1: Number, Number Sense and Operations

1.A: Use place value structure of the base-ten number system to read, write, represent and compare whole numbers and decimals.

1.A.2: Use place value concepts to represent whole numbers and decimals using numerals, words, expanded notation and physical models. For example:

1.A.2.b: Describe the multiplicative nature of the number system; e.g., the structure of 3205 as 3 x 1000 plus 2 x 100 plus 5 x 1.

Factor Trees (Factoring Numbers)

1.A.2.d: Explain the concept of tenths and hundredths using physical models, such as metric pieces, base ten blocks, decimal squares or money.

Adding Decimals (Base-10 Blocks)
Modeling Decimals (Area and Grid Models)
Modeling Decimals (Base-10 Blocks)
Subtracting Decimals (Base-10 Blocks)
Treasure Hunter (Decimals on the Number Line)

1.A.3: Use mathematical language and symbols to compare and order; e.g., less than, greater than, at most, at least, <, >, =, "lesser than or equal", "greater than or equal".

Fraction Garden (Comparing Fractions)
Modeling Decimals (Area and Grid Models)
Modeling Decimals (Base-10 Blocks)

1.B: Recognize and generate equivalent representations for whole numbers, fractions and decimals.

1.B.1: Identify and generate equivalent forms of whole numbers; e.g., 36, 30 + 6, 9 x 4, 46 - 10, number of inches in a yard.

Equivalent Fractions (Fraction Tiles)
Modeling Decimals (Base-10 Blocks)

1.B.7: Recognize and use decimal and fraction concepts and notations as related ways of representing parts of a whole or a set; e.g., 3 of 10 marbles are red can also be described as 3/10 and 3 tenths are red.

Fraction, Decimal, Percent (Area and Grid Models)

1.C: Represent commonly used fractions and mixed numbers using words and physical models.

1.C.5: Represent fractions and mixed numbers using words, numerals and physical models.

Adding Fractions (Fraction Tiles)
Equivalent Fractions (Fraction Tiles)
Fraction Artist 1 (Area Models of Fractions)
Fraction Artist 2 (Area Models of Fractions)
Fraction Garden (Comparing Fractions)
Fraction, Decimal, Percent (Area and Grid Models)
Fractions Greater than One (Fraction Tiles)
Modeling Fractions (Area Models)
Toy Factory (Set Models of Fractions)

1.D: Use models, points of reference and equivalent forms of commonly used fractions to judge the size of fractions and to compare, describe and order them.

1.D.3: Use mathematical language and symbols to compare and order; e.g., less than, greater than, at most, at least, <, >, =, "less than or equal", "greater than or equal".

Equivalent Fractions (Fraction Tiles)
Fraction Artist 2 (Area Models of Fractions)
Fraction Garden (Comparing Fractions)
Modeling Fractions (Area Models)
Toy Factory (Set Models of Fractions)

1.D.6: Compare and order commonly used fractions and mixed numbers using number lines, models (such as fraction circles or bars), points of reference (such as more or less than ½), and equivalent forms using physical or visual models.

Equivalent Fractions (Fraction Tiles)
Fraction Artist 2 (Area Models of Fractions)
Fraction Garden (Comparing Fractions)
Modeling Fractions (Area Models)
Toy Factory (Set Models of Fractions)
Treasure Hunter (Decimals on the Number Line)

1.E: Recognize and classify numbers as prime or composite and list factors.

Chocomatic (Multiplication, Arrays, and Area)
Factor Trees (Factoring Numbers)

1.G: Model and use commutative and associative properties for addition and multiplication.

1.G.11: Model and use the commutative and associative properties for addition and multiplication.

Chocomatic (Multiplication, Arrays, and Area)
Critter Count (Modeling Multiplication)

1.H: Use relationships between operations, such as subtraction as the inverse of addition and division as the inverse of multiplication.

1.H.10: Explain and use relationships between operations, such as:

1.H.10.a: relate addition and subtraction as inverse operations;

Function Machines 3 (Functions and Problem Solving)

1.H.10.b: relate multiplication and division as inverse operations;

Factor Trees (Factoring Numbers)
Function Machines 3 (Functions and Problem Solving)

1.H.10.c: relate addition to multiplication (repeated addition);

Chocomatic (Multiplication, Arrays, and Area)
Critter Count (Modeling Multiplication)

1.H.10.d: relate subtraction to division (repeated subtraction).

No Alien Left Behind (Division with Remainders)

1.I: Demonstrate fluency in multiplication facts with factors through 10 and corresponding divisions.

1.I.13: Demonstrate fluency in multiplication facts through 10 and corresponding division facts.

Critter Count (Modeling Multiplication)

1.K: Analyze and solve multi-step problems involving addition, subtraction, multiplication and division of whole numbers.

1.K.12: Add and subtract whole numbers with and without regrouping.

Adding Decimals (Base-10 Blocks)
Cargo Captain (Multi-digit Subtraction)
Number Line Frog Hop (Addition and Subtraction)
Subtracting Decimals (Base-10 Blocks)
Target Sum Card Game (Multi-digit Addition)

1.K.14: Multiply and divide 2- and 3-digit numbers by a single-digit number, without remainders for division.

No Alien Left Behind (Division with Remainders)

1.L: Use a variety of methods and appropriate tools (mental math, paper and pencil, calculators) for computing with whole numbers.

