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CAMBRIDGE NE
Mathematics
ae Learner’s Book
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eat ele Mel ie Betas CryCAMBRIDGE PRIMARY
Mathematics
Skills Builder
Name:
Contents
Three-digit numbers (1) 4-5 Length, capacity, weight and time’... 46-48
Addition and subtraction (1) nensnsnnnnn 6-7 ESHIMGHING veseceeenne 49
DOUDIING snus 8-9 Sorting and representing data... 50-51
Addition and subtraction (2) 10-11 Ordering “ents 52
Multiplication (1) ss swe 1213 Multiplying by 10 es
Order of operations, 14-21 Adgition and subtaction (4) cnc BABS
Hundreds and fens .annnnnnemennn 22-23 Fractions cao
2D shapes and symmetry... 24-27 Doubling and halving (2) esses 58-59
Position.. 28-29
re ypa1 CoMPlEMENES 10100... rs rnnsnsenrnn BOOT
Tme (1), 32.33 Multiplication and dlivision wn 62-63
Estimating lengt egg TMC ersrnnnenennnenn 6A
Three digit numbers (2) osu 36 COPACHY a rnsnnnnnnnnnsnnnnnnnn OS
Multiplying by 10 (1)... sommennennn? Time (8). 66-67
Ordering, estimating and rounding 38-41 Money 68-69
Doubling and halving (1) 42 Weight seonn 70-73
Addition and subtraction (3) 43 Photocopiable resources ...nsennnn TAD
Multiplication (2) 44-45 Answers sos 92-95
CAMBRIDGE
Cherri Moseley and Janet Rees UNIVERSITY PRESSCAMBRIDGE
UNIVERSITY PRESS
‘University Printing House, Cambridge cp2 8s, United Kingdom
(One Liberty Plaza, 20th Floor, New York, Nr 10006, USA
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4843/24, 2nd Floor, Ansari Road, Daryagan), Delhi ~ 110002, India
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‘Cambridge University Press is part ofthe University of Cambridge.
Ik furthers the University’s mission by disseminating knowledge inthe pursuit of
‘education, earning and research a the highest international levels of excellence,
worwcambridge org
Information on ths tide: education cambridge. ory/9781316509159
‘© Cambridge University Press 2016
‘This publication is in copyright. Subject to statutory exception
and othe provision of relevant collective licensing agreements,
‘no reproduction of ay part may take place without the writen
permission of Cambridge Univesity Press.
Fst published 2016
2019 18 17 1615 1413 1211 10987654321
Printed in Great Britain by CPI Group (UK) Lud, Croydon CRO 4YY
‘A catalogue record for this publication is available from the British Library
1sux 978-1-316-50915-9 Paperback
‘Cambridge Uaiversty Press has no responsibility forthe persistence or acuracy
‘of URLS for external or third-party internet websites referred to in ths publication,
and doesnot guarantee tha aby content on such websites i or wil emai,
accurate or appropriate
Tesla to eprodace any par of his work in materi orm including
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(0) where you are abiding cence granted to your school ot instttion bythe
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‘example the reproduction of short passages within certain types of ection
Anthology and reproduction forthe parposes of sting examination questions.
NOTICE TO TEACHERS IN THE UK
‘The photocopy masters inthis publication may be photocopied or distributed
(electronically) free of charge for classroom use within the school or institution that
purchased the publication. Worksheets and copies of them remain inthe copyright
‘of Cambridge University Press, and such copies may not be distributed or used in
any way outside the purchasing institution.
‘This book spat ofthe Cambridge Primary Mats projet.
‘Thisis an innovative combination of curriculum and resources
designed to support teachers and learners to succeed in primary
SGMIGIEE) mathematics through best-practice international maths teaching
GRALEIS' and problem-solving approach,
Math:
‘To get involved, visit
‘wwwccie org uk/cambridgeprimarymaths.Introduction
"This Skills Builder activity book is part ofa series of 12 write-in
activity books for primary mathematics grades 1-6, Itcan be
used as a standalone book, but the content also complements
Cambridge Primary Maths. Learners progress at different rats, 30
this series provides a Skills Builder and a Challenge Activity Book
for each Primary Mathematics Curriculum Framework Stage to
support and broaden the depth of learning.
‘The Skis Builder books consolidate the learning already covered
in the classroom, but provide extra support by giving short
reminders of key information, topic vocabulary and hints on how
best to develop maths skills and knowledge. They have also been
‘written to support learners whose first language is not English,
How to use the books
‘The activities are for use by learners in school or at home, with
adult mediation. Topics have been carefully chosen to focus on
those common areas where learners might need extra support.
"The approach is linked directly to Cambridge Primary Maths,
but teachers and parents can pick and choose which activities to
cover, or go through the books in sequence.
‘The varied set of activities grow in challenge through each unit,
including:
«+ closed questions with answers, so progress can be checked
‘+ questions with more than one possible answer
+ activities requiring resources, for example, dice, spinners or
digit cards
+ activities and games best done with someone ese, for
example, in class or at home, which give the opportunity to
bbe fully involved in the childs learning
+ activities to support different learning styles: working
individually in pairs in groups.
How to approach the activities
Space is provided for learners to write their answers in the book.
Some activities might need further practice or writing, so students
could be given a blank notebook at the start ofthe year to use
alongside the book. Each activity follows a standard structure,
+ Remember gives an overview of key learning points. They
introduce core concepts and, later, can be used as a revision
guide. These sections should be read with an adult who can
check understanding before attempting the activities.
+ Vocabulary assists with difficult mathematical terms,
particularly when English is not the learner’ first language.
Learners should read through the key vocabulary with an
adult and be encouraged to clarify understanding.
‘Hints prompt and assist in building understanding, and steer
the learner in the right direction.
‘You will need gives learners, teachers and parents alist of
resources for each activity.
Photocopiable resources are provided atthe end of the book,
for easy assembly in class or at home.
Links to the Cambridge International Examinations Primary
Mathematics Curriculum Framework objectives and the
corresponding Cambridge Primary Mathematics Teacher’
Resource are given in the footnote on every page.
+ Calculators should be used to help learners understand
numbers and the number system, including place value
and properties of numbers. However, the calculator is not
promoted asa calculation tool before Stage 5.
Note:
‘When a ‘spinner is included, put
a paperclip flat on the page so the
‘end is over the centre ofthe spinner.
Place the pencil point in the centre
‘of the spinner, through the paper
Hold the pencil firmly and spin the
paperclip to generate a result
‘Tracking progress
Answers to closed questions are given at the back of the book;
these allow teachers, parents and learners to check their work,
When completing each activity, teachers and parents are
advised to encourage self-assessment by asking the students
how straightforward they found the activity. When learners are
reflecting on games, they should consider how challenging the
mathematics was, not who won. Learners could use a 7/X or red/
‘green colouring system to record their self-assessment anywhere
‘on each activity page.
‘These assessments provide teachers and parents with an
understanding of how best to support individual learners!
next steps,Marehing ants
Remember
In a three-digit number, the first digit tells you how
many hundreds there are, the second digit how
many tens and the third digit how many ones. So,
for 327, the 3 represents 300, the 2 represents 20
and the 7 represents 7 ones.
Hint: Think about
where to place 1 when
making a high number
How will that change
when making a low
number?
Use place value cards
to support reading each
number.
