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Math Recovery and Learning Framework in Number devotee. Helping teachers deliver differentiated support in classrooms.

Math Recovery and Learning Framework in Number devotee. Helping teachers deliver differentiated support in classrooms.
Place Value Counting with 1 000s, 100s, 10s, 1s
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Place Value Counting with 1 000s, 100s, 10s, 1s

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Great, fun activity for mental computation with a solid Place Value focus. Students must work out the increment between numbers and place the cut up cards of 1000s, 100s, 10s, or 1s in the box above. This activity has 3 differing color coded levels for easy entry for all students. Students can start at either end of the card to increment or decrement depending on level of students.
FUZZY MONSTERS PARTITIONS OF TEN
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FUZZY MONSTERS PARTITIONS OF TEN

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Part-part-whole thinking refers to how numbers can be split into parts. It allows students to see the relationship between a number and its component parts. As a result, students generalise the connections between addition and subtraction. Part-part-whole reasoning is a critical underpinning concept required for flexible and efficient computation. Introduce Partition ten frame. Encourage students to see the different color monsters and read the two partitions that make ten. When students easily read the two partitions, now ‘flash’ the ten frame for 2 seconds to encourage visualisation. Students then say the two partitions that they saw. Students then match the associated number sentence cards to match each ten frame. Students then write the partitions in a workbook in algebraic order. Eg. 0+10, 1+9, 2+8 etc
'Make 10' Crossnumber puzzle
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'Make 10' Crossnumber puzzle

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Fun and challenging activity children can discover ways to ‘Make 10’ with different representations. Each row and column ‘Make 10’ so students must be selective in placing their cards. 3 different gameboards differentiate entry points for all students.
'Make 5' Crossnumber puzzle
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'Make 5' Crossnumber puzzle

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Fun and challenging activity children can discover ways to ‘Make 5’ with different representations. Each row and column ‘Make 5’ so students must be selective in placing their cards. 4 different gameboards differentiate entry points for all students.