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- Mathematics: 3rd Grade
Ontario - Mathematics: 3rd Grade
Ontario Curriculum | Adopted: 2005
1: : Mathematical Process
1.7: : Communicating
1.7.1: : communicate mathematical thinking orally, visually, and in writing, using everyday language, a developing mathematical vocabulary, and a variety of representations.
Fraction, Decimal, Percent (Area and Grid Models)
Model and compare fractions, decimals, and percents using area models. Each area model can have 10 or 100 sections and can be set to display a fraction, decimal, or percent. Click inside the area models to shade them. Compare the numbers visually or on a number line. 5 Minute Preview
2: : Number Sense and Numeration
2.1: : read, represent, compare, and order whole numbers to 1000, and use concrete materials to represent fractions and money amounts to $10;
2.1.1: : represent, compare, and order whole numbers to 1000, using a variety of tools (e.g., base ten materials or drawings of them, number lines with increments of 100 or other appropriate amounts);
Modeling Whole Numbers and Decimals (Base-10 Blocks)
Model numbers with base-10 blocks. Drag flats, rods, and individual cubes onto a mat to model a number. Blocks can be exchanged from one area of the mat to the other. Four sets of blocks are available to model a variety of whole numbers and decimals. 5 Minute Preview
Whole Numbers with Base-10 Blocks
Use base-10 blocks to model, add, and subtract whole numbers. Learn about place value using flats (hundreds), rods (tens), and cubes (ones). Group or ungroup blocks as needed to add or subtract. This regrouping is often called "carrying" when adding, and "borrowing" when subtracting. 5 Minute Preview
2.3: : solve problems involving the addition and subtraction of single- and multi-digit whole numbers, using a variety of strategies, and demonstrate an understanding of multiplication and division.
2.3.3: : use estimation when solving problems involving addition and subtraction, to help judge the reasonableness of a solution;
Adding Whole Numbers and Decimals (Base-10 Blocks)
Use base-10 blocks to model two numbers. Then combine the blocks to model the sum. Blocks of equal value can be exchanged from one area of the mat to the other to help understand carrying when adding. Four sets of blocks are available to model different place values. 5 Minute Preview
Subtracting Whole Numbers and Decimals (Base-10 Blocks)
Use base-10 blocks to model a starting number. Then subtract blocks from this number by dragging them into a subtraction bin. Blocks of equal value can be exchanged from one section of the mat to the other to help understand regrouping and borrowing. Four sets of blocks are available to model different place values. 5 Minute Preview
3: : Measurement
3.1: : estimate, measure, and record length, perimeter, area, mass, capacity, time, and temperature, using standard units;
3.1.1: : estimate, measure, and record length, height, and distance, using standard units (i.e., centimetre, metre, kilometre) (Sample problem: While walking with your class, stop when you think you have travelled one kilometre.);
Cannonball Clowns (Number Line Estimation)
Launch clowns from a circus cannon and try to hit the target. Drag digit cards on the control panel to set the launch distance and choose an appropriate unit of distance. After practicing your clown-launching skills on a number line, move on to the Big Top, Football Field, School Buses, the Golden Gate Bridge, and more! 5 Minute Preview
Measuring Trees
Measure the height, diameter, and circumference of trees in a forest. Count growth rings to determine the age of each tree. Grow the trees for several years and investigate how growth is affected by precipitation. 5 Minute Preview
3.1.3: : read time using analogue clocks, to the nearest five minutes, and using digital clocks (e.g., 1:23 means twenty-three minutes after one o’clock), and represent time in 12-hour notation;
Elapsed Time
Calculate the difference between the times given by two analog clocks. Rotate the hands of the clocks to change the time and see how the calculation changes. 5 Minute Preview
3.1.6: : estimate, measure, and record the perimeter of two-dimensional shapes, through investigation using standard units (Sample problem: Estimate, measure, and record the perimeter of your notebook.);
Fido's Flower Bed (Perimeter and Area)
Construct models of gardens on a grid using squares of sod. Fence the gardens to find and compare perimeters. Work with pre-built gardens made of 36 squares each to compare perimeters of shapes with equal areas. 5 Minute Preview
3.1.7: : estimate, measure (i.e., using centimetre grid paper, arrays), and record area (e.g., if a row of 10 connecting cubes is approximately the width of a book, skip counting down the cover of the book with the row of cubes [i.e., counting 10, 20, 30,...] is one way to determine the area of the book cover);
Chocomatic (Multiplication, Arrays, and Area)
Use the Chocomatic to design candy bars made out of chocolate squares. Use multiplication to find the number of squares in each chocolate bar. Build collections of chocolate bars that all have the same number of squares. Solve multiplication problems by joining two smaller chocolate bars into a large bar. 5 Minute Preview
Fido's Flower Bed (Perimeter and Area)
Construct models of gardens on a grid using squares of sod. Fence the gardens to find and compare perimeters. Work with pre-built gardens made of 36 squares each to compare perimeters of shapes with equal areas. 5 Minute Preview
3.2: : compare, describe, and order objects, using attributes measured in standard units.
