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Arizona - Mathematics: 5th Grade
Academic Standards | Adopted: 2016
5.OA: : Operations and Algebraic Thinking
5.OA.A: : Write and interpret numerical expressions.
5.OA.A.1: : Use parentheses and brackets in numerical expressions, and evaluate expressions with these symbols (Order of Operations).
Order of Operations
Select and evaluate the operations in an expression following the correct order of operations. 5 Minute Preview
5.OA.B: : Analyze patterns and relationships.
5.OA.B.3: : Generate two numerical patterns using two given rules (e.g., generate terms in the resulting sequences). Identify and explain the apparent relationships between corresponding terms. Form ordered pairs consisting of corresponding terms from the two patterns, and graph the ordered pairs on a coordinate plane (e.g., given the rule 'add 3' and the starting number 0, and given the rule 'add 6' and the starting number 0, generate terms in the resulting sequences, and observe that the terms in one sequence are twice the corresponding terms in the other sequence).
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
5.OA.B.4: : Understand primes have only two factors and decompose numbers into prime factors.
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
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
5.NBT: : Number and Operations in Base Ten
5.NBT.A: : Understand the place value system.
5.NBT.A.1: : Apply concepts of place value, multiplication, and division to understand 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.
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
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
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
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
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
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
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
5.NBT.A.3: : Read, write, and compare decimals to thousandths.
5.NBT.A.3a: : Read and write decimals to thousandths using base-ten numerals, number names, and expanded form.
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
5.NBT.A.3b: : Compare two decimals to thousandths based on meanings of the digits in each place, using >, =, and
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
5.NBT.B: : Perform operations with multi-digit whole numbers and with decimals to hundredths.
5.NBT.B.5: : Fluently 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
5.NBT.B.6: : Apply and extend understanding of division to find whole-number quotients of whole numbers with up to four-digit dividends and two-digit divisors.
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
5.NBT.B.7: : Add, subtract, multiply, and divide decimals to hundredths, connecting objects or drawings to strategies based on place value, properties of operations, and/or the relationship between operations. Relate the strategy to a written form.
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
5.NF: : Number and Operations—Fractions
5.NF.A: : Use equivalent fractions to add and subtract fractions.
5.NF.A.1: : Add and subtract fractions with unlike denominators (including mixed numbers) by replacing given fractions with equivalent fractions in such a way as to produce an equivalent sum or difference of fractions with like denominators (e.g., 2/3 + 5/4 = 8/12 + 15/12 = 23/12).
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
5.NF.A.2: : Solve word problems involving addition and subtraction of fractions referring to the same whole, including cases of unlike denominators by using a variety of representations, equations, and visual models to represent the problem. Use benchmark fractions and number sense of fractions to estimate mentally and assess the reasonableness of answers (e.g. recognize an incorrect result 2/5 + 1/2 = 3/7, by observing that 3/7
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
5.NF.B: : Use previous understandings of multiplication and division to multiply and divide fractions.
5.NF.B.3: : Interpret a fraction as the number that results from dividing the whole number numerator by the whole number denominator (a/b = a ÷ b). Solve word problems involving division of whole 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
5.NF.B.4: : Apply and extend previous understandings of multiplication to multiply a fraction by a whole number and a fraction by a fraction.
5.NF.B.4a: : Interpret the product (??/??) x ?? as a parts of a partition of ?? into ?? equal parts.
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
5.NF.B.4c: : Find the area of a rectangle with fractional side lengths by tiling it with unit squares of the appropriate unit fraction side lengths, and show that the area is the same as would be found by multiplying the side lengths. Multiply fractional side lengths to find areas of rectangles, and represent fraction products as rectangular areas.
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
5.NF.B.6: : Solve problems in real-world contexts involving multiplication of fractions, including mixed numbers, by using a variety of representations including equations and models.
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
5.MD: : Measurement and Data
5.MD.A: : Convert like measurement units within a given measurement system.
5.MD.A.1: : Convert among different-sized standard measurement units within a given measurement system, and 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
5.MD.C: : Geometric measurement: Understand concepts of volume and relate volume to multiplication and to addition.
5.MD.C.3: : Recognize volume as an attribute of solid figures and understand concepts of volume measurement.
5.MD.C.3a: : 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.
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
5.MD.C.3b: : 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
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
5.MD.C.5: : Relate volume to the operations of multiplication and addition and solve mathematical problems and problems in real-world contexts involving volume.
