Priority Academic Student Skills
1.B.2: Use various forms of "one" to demonstrate the equivalence of fractions; e.g., 8/24 = 9/12 x 2/2 = 3/4 x 6/6.
Equivalent Fractions (Fraction Tiles)
Fraction Artist 1 (Area Models of Fractions)
Fraction Artist 2 (Area Models of Fractions)
Fraction Garden (Comparing Fractions)
1.F.7: Use commutative, associative, distributive, identity and inverse properties to simplify and perform computations.
Chocomatic (Multiplication, Arrays, and Area)
1.F.8: Identify and use relationships between operations to solve problems.
Function Machines 3 (Functions and Problem Solving)
1.H.10: Justify why fractions need common denominators to be added or subtracted.
Adding Fractions (Fraction Tiles)
1.H.11: Explain how place value is related to addition and subtraction of decimals; e.g., 0.2 + 0.14; the two tenths is added to the one tenth because they are both tenths.
Adding Decimals (Base-10 Blocks)
Subtracting Decimals (Base-10 Blocks)
Treasure Hunter (Decimals on the Number Line)
1.I.4: Round decimals to a given place value and round fractions (including mixed numbers) to the nearest half.
Treasure Hunter (Decimals on the Number Line)
1.I.12: Use physical models, points of reference, and equivalent forms to add and subtract commonly used fractions with like and unlike denominators and decimals.
Adding Decimals (Base-10 Blocks)
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)
Fractions Greater than One (Fraction Tiles)
Modeling Fractions (Area Models)
Subtracting Decimals (Base-10 Blocks)
1.I.13: Estimate the results of computations involving whole numbers, fractions and decimals, using a variety of strategies.
Fraction Artist 1 (Area Models of Fractions)
Fraction Artist 2 (Area Models of Fractions)
Treasure Hunter (Decimals on the Number Line)
2.C.6: Use strategies to develop formulas for determining perimeter and area of triangles, rectangles and parallelograms, and volume of rectangular prisms.
Balancing Blocks (Volume)
Fido's Flower Bed (Perimeter and Area)
2.C.7: Use benchmark angles (e.g.; 45°, 90°, 120°) to estimate the measure of angles, and use a tool to measure and draw angles.
2.F.3: Demonstrate and describe the differences between covering the faces (surface area) and filling the interior (volume) of three-dimensional objects.
2.G.3: Demonstrate and describe the differences between covering the faces (surface area) and filling the interior (volume) of three-dimensional objects.
3.B.1: Draw circles, and identify and determine relationships among the radius, diameter, center and circumference; e.g., radius is half the diameter, the ratio of the circumference of a circle to its diameter is an approximation of pi.
3.C.6: Extend understanding of coordinate system to include points whose x or y values may be negative numbers.
Quilting Bee (Symmetry)
Rock Art (Transformations)
4.A.1: Justify a general rule for a pattern or a function by using physical materials, visual representations, words, tables or graphs.
Function Machines 1 (Functions and Tables)
Function Machines 2 (Functions, Tables, and Graphs)
Function Machines 3 (Functions and Problem Solving)
Pattern Flip (Patterns)
4.A.2: Use calculators or computers to develop patterns, and generalize them using tables and graphs.
4.B.3: Use variables as unknown quantities in general rules when describing patterns and other relationships.
4.C.4: Create and interpret the meaning of equations and inequalities representing problem situations.
4.E.3: Use variables as unknown quantities in general rules when describing patterns and other relationships.
4.F.5: Model problems with physical materials and visual representations, and use models, graphs and tables to draw conclusions and make predictions.
No Alien Left Behind (Division with Remainders)
4.G.3: Use variables as unknown quantities in general rules when describing patterns and other relationships.
Function Machines 2 (Functions, Tables, and Graphs)
Road Trip (Problem Solving)
Function Machines 3 (Functions and Problem Solving)
Road Trip (Problem Solving)
4.K.5: Model problems with physical materials and visual representations, and use models, graphs and tables to draw conclusions and make predictions.
No Alien Left Behind (Division with Remainders)
4.L.6: Describe how the quantitative change in a variable affects the value of a related variable; e.g., describe how the rate of growth varies over time, based upon data in a table or graph.
Elevator Operator (Line Graphs)
Elevator Operator (Line Graphs)
5.A.1: Read, construct and interpret frequency tables, circle graphs and line graphs.
Elevator Operator (Line Graphs)
Graphing Skills
Mascot Election (Pictographs and Bar Graphs)
Reaction Time 2 (Graphs and Statistics)
5.C.5: Modify initial conclusions, propose and justify new interpretations and predictions as additional data are collected.
Reaction Time 2 (Graphs and Statistics)
5.D.3: Read and interpret increasingly complex displays of data, such as double bar graphs.
Graphing Skills
Mascot Election (Pictographs and Bar Graphs)
Movie Reviewer (Mean and Median)
Reaction Time 1 (Graphs and Statistics)
Reaction Time 2 (Graphs and Statistics)
5.E.2: Select and use a graph that is appropriate for the type of data to be displayed; e.g., numerical vs. categorical data, discrete vs. continuous data.
Mascot Election (Pictographs and Bar Graphs)
Reaction Time 1 (Graphs and Statistics)
5.E.4: Determine appropriate data to be collected to answer questions posed by students or teacher, collect and display data, and clearly communicate findings.
Mascot Election (Pictographs and Bar Graphs)
Movie Reviewer (Mean and Median)
Reaction Time 1 (Graphs and Statistics)
Reaction Time 2 (Graphs and Statistics)
5.F.6: Determine and use the range, mean, median and mode, and explain what each does and does not indicate about the set of data.
Movie Reviewer (Mean and Median)
Reaction Time 1 (Graphs and Statistics)
Reaction Time 2 (Graphs and Statistics)
Graphing Skills
Mascot Election (Pictographs and Bar Graphs)
Reaction Time 2 (Graphs and Statistics)
5.I.8: Identify the probability of events within a simple experiment, such as three chances out of eight.
Spin the Big Wheel! (Probability)
5.I.9: Use 0,1 and ratios between 0 and 1 to represent the probability of outcomes for an event, and associate the ratio with the likelihood of the outcome.
Spin the Big Wheel! (Probability)
5.J.10: Compare what should happen (theoretical/expected results) with what did happen (experimental/actual results) in a simple experiment.
Spin the Big Wheel! (Probability)
5.K.11: Make predictions based on experimental and theoretical probabilities.
Spin the Big Wheel! (Probability)
Correlation last revised: 2/10/2015