3.2.1: : compare standard units of length (i.e., centimetre, metre, kilometre) (e.g., centimetres are smaller than metres), and select and justify the most appropriate standard unit to measure length;
Cannonball Clowns (Number Line Estimation)
Launch clowns from a circus cannon and try to hit the target. Drag digit cards on the control panel to set the launch distance and choose an appropriate unit of distance. After practicing your clown-launching skills on a number line, move on to the Big Top, Football Field, School Buses, the Golden Gate Bridge, and more! 5 Minute Preview
3.2.2: : compare and order objects on the basis of linear measurements in centimetres and/or metres (e.g., compare a 3 cm object with a 5 cm object; compare a 50 cm object with a 1 m object) in problem-solving contexts;
Cannonball Clowns (Number Line Estimation)
Launch clowns from a circus cannon and try to hit the target. Drag digit cards on the control panel to set the launch distance and choose an appropriate unit of distance. After practicing your clown-launching skills on a number line, move on to the Big Top, Football Field, School Buses, the Golden Gate Bridge, and more! 5 Minute Preview
4: : Geometry and Spatial Sense
4.1: : compare two-dimensional shapes and three-dimensional figures and sort them by their geometric properties;
4.1.2: : identify and compare various polygons (i.e., triangles, quadrilaterals, pentagons, hexagons, heptagons, octagons) and sort them by their geometric properties (i.e., number of sides; side lengths; number of interior angles; number of right angles);
Classifying Quadrilaterals
Apply constraints to a quadrilateral, and then reshape and resize it. Classify the figure by its constraints. Explore the differences between the different kinds of quadrilaterals. 5 Minute Preview
4.2: : describe relationships between two-dimensional shapes, and between two-dimensional shapes and three-dimensional figures;
4.2.2: : explain the relationships between different types of quadrilaterals (e.g., a square is a rectangle because a square has four sides and four right angles; a rhombus is a parallelogram because opposite sides of a rhombus are parallel);
Classifying Quadrilaterals
Apply constraints to a quadrilateral, and then reshape and resize it. Classify the figure by its constraints. Explore the differences between the different kinds of quadrilaterals. 5 Minute Preview
4.2.5: : identify congruent two-dimensional shapes by manipulating and matching concrete materials (e.g., by translating, reflecting, or rotating pattern blocks).
Rock Art (Transformations)
Create your own rock art with ancient symbols. Each symbol can be translated, rotated, and reflected. After exploring each type of transformation, see if you can use them to match ancient rock paintings. 5 Minute Preview
4.3: : identify and describe the locations and movements of shapes and objects.
4.3.2: : identify flips, slides, and turns, through investigation using concrete materials and physical motion, and name flips, slides, and turns as reflections, translations, and rotations (e.g., a slide to the right is a translation; a turn is a rotation);
Rock Art (Transformations)
Create your own rock art with ancient symbols. Each symbol can be translated, rotated, and reflected. After exploring each type of transformation, see if you can use them to match ancient rock paintings. 5 Minute Preview
4.3.3: : complete and describe designs and pictures of images that have a vertical, horizontal, or diagonal line of symmetry (Sample problem: Draw the missing portion of the given butterfly on grid paper).
