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- Mathematics: 4th Grade

# Utah - Mathematics: 4th Grade

## UT--Core Standards | Adopted: 2016

### 4.MP: : Mathematical Practices

(Framing Text): : Students become mathematically proficient in engaging with mathematical content and concepts as they learn, experience, and apply these skills and attitudes

4.MP.1: : Make sense of problems and persevere in solving them.

Biconditional Statements

Make a biconditional statement from a given definition using word tiles. Use both symbolic form and standard English form. 5 Minute Preview

Conditional Statements

Make a conditional statement from a given fact using word tiles. Use both symbolic form and standard English form. 5 Minute Preview

Estimating Population Size

Adjust the number of fish in a lake to be tagged and the number of fish to be recaptured. Use the number of tagged fish in the catch to estimate the number of fish in the lake. 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

4.MP.1.a: : Explain the meaning of a problem, look for entry points to begin work on the problem, and plan and choose a solution pathway. When a solution pathway does not make sense, look for another pathway that does. Explain connections between various solution strategies and representations. Upon finding a solution, look back at the problem to determine whether the solution is reasonable and accurate, often checking answers to problems using a different method or approach.

Biconditional Statements

Make a biconditional statement from a given definition using word tiles. Use both symbolic form and standard English form. 5 Minute Preview

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

Improper Fractions and Mixed Numbers

Represent a quantity given by a shaded region as an improper fraction and as a mixed number. Experiment with different shaded regions sliced differently. 5 Minute Preview

Linear Inequalities in Two Variables

Find the solution set to a linear inequality in two variables using the graph of the linear inequality. Vary the terms of the inequality and vary the inequality symbol. Examine how the boundary line and shaded region change in response. 5 Minute Preview

Modeling One-Step Equations

Solve a linear equation using a tile model. Use feedback to diagnose incorrect steps. 5 Minute Preview

Multiplying with Decimals

Multiply two decimals using a dynamic area model. On a grid, shade the region with width equal to one of the decimals and height equal to the other decimal and find the area of the region. 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

Polling: City

Poll residents in a large city to determine their response to a yes-or-no question. Estimate the actual percentage of yes votes in the whole city. Examine the results of many polls to help assess how reliable the results from a single poll are. See how the normal curve approximates a binomial distribution for large enough polls. 5 Minute Preview

Solving Equations on the Number Line

Solve an equation involving decimals using dynamic arrows on a number line. 5 Minute Preview

Using Algebraic Expressions

Translate algebraic expressions into English phrases, and translate English phrases into algebraic expressions. Read the expression or phrase and select word tiles or symbol tiles to form the corresponding phrase or expression. 5 Minute Preview

4.MP.2: : Reason abstractly and quantitatively.

Conditional Statements

Make a conditional statement from a given fact using word tiles. Use both symbolic form and standard English form. 5 Minute Preview

Estimating Population Size

Adjust the number of fish in a lake to be tagged and the number of fish to be recaptured. Use the number of tagged fish in the catch to estimate the number of fish in the lake. 5 Minute Preview

4.MP.3: : Construct viable arguments and critique the reasoning of others.

Biconditional Statements

Make a biconditional statement from a given definition using word tiles. Use both symbolic form and standard English form. 5 Minute Preview

4.MP.3.a: : Use stated assumptions, definitions, and previously established results to construct arguments. Explain and justify the mathematical reasoning underlying a strategy, solution, or conjecture by using concrete referents such as objects, drawings, diagrams, and actions. Listen to or read the arguments of others, decide whether they make sense, ask useful questions to clarify or improve the arguments, and build on those arguments.

Biconditional Statements

Conditional Statements

Make a conditional statement from a given fact using word tiles. Use both symbolic form and standard English form. 5 Minute Preview

4.MP.4: : Model with mathematics.

Estimating Sums and Differences

Estimate the sum or difference of two fractions using area models. Compare estimates to exact sums and differences. 5 Minute Preview

4.MP.5: : Use appropriate tools strategically.

