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- Mathematics: 4th Grade
Virginia - Mathematics: 4th Grade
Standards of Learning | Adopted: 2023
4.NS: : Number and Number Sense
4.NS.1: : The student will use place value understanding to read, write, and identify the place and value of each digit in a nine-digit whole number.
4.NS.1.b: : Write nine-digit whole numbers in standard form when the numbers are presented orally or in written form.
Modeling Whole Numbers and Decimals (Base-10 Blocks)
Model numbers with base-10 blocks. Drag flats, rods, and individual cubes onto a mat to model a number. Blocks can be exchanged from one area of the mat to the other. Four sets of blocks are available to model a variety of whole numbers and decimals. 5 Minute Preview
Whole Numbers with Base-10 Blocks
Use base-10 blocks to model, add, and subtract whole numbers. Learn about place value using flats (hundreds), rods (tens), and cubes (ones). Group or ungroup blocks as needed to add or subtract. This regrouping is often called "carrying" when adding, and "borrowing" when subtracting. 5 Minute Preview
4.NS.1.c: : Apply patterns within the base 10 system to determine and communicate, orally and in written form, the place and value of each digit in a nine-digit whole number (e.g., in 568,165,724, the 8 represents 8 millions and its value is 8,000,000).
Modeling Whole Numbers and Decimals (Base-10 Blocks)
Model numbers with base-10 blocks. Drag flats, rods, and individual cubes onto a mat to model a number. Blocks can be exchanged from one area of the mat to the other. Four sets of blocks are available to model a variety of whole numbers and decimals. 5 Minute Preview
Whole Numbers with Base-10 Blocks
Use base-10 blocks to model, add, and subtract whole numbers. Learn about place value using flats (hundreds), rods (tens), and cubes (ones). Group or ungroup blocks as needed to add or subtract. This regrouping is often called "carrying" when adding, and "borrowing" when subtracting. 5 Minute Preview
4.NS.3: : The student will use mathematical reasoning and justification to represent, compare, and order fractions (proper, improper, and mixed numbers with denominators 12 or less), with and without models.
4.NS.3.a: : Compare and order no more than four fractions (proper or improper), and/or mixed numbers, with like denominators by comparing the number of parts (numerators) using fractions with denominators of 12 or less (e.g., 1/5 < 3/5). Justify comparisons orally, in writing, or with a model.
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
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 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
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
4.NS.3.b: : Compare and order no more than four fractions (proper or improper), and/or mixed numbers, with like numerators and unlike denominators by comparing the size of the parts using fractions with denominators of 12 or less (e.g., 3/8 < 3/5). Justify comparisons orally, in writing, or with a model.
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
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
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
4.NS.3.c: : Use benchmarks (e.g., 0, 1/2, or 1) to compare and order no more than four fractions (proper or improper), and/or mixed numbers, with like and unlike denominators of 12 or less. Justify comparisons orally, in writing, or with a model.
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
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
4.NS.3.d: : Compare two fractions (proper or improper) and/or mixed numbers using fractions with denominators of 12 or less, using the symbols >, <, and = (e.g., 2/3 > 1/7). Justify comparisons orally, in writing, or with a model.
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
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
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
4.NS.3.e: : Represent equivalent fractions with denominators of 12 or less, with and without models.
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
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.NS.3.f: : Compose and decompose fractions (proper and improper) and/or mixed numbers with denominators of 12 or less, in multiple ways, with and without models.
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
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.NS.4: : The student will use mathematical reasoning and justification to represent, compare, and order decimals through thousandths, with and without models.
4.NS.4.a: : Investigate and describe the ten-to-one place value relationship for decimals through thousandths, using concrete models (e.g., place value mats/charts, decimal squares, base 10 blocks).
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
4.NS.4.b: : Represent and identify decimals expressed through thousandths, using concrete, pictorial, and numerical representations.
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
4.NS.4.c: : Read and write decimals expressed through thousandths, using concrete, pictorial, and numerical representations.
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
4.NS.4.d: : Identify and communicate, both orally and in written form, the place and value of each digit in a decimal through thousandths (e.g., given 0.385, the 8 is in the hundredths place and has a value of 0.08).
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
4.NS.4.e: : Compare using symbols (<, >, =) and/or words (greater than, less than, equal to) and order (least to greatest and greatest to least), a set of no more than four decimals expressed through thousandths, using multiple strategies (e.g., benchmarks, place value, number lines). Justify comparisons with a model, orally, and in writing.
