sheet.
 Decide what tasks you will use to assess each elaboration. 
This will show what the student had achieved within each of the Content Descriptions.
The information you collect can be used to assist in individual goal setting and planning for focus teaching of individuals or groups.
Use the appropriate level for each student. If the student is above the level they need to be accessing the level that is appropriate for them.
This may mean that you have multiple levels within the one grade.
The positive outcome is that each student will be challenged appropriately.


Sunday 6 April 2014

Sunday Night Games

This week, we return to our series on card games for kids - with a focus on games suitable for Year 3/4 students.
 

Go Fish

Number of players: 2+
Cards: Standard deck of 52 cards
 
How to play: choose a “dealer” to hand out cards. If there are two or three players, each player is dealt seven cards. If there are more people playing, each player is dealt five cards. The remaining cards are placed face down in a pile. This is the “fish pond.”

Each player sorts their cards into groups of the same number or suit (i.e. group of threes or group of kings), making sure not to show anyone. The “requester” (person to the left of the dealer) starts the game by asking any other player for cards that will match his hand. For example, if the requester has two kings, he will ask the other player for kings. If the other player has these cards, he must hand them over. The requester continues asking the same player for more cards until the player does not have the cards he wants. If the player does not have the right cards, he can tell the requester to “Go fish.” The requester then has to take one card from the “fish pond.” The player who told him to “Go fish” becomes the new requester.

Anyone who collects all four cards of a set (i.e. all four eights or all four Queens) puts them face down in front of him. The winner is the first person to have no single cards left, only complete sets. If two people run out of cards together, the player with the most sets wins the game.
 

Times of War

Number of players: 2
Cards: remove picture cards from a standard deck of 52 cards
 
How to play:
This game builds on the original game of War (based on addition).
All number cards are dealt to the two players and kept face down. Neither player looks at their cards. Both players turn over the top card in their pile and put it face up in the centre of the table (beside the other player’s card).
The first person to correctly multiply the two cards together wins that war, they take the two cards and add them to the bottom of their pile. (You may wish for some students to use a calculator or concrete materials for support.) The game is won by the player who collects all of the cards.
This game can be modified to suit student’s individual ability levels by removing cards. This game also provides a great opportunity to teach students about the most effective strategies for mental multiplication and reinforcing automaticity.
Try to match students with similar abilities. A ‘War Tournament’ can be held to challenge students to develop their mental calculation skills – consider running multiple tournaments with students of similar abilities.
 

Basic Gin Rummy (no scoring)

Number of players: 2 - 4
Cards: standard deck of 52
 
Players are dealt 7 cards each and the remaining cards are put in the middle, with one card turned up to start the discard pile.
The aim of the game is to make sets and runs. Sets are 3 or 4 cards of the same number (eg 3 of diamonds, 3 of clubs and 3 of spades), runs are 3 or more cards in consecutive order and in the same suit (eg 5 of hearts, 6 of hearts, 7 of hearts and 8 of hearts).

Players take it in turns to pick up one card from either the face down cards (the stack) or the discard pile in the middle. Then, consider if you are able to/would like to place a set or a run in front of you. Even if you have a set or run – you may choose to keep this in your hand until later. To finish your turn – you must discard a card.
During your turn and once there are sets or runs on the table (in front of yourself or other players) you can choose to add cards to these.
If the stack runs out – shuffle the discard pile, turn over the top card and continue play.
The winner is the player who is able to get rid of all of the cards in their hand.
 
 
Please feel free to add your own suggestions of card games that you enjoy.
 
To all of our Victorian followers - HAPPY HOLIDAYS
 

Wednesday 2 April 2014

The Chances Are...?

AusVELS Level 5 & 6
 
As students explore the idea of chance, it is critical they develop an understanding of the link between the number of possible outcomes, the likelihood of an event occurring and that probabilities range between 0 and 1.
 
This unit of work allows students to conduct experiments, examine outcomes, evaluate the likelihood of an event (using fractions, decimals and percentages) and explore chance experiments using technology.
 
Read through the weekly planner to know what the relationship is between the different parts of the lesson and the resources. This pack contains 23 pages. Although designed to be conducted over one week, depending on time available, student progress and other experiments you may wish to include – this unit may take longer to complete.
 
http://www.teacherspayteachers.com/Product/The-Chances-Are-1188597

 Activities, tasks and assessment is included:
 
  • Heads & Tails
  • North, South, East, West (NSEW)
  • What’s in the Bag?
  • Probability Word Wall
  • Impossible, Certain & Somewhere In Between
  • Coin Toss!
  • Roll Me! (Part 1)
  • Roll Me! (Part 2)
  • Probability of Success
 
A range of websites and Apps are also suggested to assist with the use of technology (as expected at AusVELS Level 6).
 
Happy experimenting!