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

4.MP.5.a: : Consider the tools that are available when solving a mathematical problem, whether in a real-world or mathematical context. Choose tools that are relevant and useful to the problem at hand, such as drawings, diagrams, technologies, and physical objects and tools, as well as mathematical tools such as estimation or a particular strategy or algorithm.

Segment and Angle Bisectors

Explore the special properties of a point that lies on the perpendicular bisector of a segment, and of a point that lies on an angle bisector. Manipulate the point, the segment, and the angle to see that these properties are always true. 5 Minute Preview

4.MP.6: : Attend to precision.

Biconditional Statements

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

Using Algebraic Expressions

Translate algebraic expressions into English phrases, and translate English phrases into algebraic expressions. Read the expression or phrase and select word tiles or symbol tiles to form the corresponding phrase or expression. 5 Minute Preview

4.MP.6.a: : Communicate precisely to others by crafting careful explanations that communicate mathematical reasoning by referring specifically to each important mathematical element, describing the relationships among them, and connecting their words clearly to representations. Calculate accurately and efficiently, and use clear and concise notation to record work.

Arithmetic Sequences

Find the value of individual terms in arithmetic sequences using graphs of the sequences and direct computation. Vary the common difference and examine how the sequences change in response. 5 Minute Preview

Finding Patterns

Build a pattern to complete a sequence of patterns. Study a sequence of three patterns of squares in a grid and build the fourth pattern of the sequence in a grid. 5 Minute Preview

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

Function Machines 2 (Functions, Tables, and Graphs)

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

Geometric Sequences

Explore geometric sequences by varying the initial term and the common ratio and examining the graph. Compute specific terms in the sequence using the explicit and recursive formulas. 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

4.MP.7: : Look for and make use of structure.

Pattern Flip (Patterns)

4.MP.7.a: : Recognize and apply the structures of mathematics such as patterns, place value, the properties of operations, or the flexibility of numbers. See complicated things as single objects or as being composed of several objects.

Arithmetic Sequences

Find the value of individual terms in arithmetic sequences using graphs of the sequences and direct computation. Vary the common difference and examine how the sequences change in response. 5 Minute Preview

Finding Patterns

Build a pattern to complete a sequence of patterns. Study a sequence of three patterns of squares in a grid and build the fourth pattern of the sequence in a grid. 5 Minute Preview

Function Machines 2 (Functions, Tables, and Graphs)

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

Geometric Sequences

Explore geometric sequences by varying the initial term and the common ratio and examining the graph. Compute specific terms in the sequence using the explicit and recursive formulas. 5 Minute Preview

Pattern Flip (Patterns)

4.MP.8: : Look for and express regularity in repeated reasoning.

Arithmetic Sequences

Find the value of individual terms in arithmetic sequences using graphs of the sequences and direct computation. Vary the common difference and examine how the sequences change in response. 5 Minute Preview

Arithmetic and Geometric Sequences

Find the value of individual terms in an arithmetic or geometric sequence using graphs of the sequence and direct computation. Vary the common difference and common ratio and examine how the sequence changes in response. 5 Minute Preview

Finding Patterns

Build a pattern to complete a sequence of patterns. Study a sequence of three patterns of squares in a grid and build the fourth pattern of the sequence in a grid. 5 Minute Preview

Geometric Sequences

Explore geometric sequences by varying the initial term and the common ratio and examining the graph. Compute specific terms in the sequence using the explicit and recursive formulas. 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)

4.MP.8.a: : Notice repetitions in mathematics when solving multiple related problems. Use observations and reasoning to find shortcuts or generalizations. Evaluate the reasonableness of intermediate results.

Arithmetic Sequences

Arithmetic and Geometric Sequences

Find the value of individual terms in an arithmetic or geometric sequence using graphs of the sequence and direct computation. Vary the common difference and common ratio and examine how the sequence changes in response. 5 Minute Preview

Geometric Sequences

### 4.OA: : Operations and Algebraic Thinking

(Framing Text): : Use the four operations with whole numbers (addition, subtraction, multiplication, and division) to solve problems.

