Academic Standards

4.1.3: Round whole numbers up to 10,000 to the nearest ten, hundred, and thousand.

Rounding Whole Numbers (Number Line)

4.1.4: Order and compare whole numbers using symbols for ?less than? (<), ?equal to? (=), and ?greater than? (>).

Modeling Decimals (Base-10 Blocks)

4.1.8: Write tenths and hundredths in decimal and fraction notations. Know the fraction and decimal equivalents for halves and fourths (e.g., 1/2 = 0.5 = 0.50, 7/4 = 1 3/4 = 1.75).

Equivalent Fractions (Fraction Tiles)

Fraction Artist 1 (Area Models of Fractions)

Fraction Garden (Comparing Fractions)

Fraction, Decimal, Percent (Area and Grid Models)

Modeling Decimals (Area and Grid Models)

Modeling Fractions (Area Models)

4.2.1: Understand and use standard algorithms for addition and subtraction.

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)

4.2.2: Represent as multiplication any situation involving repeated addition.

Chocomatic (Multiplication, Arrays, and Area)

4.2.3: Represent as division any situation involving the sharing of objects or the number of groups of shared objects.

No Alien Left Behind (Division with Remainders)

4.2.5: Use a standard algorithm to multiply numbers up to 100 by numbers up to 10, using relevant properties of the number system.

Critter Count (Modeling Multiplication)

Multiplying Decimals (Area Model)

4.2.6: Use a standard algorithm to divide numbers up to 100 by numbers up to 10 without remainders, using relevant properties of the number system.

No Alien Left Behind (Division with Remainders)

4.2.9: Add and subtract decimals (to hundredths), using objects or pictures.

Adding Decimals (Base-10 Blocks)

Subtracting Decimals (Base-10 Blocks)

4.2.10: Use a standard algorithm to add and subtract decimals (to hundredths).

Adding Decimals (Base-10 Blocks)

Subtracting Decimals (Base-10 Blocks)

4.2.11: Know and use strategies for estimating results of any whole-number computations.

Cannonball Clowns (Number Line Estimation)

Multiplying Decimals (Area Model)

4.3.4: Understand that an equation such as y = 3x + 5 is a rule for finding a second number when a first number is given.

Function Machines 2 (Functions, Tables, and Graphs)

Function Machines 3 (Functions and Problem Solving)

4.3.5: Continue number patterns using multiplication and division.

Function Machines 1 (Functions and Tables)

Pattern Flip (Patterns)

4.3.6: Recognize and apply the relationships between addition and multiplication, between subtraction and division, and the inverse relationship between multiplication and division to solve problems.

Chocomatic (Multiplication, Arrays, and Area)

Critter Count (Modeling Multiplication)

Factor Trees (Factoring Numbers)

Function Machines 3 (Functions and Problem Solving)

No Alien Left Behind (Division with Remainders)

4.3.7: Relate problem situations to number sentences involving multiplication and division.

Critter Count (Modeling Multiplication)

Multiplying Decimals (Area Model)

No Alien Left Behind (Division with Remainders)

4.4.3: Identify, describe, and draw parallelograms, rhombuses, and trapezoids, using appropriate mathematical tools and technology.

4.4.4: Identify congruent quadrilaterals and give reasons for congruence using sides, angles, parallels and perpendiculars.

4.5.1: Measure length to the nearest quarter-inch, eighth-inch, and millimeter.

Cannonball Clowns (Number Line Estimation)

4.5.4: Know and use formulas for finding the areas of rectangles and squares.

Chocomatic (Multiplication, Arrays, and Area)

4.5.6: Understand that rectangles with the same area can have different perimeters and that rectangles with the same perimeter can have different areas.

Fido's Flower Bed (Perimeter and Area)

4.5.7: Find areas of shapes by dividing them into basic shapes such as rectangles.

Fido's Flower Bed (Perimeter and Area)

4.6.1: Represent data on a number line and in tables, including frequency tables.

Mascot Election (Pictographs and Bar Graphs)

Reaction Time 2 (Graphs and Statistics)

4.6.2: Interpret data graphs to answer questions about a situation.

4.6.3: Summarize and display the results of probability experiments in a clear and organized way.

Graphing Skills

Mascot Election (Pictographs and Bar Graphs)

Reaction Time 1 (Graphs and Statistics)

4.7.1: Analyze problems by identifying relationships, telling relevant from irrelevant information, sequencing and prioritizing information, and observing patterns.

Function Machines 2 (Functions, Tables, and Graphs)

Pattern Flip (Patterns)

4.7.4: Use a variety of methods, such as words, numbers, symbols, charts, graphs, tables, diagrams, tools, and models to solve problems, justify arguments, and make conjectures.

4.7.7: Know and use appropriate methods for estimating results of whole-number computations.

Critter Count (Modeling Multiplication)

Multiplying Decimals (Area Model)

Correlation last revised: 1/20/2017

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