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
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
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
4.NS.5: : The student will reason about the relationship between fractions and decimals (limited to halves, fourths, fifths, tenths, and hundredths) to identify and represent equivalencies.
4.NS.5.a: : Represent fractions (proper or improper) and/or mixed numbers as decimals through hundredths, using multiple representations, limited to halves, fourths, fifths, tenths, and hundredths.
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
4.NS.5.b: : Identify and model equivalent relationships between fractions (proper or improper) and/or mixed numbers and decimals, using halves, fourths, fifths, tenths, and hundredths.
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
4.NS.5.c: : Write the decimal and fraction equivalent for a given model (e.g., 1/4 = 0.25 or 0.25 = 1/4; 1.25 = 5/4 or 1 1/4; 1.02 = 102/100 or 1 2/100).
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
4.CE: : Computation and Estimation
4.CE.1: : The student will estimate, represent, solve, and justify solutions to single-step and multistep problems, including those in context, using addition and subtraction with whole numbers.
4.CE.1.c: : Apply strategies (e.g., place value, properties of addition, other number relationships) and algorithms, including the standard algorithm, to determine the sum or difference of two whole numbers, where addends and minuends do not exceed 10,000.
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
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
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
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
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.CE.1.d: : Estimate, represent, solve, and justify solutions to single-step and multistep contextual problems involving addition and subtraction with whole numbers where addends and minuends do not exceed 1,000,000.
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
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
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
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
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
4.CE.2: : The student will estimate, represent, solve, and justify solutions to single-step and multistep problems, including those in context, using multiplication with whole numbers, and single-step problems, including those in context, using division with whole numbers; and recall with automaticity the multiplication facts through 12 × 12 and the corresponding division facts.
4.CE.2.b: : Recall with automaticity the multiplication facts through 12 × 12 and the corresponding division facts.
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
4.CE.2.e: : Determine all factor pairs for a whole number 1 to 100, using concrete, pictorial, and numerical representations.
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
Finding Factors with Area Models
Find factors of a number using an area model. Reshape the area rectangle to see different factorizations of the number. Find the prime factorization using a factor tree. 5 Minute Preview
4.CE.2.g: : Apply strategies (e.g., rounding, place value, properties of multiplication and/or addition) and algorithms, including the standard algorithm, to estimate and determine the product of two whole numbers when given:
4.CE.2.g.i: : a two-digit factor and a one-digit factor;
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
4.CE.2.g.iii: : a two-digit factor and a two-digit factor.
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
4.CE.2.h: : Estimate, represent, solve, and justify solutions to single-step and multistep contextual problems that involve multiplication with whole numbers.
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
4.CE.2.i: : Apply strategies (e.g., rounding, compatible numbers, place value) and algorithms, including the standard algorithm, to estimate and determine the quotient of two whole numbers, given a one-digit divisor and a two- or three-digit dividend, with and without remainders.
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
4.CE.2.j: : Estimate, represent, solve, and justify solutions to single-step contextual problems involving division with whole numbers.
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
4.CE.2.k: : Interpret the quotient and remainder when solving a contextual problem.
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
4.CE.3: : The student will estimate, represent, solve, and justify solutions to single-step problems, including those in context, using addition and subtraction of fractions (proper, improper, and mixed numbers with like denominators of 2, 3, 4, 5, 6, 8, 10, and 12), with and without models; and solve single-step contextual problems involving multiplication of a whole number (12 or less) and a unit fraction, with models.
4.CE.3.a: : Estimate and determine the sum or difference of two fractions (proper or improper) and/or mixed numbers, having like denominators limited to 2, 3, 4, 5, 6, 8, 10, and 12 (e.g., 3/8 + 3/8, 2 1/5 + 4/5, 7/4 – 5/4) and simplify the resulting fraction. Addition and subtraction with fractions may include regrouping.
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
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
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
4.CE.3.b: : Estimate, represent, solve, and justify solutions to single-step contextual problems using addition and subtraction with fractions (proper or improper) and/or mixed numbers, having like denominators limited to 2, 3, 4, 5, 6, 8, 10, and 12, and simplify the resulting fraction. Addition and subtraction with fractions may include regrouping.
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
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
4.CE.4: : The student will estimate, represent, solve, and justify solutions to single-step and multistep problems, including those in context, using addition and subtraction of decimals through the thousandths, with and without models.