4.OA.1: : Interpret a multiplication equation as a comparison (for example, interpret 35 = 5 x 7 as a statement that 35 is 5 times as many as 7 and 7 times as many as 5). Represent verbal statements of multiplicative comparisons as multiplication equations.

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

Critter Count (Modeling Multiplication)

Use groups of critters on leaves to model multiplication as repeated addition. Change the expression to change the number of groups or the number of critters per group. Display the critters either on leaves or as a rectangular array. 5 Minute Preview

Factor Trees (Factoring Numbers)

The Factor Trees Gizmo has two modes. In Factor mode, you can create factor trees to factor composite numbers into primes. In Build mode, you can build numbers by multiplying primes together. Can you build all composite numbers up to 50? Any whole composite number up to 999 can be factored or built with the Gizmo. 5 Minute Preview

Multiplying Decimals (Area Model)

Model the product of two decimals by finding the area of a rectangle. Estimate the area of the rectangle first. Then break the rectangle into several pieces and find the area of each piece (partial product). Add these areas together to find the whole area (product). 5 Minute Preview

4.OA.2: : Multiply or divide to solve word problems involving multiplicative comparison, for example, by using drawings and equations with a symbol for the unknown number to represent the problem, distinguishing multiplicative comparison from additive comparison.

Critter Count (Modeling Multiplication)

Use groups of critters on leaves to model multiplication as repeated addition. Change the expression to change the number of groups or the number of critters per group. Display the critters either on leaves or as a rectangular array. 5 Minute Preview

No Alien Left Behind (Division with Remainders)

The alien school children from the planet Zigmo travel to distant planets on a field trip. The goal is to select a bus size so that all buses are full and no aliens are left behind. This is a nice illustration of division with remainders. 5 Minute Preview

Using Algebraic Equations

Translate equations into English sentences and translate English sentences into equations. Read the equation or sentence and select word tiles or symbol tiles to form the corresponding sentence or equation. 5 Minute Preview

4.OA.3: : Solve multi-step word problems posed with whole numbers and having whole-number answers using the four operations, including problems in which remainders must be interpreted.

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

Cargo Captain (Multi-digit Subtraction)

You are the captain of an interplanetary cargo ship, delivering important supplies to the outer planets. The cargo can be stored in barrels, crates, and holds. (There are 10 barrels in a crate, and 10 crates in a hold.) Model multi-digit subtraction by unloading cargo on each planet. 5 Minute Preview

No Alien Left Behind (Division with Remainders)

The alien school children from the planet Zigmo travel to distant planets on a field trip. The goal is to select a bus size so that all buses are full and no aliens are left behind. This is a nice illustration of division with remainders. 5 Minute Preview

Number Line Frog Hop (Addition and Subtraction)

Live a frog's life as you hop along a number line in search of flies. Learn how addition and subtraction can be represented as movement along a number line. Fred the frog may even help you get better at adding and subtracting two-digit numbers in your head by decomposing them into tens and ones. 5 Minute Preview

4.OA.3.a: : Represent these problems using equations with a letter standing for the unknown quantity.

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

Cargo Captain (Multi-digit Subtraction)

You are the captain of an interplanetary cargo ship, delivering important supplies to the outer planets. The cargo can be stored in barrels, crates, and holds. (There are 10 barrels in a crate, and 10 crates in a hold.) Model multi-digit subtraction by unloading cargo on each planet. 5 Minute Preview

No Alien Left Behind (Division with Remainders)

The alien school children from the planet Zigmo travel to distant planets on a field trip. The goal is to select a bus size so that all buses are full and no aliens are left behind. This is a nice illustration of division with remainders. 5 Minute Preview

Number Line Frog Hop (Addition and Subtraction)

Live a frog's life as you hop along a number line in search of flies. Learn how addition and subtraction can be represented as movement along a number line. Fred the frog may even help you get better at adding and subtracting two-digit numbers in your head by decomposing them into tens and ones. 5 Minute Preview

4.OA.3.b: : Assess the reasonableness of answers using mental computation and estimation strategies, including rounding.