5.MD.C.5a: : 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. Represent threefold whole-number products as volumes (e.g., to represent the associative property of multiplication).
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
5.MD.C.5b: : Understand and use the formulas V = l x w x h and V = Bh, where in this case B is the area of the base (B = l x w), for rectangular prisms to find volumes of right rectangular prisms with whole-number edge lengths to solve mathematical problems and problems in real-world contexts.
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
5.G: : Geometry
5.G.A: : Graph points on the coordinate plane to solve mathematical problems as well as problems in real-world context.
5.G.A.1: : Understand and describe a coordinate system as perpendicular number lines, called axes, that intersect at the origin (0, 0). Identify a given point in the first quadrant of the coordinate plane using an ordered pair of numbers, called coordinates. Understand that the first number (x) indicates the distance traveled on the horizontal axis, and the second number (y) indicates the distance traveled on the vertical axis.
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
5.G.A.2: : Represent real-world and mathematical problems by graphing points in the first quadrant of the coordinate plane, and 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
5.G.B: : Classify two-dimensional figures into categories based on their properties.
5.G.B.3: : Understand that attributes belonging to a category of two-dimensional figures also belong to all subcategories of that category.
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
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
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
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
5.MP: : Standards for Mathematical Practices
5.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
6.1.1: : Mathematically proficient students explain to themselves the meaning of a problem, look for entry points to begin work on the problem, and plan and choose a solution pathway. While engaging in productive struggle to solve a problem, they continually ask themselves, “Does this make sense?' to monitor and evaluate their progress and change course if necessary. Once they have a solution, they look back at the problem to determine if the solution is reasonable and accurate. Mathematically proficient students check their solutions to problems using different methods, approaches, or representations. They also compare and understand different representations of problems and different solution pathways, both their own and those 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
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
5.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
5.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
6.3.1: : Mathematically proficient students construct mathematical arguments (explain the reasoning underlying a strategy, solution, or conjecture) using concrete, pictorial, or symbolic referents. Arguments may also rely on definitions, assumptions, previously established results, properties, or structures. Mathematically proficient students make conjectures and build a logical progression of statements to explore the truth of their conjectures. They are able to analyze situations by breaking them into cases, and can recognize and use counterexamples. Mathematically proficient students present their arguments in the form of representations, actions on those representations, and explanations in words (oral or written). Students critique others by affirming or questioning the reasoning of others. They can listen to or read the reasoning of others, decide whether it makes sense, ask questions to clarify or improve the reasoning, and validate or build on it. Mathematically proficient students can communicate their arguments, compare them to others, and reconsider their own arguments in response to the critiques 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
Conditional Statements
Make a conditional statement from a given fact using word tiles. Use both symbolic form and standard English form. 5 Minute Preview
5.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
5.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
6.5.1: : Mathematically proficient students consider available tools when solving a mathematical problem. They choose tools that are relevant and useful to the problem at hand. Proficient students are sufficiently familiar with tools appropriate for their grade or course to make sound decisions about when each of these tools might be helpful; recognizing both the insight to be gained and their limitations. Students deepen their understanding of mathematical concepts when using tools to visualize, explore, compare, communicate, make and test predictions, and understand the thinking of others.
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
5.MP.6: : Attend to precision.
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
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
6.6.1: : Mathematically proficient students clearly communicate to others using appropriate mathematical terminology, and craft explanations that convey their reasoning. When making mathematical arguments about a solution, strategy, or conjecture, they describe mathematical relationships and connect their words clearly to their representations. Mathematically proficient students understand meanings of symbols used in mathematics, calculate accurately and efficiently, label quantities appropriately, and record their work clearly and concisely.
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
5.MP.7: : Look for and make use of structure.
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
6.7.1: : Mathematically proficient students use structure and patterns to assist in making connections among mathematical ideas or concepts when making sense of mathematics. Students recognize and apply general mathematical rules to complex situations. They are able to compose and decompose mathematical ideas and notations into familiar relationships. Mathematically proficient students manage their own progress, stepping back for an overview and shifting perspective when needed.
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)
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.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)
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
6.8.1: : Mathematically proficient students look for and describe regularities as they solve multiple related problems. They formulate conjectures about what they notice and communicate observations with precision. While solving problems, students maintain oversight of the process and continually evaluate the reasonableness of their results. This informs and strengthens their understanding of the structure of mathematics which leads to fluency.
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
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
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
Start teaching with 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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