Quilting Bee (Symmetry)
Participate in an old-fashioned quilting bee and create a colorful, symmetrical quilt. Quilts can be created with a vertical, horizontal, or diagonal line of symmetry. Quilts can be folded to look for reflections, or rotated to test for rotational symmetry. 5 Minute Preview
5: : Patterning and Algebra
5.1: : describe, extend, and create a variety of numeric patterns and geometric patterns;
5.1.3: : extend repeating, growing, and shrinking number patterns (Sample problem: Write the next three terms in the pattern 4, 8, 12, 16, ….);
Function Machines 1 (Functions and Tables)
Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview
Pattern Finder
Observe frogs jumping around on colored lily pads. Find, test, and reason about patterns you see in their jumping. 5 Minute Preview
Pattern Flip (Patterns)
In the Pattern Flip carnival game, you are shown a pattern of cards. The first cards are face-up so you can see the pattern, and the rest are face-down. Can you guess which animals are on the face-down cards? Use one of the preset patterns, or make your own custom pattern. Good luck! 5 Minute Preview
5.1.4: : create a number pattern involving addition or subtraction, given a pattern represented on a number line or a pattern rule expressed in words (Sample problem: Make a number pattern that starts at 0 and grows by adding 7 each time.);
Function Machines 1 (Functions and Tables)
Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview
Pattern Flip (Patterns)
In the Pattern Flip carnival game, you are shown a pattern of cards. The first cards are face-up so you can see the pattern, and the rest are face-down. Can you guess which animals are on the face-down cards? Use one of the preset patterns, or make your own custom pattern. Good luck! 5 Minute Preview
5.1.5: : represent simple geometric patterns using a number sequence, a number line, or a bar graph (e.g., the given growing pattern of toothpick squares can be represented numerically by the sequence 4, 7, 10, …, which represents the number of toothpicks used to make each figure);
Pattern Flip (Patterns)
In the Pattern Flip carnival game, you are shown a pattern of cards. The first cards are face-up so you can see the pattern, and the rest are face-down. Can you guess which animals are on the face-down cards? Use one of the preset patterns, or make your own custom pattern. Good luck! 5 Minute Preview
5.1.6: : demonstrate, through investigation, an understanding that a pattern results from repeating an action (e.g., clapping, taking a step forward every second), repeating an operation (e.g., addition, subtraction), using a transformation (e.g., slide, flip, turn), or making some other repeated change to an attribute (e.g., colour, orientation).
Pattern Flip (Patterns)
In the Pattern Flip carnival game, you are shown a pattern of cards. The first cards are face-up so you can see the pattern, and the rest are face-down. Can you guess which animals are on the face-down cards? Use one of the preset patterns, or make your own custom pattern. Good luck! 5 Minute Preview
5.2: : demonstrate an understanding of equality between pairs of expressions, using addition and subtraction of one- and two-digit numbers.
5.2.1: : determine, through investigation, the inverse relationship between addition and subtraction (e.g., since 4 + 5 = 9, then 9 – 5 = 4; since 16 – 9 = 7, then 7 + 9 = 16);
Function Machines 3 (Functions and Problem Solving)
Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview
6: : Data Management and Probability
6.1: : collect and organize categorical or discrete primary data and display the data using charts and graphs, including vertical and horizontal bar graphs, with labels ordered appropriately along horizontal axes, as needed;
6.1.2: : collect data by conducting a simple survey about themselves, their environment, issues in their school or community, or content from another subject;
Reaction Time 2 (Graphs and Statistics)
Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 2 Student Exploration focuses on mean. 5 Minute Preview
6.1.3: : collect and organize categorical or discrete primary data and display the data in charts, tables, and graphs (including vertical and horizontal bar graphs), with appropriate titles and labels and with labels ordered appropriately along horizontal axes, as needed, using many-to-one correspondence (e.g., in a pictograph, one car sticker represents 3 cars; on a bar graph, one square represents 2 students) (Sample problem: Graph data related to the eye colour of students in the class, using a vertical bar graph. Why does the scale on the vertical axis include values that are not in the set of data?).