Unit 1A Number and problem solving
(GPM Framework 3Nn2, 3Nn5, 3Ps3; CPM Teacher's Resource 1.1, 1.3
You will need:
resource 1, pages
74-76, a 1-6 dice,
a counter
Vocabulary
hundreds, tens, ones, units,
place value, digitPut your counter on START. Throw the dice and move that number of spaces.
Follow the direction the ants are walking. Write the number you land on in any
position on your score card.
Once you have written the digit, it cannot be changed.
Complete one score card at a time.
The highest number I made was
The smallest number I made was
These are all my numbers, in order.
smallest highest
Score cards
ae Highest
Sa
®
Blwlyol|a
Smallest
1
2
[3 |
4
Unit 1 Number and problem solving
CPM Framework SNn2, 3Nn6, 3Ps3; CPM Teacher's Resource 1.1, 1.3Making chains
Remember You will need: resource
When you add or subtract 10 from a two-digit or 1 es 74-76
three-digit number, the ones digit does not change. » Pag
For example, 152 + 10 = 162 152-10 = 142.
Vocabulary
hundreds, tens, ones,
Complete each chain. units, add, subtract, digit
I started on 23 and ended on
Unit 44 Number and problem solving
GPM Framework 3Nn2, 3Nn3, 3Nn5, 3Nn6, 3Nc9, SPH, 3Ps3, 3Ps6; CPM Teacher's Resource 2.1Write + 10 or — 10 to make your own chain.
Then complete this chain.
Hint: Use place
value cards to make
the numbers. Change
the tens card to add
or subtract 10.
I started on 56 and ended on
Make a chain for your friend. You can add or subtract 10, 20 or 30 but you must
know the answer!
Unit 14 Number and problem solving
CPM Framework SNn2, 3Nn3, 8NnS, @Nn6, 3Nc8, SPt1, 3Ps3, SPs6; CPM Teacher's Resource 2.1x
Robot doubles
Remember :
B 2
There are different ways to double a ee ject resource 2, Pages
number. You can add it to itself (4 + 4) or each Bod
you can multiply it by 2 (4 x 2).
Vocabulary
double, twice, add, multiply
Hint: Use cubes or
Base 10 apparatus to
help you work out the
double.
Unit 1A Number and problem solving
(CPM Framework 3Nc3, 3Nc8, 3Nc7, SPtt, 3Ps6; CPM Teacher's Resource 4.1This is a game for two players
Cut up the cards and put them in the feely bag.
Take turns to take a card from the feely bag
Work out the answer. Put a counter on the answer on your robot.
Discard the card.
The first player to cover all 20 numbers on their robot is the winner.
If your answer has already been
covered up by a counter,
miss a go.
Unit 1 Number and problem solving
(CPM Framework SNc3, SNo8, 3Nc7, 3Pti, 3Ps6; CPM Teacher's Resource 4.1iricky triangles
Remember
When you add several single-digit numbers, look Seep
for number pairs for 10, near pairs, doubles Bose
and near doubles to help you. Make tens then
add the tens and ones to find the total. Vocabulary
For example 6+3+1+4=(6+4)+3+1 ten, ones, number pairs or
=10+4=14 bonds for 10, near pais,
Or B+N+4+6=84+6=14 doubles, near doubles, add,
addition, total, strategy
Put the numbers 1-6 in the circles on each triangle so
that the numbers along each side have the same total. Hint: Cut up the
numbers in the number
strip. Place the numbers
in the circles then move
them around to find a
solution. Start with the
corner numbers.
Find a different way to do it.
Put the numbers 1-9 in the circles so that the numbers
along each side have the same total.
Senda fh,
Find a different way to do it.
Now for a challenge!
Put the numbers 1-12 in the circles so that the
numbers along each side have the same total.
Unit 1A Number and problem solving
(CPM Framework Net, 3Nc12, 3NcT6, SPtt, SPs3, 3Ps6; CPM Teacher's Resource 3.1Xe Coie faites
Remember
Fact families are 3 numbers that are related.
4, 6 and 10 are related: 6 + 4 = 10,
4+6=10,10-4=6and 10-6=4. Vocabulary
‘add, subtract, fact family, related,
number sentence
You will need: cubes, counters
There is a fact family living in each of the houses in this row.
Complete each house.
10|-| 3 J=| 7 q|- = - = = =
- = -|4]= - = - =
Write a different fact family in each house. | Hint: Use counters or cubes to check
that each number sentence is correct.
Use the numbers 1 up to 20.
OS ZENS
Use multiplication to check the answers to divisions.
Unit 1A Number and problem solving
(CPM Framework Ne21, 3Nc22, 3NC25, 3Nc26, 3Ptt, SPt3, SPs@; CPM Teacher's Resource 6.2, 63Now make up some towers of your own.
Unt 1A Number and problem sing 17
CPM Framework 3NE21, N22, N25, sNe2E, SPH, SPE, P85; CPM Teachers Resorea 62 63Remember
You can multiply numbers in any order to get
the same answer. When you divide one number
by another you need to think about the order
carefully.
6 + 3is not the same as 2 + 6.
Bigger or smaller?
You will need:
two 1-6 dice
Vocabulary
multiply, multiplication,
divide, division, total,
calculations
Use any two of these numbers to make each calculation correct.
You can use the numbers more than once.
6 3 4 5 10
x = | 60 36 =
x =| 25 30 =
x = | 30 25 =
x = | 12 18 =
x = | 16 60 =
Unit 1A Number and problem solving
Ise your knowledge of times tables to help you
find the answer.
(CPM Framework 3Nc21, 3Nc25, 3NC26, SPH, 3PI3, 3Ps2, P38; CPM Teacher's Resource 62, 6.3Let’s play a game!
This is a game for two players.
Take turns to throw two dice. Multiply the numbers and write the answer in the box.
When you have written a number in each row, add them together to give you a
final score. The winner is the player with the higher final score.
Play again. You could change the rules so that the winner is the player with the
lower final score. If you do this, you can choose to multiply or divide the numbers
you throw.
Player 1
Player 2
Final score
Final score
Player 1
Player 2
Unit 1 Number and problem solving
(CPM Framework SNe21, SN625, 3Nc26, SPH, SPI3, 3Ps2, P38; CPM Teacher's Resource 62, 6.3the four rules of number
Remember You will need: number cards for
When you add numbers you can 4, 6, 6 and 8, several cards for each
put them in any order, the answer of the symbols +, —, X, +
will be the same. (for manipulation), a calculator for
checking answers (optional), stopwatch
There are lots of different ways of making a number by adding, subtracting,
multiplying and dividing,
Find five different ways to make 24.
You can only choose from the four numbers 4, 6, 6 and 8 each time. You do not
have to use them all.
You can use the 6 twice, but the others only once.
Unit 1A Number and problem solving
(CPM Framework 3Nn3, 3Nc5, SPt1, SPt3, 3Ps3; CPM Teacher's Resource 2.1,Which is quicker?
This is a game for two players.
Choose one of the experiments below.
Which is quicker, counting up to 30 in ones or counting up to 300 in tens?
Which is quicker, counting up to 20 in ones or counting up to 140 in tens?
Which is quicker, counting up to 10 in ones or counting up to 100 in tens?
Carry out the experiment you have chosen.
Use a stopwatch to time yourself or each other.
When you have timed yourselves, discuss the reasons for your results.
Then think up some more experiments you could try for yourselves.
Predict your results and then try them out to test your prediction.