4.CE.4.a: : Apply strategies (e.g., rounding to the nearest whole number, using compatible numbers) and algorithms, including the standard algorithm, to estimate and determine the sum or difference of two decimals through the thousandths, with and without models, in which:
4.CE.4.a.i: : decimals do not exceed the thousandths; and
Adding Whole Numbers and Decimals (Base-10 Blocks)
Use base-10 blocks to model two numbers. Then combine the blocks to model the sum. Blocks of equal value can be exchanged from one area of the mat to the other to help understand carrying when adding. Four sets of blocks are available to model different place values. 5 Minute Preview
Subtracting Whole Numbers and Decimals (Base-10 Blocks)
Use base-10 blocks to model a starting number. Then subtract blocks from this number by dragging them into a subtraction bin. Blocks of equal value can be exchanged from one section of the mat to the other to help understand regrouping and borrowing. Four sets of blocks are available to model different place values. 5 Minute Preview
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
4.CE.4.a.ii: : addends, subtrahends, and minuends are limited to four digits.
Adding Whole Numbers and Decimals (Base-10 Blocks)
Use base-10 blocks to model two numbers. Then combine the blocks to model the sum. Blocks of equal value can be exchanged from one area of the mat to the other to help understand carrying when adding. Four sets of blocks are available to model different place values. 5 Minute Preview
Subtracting Whole Numbers and Decimals (Base-10 Blocks)
Use base-10 blocks to model a starting number. Then subtract blocks from this number by dragging them into a subtraction bin. Blocks of equal value can be exchanged from one section of the mat to the other to help understand regrouping and borrowing. Four sets of blocks are available to model different place values. 5 Minute Preview
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
4.CE.4.b: : Estimate, represent, solve, and justify solutions to single-step and multistep contextual problems using addition and subtraction of decimals through the thousandths.
Adding Whole Numbers and Decimals (Base-10 Blocks)
Use base-10 blocks to model two numbers. Then combine the blocks to model the sum. Blocks of equal value can be exchanged from one area of the mat to the other to help understand carrying when adding. Four sets of blocks are available to model different place values. 5 Minute Preview
Subtracting Whole Numbers and Decimals (Base-10 Blocks)
Use base-10 blocks to model a starting number. Then subtract blocks from this number by dragging them into a subtraction bin. Blocks of equal value can be exchanged from one section of the mat to the other to help understand regrouping and borrowing. Four sets of blocks are available to model different place values. 5 Minute Preview
4.MG: : Measurement and Geometry
4.MG.1: : The student will reason mathematically to solve problems, including those in context, that involve length, weight/mass, and liquid volume using U.S. Customary and metric units.
4.MG.1.a: : Determine an appropriate unit of measure to use when measuring:
4.MG.1.a.i: : length in both U.S. Customary (inch, foot, yard, mile) and metric units (millimeter, centimeter, meter);
Cannonball Clowns (Number Line Estimation)
Launch clowns from a circus cannon and try to hit the target. Drag digit cards on the control panel to set the launch distance and choose an appropriate unit of distance. After practicing your clown-launching skills on a number line, move on to the Big Top, Football Field, School Buses, the Golden Gate Bridge, and more! 5 Minute Preview
4.MG.1.b: : Estimate and measure:
4.MG.1.b.ii: : weight/mass of an object to the nearest U.S. Customary unit (ounce, pound) and nearest metric unit (gram, kilogram); and
Weight and Mass
Use a balance to measure mass and a spring scale to measure the weight of objects. Compare the masses and weights of objects on Earth, Mars, Jupiter, and the Moon. 5 Minute Preview
4.MG.1.b.iii: : liquid volume to the nearest U.S. Customary unit (cup, pint, quart, gallon) and nearest metric unit (milliliter, liter).
Measuring Volume
Measure the volume of liquids and solids using beakers, graduated cylinders, overflow cups, and rulers. Water can be poured from one container to another and objects can be added to containers. A pipette can be used to transfer small amounts of water, and a magnifier can be used to observe the meniscus in a graduated cylinder. Test your volume-measurement skills in the "Practice" mode of the Gizmo. 5 Minute Preview
4.MG.1.d: : Given the equivalent measure of one unit, solve problems, including those in context, by determining the equivalent measures within the U.S. Customary system for:
4.MG.1.d.i: : length (inches and feet, feet and yards, inches and yards);
Cannonball Clowns (Number Line Estimation)
Launch clowns from a circus cannon and try to hit the target. Drag digit cards on the control panel to set the launch distance and choose an appropriate unit of distance. After practicing your clown-launching skills on a number line, move on to the Big Top, Football Field, School Buses, the Golden Gate Bridge, and more! 5 Minute Preview
4.MG.2: : The student will solve single-step and multistep contextual problems involving elapsed time (limited to hours and minutes within a 12-hour period).