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

Cargo Captain (Multi-digit Subtraction)

You are the captain of an interplanetary cargo ship, delivering important supplies to the outer planets. The cargo can be stored in barrels, crates, and holds. (There are 10 barrels in a crate, and 10 crates in a hold.) Model multi-digit subtraction by unloading cargo on each planet. 5 Minute Preview

No Alien Left Behind (Division with Remainders)

Number Line Frog Hop (Addition and Subtraction)

Live a frog's life as you hop along a number line in search of flies. Learn how addition and subtraction can be represented as movement along a number line. Fred the frog may even help you get better at adding and subtracting two-digit numbers in your head by decomposing them into tens and ones. 5 Minute Preview

(Framing Text): : Gain familiarity with factors and multiples.

4.OA.4: : Find all factor pairs for a whole number in the range 1-100. Recognize that a whole number is a multiple of each of its factors. Determine whether a given whole number in the range 1-100 is a multiple of a given one-digit number. Determine whether a given whole number in the range 1-100 is prime or composite.

Factor Trees (Factoring Numbers)

The Factor Trees Gizmo has two modes. In Factor mode, you can create factor trees to factor composite numbers into primes. In Build mode, you can build numbers by multiplying primes together. Can you build all composite numbers up to 50? Any whole composite number up to 999 can be factored or built with the Gizmo. 5 Minute Preview

(Framing Text): : Generate and analyze numeric and shape patterns.

4.OA.5: : Generate a number or shape pattern that follows a given rule. Identify apparent features of the pattern that were not explicit in the rule itself.

Finding Patterns

Pattern Flip (Patterns)

### 4.NBT: : Number and Operations in Base Ten

(Framing Text): : Generalize place value understanding for multi-digit whole numbers by analyzing patterns, writing whole numbers in a variety of ways, making comparisons, and rounding.

4.NBT.1: : Recognize that in a multi-digit whole number, a digit in one place represents ten times what it represents in the place to its right.

Cannonball Clowns (Number Line Estimation)

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

4.NBT.2: : Read and write multi-digit whole numbers using base-ten numerals, number names, and expanded form. Compare two multi-digit numbers based on meanings of the digits in each place, using >, =, and < symbols to record the results of comparisons.

Cannonball Clowns (Number Line Estimation)

4.NBT.3: : Use place value understanding to round multi-digit whole numbers to any place.

Rounding Whole Numbers (Number Line)

Place points on a number line. Round these values to the nearest ten or hundred. Visualize rounding by showing the number line as a hill or series of hills. These hills cause the points to roll to the nearest valley (nearest multiple of ten or one hundred). 5 Minute Preview

(Framing Text): : Use place value understanding and properties of operations to perform multi-digit addition, subtraction, multiplication, and division using a one-digit divisor.

4.NBT.4: : Fluently add and subtract multi-digit whole numbers using the standard algorithm.

Cargo Captain (Multi-digit Subtraction)

Target Sum Card Game (Multi-digit Addition)

Play an addition card game! The goal is to create a sum that is as close as possible to the target sum. Students will deepen their understanding of place value as they get better at playing the game. Many game options allow students to vary the game for more practice. The game can be played with one or two players. 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

4.NBT.6: : Find whole-number quotients and remainders with up to four-digit dividends and one-digit divisors, using strategies based on place value, the properties of operations, and/or the relationship between multiplication and division. Illustrate and explain the calculation by using equations, rectangular arrays, and/or area models.

No Alien Left Behind (Division with Remainders)

### 4.NF: : Number and Operations—Fractions

(Framing Text): : Extend understanding of equivalence and ordering of fractions.

4.NF.1: : Explain why a fraction a/b is equivalent to a fraction (n x a)/(n x b) by using visual fraction models, with attention to how the number and size of the parts differ even though the two fractions themselves are the same size. Use this principle to recognize and generate equivalent fractions.