Unit 1A Number and problem solving
(CPM Framework @Nn3, 3NcS, 3Pt1, 3P13, 3Ps3; CPM Teacher's Resource 2.1Hundreds and fens
Remember You will need: a 1-6 dice, at
Use what you know about three-digit least 10 counters for each
numbers and place value to work out player (a different colour for
the answers. each player), a calculator for
checking answers (optional)
Vocabulary
_. hundreds, tens, ones, place
This is a game for two players. Patetcimencotnionacd
Each choose a grid.
Each place a counter on Start. Take turns to throw the dice. Move that
number of spaces around the track.
Work out the calculation. If the answer matches one of the numbers on
your grid, place one of your other counters on that number in the grid.
The winner is either the player who covers all of their numbers first or the
player with the greater number of counters on their grid when both players
have gone round the track once.
Player 1 Player 2
588 439 103
522 268 577
546 704 823
When subtracting or adding 10 only change the tens
When adding or subtracting 100 only change the hundreds digit.
Unit 24 Number and problem song
Framework 3Nn8, 2Nc9, 3Nc10, NotS, SPtt; CPM Teacher's Resource 12,1and problem solving Dk}
Unit 2A Number:
(CPM Framework Nn3, 3No8, 8Nc10, 3No1S, 3Ptt; CPM Teacher's Resource 12.1A
Siraw models
Remember
Squares and rectangles have four straight sides
and four right angles.
Cubes have six square faces. Cuboids can have
square or rectangular faces.
A net is what a 3D shape makes when it is opened
out flat.
Cut some straws into
3 cm lengths.
(EEA
GOGAT
Gar
CAAT
Cut some straws into
5 cm lengths.
Cut some straws into 8 cm lengths.
Cerrar a TTT
(2eeeaeT TTT
Cerrar aTTTT
Crew
You will need: art
straws, pipe cleaners (or
modelling clay or
dough), ruler, scissors
Vocabulary
square, rectangle, cube,
cuboid, right angle
Hint: Join 6 identical
squares together to
make a cube. Use 3
pairs of rectangles or
squares to make a
cuboid.
Make different-sized squares and rectangles
with your straws. Can you make a
pentagon, or a hexagon? How many sides
do they have?
Use small pieces of bent pipe cleaner
(or small balls of modelling clay or dough)
to join straws together.
Use your squares and rectangles to
make different-sized cubes and cuboids.
Can
Carefully open your cubes to see the nets. Now, join six squares together so that
this net will not make a cube. Find more than one way to do this.
Unit 1B Geometry and problem solving
CPM Framework 3Gs1, 3Gs2, 3Gs9, 3Gs4, aPt8, SPt9; CPM Teacher's Resource 7.1, 7.2,7.3squares, squares
and more squares
Remember
You will need: resource
A line of symmetry splits a shape or pattern into 4, page 80
two halves that are mirror images of each other.
Shapes and patterns can have more than one line
of symmetry. Vocabulary
( symmetry, symmetrical,
line of symmetry
a
Hint: Use a mirror to
find and check the lines
Use four tiles from resource 4 to make a 2 by 2 square. | of symmetry.
What symmetrical patterns can you make? The first one has been done for you.
Draw the line or lines of symmetry for each 2 by 2 square.
Which patterns have:
1 line of symmetry 2 lines of symmetry more than 2 lines of symmetry?
Use six square tiles to make a 2 by 3 rectangle.
What symmetrical patterns can you make? Draw the line or lines of symmetry.
1 2 3 4
Unit 1B Geometry and problem solving
(CPM Framework 8Gs5, 3Ps3; CPM Teachers Resource 8.1Cross the river
Remember
Ina regular polygon, all the sides are the same
length and all the angles are the same.
rw
In an irregular polygon, the sides and angles
are different sizes.
hf Ald
Player 1
Starting rock
Unit 1B Geometry and problem solving
(CPM Framework 82, 3Pt8; CPM Teacher's Resource 7.1
You will need: resource 5,
page 81, 12 red counters,
12 yellow counters
Vocabulary
triangle, square, quadrilateral,
pentagon, hexagon, polygon,
regular, irregular
Hint: Copy the shapes in
the river. Label each shape
with the number of sides.
Check your shapes each
time you use the spinner.This is a game for two players.
Each choose three animals and your own coloured counters.
Place your animals on your chosen starting rock.
Take turns to spin the spinner. The shape you spin tells you
which shape you can land on. Place a counter on the
correct shape, next to the riverbank on your side of the
river. When you place a counter on a shape, tell the other
player if the shape is regular or irregular. Continue, building
path with your coloured counters to the other side of
the river.
Miss a turn if the new shape does not join on to your path.
When you complete your path, take one animal across the river. The other player can
challenge you by asking a question about one of the shapes in your path. Remove the
counters from your path and start a new path for the next animal. The first player to
get all their animals to the other side of the river is the winner.
Player 2
Starting rock
Unit 18 Gere and problem sohing 27
(CPM Framework 3Gs2, 3Pt8; CPM Teacher's Resource 7.1Building the wall
Remember
Position words tell you where something is or
where to place something.
You will need: resource 6,
page 82, a set of brick
cards for each player, a
set of position cards to
share
Vocabulary
under, middle, edge, above, between, up, below, next to,
down, top, beside, left, right, bottom, side
Unit 18 Geometry and problem solving
(CPM Framework 3Gp1, 3Ps3; CPM Teacher's Resource 82This is a game for one or two players.
Cut out the bricks and position cards.
Place the position cards in the box above the wall, face down.
Take turns to take the top position card. Place a brick in the matching position in the
wall. ‘Beside’ could be used to put one brick beside another, beside the edge of the
wall or beside the pile of cement, Return the position card to the bottom of the pile
Continue until the wall is complete.
In a two-player game, the winner is the player who places the last brick in the wall.
Hint: Use the position card to say where you are putting
your brick — for example, I am putting my brick on the
bottom row.”
Unit 1B Geometry and problem solving
CPM Framework SGp1, SPs3; CPM Teacher's Resource 8.2Collecting money
A
Remember You will need: a collection of
There are 100 cents in every dollar. 10-cent, 50-cent and dollar
coins or notes, a 1-6 dice, a
tray or dish to use as a bank
This i t li .
is is a game for two players. Vocabulary
Place all the money in the bank. cent, dollar, money, coins, value
Each put your counter at the beginning of the track.
Take turns to roll the dice and move that number of spaces.
Tf you land on an amount of money, take that amount from the bank.
If you land on a star, take a dollar from the bank.
When you have collected 100 cents, exchange them for a dollar from the bank.
The winner is the player with more money at the end of the track.
START
30 Unt 18 Geometry an probl soving
Pir Framework on, aN Net, Mt, 4, 9Pe; CPM Teachers Resource 81How much money did you collect? Hint: Put 10 cent
coins in piles of 10
Player 1 I collected $.
Player 2 I collected $.
and cents. | to make a dollar.
Two 50-cent coins
d ;
ang cents. | rake a dollar.
Unit 1B Geometry and problem solving
(CPM Framework 3Nn3, 3Nc9, Net8, 3Mm1, SPtt, 3Ps6; CPM Teacher's Resource 9.1
|Maich the time
Remember You will need:
counters in 2
different colours
At o'clock times, the minute
hand points to 12 on an
analogue clock and a digital |
clock shows 00 minutes.
At quarter past, the minute Vocabulary
hand points to 3 on an time, clock,
analogue clock and a digital analogue, digital,
clock shows 15 minutes. o'clock, half past
At half past, the minute
hand points to 6 on an
analogue clock and the
digital clock shows 30 minutes.