4.MG.2.a: : Solve single-step and multistep contextual problems involving elapsed time in hours and minutes, within a 12-hour period (within a.m., within p.m., and across a.m. and p.m.) when given:
4.MG.2.a.i: : the starting time and the ending time, determine the amount of time that has elapsed in hours and minutes;
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.MG.2.a.ii: : the starting time and amount of elapsed time in hours and minutes, determine the ending time; or
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.MG.2.a.iii: : the ending time and the amount of elapsed time in hours and minutes, determine the starting time.
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.MG.3: : The student will use multiple representations to develop and use formulas to solve problems, including those in context, involving area and perimeter limited to rectangles and squares (in both U.S. Customary and metric units).
4.MG.3.a: : Use concrete materials and pictorial models to develop a formula for the area and perimeter of a rectangle (including a square).
Fido's Flower Bed (Perimeter and Area)
Construct models of gardens on a grid using squares of sod. Fence the gardens to find and compare perimeters. Work with pre-built gardens made of 36 squares each to compare perimeters of shapes with equal areas. 5 Minute Preview
4.MG.3.b: : Determine the area and perimeter of a rectangle when given the measure of two adjacent sides (in whole number units), with and without models.
Chocomatic (Multiplication, Arrays, and Area)
Use the Chocomatic to design candy bars made out of chocolate squares. Use multiplication to find the number of squares in each chocolate bar. Build collections of chocolate bars that all have the same number of squares. Solve multiplication problems by joining two smaller chocolate bars into a large bar. 5 Minute Preview
Fido's Flower Bed (Perimeter and Area)
Construct models of gardens on a grid using squares of sod. Fence the gardens to find and compare perimeters. Work with pre-built gardens made of 36 squares each to compare perimeters of shapes with equal areas. 5 Minute Preview
4.MG.3.c: : Determine the area and perimeter of a square when given the measure of one side (in whole number units), with and without models.
Chocomatic (Multiplication, Arrays, and Area)
Use the Chocomatic to design candy bars made out of chocolate squares. Use multiplication to find the number of squares in each chocolate bar. Build collections of chocolate bars that all have the same number of squares. Solve multiplication problems by joining two smaller chocolate bars into a large bar. 5 Minute Preview
Fido's Flower Bed (Perimeter and Area)
Construct models of gardens on a grid using squares of sod. Fence the gardens to find and compare perimeters. Work with pre-built gardens made of 36 squares each to compare perimeters of shapes with equal areas. 5 Minute Preview
4.MG.3.d: : Use concrete materials and pictorial models to explore the relationship between area and perimeter of rectangles.
Fido's Flower Bed (Perimeter and Area)
Construct models of gardens on a grid using squares of sod. Fence the gardens to find and compare perimeters. Work with pre-built gardens made of 36 squares each to compare perimeters of shapes with equal areas. 5 Minute Preview
4.MG.3.e: : Identify and represent rectangles with the same perimeter and different areas or with the same area and different perimeters.
Fido's Flower Bed (Perimeter and Area)
Construct models of gardens on a grid using squares of sod. Fence the gardens to find and compare perimeters. Work with pre-built gardens made of 36 squares each to compare perimeters of shapes with equal areas. 5 Minute Preview
4.MG.3.f: : Solve contextual problems involving area and perimeter of rectangles and squares.
Chocomatic (Multiplication, Arrays, and Area)
Use the Chocomatic to design candy bars made out of chocolate squares. Use multiplication to find the number of squares in each chocolate bar. Build collections of chocolate bars that all have the same number of squares. Solve multiplication problems by joining two smaller chocolate bars into a large bar. 5 Minute Preview
Fido's Flower Bed (Perimeter and Area)
Construct models of gardens on a grid using squares of sod. Fence the gardens to find and compare perimeters. Work with pre-built gardens made of 36 squares each to compare perimeters of shapes with equal areas. 5 Minute Preview
4.MG.4: : The student will identify, describe, and draw points, rays, line segments, angles, and lines, including intersecting, parallel, and perpendicular lines.