Adding Fractions (Fraction Tiles)

Add fractions with the help of the Fractionator, a fraction-tile-making machine in the Gizmo. Model sums by placing the tiles on side-by-side number lines. Explore the usefulness of common denominators in adding. Express sums as improper fractions or mixed numbers. 5 Minute Preview

Equivalent Fractions (Fraction Tiles)

Explore fractions using the Fractionator, the machine that makes fraction tiles. Compare fractions and find equivalent fractions by arranging the tiles on two horizontal rows. Explore simplifying fractions. Add fractions and express sums as improper fractions or mixed numbers. 5 Minute Preview

Factor Trees (Factoring Numbers)

The Factor Trees Gizmo has two modes. In Factor mode, you can create factor trees to factor composite numbers into primes. In Build mode, you can build numbers by multiplying primes together. Can you build all composite numbers up to 50? Any whole composite number up to 999 can be factored or built with the Gizmo. 5 Minute Preview

Fraction Artist 1 (Area Models of Fractions)

Develop understanding of fractions by making modern paintings. Find different ways to divide a canvas into equal-sized sections. Make paintings to represent simple fractions and to find fractions that are equivalent to one-half. 5 Minute Preview

Fraction Artist 2 (Area Models of Fractions)

Extend understanding of fractions by making modern paintings in the style of Piet Mondrian. Create and analyze paintings with different-sized sections. Compare the sizes of unit fractions. Find creative ways to color one-half of a painting. This can be a nice introduction to adding fractions with unlike denominators. 5 Minute Preview

Fraction Garden (Comparing Fractions)

Plant flowers in two gardens to help develop fraction sense. The two gardens act as number lines, from 0 to 1. Use the flowers in the gardens to compare fractions and to explore equivalent fractions. Chalk marks can be drawn to divide the garden into equal sections. 5 Minute Preview

Fractions Greater than One (Fraction Tiles)

Explore fractions greater than one with the Fractionator, a fraction-tile-making machine in the Gizmo. Create sums of fraction tiles on two number lines. Sums greater than one are shown as improper fractions on the top number line, and as mixed numbers on the bottom number line. 5 Minute Preview

Modeling Fractions (Area Models)

Model and compare fractions using area models. Set the denominators with the arrow buttons, and then set the numerators with the arrow buttons or by clicking in the models. Compare fractions visually, on a number line, or numerically using the least common denominator. 5 Minute Preview

Toy Factory (Set Models of Fractions)

Create a set of stuffed animals: monkeys, giraffes, and rabbits. Toys can be painted red, green, or blue. Describe the makeup of the set (animals or colors) with fractions. Arrange the toys into groups to simplify the fractions. 5 Minute Preview

4.NF.2: : Compare two fractions with different numerators and different denominators, for example, by creating common denominators or numerators, or by comparing to a benchmark fraction such as 1/2. Recognize that comparisons are valid only when the two fractions refer to the same whole. Record the results of comparisons with symbols >, =, or <, and justify the conclusions, for example, by using a visual fraction model.

Adding Fractions (Fraction Tiles)

Add fractions with the help of the Fractionator, a fraction-tile-making machine in the Gizmo. Model sums by placing the tiles on side-by-side number lines. Explore the usefulness of common denominators in adding. Express sums as improper fractions or mixed numbers. 5 Minute Preview

Equivalent Fractions (Fraction Tiles)

Explore fractions using the Fractionator, the machine that makes fraction tiles. Compare fractions and find equivalent fractions by arranging the tiles on two horizontal rows. Explore simplifying fractions. Add fractions and express sums as improper fractions or mixed numbers. 5 Minute Preview

Factor Trees (Factoring Numbers)

Fraction Artist 1 (Area Models of Fractions)

Develop understanding of fractions by making modern paintings. Find different ways to divide a canvas into equal-sized sections. Make paintings to represent simple fractions and to find fractions that are equivalent to one-half. 5 Minute Preview

Fraction Artist 2 (Area Models of Fractions)

Extend understanding of fractions by making modern paintings in the style of Piet Mondrian. Create and analyze paintings with different-sized sections. Compare the sizes of unit fractions. Find creative ways to color one-half of a painting. This can be a nice introduction to adding fractions with unlike denominators. 5 Minute Preview