At quarter to, the minute
hand points to the 9 on
an analogue clock and the
digital clock shows 45 minutes.
This is a game for two players.
Take turns to spin the spinner. Place one of your
counters on the matching analogue time and another on | Hint: Move the hands
the matching digital time. on a geared clock or
. . Paper plate clock to
If there are no clocks left showing that time, miss a match the time on the
turn. spinner. Find a clock
with the minute hand in
When all the clocks have a counter on them, the winner ws
the same position.
is the player with more counters on the clocks.
Unit 1¢ Measures and problem solving
(CPM Framework SMt2, SPt2; CPM Teacher's Resource 10.1Unit 1© Measures and problem solving
(CPM Framework 3Mt2, 3Pt2; CPM Teacher's Resource 10.1
KK)Miniature garden
Remember
When estimating a length, use what you already
know about measures. 1 cm is about the width of
your finger; 10 cm = a tens stick from place-value Vocabulary
apparatus.
You will need: a ruler
height, length, tall, long,
short, centimetre, cm
with O on the ruler.
Unit 1© Measures and problem solving
(CPM Framework SMI, 3MI3, SPt2; CPM Teacher's Resource 11.1, 11.2Estimate the height of each plant.
Now use a ruler to measure the height of each plant.
ole
Compare your estimates and measurements.
My estimate was the same as the
measurement for
My estimate was longer than the
measurement for
My estimate was shorter than the
measurement for
alo w/e lala
wi
This stick insect is 4 cm long.
te
— _ D 2
Draw three stick insects, 6 cm, 9 cm and 12 cm long.
Unit 16 Measures and problem sting EY]
(CPM Framework MI, SM, SP2; CPM Teachers Resource 113, 112Abacus numbers
Remember
An abacus uses beads to Vocabulary
represent numbers. place value, hundreds,
tens, ones
Each stick has a different
value. On these abacuses, they
are hundreds, tens and ones. Hint: Count the beads
‘on the abacus. Make
sure you have used all 6
Draw six beads on each abacus to make a three-digit | beads every time.
number. Write the number. The first one is done for you.
What is the smallest three-digit number you can make? What is the largest?
ee aie oA) te ea i Te
Eig. Ex. ©) Pe te 3) Fel) Hee 1
Hor
smpnvom nnn
(CPM Framework 3Nn2, 3Nn5, SPt3, 3Ps3, 3Ps6; CPM Teacher's Resource 12.1. EES
Remember
When you multiply by 10 the digits move one
place to the left. The value of every digit becomes
10 times bigger.
You will need: two 1-6
dice, counters
Vocabulary
add, subtract, multiply,
Bs ‘orget your digits
1°] 27] 0 zero place holder.
Choose whether you want
to travel vertically ~, or
horizontally <> across the
board.
Throw both dice.
Choose whether to add
the numbers or subtract
the smaller number from
the higher number.
Multiply your answer by
10
Put a counter on that
number in the grid.
Aim to make a line of
counters from side to side
or from top to bottom.
Hint: Play the game with a friend. Use different-coloured counters.
The first player to make a path from top to bottom or side to side is the winner.
Unit 24 Number and problem song 37
CPM Framework hn, ONT, SNE, P1, OP, BPeO OPM Teachers Resource 128Washing line
Choose a shirt to put at the beginning of the washing line.
You will need:
Pick an instruction card at random. Follow the instructions to resource 7,
find the next shirt to put on the washing line. page 83
When the washing line is full, put the shirts in order from
smallest to largest. Vocabulary
digit, odd, even,
Repeat with the second washing line. Choose a different shirt less than <,
for the beginning of the washing line. greater than >,
When your line is full, take the shirts off and play again. ee
Draw your washing line when you finish.
int: When looking at three-digit numbers look at the number in the hundreds
place first. When looking at two-digit numbers, look at the tens digit firs
Unit 2 Number and problem solving
(CPM Framework 8Nn6, nt 1, NnT2, SNe, SNeS, 3Ps3, PS; CPM Teacher's Resource 12.1, 12.2Spots, squares and stars
Remember
Estimating means making a sensible
guess that is close to the correct number.
An estimate is not expected to be the exact,
correct number.
You will need: rubber stamps,
stickers or something else to
make a shape picture for a
friend
Vocabulary
How many shapes are there? moO
Estimate then count in different ways.
Wig CMs te
| eM,
Use stamps, stickers or a computer drawing programme to make a shape picture.
Ask a friend to estimate then count how many shapes there are in the picture.
Draw a ring around groups of 2, 5 or 10
Use a different coloured pencil for each group
Unit 24 Number and problem solving 39
CPM Framework 8Nng, 3No13, 3P85; CPM Teacher's Resource 13.2At the skate park
You will need: a 1-6
Remember ; dice, a counter for each
When rounding to the nearest 10, if the ones player
digit is 1, 2, 3, or 4, then it is closer to the
previous multiple of 10 and so round down. If the
ones digit is 5, 6, 7, 8 or 9, then it is closer to the Vocabulary
next multiple of 10 and so round up. rounding, round up,
round down, nearest 10
This is a game for two players.
Each place your counter on START.
Take turns to roll the dice.
Move that many spaces along the track.
When you land on a shaded square,
round that number to the nearest 10
and move your counter to that number.
The winner is the first player to
reach 80.
Unit 24 Number and problem solving
CPM Framework 3Nn5, SNn8, SPAS, 3Ps3, 3 Ps6; CPM Teacher's Resource 13.1Unit 2A Number and problem solving
(CPM Framework SNn5, SNn8, SPI3, 3Ps3, 3 Ps6; CPM Teacher's Resource 13.1A
Roundabout
Remember
When you double a number you multiply it by 2
or add the number to itself. When you halve a
number you divide it by 2.
You will need: counters
in 2 colours, a counter
of a third colour
Vocabulary
hai halve, doubl
This is a game for two players. arr nove, double
Place the third-colour counter on 80 at the top of the circle.
Take turns to move this counter to the next number.
Decide whether to halve or double that number.
Place one of your counters on the answer in the grid.
40 10 6 16
2 60 15 8
100 | 28 24 7
q 40 4 36 (@)
The first player to get three
counters in a line is the winner.
Play five games to find the
overall winner.
Hint: Use a calculator to check
your answers, if you need to.
Unit 28 Number ang probiem solving
(CPM Framework 3Nn‘4, 3NnZ0, SNC, SNc7, SPt1, SPS, 3Ps8, 3Ps6; CPM Teacher's Resource 14.1Build the bridge
Remember Come a
Numbers can be added in any order. voae 2 eee paar
For subtraction, you need to think about page 84, a set of cubes
the order in which to put the numbers.
Vocabulary
add, subtract, addition, subtraction,
Shuffle the number cards. Place them ina pile, “ference belween, estimate
face down on the table. Turn over the top two
cards. Spin the spinner to find out what to do with the numbers.
Find the answer on the bridge and cover it with a cube.
Continue until you have built the bridge.
Hint: Use a number line
or a 100 square to help
you with addition and
subtraction.
Unit 24 Number and problem skin 43
(CPM Framework 3Ne14, Net, SPU, 34, SPU, SPAS, SPs: CPM Teachers Resouee T8118You will need: resource
Remember, 4, page 85, black
A multiple is the number you get
when you multiply a number by
another number. 8 is a multiple of
2 because it is 2 multiplied by 4. Vocabulary
multiple, odd, times table
colouring pencils
This is a game for two players.