1.L.8: Model, represent and explain multiplication; e.g., repeated addition, skip counting, rectangular arrays and area model. For example:

1.L.8.b: Understand that, unlike addition and subtraction, the factors in multiplication and division may have different units; e.g., 3 boxes of 5 cookies each.

Chocomatic (Multiplication, Arrays, and Area)
Critter Count (Modeling Multiplication)
No Alien Left Behind (Division with Remainders)

1.L.9: Model, represent and explain division; e.g., sharing equally, repeated subtraction, rectangular arrays and area model. For example:

1.L.9.b: Explain how a remainder may impact an answer in a real-world situation; e.g., 14 cookies being shared by 4 children.

No Alien Left Behind (Division with Remainders)

1.M: Add and subtract commonly used fractions with like denominators and decimals, using models and paper and pencil.

Adding Decimals (Base-10 Blocks)
Adding Fractions (Fraction Tiles)
Fractions Greater than One (Fraction Tiles)
Modeling Fractions (Area Models)
Subtracting Decimals (Base-10 Blocks)

2: Measurement

2.A: Select appropriate units for perimeter, area, weight, volume (capacity), time and temperature, using:

2.A.1: Identify and select appropriate units for measuring:

2.A.1.a: length - miles, kilometers and other units of measure as appropriate.

Cannonball Clowns (Number Line Estimation)

2.C: Develop common referents for units of measure for length, weight, volume (capacity) and time to make comparisons and estimates.

2.C.2: Establish personal or common referents to include additional units; e.g., a gallon container of milk; a postage stamp is about a square inch.

Cannonball Clowns (Number Line Estimation)

2.C.5: Estimate and measure length, weight and volume (capacity), using metric and U.S. customary units, accurate to the nearest ½ or ¼ unit as appropriate.

Cannonball Clowns (Number Line Estimation)
Measuring Trees

2.D: Identify appropriate tools and apply counting techniques for measuring side lengths, perimeter and area of squares, rectangles, and simple irregular two-dimensional shapes, volume of rectangular prisms, and time and temperature.

2.D.6: Use appropriate measurement tools and techniques to construct a figure or approximate an amount of specified length, weight or volume (capacity); e.g., construct a rectangle with length 2½ inches and width 3 inches, fill a measuring cup to the ¾ cup mark.

Cannonball Clowns (Number Line Estimation)
Measuring Trees

2.E: Tell time to the nearest minute.

2.E.3: Tell time to the nearest minute and find elapsed time using a calendar or a clock.

Elapsed Time

3: Geometry and Spatial Sense

3.A: Provide rationale for groupings and comparisons of two-dimensional figures and three-dimensional objects.

3.A.1: Analyze and describe properties of two-dimensional shapes and three-dimensional objects using terms such as vertex, edge, angle, side and face.

Classifying Quadrilaterals

3.E: Use attributes to describe, classify and sketch plane figures and build solid objects.

3.E.1: Analyze and describe properties of two-dimensional shapes and three-dimensional objects using terms such as vertex, edge, angle, side and face.

Classifying Quadrilaterals

3.F: Develop definitions of classes of shapes.

Classifying Quadrilaterals

3.G: Find and name locations in coordinate systems.

3.G.3: Find and name locations on a labeled grid or coordinate system; e.g., a map or graph.

City Tour (Coordinates)
Elevator Operator (Line Graphs)

4: Patterns, Functions and Algebra

4.B: Use patterns to make predictions, identify relationships, and solve problems.

4.B.3: Use patterns to make predictions, identify relationships, and solve problems.

Pattern Finder
Pattern Flip (Patterns)

5: Data Analysis and Probability

5.B: Read and interpret tables, charts, graphs (bar, picture, line, line plot), and timelines as sources of information, identify main idea, draw conclusions, and make predictions.

5.B.5: Match a set of data with a graphical representation of the data.

Graphing Skills
Mascot Election (Pictographs and Bar Graphs)

5.C: Construct charts, tables and graphs to represent data, including picture graphs, bar graphs, line graphs, line plots and Venn diagrams.

5.C.6: Translate information freely among charts, tables, line plots, picture graphs and bar graphs; e.g., create a bar graph from the information in a chart.

Forest Ecosystem
Reaction Time 1 (Graphs and Statistics)

5.D: Read, interpret and construct graphs in which icons represent more than a single unit or intervals greater than one; e.g., each "bicycle picture" = 10 bicycles or the intervals on an axis are multiples of 10.

5.D.2: Draw and interpret picture graphs in which a symbol or picture represents more than one object.

Forest Ecosystem
Mascot Election (Pictographs and Bar Graphs)

5.D.3: Read, interpret and construct bar graphs with intervals greater than one.

Graphing Skills
Mascot Election (Pictographs and Bar Graphs)
Prairie Ecosystem
Reaction Time 1 (Graphs and Statistics)

5.E: Describe data using mode, median and range.

5.E.8: Identify the mode of a data set and describe the information it gives about a data set.

Movie Reviewer (Mean and Median)
Reaction Time 1 (Graphs and Statistics)
Reaction Time 2 (Graphs and Statistics)

Correlation last revised: 8/29/2016

This correlation lists the recommended Gizmos for this state's curriculum standards. Click any Gizmo title below for more information.