Fraction Garden (Comparing Fractions)

Plant flowers in two gardens to help develop fraction sense. The two gardens act as number lines, from 0 to 1. Use the flowers in the gardens to compare fractions and to explore equivalent fractions. Chalk marks can be drawn to divide the garden into equal sections. 5 Minute Preview

Fractions Greater than One (Fraction Tiles)

Explore fractions greater than one with the Fractionator, a fraction-tile-making machine in the Gizmo. Create sums of fraction tiles on two number lines. Sums greater than one are shown as improper fractions on the top number line, and as mixed numbers on the bottom number line. 5 Minute Preview

Modeling Fractions (Area Models)

Model and compare fractions using area models. Set the denominators with the arrow buttons, and then set the numerators with the arrow buttons or by clicking in the models. Compare fractions visually, on a number line, or numerically using the least common denominator. 5 Minute Preview

Toy Factory (Set Models of Fractions)

Create a set of stuffed animals: monkeys, giraffes, and rabbits. Toys can be painted red, green, or blue. Describe the makeup of the set (animals or colors) with fractions. Arrange the toys into groups to simplify the fractions. 5 Minute Preview

(Framing Text): : Build fractions from unit fractions by applying and extending previous understandings of operations on whole numbers.

4.NF.3: : Understand a fraction a/b with a >1 as a sum of fractions 1/b. In other words, any fraction is a sum of unit fractions.

4.NF.3.a: : Understand addition and subtraction of fractions as joining and separating parts referring to the same whole.

Adding Fractions (Fraction Tiles)

Add fractions with the help of the Fractionator, a fraction-tile-making machine in the Gizmo. Model sums by placing the tiles on side-by-side number lines. Explore the usefulness of common denominators in adding. Express sums as improper fractions or mixed numbers. 5 Minute Preview

Fraction Artist 1 (Area Models of Fractions)

Develop understanding of fractions by making modern paintings. Find different ways to divide a canvas into equal-sized sections. Make paintings to represent simple fractions and to find fractions that are equivalent to one-half. 5 Minute Preview

Fraction Artist 2 (Area Models of Fractions)

Extend understanding of fractions by making modern paintings in the style of Piet Mondrian. Create and analyze paintings with different-sized sections. Compare the sizes of unit fractions. Find creative ways to color one-half of a painting. This can be a nice introduction to adding fractions with unlike denominators. 5 Minute Preview

4.NF.3.b: : Decompose a fraction into a sum of fractions with the same denominator in more than one way, recording each decomposition by an equation. Justify decompositions, for example, by using a visual fraction model.

Adding Fractions (Fraction Tiles)

Equivalent Fractions (Fraction Tiles)

Explore fractions using the Fractionator, the machine that makes fraction tiles. Compare fractions and find equivalent fractions by arranging the tiles on two horizontal rows. Explore simplifying fractions. Add fractions and express sums as improper fractions or mixed numbers. 5 Minute Preview

Factor Trees (Factoring Numbers)

Fraction Artist 1 (Area Models of Fractions)

Fraction Artist 2 (Area Models of Fractions)

Fraction Garden (Comparing Fractions)

Plant flowers in two gardens to help develop fraction sense. The two gardens act as number lines, from 0 to 1. Use the flowers in the gardens to compare fractions and to explore equivalent fractions. Chalk marks can be drawn to divide the garden into equal sections. 5 Minute Preview

Fractions Greater than One (Fraction Tiles)

Explore fractions greater than one with the Fractionator, a fraction-tile-making machine in the Gizmo. Create sums of fraction tiles on two number lines. Sums greater than one are shown as improper fractions on the top number line, and as mixed numbers on the bottom number line. 5 Minute Preview

Modeling Fractions (Area Models)

Model and compare fractions using area models. Set the denominators with the arrow buttons, and then set the numerators with the arrow buttons or by clicking in the models. Compare fractions visually, on a number line, or numerically using the least common denominator. 5 Minute Preview

Toy Factory (Set Models of Fractions)

Create a set of stuffed animals: monkeys, giraffes, and rabbits. Toys can be painted red, green, or blue. Describe the makeup of the set (animals or colors) with fractions. Arrange the toys into groups to simplify the fractions. 5 Minute Preview

4.NF.3.c: : Add and subtract mixed numbers with like denominators, for example, by replacing each mixed number with an equivalent fraction, and/or by using properties of operations and the relationship between addition and subtraction.