Jack and Jill are laying black and white
tiles on the floor.
Tn this new floor, white tiles are laid on
numbers that are not in the 2, 5 or 10
times tables.
Black tiles are laid on numbers that are
in the 2, 5 or 10 times table.
Take turns to roll the 2, 5, 10 dice. Look
in the grid for a multiple of the number
you roll. Shade it black.
When you have shaded all the multiples
of 2, 5 and 10, look at the tile pattern.
What can you say about the numbers
that have not been shaded?
Unit 2A Number and problem solving
(CPM Framework 3Nn, 3No3, 3No5, 3NC21, 3PI3, 3Ps3, P36, SPs6; CPM Teacher's Resource 16.1, 16.23/4/5167) 8/9/10
3/14/5|]6|7/81/91/10
6 | 8 | 10] 12] 14| 16] 18] 20
| 12] 15 | 18 | 21 | 24 | 27 | 30
8 | 12] 16| 20 | 24 | 28 | 32 | 36 | 40
50
12 | 18 | 24 | 30 | 36 | 42 | 48 | 54 | 60
14 | 21 | 28 | 35 | 42 | 49 | 56 | 63 | 70
16 | 24 | 32 | 40 | 48 | 56 | 64 | 72| 80
Hint: Use the multiples
chart to find multiples of
2,5 and 10.
B|-2}00)/N Jos |en]| Jew [ro] fae
oS
a
N
iS
No
a
w
3
w
or
S
iS
rs
a
BP }00/N) on |u| | || |x.
20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 |100
Unit 2A Number and problem solving
(CPM Framework 3Nn4, 3Nc3, SNCS, GNc21, GPt3, 3Ps3, 3Ps6, 3Ps6; CPM Teacher's Resource 16.1, 162School sports day
Remember You will need: resource 10, pages
When adding units of time, remember 86-87, a 1-6 dice, counters
that there are 60 minutes in 1 hour.
Vocabulary
time, minute, hour
This is a game for two players.
Both place your counters on START. Take turns to roll the
dice and move that many spaces.
If you land on a drink space, collect a 5 minute card,
When you pass or land on an activity space, spin the spinner
to find out how long you spent at the activity.
Collect a matching time card.
Add your times up as you go along.
At the end of the game, pass your time cards to the other
player so they can check your time.
The winner is the player with the shorter time.
Spin the spinner and
collect a time card.
Sack race
Spin the spinner and
collect a time card.
3 legged race
Spin the spinner and
collect a time card.
Unit 28 Measure and problem solving
(CPM Framework Mt, SMt3, SPt2; CPM Teacher's Resource 17.1, 17.2Hint: Remember that there are 60 minutes in an
hour. Look for groups of 60 minutes when adding
your times together.
jump
Spin the spinner and
collect a time card.
Egg and spoon race
Spin the spinner and
collect a time card.
Apple bobbing
Spin the spinner and
collect a time card.
Hopping race
Spin the spinner and
collect a time card.
Spin the spinner and
collect a time card.
Unt 28 Measure and problem song vy)
(CPM Framework Mt, OM, 9Pt; CPM Tachars Resour 1.1, 178Digital siraw times
Remembey You will need:
The numbers that show digital a 1-6 dice nnn Pees een)
times are made up of short paneer time, digital, minute,
light bars. All the numbers are lengths to fit on eee elo
made with straight lines. eee time interval
Hint: There are 60
-— eer =n minutes in every hour so
‘ rc + 4 L bt, ; H iW ‘ ; the number of minutes
— = — f at et LS cannot go above 59.
lamas]
Roll the dice four times. Collect that many light bars on each roll unless you throw
a 1. If you throw a 1, collect 7 light bars.
Use your light bars to make a time on the first digital clock.
Repeat to make three digital times.
Order them from earliest to latest.
Ce] Ce) ae
Count the light bars in each time.
Use the same number of light bars to make a different time below each clock.
Order your times from earliest to latest.
How long is the longest interval between your times?
Unit 28 Measure and problem solving
(CPM Framework 3Mt2, 3Pt2; CPM Teacher's Resource 17.1, 17.2Estimating
length
Estimating means making a sensible guess that
is close to the correct measurement. An estimate is
not expected to be the exact, correct measurement.
Estimate the length of each pencil.
After you have recorded your estimates, use a ruler to
measure the length of each pencil.
You will need: a ruler
Vocabulary
length, measure, estimate,
centimetre
Hint: Line up one end
of pencil with O on the
ruler. Keep the ruler
still as you read off the
length from the other
end of the pencil.
Compare the measurements with your estimates.
Which estimates were within 1 cm oj
the actual length?
Unit 28 Measure and problem solving
(CPM Framework MI, 3MIS, 3M, SPt2; CPM Teacher's Resource 18.1, 18.2Collecting honey
Remember
Tally marks are a quick way of counting, using
groups of five. The first 4 marks are vertical lines like
1. The fifth line is a diagonal line across the 4 lines.
; ol il at
You will need:
resource 11, page 88,
a 1-6 dice, a counter,
drawing paper
Je ACU EU ML a
Put your counter on an empty space.
Roll the dice and move that number of spaces around the track.
Make a tally mark on your collection chart each time you land
‘on an object. Stop collecting objects when you land on a blank
space after you have been round three times.
Draw a garden. Use your tally chart to tell you how many of
each object to draw in your garden.
int: Mark your
tally chart after
Play again. How is your garden the same? How is it different? every move.
ee |e! e
Unit 2C Handling data and problem solving
(CPM Framework 3Dh2; CPM Teacher's Resource 20.2Honey, bees
and butterflies
Remember
A bar chart shows data as bars of different
heights. Frequency is the number of times what
you are counting occurs.
You will need: a 1-6
dice, coloured pencils
Vocabulary
bar chart, sort, group, bar
Roll the dice. Use the dice key to find out which object chart, frequency
you have rolled. Put a tally mark in the matching box.
When you have rolled the dice 20 times, use your tally
marks to complete a matching bar chart.
Start from the bottom of the bar.
Colour in the matching number of squares.
(:.)
&
12 —
104 ta
OT eH
7 Fag
00
1
Frequency
o
L
S
|
|
|
T T T
oF AD X
Complete the sentences.
There are bees.
There are jars of honey. Hint: Check that
your tally chart count
Compare your bar chart with a friend. matches your bar chart.
What is the same? What is different?
Unit 2¢ Handling data and problem solving
(OPM Framework 3Dh2, 3Ps9; CPM Teacher's Resource 20.2, 20.3x
Ordering
Remember
When ordering numbers, look at the
hundreds, then the tens and finally the ones.
You will need: resource 1,
pages 74-76
Vocabulary
is greater than
Use a set of place-value cards to create 9
three-digit numbers.
Mark your numbers on the number line.
T T T T T T T T T >
100 200 300 400 500 600 700 800 900 = 1000
Use your number line to help you write your numbers in order,
from smallest to greatest.
Use your number line and your list to write 2 number statements using < (is less
than), for example, 132 < 647.
Write 2 number statements using > (is greater than), for example, 647 > 132.
Hint: When you mark numbers on a number line,
you are also ordering them from smallest to largest.