Graphing Skills
Create a graph (bar graph, line graph, pie chart, or scatter plot) based on a given data set. Title the graph, label the axes, and choose a scale. Adjust the graph to fit the data, and then check your accuracy. The Gizmo can also be used to create a data table based on a given graph. 5 Minute Preview
Mascot Election (Pictographs and Bar Graphs)
A brand new school is opening and it is time to elect the school mascot! Students can choose the Eagle, Lion, Bear, or Wolf. Voting results can be displayed in a table, tally chart, pictograph, bar graph, circle graph, or dot plot. You can change student votes by selecting a group of students and clicking a mascot. 5 Minute Preview
6.2: : read, describe, and interpret primary data presented in charts and graphs, including vertical and horizontal bar graphs;
6.2.1: : read primary data presented in charts, tables, and graphs (including vertical and horizontal bar graphs), then describe the data using comparative language, and describe the shape of the data (e.g., “Most of the data are at the high end.”; “All of the data values are different.”);
Mascot Election (Pictographs and Bar Graphs)
A brand new school is opening and it is time to elect the school mascot! Students can choose the Eagle, Lion, Bear, or Wolf. Voting results can be displayed in a table, tally chart, pictograph, bar graph, circle graph, or dot plot. You can change student votes by selecting a group of students and clicking a mascot. 5 Minute Preview
Movie Reviewer (Mean and Median)
Movie reviewers rate movies on a scale of 0 to 10. Each movie comes with a set of reviews that can be changed by the user. The mean of a data set can be explored using a see-saw balance model. Students can also find the median, mode, and range of the data set. 5 Minute Preview
Prairie Ecosystem
Observe the populations of grass, prairie dogs, ferrets and foxes in a prairie ecosystem. Investigate feeding relationships and determine the food chain. Bar graphs and line graphs show changes in populations over time. 5 Minute Preview
Reaction Time 2 (Graphs and Statistics)
Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 2 Student Exploration focuses on mean. 5 Minute Preview
6.2.2: : interpret and draw conclusions from data presented in charts, tables, and graphs;
Mascot Election (Pictographs and Bar Graphs)
A brand new school is opening and it is time to elect the school mascot! Students can choose the Eagle, Lion, Bear, or Wolf. Voting results can be displayed in a table, tally chart, pictograph, bar graph, circle graph, or dot plot. You can change student votes by selecting a group of students and clicking a mascot. 5 Minute Preview
6.2.3: : demonstrate an understanding of mode (e.g., “The mode is the value that shows up most often on a graph.”), and identify the mode in a set of data.
Movie Reviewer (Mean and Median)
Movie reviewers rate movies on a scale of 0 to 10. Each movie comes with a set of reviews that can be changed by the user. The mean of a data set can be explored using a see-saw balance model. Students can also find the median, mode, and range of the data set. 5 Minute Preview
Reaction Time 1 (Graphs and Statistics)
Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 1 Student Exploration focuses on range, mode, and median. 5 Minute Preview
Reaction Time 2 (Graphs and Statistics)
Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 2 Student Exploration focuses on mean. 5 Minute Preview
6.3: : predict and investigate the frequency of a specific outcome in a simple probability experiment.
6.3.1: : predict the frequency of an outcome in a simple probability experiment or game (e.g., “I predict that an even number will come up 5 times and an odd number will come up 5 times when I roll a number cube 10 times.”), then perform the experiment, and compare the results with the predictions, using mathematical language;
Spin the Big Wheel! (Probability)
Step right up! Spin the big wheel! Each spin can result in no prize, a small prize, or a big prize. The wheel can be spun by 1, 10, or 100 players. Results are recorded on a frequency table or a circle graph. You can also design your own wheel and a sign that describes the probabilities for your wheel. 5 Minute Preview
Correlation last revised: 9/16/2020
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Students assume the role of a scientist trying to solve a real world problem. They use scientific practices to collect and analyze data, and form and test a hypothesis as they solve the problems.
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