Fractions Greater than One (Fraction Tiles)

4.NF.3.d: : Solve word problems involving addition and subtraction of fractions referring to the same whole and having like denominators,

Fraction Artist 1 (Area Models of Fractions)

Fraction Artist 2 (Area Models of Fractions)

4.NF.4: : Apply and extend previous understandings of multiplication to multiply a fraction by a whole number.

4.NF.4.a: : Understand a fraction a/b as a multiple of 1/b.

Fraction Artist 1 (Area Models of Fractions)

Fraction Artist 2 (Area Models of Fractions)

Modeling Fractions (Area Models)

4.NF.4.b: : Understand a multiple of a/b as a multiple of 1/b, and use this understanding to multiply a fraction by a whole number.

Fraction Artist 1 (Area Models of Fractions)

Fraction Artist 2 (Area Models of Fractions)

Modeling Fractions (Area Models)

(Framing Text): : Understand decimal notation to the hundredths and compare decimal fractions with denominators of 10 and 100.

4.NF.6: : Use decimal notation for fractions with denominators 10 or 100. For example, rewrite 0.62 as 62/100, describe a length as 0.62 meters; locate 0.62 on a number line diagram.

Fraction, Decimal, Percent (Area and Grid Models)

Modeling Decimals (Area and Grid Models)

Model and compare decimals using area models. Set the number of sections in each model to 1, 10, or 100, and then click in the models to shade sections. Compare decimals visually and on a number line. 5 Minute Preview

4.NF.7: : Compare two decimals to hundredths by reasoning about their size. Recognize that comparisons are valid only when the two decimals refer to the same whole. Record the results of comparisons with the symbols >, =, or <, and justify the conclusions, for example, by using a visual model.

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

Modeling Decimals (Area and Grid Models)

Model and compare decimals using area models. Set the number of sections in each model to 1, 10, or 100, and then click in the models to shade sections. Compare decimals visually and on a number line. 5 Minute Preview

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

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

Treasure Hunter (Decimals on the Number Line)

Drive a desert highway searching for buried treasure. Learn to use the car's tens, ones, tenths, and hundredths gears, along with a GPS system (number line), to find the right place to dig. Plot your findings on a zoomable number line map. Can you become a master Treasure Hunter? 5 Minute Preview

### 4.MD: : Measurement and Data

(Framing Text): : Solve problems involving measurement and conversion of measurements from a larger unit to a smaller unit.

4.MD.1: : Know relative sizes of measurement units within each system of units (standard and metric), including kilometers, meters, and centimeters; liters and milliliters; kilograms and grams; pounds and ounces; hours, minutes, and seconds. Within a single system of measurement, express measurements in a larger unit in terms of a smaller unit. Record measurement equivalents in a two-column table.

Cannonball Clowns (Number Line Estimation)

4.MD.2: : Use the four operations to solve word problems involving distances, intervals of time, liquid volumes, masses of objects, and money.

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

Road Trip (Problem Solving)

Plan a cross-country road trip through various U.S. state capitals. First choose a vehicle to drive, and then fill up the tank with gas and go! Find the range and gas mileage of each vehicle, and discover the shortest path between two cities. 5 Minute Preview

4.MD.2.a: : Include problems involving simple fractions or decimals, and problems that require expressing measurements given in a larger unit in terms of a smaller unit.

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

Road Trip (Problem Solving)

Plan a cross-country road trip through various U.S. state capitals. First choose a vehicle to drive, and then fill up the tank with gas and go! Find the range and gas mileage of each vehicle, and discover the shortest path between two cities. 5 Minute Preview

Toy Factory (Set Models of Fractions)

4.MD.2.b: : Represent measurement quantities using diagrams such as number line diagrams that feature a measurement scale.

