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- Mathematics: 5th Grade
Arkansas - Mathematics: 5th Grade
Curriculum Framework | Adopted: 2016
AR.Math.Content.5.OA: : Operations and Algebraic Thinking
AR.Math.Content.5.OA.A: : Write and interpret numerical expressions.
AR.Math.Content.5.OA.A.1: : Use grouping symbols including parentheses, brackets, or braces in numerical expressions, and evaluate expressions with these symbols.
Order of Operations
Select and evaluate the operations in an expression following the correct order of operations. 5 Minute Preview
AR.Math.Content.5.OA.B: : Analyze patterns and relationships.
AR.Math.Content.5.OA.B.3: : Generate two numerical patterns, each using a given rule. Identify apparent relationships between corresponding terms by completing a function table or input/output table. Using the terms created, form and graph ordered pairs in the first quadrant of the coordinate plane.
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
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
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
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
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
Points, Lines, and Equations
Compare the graph of a linear function to its rule and to a table of its values. Change the function by dragging two points on the line. Examine how the rule and table change. 5 Minute Preview
AR.Math.Content.5.NBT: : Number and Operations in Base Ten
AR.Math.Content.5.NBT.A: : Understand the place value system.
AR.Math.Content.5.NBT.A.1: : Recognize that in a multi-digit number, a digit in one place represents 10 times as much as it represents in the place to its right and 1/10 of what it represents in the place to its left.
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
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
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
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
AR.Math.Content.5.NBT.A.3: : Read, write, and compare decimals to thousandths. Read and write decimals to thousandths using base-ten numerals, number names, and expanded form(s). Compare two decimals to thousandths based on the value of the digits in each place, using >, =, and < symbols to record the results of comparisons.
Comparing and Ordering Decimals
Use grids to model decimal numbers and compare them graphically. Then compare the numbers on a number line. 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
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
AR.Math.Content.5.NBT.B: : Perform operations with multi-digit whole numbers and with decimals to hundredths.
AR.Math.Content.5.NBT.B.5: : Fluently (efficiently, accurately and with some degree of flexibility) multiply multi-digit whole numbers using a standard algorithm.
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
AR.Math.Content.5.NBT.B.6: : Find whole-number quotients of whole numbers with up to four-digit dividends and two-digit divisors, using strategies based on: place value, the properties of operations, divisibility rules, and/or the relationship between multiplication and division. Illustrate and explain calculations by using equations, rectangular arrays, and/or area models.
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
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
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
AR.Math.Content.5.NBT.B.7: : Perform basic operations on decimals to the hundredths place. Add and subtract decimals to hundredths using concrete models or drawings and strategies based on place value, properties of operations, and/or the relationship between addition and subtraction. Multiply and divide decimals to hundredths using concrete models or drawings and strategies based on place value, properties of operations, and/or the relationship between multiplication and division.
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
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
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
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
Sums and Differences with Decimals
Find the sum or difference of two decimal numbers using area models. Find the decimals and their sum or difference on a number line. 5 Minute Preview
AR.Math.Content.5.NF: : Number and Operations-Fractions
AR.Math.Content.5.NF.A: : Use equivalent fractions as a strategy to add and subtract fractions.
AR.Math.Content.5.NF.A.1: : Efficiently, accurately and with some degree of flexibility add and subtract fractions with unlike denominators (including mixed numbers) using equivalent fractions and common denominators.
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 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
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
Fractions with Unlike Denominators
Find the sum or difference of two fractions with unlike denominators using graphic models. Find the least common denominator graphically. 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
AR.Math.Content.5.NF.A.2: : Solve word problems involving addition and subtraction of fractions referring to the same whole, including cases of unlike denominators. Use benchmark fractions and number sense of fractions to estimate mentally and assess the reasonableness of answers.
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
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
AR.Math.Content.5.NF.B: : Apply and extend previous understandings of multiplication and division.
AR.Math.Content.5.NF.B.3: : Interpret a fraction as division of the numerator by the denominator (a/b = a ÷ b). Where a and b are natural numbers. Solve word problems involving division of natural numbers leading to answers in the form of fractions or mixed 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
AR.Math.Content.5.NF.B.4: : Apply and extend previous understandings of multiplication to multiply a fraction or whole number by a fraction. Interpret the product (a/b) × q as a parts of a partition of q into b equal parts; equivalently, as the result of a sequence of operations a × q ÷ b. Find the area of a rectangle with fractional (less than and/or greater than 1) side lengths, by tiling it with unit squares of the appropriate unit fraction side lengths, by multiplying the fractional side lengths, and then show that both procedures yield the same area.
Multiplying Fractions
Multiply two fractions using an area model. Vary the vertical area to change one fraction and vary the horizontal area to change the other. Then examine the intersection of the areas to find the product. 5 Minute Preview
AR.Math.Content.5.NF.B.6: : Solve real world problems involving multiplication of fractions and mixed numbers.
Multiplying Fractions
Multiply two fractions using an area model. Vary the vertical area to change one fraction and vary the horizontal area to change the other. Then examine the intersection of the areas to find the product. 5 Minute Preview
AR.Math.Content.5.MD: : Measurement and Data
AR.Math.Content.5.MD.A: : Convert like measurement units within a given measurement system.