Unit 28 Number and problem solving
(CPM Framework 3Nn2, 3Nn5, 3Nn9, QNnt 1, SNn12, SPt3, SPs3, 3Ps6, 3Ps9; CPM Teacher's Resource 21.1Multiplying by 10
Remember
When you multiply by 10 the digits move one
place to the left. The value of every digit becomes
10 times bigger.
Vocabulary
(ett Te: multiply, order, smallest,
12 Don't forget your greatest
U1] 2°[ 0: zero place hold
Hint: When you
Use a set of place-value cards to make a two-digit number. | multiply by 10, each
1 becomes a 10 and
each 10 becomes a
You will need: resource
1, pages 74-76
Multiply your number by 10. Use place-value cards to
help you. Record both numbers in one grid. hundred.
0 [ 0
Order your multiplied numbers from smallest to greatest.
Unit 2c Handing data ana problem sting x)
(GPM Framework 3Nn2, Nn, aNn7, Sn 8Ps6; CPM Touche Resource 3121. Fa | | en leaves You will need: a counter
for each player
(different colours),
Remember enough extra counters
Use what you know about adding and subtracting to cover all the
10 and a hundred from a number. calculations on the
leaves, paper to record
. calculations and
answers, a calculator
for checking answers
(optional)
Vocabulary
add, adding, subtracting, subtraction,
place value, tens, hundreds
Hint: You may want to
use a calculator to check
the answers.
Unit 2A Number and problem solving, Unit 8A Number and problem solving
(CPM Framework 3Nn3, 2Nn5, 3Nct5, 3Pti, 3Ps2, SPs3; CPM Teacher's Resource 15.3, 24.2, 24.3This is a game for two players.
Cover all the leaves with counters, to hide
the calculations.
Each player decides whether to to collect
leaves from the left side or the right side
of the track. Both players place one
counter on Start.
Walk through the wood, by taking turns
to throw the dice. Move that number of
spaces around the track.
Pick up a counter from a leaf at the space
where you land. Work out the calculation.
Your partner checks your answer.
If you are correct you keep the counter.
Keep playing until you reach the café at
the end of the track.
Each count your counters. The winner is
the player with the greater score. This is
the number of counters you have collected.
Tf you both have the same score, put the
counters back on the leaves and play
again!
Unit 2A Number and problem solving, Unit 3A Number and problem solving
CPM Framework SNn3, 3Nn6, 3NC15, 3Pt1, 3Ps2, 3Ps3; CPM Teacher's Resource 18.3, 24.2, 24.3,Broken biscuits
Remember
A fraction is part oj
a ate a 12, page 89, a 1-6
You will need: resource
dice, a counter for each
player
Vocabulary
1 1
whole, half x quarter a
three-quarters 3
1 1
third =, hth =.
one-third 3, one-eighth 5,
1
one-tenth =, fraction
70:0"
This is a game for two players.
Mix up all the biscuit cards and biscuit monster cards
and share them between players.
Each place your counter on IN. Take turns to roll the
dice and move that many spaces through the biscuit
factory.
Tf you land on a biscuit, take a biscuit card from the
other player. If you take a biscuit monster, give the other
player one of your biscuit cards
At the end of the game, sort your biscuits into piles with
the same fraction. Add your fractions together. The
winner is the player who has collected the most biscuits.
Unit 3A Number and problem solving
(CPM Framework Na15, 3Nn¥6, 3NN17, SPt1, 3Ps3, 3Ps6; CPM Teacher's Resource 22.1, 22.3,IN
©
©
\
@|6
© [©
©
OUTReady, steady go!
Remember
Doubles and halves are part of the same number
pattern. If you know one of them you can work out
the other one. They are inverses of each other.
double
OO~ OS OO@ _exrretivere
halve
Bis double 4. 4 is half of 8
You will need: a 1-6
dice, a counter for each
player
Unit 3A Number and problem solving
CPM Framework 3Nc8, 3Nc7, 8NC19, SPI, 3Ps2, 3Ps3, P36; CPM Teacher's Resource 23.1This is a game for two players.
Hint: Use a 100 square
Put your counters on START. Take turns to throw to help you calculate.
the dice and move that number of spaces.
If you land on a shaded number [", double the
number you land on and move on to the square with
that number on it.
If you land on an oil spill, halve the number and
move back to the square with that number on it.
Who will win the race?
Unit 3A Number and problem solving
CPM Framework 3Ne8, 3NC7, SNC19, SPt1, SPs2, 3Ps8, 3Ps6; CPM Teacher's Resource 23.1Complements to 100
Remember Hint: Count the
For pairs of numbers that make 100, each number
is the complement to 100 of the other number.
43 + 57 = 100. 57 is the complement to 100 for
43 and 43 is the complement to 100 for 57.
Find the complement to 100 for each number.
Draw and label the correct jumps on the number line.
The first one is done for you.
+4 +60
A
-—>- a il
36 40 100 100
36 + 64=100 42+ = 100
—_—_______>
100
27+ = 100
Unit 3A Number and problem sot
Cn Framencrk Shins SNeT3, SPIT SPU, SP58; CPM Teacher's Resource 26.1
squares which are not
shaded to find the
complement to 100 of
the shaded amount.« > < >
100 100
71+___ = 100 54+ ___ = 100
Now use your own numbers to complete these grids.
+ = 100 + = 100
Now use your own numbers without grids to find complements to 100.
« ca < i
100 100
+ = 100 + = 100
Use your own numbers again to find complements to 100 but now include
a number between 1 and 9.
> < i
100 100
+ = 100
Unit 3A Number and problem solving
(CPM Framework 3Nn3, 3NC13, 3Pt1, 3Pt4, 3Ps3; OPM Teacher's Resource 24.1Feed the seals You wit need:
resource 13,
5 page 90,
Remember —————— two 1-6 dice
Multiplication is repeated @ ) @ =) @ vooubulary
For example: a @ @ @ Q @ multiply, divide,
eee
Ceara ee add, subtract,
Division is splitting into 15 apples group, more than,
equal parts or groups. less than.
It is the result of fair sharing.
Example: 3 friends want to share 12 strawberries.
How do they divide the strawberries?
Answer: They should get 4 each. YQ Q
The + symbol, or sometimes od & Q&
ae
the / symbol, means divide. x
12+3=4,12/3=4 a QB
&
Player 1
Unit 3A Number and problem solving
(CPM Framework @Nn19, GNc3, 3No4, 2Nc21, 3Pt1, 3P17, 3Ps2, 3Ps3; CPM Teacher's Resource 25.1, 25.2This is a game for two players
Take turns to roll both dice.
Add the numbers together. If your total is 7 or 11, miss
a turn. For all other numbers, take that many fish.
Decide which seal has the correct number of tubs for you
to equally share the fish into.
The game ends when every seal has fish in all their tubs,
The winner is the player who feeds the last seal.
Count the fish in each tub. Record the total number of
fish each seal has as a multiplication calculation.
Hint: Sometimes you
can share the same
number of fish in
different ways.
For example if a seal with 3 tubs has 4 fish in each tub,
they have 4 x 3 = 12 fish.
The winner is the player with more fish at the end.
Player 2
Unit 3A Number and problem solving
(CPM Framework 3Nat9, 3Nc3, 3Nod, 3Nc21, 3Pt1, 9PI7, 9Ps2, SPs8; CPM Teacher's Resource 25.1, 25.2Remember
There are 60 minutes in an hour.
Cooking times
You will need: an analogue clock with
Solve the cooking time questions.
movable hands, a digital clock or timer
Vocabulary
time, minute, hour
Cake into the oven
at 10:00.