Elapsed Time

Road Trip (Problem Solving)

Plan a cross-country road trip through various U.S. state capitals. First choose a vehicle to drive, and then fill up the tank with gas and go! Find the range and gas mileage of each vehicle, and discover the shortest path between two cities. 5 Minute Preview

(Framing Text): : Apply knowledge of area and perimeter to solve real-world and mathematical problems.

4.MD.3: : Apply the area and perimeter formulas for rectangles in real-world and mathematical problems.

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

(Framing Text): : Understand various concepts of angles and angle measurement.

4.MD.7: : Recognize angle measure as additive.

Polygon Angle Sum

Derive the sum of the angles of a polygon by dividing the polygon into triangles and summing their angles. Vary the number of sides and determine how the sum of the angles changes. Dilate the polygon to see that the sum is unchanged. 5 Minute Preview

4.MD.7.a: : Understand that when an angle is decomposed into non-overlapping parts, the angle measure of the whole is the sum of the angle measures of the parts.

Polygon Angle Sum

Derive the sum of the angles of a polygon by dividing the polygon into triangles and summing their angles. Vary the number of sides and determine how the sum of the angles changes. Dilate the polygon to see that the sum is unchanged. 5 Minute Preview

4.MD.7.b: : Solve addition and subtraction problems to find unknown angles on a diagram in real-world and mathematical problems, for example by using an equation with a symbol for the unknown angle measure.

Polygon Angle Sum

Derive the sum of the angles of a polygon by dividing the polygon into triangles and summing their angles. Vary the number of sides and determine how the sum of the angles changes. Dilate the polygon to see that the sum is unchanged. 5 Minute Preview

### 4.G: : Geometry

(Framing Text): : Draw and identify lines and angles, as well as classify shapes by properties of their lines and angles.

4.G.1: : Draw points, lines, line segments, rays, angles (right, acute, and obtuse), and perpendicular and parallel lines. Identify these in two-dimensional figures.

City Tour (Coordinates)

Go sightseeing in fictional cities all over the world. Learn about coordinates on a graph by navigating around these cities on a grid-like city map. Some landmarks are shown on the map. For others, you are only given the coordinates. Can you find all of them? 5 Minute Preview

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

Elevator Operator (Line Graphs)

Operate an elevator in an old apartment building. Pick up and drop off residents where they want to go. A line graph shows where the elevator traveled over time. Operate the elevator either by using the standard up and down controls, or by building a graph to program where you want it to go. 5 Minute Preview

4.G.2: : Classify two-dimensional figures based on the presence or absence of parallel or perpendicular lines, or the presence or absence of angles of a specified size. Recognize right triangles as a category, and identify right triangles.

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

Classifying Triangles

Place constraints on a triangle and determine what classifications must apply to the triangle. 5 Minute Preview

Parallelogram Conditions

Apply constraints to a dynamic quadrilateral. Then drag its vertices around. Determine which constraints guarantee that the quadrilateral is always a parallelogram. 5 Minute Preview

4.G.3: : Recognize a line of symmetry for a two-dimensional figure as a line across the figure such that the figure can be folded along the line into matching parts. Identify line-symmetric figures and draw lines of symmetry.

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

Correlation last revised: 9/16/2020

About STEM Cases

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.

Each STEM Case uses realtime reporting to show live student results.

Introduction to the Heatmap

STEM Cases take between 30-90 minutes for students to complete, depending on the case.

Student progress is automatically saved so that STEM Cases can be completed over multiple sessions.

Multiple grade-appropriate versions, or levels, exist for each STEM Case.

Each STEM Case level has an associated Handbook. These are interactive guides that focus on the science concepts underlying the case.

How Free Gizmos Work

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**20-40 Free Gizmos**. See the full list.

Access **lesson materials** for Free Gizmos including teacher guides, lesson plans, and more.

All other Gizmos are limited to a **5 Minute Preview** and can only be used for 5 minutes a day.

**Free Gizmos change each semester.** The new collection will be available January 1 and July 1.

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