4.MG.4.a: : Identify and describe points, lines, line segments, rays, and angles, including endpoints and vertices.
Parallel, Intersecting, and Skew Lines
Explore the properties of intersecting, parallel, and skew lines as well as lines in the plane. Rotate the plane and lines in three-dimensional space to ensure a full understanding of these objects. 5 Minute Preview
4.MG.4.d: : Identify parallel, perpendicular, and intersecting lines and line segments in plane and solid figures, including those in context.
Classifying Quadrilaterals
Apply constraints to a quadrilateral, and then reshape and resize it. Classify the figure by its constraints. Explore the differences between the different kinds of quadrilaterals. 5 Minute Preview
4.MG.5: : The student will classify and describe quadrilaterals (parallelograms, rectangles, squares, rhombi, and/or trapezoids) using specific properties and attributes.
4.MG.5.a: : Develop definitions for parallelograms, rectangles, squares, rhombi, and trapezoids through the exploration of properties and attributes.
Classifying Quadrilaterals
Apply constraints to a quadrilateral, and then reshape and resize it. Classify the figure by its constraints. Explore the differences between the different kinds of quadrilaterals. 5 Minute Preview
4.MG.5.b: : Identify and describe points, line segments, angles, and vertices in quadrilaterals.
Classifying Quadrilaterals
Apply constraints to a quadrilateral, and then reshape and resize it. Classify the figure by its constraints. Explore the differences between the different kinds of quadrilaterals. 5 Minute Preview
4.MG.5.c: : Identify and describe parallel, intersecting, perpendicular, and congruent sides in quadrilaterals.
Classifying Quadrilaterals
Apply constraints to a quadrilateral, and then reshape and resize it. Classify the figure by its constraints. Explore the differences between the different kinds of quadrilaterals. 5 Minute Preview
4.MG.5.d: : Compare, contrast, and classify quadrilaterals (parallelograms, rectangles, squares, rhombi, and/or trapezoids) based on the following properties and attributes:
4.MG.5.d.i: : parallel sides;
Classifying Quadrilaterals
Apply constraints to a quadrilateral, and then reshape and resize it. Classify the figure by its constraints. Explore the differences between the different kinds of quadrilaterals. 5 Minute Preview
4.MG.5.d.ii: : perpendicular sides;
Classifying Quadrilaterals
Apply constraints to a quadrilateral, and then reshape and resize it. Classify the figure by its constraints. Explore the differences between the different kinds of quadrilaterals. 5 Minute Preview
4.MG.5.d.iii: : congruence of sides; and
Classifying Quadrilaterals
Apply constraints to a quadrilateral, and then reshape and resize it. Classify the figure by its constraints. Explore the differences between the different kinds of quadrilaterals. 5 Minute Preview
4.MG.5.d.iv: : number of right angles.
Classifying Quadrilaterals
Apply constraints to a quadrilateral, and then reshape and resize it. Classify the figure by its constraints. Explore the differences between the different kinds of quadrilaterals. 5 Minute Preview
4.MG.5.e: : Denote properties of quadrilaterals and identify parallel sides, congruent sides, and right angles by using geometric markings.
Classifying Quadrilaterals
Apply constraints to a quadrilateral, and then reshape and resize it. Classify the figure by its constraints. Explore the differences between the different kinds of quadrilaterals. 5 Minute Preview
4.MG.5.f: : Use symbolic notation to name line segments and angles in quadrilaterals.
Classifying Quadrilaterals
Apply constraints to a quadrilateral, and then reshape and resize it. Classify the figure by its constraints. Explore the differences between the different kinds of quadrilaterals. 5 Minute Preview
4.MG.6: : The student will identify, describe, compare, and contrast plane and solid figures according to their characteristics (number of angles, vertices, edges, and the number and shape of faces), with and without models.
4.MG.6.a: : Identify concrete models and pictorial representations of solid figures (cube, rectangular prism, square pyramid, sphere, cone, and cylinder).
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
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
4.PS: : Probability and Statistics
4.PS.1: : The student will apply the data cycle (formulate questions; collect or acquire data; organize and represent data; and analyze data and communicate results) with a focus on line graphs.
4.PS.1.c: : Organize and represent a data set using line graphs with a title and labeled axes with whole number increments, with and without the use of technology tools.