Takes 40 minutes.
Take cake out at
Ao.
Bread rolls take
40 minutes.
Put in at
Take out at 8:40
Small cakes take
30 minutes.
Put in at 3:30.
Take out at
Casserole takes
Put in at 5:45.
Take out at 7:15
Biscuits take
10 minutes.
Put in at 11:55.
Take out at
Chicken takes 4 hours.
Put in at
Take out at 1:30.
Scones take 20 minutes.
Put in at 2:40.
Take out at
Apple pie takes
Put in at 4:20.
Take out at 5:00
Vegetable pie takes
55 minutes.
Put it in at
Take out at 7:00
Meringues take
Put in at 4:50.
Take out 7:20
Oven chips take
25 minutes.
Put in at
Take out at 5:30
Cheese straws take
10 minutes.
Put in at 6:10.
Take out at
#: Count forward or back
an analogue
or digital clock to find the missing time:
Unit 3¢ Measure and problem solving
(OPM Framework 3Mt2, 3M, SP%2, 9Ps3; CPM Teacher's Resource 29.1, 29.2Cans of lemonade
Remember
1000 millilitres = 1 litre Vocabulary Ton 4
Litre, millilitre, quarter ie half. z three-quarters a
Label each set with the total amount of lemonade
4 cans hold 1 li
Unit 3¢ Measure and problem solving
(CPM Framework @Nn15, GNn17, SMI, 3MI2, SMIS, 3MIS, 3Pt2, 3Ps3; CPM Teacher's Resource 31.1Go for a walk =
how long does it take?
Remember You will need: resource 14, page 91, a 1-6 dice,
60 seconds = 1 minute, a counter for each player
60 minutes = 1 hour,
24 hours = 1 day
Vocabulary
time, add, total, second, minute, hour
This is a game for two players. Play with an adult helper.
Shuffle the time cards and place face down on the table.
Each place your counter on START.
Take turns to roll the dice and move that many places.
Each time you meet a creature, take a time card.
Keep a note of every time amount you land on.
When you reach Finish, total all your times.
The player with the shortest amount of time is the winner.
Unit 36 Measure and problem solving
(GPM Framework Mt, SMt2, SM, 2Pt2, 3Ps2; CPM Teacher's Resource 28.1, 29.2Keep a running total of your time as you play the gam
chart or table (seconds, minutes, hours) to keep a record of your times.
Unit 26 Measure and problem song 67
CPM Framework Mt, OMK2, 3M, SP, GPs2 CPM Teachers Resource 231,202. Pocket money
Remember :
1 dollar is worth 100 cents. ecu lneed ale aufol none,
, including coins and banknotes,
Half a dollar is worth 50 cents. "
1-6 dice, counter for each player,
10-minute timer
This is a game for two players. Play with an adult helper.
Start with $2 each. Roc omulayy
cent, dollar
Each put your counter on START, Monday. Start the timer.
Take turns to roll the dice and move your counter that number of spaces.
Follow the instructions on the track. When you are given money, take it
from the bank. When you spend money, put it into the bank.
When the timer runs out, the winner is the player with more money.
Monday Tuesday Wednesday Thursday Fi
Grandma gives | buy an apple, s
you 50 cents | spend 5 cents
A S10»
&
Saturday
buy a HUGE spend $1.50
spend $2.00 ona game
Thursday Wednesday Tuesday
mone™
Unit 3¢ Measure and problem solving
CPM Framework SMm1, 3Mm2, SPUt, 3Pt3, 3Ps3; CPM Teacher's Resource 20.1Thursday
it’s your birthday,
get $10.00
Tuesday Wednesday
saturday
get pocket spend $1.20
money, $1.00 ona puzzle
Saturday Friday Thursday Wednesday
Sunday
Hint: Use the ways of making $1 that are shown in the
centre of the board. This will help when you have to change
what you have, so that you can spend or give money.
Unit 3¢ Measure and problem solving
(OPM Framework SMmt, 3Mm2, 9Pt1, 9Pt3, 3Ps3; CPM Teacher's Resource 30.1
Aopuns Aopinyos
ADpuowRemember Vocabulary
1000 g = 1kg grams, kilograms, weight,
scales
Read the scales and answer the questions.
Mum cooked 350 g
of rice. How much
rice was left?
If the apple weighs
70 g, what does
the pear weigh?
If the skin weighs
850 g, how much
melon can be
eaten?
BD Ee BD
y {0} Unit 36 Measure and problem song
(CPM Framework Mia, OMI, 22, SPs; CPM Teache's Resource 321,22If one parcel weighs
900 g, what does
the other parcel
weigh?
If the peel and top
weigh 350 g, how
much pineapple can
be eaten?
If the bowl weighs
220 g, what is the
weight of the
grapes?
Unit 3¢ Measure and problem solving y |
CPM Framework Ml, 3M, P12, 3°55; GPM Teacher’ Resource 32.1, 522Baking
You will need: a ruler
Remember Vocabulary
Look carefully at the scales when measuring. weight, weigh, measure,
It is very important to read scales accurately. heavy, light, litres, millilitres,
grams, centimetres
Nadia is making some muffins, some cookies and a large sponge cake.
She has a very large oven and can bake them all at the same time.
First she measures the liquids that she needs for each. Write how much is in
each container.
sponge cake ml muffins ml cookies ml
Next, Nadia has to weigh the flour.
How much does she need for each?
sponge cake 9 muffins 9 cookies g
+P Unit 26 Numer an problem sl
CPat rameter MSSM! CPN Teachers Resource 291,811,922Now Nadia needs to get the cake tins ready.
The sponge cake needs the biggest tin.
The muffins need the next biggest tin.
The cookies need the smallest tin.
Draw a line from the name of the cake to the correct length of tin as
shown on the ruler.
TENT TT a
The sponge cake os + s ¢ Mes
A a —
A
The muffins crs
UU
The cookies .
The sponge cake tin is long
The muffin tin is long.
The cookie tins is long.
At last they are all cooked. Time for a delicious feast!
You can make your own cakes, muffins and cookies.
Ask a grown-up to help you.
real understanding of measure:
Unit 9¢ Number and problem solving
(CPM Framework MIS, SMS; CPM Teacher's Resource 28.1, 31.1, 92.2
73Resource 1
Place-value cards
SREPhotocopiable resourcesv9 Photocopiable resources © Cambridge University Press 2016Resource 2
Number cards
double 1 double 2 double 3 double 4 double 5
twice 1 twice 2 twice 3 twice 4 twice 5
141 242 343 444 545
2x1 2x2 2x3 2x4 5x5
double 6 double 7 double 8 double 9 double 10
twice 6 twice 7 twice 8 twice 9 twice 10
6+6 7+7 8+8 9+49 10 +10
2x6 2x7 2x8 2x4 2x10
(© Cambridge University Press 2016
Photocopiabl resources 77double 11 double 12 double 13 double 14 double 15
twice 11 twice 12 twice 13 twice 14 twice 15
11411 12412 13 +13 14414 15415
2x11 2x12 2x 13 2x14 2x15
double 16 double 17 double 18 double 19 double 20
twice 16 twice 17 twice 18 twice 19 twice 20
16 +16 17+17 18+ 18 19419 20 + 20
2x16 2x17 2x18 2x19 2x20
vA) Photocopiabl resources
© Cambridge University Press 2016Resource 3
Number sirips 1
PEERED Pr
PEPE EPP leaps
1[2]3[4[s]e[7[s]4fro[rfi2
eee eee PeerSquare tiles
i
Cc)
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=)
ce)
7)
®
&
(© Cambridge University Press 2016
INAS KS WW IS IS ISIS ISIS
KY AN AS KY AWS AS AS AS INAS
WNISISS ISIS SSIS
KY AS AS KN AS ASISKS ISAS
KY ANS AS WW IS ISISISIS AS
KN ASS IWISISISSSS SASS
KY AN AS IWISISISISISS IS .