AR.Math.Content.5.MD.A.1: : Convert among different-sized standard measurement units within the metric system. Convert among different-sized standard measurement units within the customary system. Use these conversions in solving multi-step, real world problems.
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
AR.Math.Content.5.MD.C: : Understand concepts of volume.
AR.Math.Content.5.MD.C.3: : Recognize volume as an attribute of solid figures and understand concepts of volume measurement. A cube with side length 1 unit, called a “unit cube,” is said to have “one cubic unit” of volume, and can be used to measure volume. A solid figure, which can be packed without gaps or overlaps using n unit cubes, is said to have a volume of n cubic units.
Balancing Blocks (Volume)
This Gizmo provides you with two challenges. First, use blocks to build a figure with a given volume. Then, try to balance the blocks on a platform that sits on the tip of a cone. The dimensions of the platform can be adjusted, and blocks can be added or deleted by clicking on the model. 5 Minute Preview
Pyramids and Cones
Vary the height and base-edge or radius length of a pyramid or cone and examine how its three-dimensional representation changes. Determine the area of the base and the volume of the solid. Compare the volume of a skew pyramid or cone to the volume of a right pyramid or cone. 5 Minute Preview
AR.Math.Content.5.MD.C.4: : Measure volumes by counting unit cubes, using cubic cm, cubic in, cubic ft, and improvised units.
Balancing Blocks (Volume)
This Gizmo provides you with two challenges. First, use blocks to build a figure with a given volume. Then, try to balance the blocks on a platform that sits on the tip of a cone. The dimensions of the platform can be adjusted, and blocks can be added or deleted by clicking on the model. 5 Minute Preview
AR.Math.Content.5.MD.C.5: : Relate volume to the operations of multiplication and addition and solve real world and mathematical problems involving volume. Find the volume of a right rectangular prism with whole-number side lengths by packing it with unit cubes, and show that the volume is the same as would be found by multiplying the edge lengths, equivalently by multiplying the height by the area of the base (B). Represent threefold whole-number products as volumes (e.g., to represent the associative property of multiplication). Apply the formulas V = l × w × h and V = B × h for rectangular prisms to find volumes of right rectangular prisms with whole-number edge lengths in the context of solving real world and mathematical problems. Recognize volume as additive. Find volumes of solid figures composed of two non-overlapping right rectangular prisms by adding the volumes of the non-overlapping parts, applying this technique to solve real world problems.
Balancing Blocks (Volume)
This Gizmo provides you with two challenges. First, use blocks to build a figure with a given volume. Then, try to balance the blocks on a platform that sits on the tip of a cone. The dimensions of the platform can be adjusted, and blocks can be added or deleted by clicking on the model. 5 Minute Preview
Prisms and Cylinders
Vary the height and base-edge or radius length of a prism or cylinder and examine how its three-dimensional representation changes. Determine the area of the base and the volume of the solid. Compare the volume of an oblique prism or cylinder to the volume of a right prism or cylinder. 5 Minute Preview
AR.Math.Content.5.G: : Geometry
AR.Math.Content.5.G.A: : Graph points on the coordinate plane to solve real-world and mathematical problems.
AR.Math.Content.5.G.A.1: : Use a pair of perpendicular number lines, called axes, to define a coordinate system, with the intersection of the lines (the origin) arranged to coincide with the 0 on each line and a given point in the plane located by using an ordered pair of numbers, called its coordinates. Understand that the first number indicates how far to travel from the origin in the direction of one axis, and the second number indicates how far to travel in the direction of the second axis, with the convention that the names of the two axes and the coordinates correspond (e.g., x-axis and x-coordinate, y-axis and y-coordinate).
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
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
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
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
Points in the Coordinate Plane
Identify the coordinates of a point in the coordinate plane. Drag the point in the plane and investigate how the coordinates change in response. 5 Minute Preview
Points, Lines, and Equations
Compare the graph of a linear function to its rule and to a table of its values. Change the function by dragging two points on the line. Examine how the rule and table change. 5 Minute Preview
AR.Math.Content.5.G.A.2: : Represent real world and mathematical problems by graphing points in the first quadrant and on the non-negative x- and y-axes of the coordinate plane. Interpret coordinate values of points in the context of the situation.
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
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
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
Points in the Coordinate Plane
Identify the coordinates of a point in the coordinate plane. Drag the point in the plane and investigate how the coordinates change in response. 5 Minute Preview
Points, Lines, and Equations
Compare the graph of a linear function to its rule and to a table of its values. Change the function by dragging two points on the line. Examine how the rule and table change. 5 Minute Preview
AR.Math.Content.5.G.B: : Classify two-dimensional figures into categories based on their properties.
AR.Math.Content.5.G.B.4: : Classify two-dimensional figures in a hierarchy based on properties.
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
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
Special Parallelograms
Apply constraints to a parallelogram and experiment with the resulting figure. What type of shape can you be sure that you have under each condition? 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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