Graphing Skills
Create a graph (bar graph, line graph, pie chart, or scatter plot) based on a given data set. Title the graph, label the axes, and choose a scale. Adjust the graph to fit the data, and then check your accuracy. The Gizmo can also be used to create a data table based on a given graph. 5 Minute Preview
4.PS.1.d: : Analyze data represented in line graphs and communicate results orally and in writing:
4.PS.1.d.ii: : identify parts of the data that have special characteristics and explain the meaning of the greatest, the least, or the same (e.g., the highest temperature shows the warmest day);
Graphing Skills
Create a graph (bar graph, line graph, pie chart, or scatter plot) based on a given data set. Title the graph, label the axes, and choose a scale. Adjust the graph to fit the data, and then check your accuracy. The Gizmo can also be used to create a data table based on a given graph. 5 Minute Preview
4.PS.2: : The student will model and determine the probability of an outcome of a simple event.
4.PS.2.a: : Describe probability as the degree of likelihood of an outcome occurring using terms such as impossible, unlikely, equally likely, likely, and certain.
Spin the Big Wheel! (Probability)
Step right up! Spin the big wheel! Each spin can result in no prize, a small prize, or a big prize. The wheel can be spun by 1, 10, or 100 players. Results are recorded on a frequency table or a circle graph. You can also design your own wheel and a sign that describes the probabilities for your wheel. 5 Minute Preview
4.PS.2.b: : Model and determine all possible outcomes of a given simple event where there are no more than 24 possible outcomes, using a variety of manipulatives (e.g., coins, two-sided counters, number cubes, spinners).
Probability Simulations
Experiment with spinners and compare the experimental probability of particular outcomes to the theoretical probability. Select the number of spinners, the number of sections on a spinner, and a favorable outcome of a spin. Then tally the number of favorable outcomes. 5 Minute Preview
Spin the Big Wheel! (Probability)
Step right up! Spin the big wheel! Each spin can result in no prize, a small prize, or a big prize. The wheel can be spun by 1, 10, or 100 players. Results are recorded on a frequency table or a circle graph. You can also design your own wheel and a sign that describes the probabilities for your wheel. 5 Minute Preview
4.PS.2.c: : Write the probability of a given simple event as a fraction between 0 and 1, where there are no more than 24 possible outcomes.
Probability Simulations
Experiment with spinners and compare the experimental probability of particular outcomes to the theoretical probability. Select the number of spinners, the number of sections on a spinner, and a favorable outcome of a spin. Then tally the number of favorable outcomes. 5 Minute Preview
Spin the Big Wheel! (Probability)
Step right up! Spin the big wheel! Each spin can result in no prize, a small prize, or a big prize. The wheel can be spun by 1, 10, or 100 players. Results are recorded on a frequency table or a circle graph. You can also design your own wheel and a sign that describes the probabilities for your wheel. 5 Minute Preview
4.PS.2.d: : Determine the likelihood of an event occurring and relate it to its whole number or fractional representation (e.g., impossible or zero; equally likely; certain or one).
Spin the Big Wheel! (Probability)
Step right up! Spin the big wheel! Each spin can result in no prize, a small prize, or a big prize. The wheel can be spun by 1, 10, or 100 players. Results are recorded on a frequency table or a circle graph. You can also design your own wheel and a sign that describes the probabilities for your wheel. 5 Minute Preview
4.PFA: : Patterns, Functions, and Algebra
4.PFA.1: : The student will identify, describe, extend, and create increasing and decreasing patterns (limited to addition, subtraction, and multiplication of whole numbers), including those in context, using various representations.
4.PFA.1.a: : Identify, describe, extend, and create increasing and decreasing patterns using various representations (e.g., objects, pictures, numbers, number lines, input/output tables, and function machines).
Function Machines 1 (Functions and Tables)
Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview
Pattern Flip (Patterns)
In the Pattern Flip carnival game, you are shown a pattern of cards. The first cards are face-up so you can see the pattern, and the rest are face-down. Can you guess which animals are on the face-down cards? Use one of the preset patterns, or make your own custom pattern. Good luck! 5 Minute Preview
4.PFA.1.b: : Analyze an increasing or decreasing single-operation numerical pattern found in lists, input/output tables, or function machines and generalize the change to identify the rule, extend the pattern, or identify missing terms.
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
4.PFA.1.c: : Given a rule, create increasing and decreasing patterns using numbers and input/output tables (including function machines).
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
4.PFA.1.d: : Solve contextual problems that involve identifying, describing, and extending increasing and decreasing patterns using single-operation input and output rules.
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
Correlation last revised: 4/9/2024
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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