ISSN VV Vi VVas
WANS NOASSAAN :Resource 5
Animal cards
Elephant Parrot Snake
Giraffe Monkey Tiger
© Cambridge University Press 2016
—— aSResource 6
Brick and position cards
up left next to
under middle edge above between
below next to down. top beside
right bottom side above below
Photocopiable resources
© Cambridge University Press 2016Resource 7
Fooiball shirts and
humber cards
A number > your
last number
A number that is | A number that is
more than your last} greater than your
A number < your
last number
number last number
A number that is | A number that is
less than your last | fewer than your | Tresmallest | The greatest
number last number e umer
The largest number An even 2-digit An even 3-digit An odd 2-digit
number number number
An odd 3-digit
number
A multiple of 5 | A multiple of 2
A multiple of 3
A multiple of 10
An even number An even number
less than 50 more than 50
An odd number
more than 40
‘© Cambridge University Prass 2016
Photocopiable resources
83Resource 8
Number cards 0=20
Choose a
number
Choose a
number
ol ean — poner
Choose a
numberResource 9
Dice template
!
2
10
2
10Resource 10
Race cards and Time cards
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(© Cambridge University Press 2016eo 10 minutes
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(© Cambridge University Press 2016
Photocopiable resources
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Collection tally charts
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Fraction wall, Cookie cards,
Biscuit monster cards
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LOSSLESS
jab resources
LOLOL SS
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LOS OO LL
‘Cambridge University Press 2016Resource 14
hime cards
5 seconds 10 seconds 15 seconds 20 seconds 25 seconds
30 seconds 35 seconds 40 seconds 45 seconds 50 seconds
55 seconds 1 minute 5 minutes 10 minutes 15 minutes
20 minutes 25 minutes 30 minutes 35 minutes 40 minutes
45 minutes 50 minutes 55 minutes 60 minutes 1 hour
2 hours 3 hours 4 hours 5 hours 6 hours
7 hours 8 hours 9 hours 10 hours 11 hours
(© Cambridge University Press 2016Answers are not supplied for open-ended activities
and games.
Page 6 Making chains
| started on 18 and ended on 48.
ee & 8. £ 8,
I started on 23 and ended on 93.
234334434534 63-4 73-4 83-4 93-4 83-4 93-4 103-493
ooeees SO QO OO © ob
Page 10 Tricky triangles
8 (1)
£ 2, gS 8,
Kx O© ot dk OE) oO ©
(5) @ (3) Pose Fact families sod
aa 0
9
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3 |+[7 ]=[10 4 |+[5 ]-[9
Jk ) 10}-| 3 J=L7 9 |-L5 j=, 4
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- =Pages 14-15 Number triangles Pages 22-23 Hundreds and tens
‘Answers depend on where the learner puts the numbers.
Pages 16-17 Building towers
48 40
w]x]4 10] x | 4
3]x}a}x]a s|x}2]|x]2
2 4
6] +] 3 als] 2
wle/3af+|a go} +|10] +} 5
The remaining answers depend on the numbers the
leamers start with.
Pages 18-19 Bigger or smaller?
6x10 = 60 or 10x 6 = 60
6=6
100r30=1
Pages 20-21 The four rules of number
There are over 60 ways of finding 24.
Here are some examples, Page 24 straw models)
4464648224 Squares: 3 em by 3 em, 5 cm by 5 om, 8 cm by 8m
6464844224 Rectangles: 3. cm by 5 om, 3 cm by 8 cm, 5m by 8em
7 Cubes: 3 om by 3 cm by 3 cm, 5m by 5m by Som,
cm by 8 om by 8cm
‘Cuboids: 3 em by 3.cm by 5 cm, 3.cm by 3.cm by Bom,
5m by 5 cm by 3 om, cm by 5m by 8 cm, 8cm by
8 cm by 3.cm, 8 om by 8.cm by 5 cm, 3 om, by Scm by
8om
(6x8) - (4x6) = 24
8x6-6x4=24
8x6-4x6=24
6xPage 25 Squares, squares and more squares
The children may need to discuss why these
two are the same and the answer number 5.
ISIS
Patter
Lines of symmetry
Page 34 Miniature garden
Heights:
4om
14cm
shom
Sem
12em
2em
bom
9em
Tem
Tom
--szea70e00c0
Page 36 Abacus numbers
These numbers can be made:
600, 501, 510, 420, 402, 411, 330, 303, 321, 312, 222, 231
213, 204, 240, 105, 160, 114, 141, 123, 132, 033, 042, 024,
051, 015, 006
Page 39 Spots, squares and stars
48
Answers
Pages 44-45 Tiles
These numbers will be left uncovered: 1, 3, 7. 9.11. 13. 17.
19, 21, 23, 27, 29, 31,, 33, 37, 39, 41, 43, 47, 49, 51, 53, 57.
59, 61, 63, 67, 69, 71, 73,77, 79, 81, 83, 87, 89, 91, 93, 97,
”
Encourage the children to look at the pattern when
thinking of a reason,
Page 49 Estimating length
Penola [bc |¢@ |e Jf
Estimate [Leamers’ own estimates
Measure [126m [106m [15em] 9em] som
14cm,
Pages 54-56 Fallen leaves
See the answers on the opposite page.
Pages 60-61 Complements to 100
36 + 64 = 100; 42 + 58 = 100; 85 + 15 = 100; 27 + 73 = 100;
71 4+ 29 = 100; 59+ 41 = 100 Learners’ own answers
Page 64 Cooking times
Cake into the oven at 10.00. Takes 40 minutes. Take cake
out at 10.40,
Bread rolls take 40 minutes. Put in at 8.00. Take out at
8.40.
‘Small cakes take 30 minutes. Put in at 3.30. Take out at
4.00.
Casserole takes 1 hour 30 minutes of 1% hours. Put in ct
5.45, Take out at 7.15.
Biscuits take 10 minutes. Put in at 11.55. Take out at
12.05.
Chicken takes 1% hours. Put in at 12.00. Take out at 1.30.
Scones take 20 minutes. Put in at 2.40. Take out at 3.00.
Apple pie takes 40 minutes, Put in at 4.20, Take out at
5.00.
‘Vegetable pie takes 55 minutes. Put it in at 6.05. Take out
at 7.00.
Meringues take 2 hours 30 minutes or 2 % hours, Put in
at 4.50, Take out 7.20.
Oven chips take 25 minutes. Put in at 5.05, Take out at
5.30
Cheese straws take 10 minutes. Put them in at 6.10. Take
them out at 6.20,
Page 65 Cans of lemonade
750 mi 1500.mi 250m! 3000 mi 4500 mi
3 1 1 1
a ai 3h ah
Pages 70-71 Weight
650 g rice
ear weighs 90 g
2k 150 g of melon can be eaten
parcel weighs 2 k 100g
600 g of pineapple can be eaten
grapes weigh 430 g