4.N: Number & Operations

4.N.1: Solve real-world and mathematical problems using multiplication and division.

4.N.1.1: Demonstrate fluency with multiplication and division facts with factors up to 12.

 Critter Count (Modeling Multiplication)

4.N.1.5: Solve multi-step real-world and mathematical problems requiring the use of addition, subtraction, and multiplication of multi-digit whole numbers. Use various strategies, including the relationship between operations, the use of appropriate technology, and the context of the problem to assess the reasonableness of results.

 Adding Whole Numbers and Decimals (Base-10 Blocks)
 Cargo Captain (Multi-digit Subtraction)
 Number Line Frog Hop (Addition and Subtraction)
 Subtracting Whole Numbers and Decimals (Base-10 Blocks)

4.N.2: Represent and compare fractions and decimals in real-world and mathematical situations; use place value to understand how decimals represent quantities.

4.N.2.1: Represent and rename equivalent fractions using fraction models (e.g. parts of a set, area models, fraction strips, number lines).

 Adding Fractions (Fraction Tiles)
 Equivalent Fractions (Fraction Tiles)
 Factor Trees (Factoring Numbers)
 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)
 Toy Factory (Set Models of Fractions)

4.N.2.2: Use benchmark fractions (0, ¼, ⅓, ½, ⅔, ¾, 1) to locate additional fractions on a number line. Use models to order and compare whole numbers and fractions less than and greater than one using comparative language and symbols.

 Equivalent Fractions (Fraction Tiles)
 Fraction Artist 2 (Area Models of Fractions)

4.N.2.4: Use fraction models to add and subtract fractions with like denominators in real-world and mathematical situations.

 Adding Fractions (Fraction Tiles)
 Fraction Artist 2 (Area Models of Fractions)
 Fractions Greater than One (Fraction Tiles)
 Modeling Fractions (Area Models)

4.N.2.5: Represent tenths and hundredths with concrete models, making connections between fractions and decimals.

 Fraction, Decimal, Percent (Area and Grid Models)
 Modeling Decimals (Area and Grid Models)
 Modeling Whole Numbers and Decimals (Base-10 Blocks)
 Treasure Hunter (Decimals on the Number Line)

4.N.2.6: Represent, read and write decimals up to at least the hundredths place in a variety of contexts including money.

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

4.N.2.7: Compare and order decimals and whole numbers using place value, a number line and models such as grids and base 10 blocks.

 Adding Whole Numbers and Decimals (Base-10 Blocks)
 Modeling Decimals (Area and Grid Models)
 Modeling Whole Numbers and Decimals (Base-10 Blocks)
 Subtracting Whole Numbers and Decimals (Base-10 Blocks)

4.N.2.8: Compare benchmark fractions (¼, ⅓, ½, ⅔, ¾) and decimals (0.25, 0.50, 0.75) in real-world and mathematical situations.

 Fraction, Decimal, Percent (Area and Grid Models)

4.A: Algebraic Reasoning & Algebra

4.A.1: Use multiple representations of patterns to solve real-world and mathematical problems.

4.A.1.1: Create an input/output chart or table to represent or extend a numerical pattern.

 Function Machines 1 (Functions and Tables)
 Function Machines 3 (Functions and Problem Solving)

4.A.2: Use multiplication and division with unknowns to create number sentences representing a given problem situation.

4.A.2.1: Use number sense, properties of multiplication and the relationship between multiplication and division to solve problems and find values for the unknowns represented by letters and symbols that make number sentences true.

 Critter Count (Modeling Multiplication)
 Factor Trees (Factoring Numbers)
 Function Machines 3 (Functions and Problem Solving)
 Multiplying Decimals (Area Model)

4.A.2.2: Solve for unknowns in problems by solving open sentences (equations) and other problems involving addition, subtraction, multiplication, or division with whole numbers. Use real-world situations to represent number sentences and vice versa.

 Adding Whole Numbers and Decimals (Base-10 Blocks)
 Cargo Captain (Multi-digit Subtraction)
 Critter Count (Modeling Multiplication)
 No Alien Left Behind (Division with Remainders)
 Number Line Frog Hop (Addition and Subtraction)
 Subtracting Whole Numbers and Decimals (Base-10 Blocks)

4.GM: Geometry & Measurement

4.GM.1: Name, describe, classify and construct polygons, and three-dimensional figures.

4.GM.1.1: Identify points, lines, line segments, rays, angles, endpoints, and parallel and perpendicular lines in various contexts.

 City Tour (Coordinates)
 Classifying Quadrilaterals
 Elevator Operator (Line Graphs)

4.GM.1.2: Describe, classify, and sketch quadrilaterals, including squares, rectangles, trapezoids, rhombuses, parallelograms, and kites. Recognize quadrilaterals in various contexts.

 Classifying Quadrilaterals

4.GM.2: Understand angle, length, and area as measurable attributes of real-world and mathematical objects. Use various tools to measure angles, length, area, and volume.

4.GM.2.2: Find the area of polygons that can be decomposed into rectangles.

 Fido's Flower Bed (Perimeter and Area)

4.GM.2.3: Using a variety of tools and strategies, develop the concept that the volume of rectangular prisms with whole-number edge lengths can be found by counting the total number of same-sized unit cubes that fill a shape without gaps or overlaps. Use appropriate measurements such as cm³.

 Balancing Blocks (Volume)

4.GM.2.4: Choose an appropriate instrument and measure the length of an object to the nearest whole centimeter or quarter-inch.

 Cannonball Clowns (Number Line Estimation)
 Measuring Trees

4.GM.2.5: Solve problems that deal with measurements of length, when to use liquid volumes, when to use mass, temperatures above zero and money using addition, subtraction, multiplication, or division as appropriate (customary and metric).

 Cargo Captain (Multi-digit Subtraction)

4.GM.3: Determine elapsed time and convert between units of time.

4.GM.3.1: Determine elapsed time.

 Elapsed Time

4.D: Data & Probability

4.D.1: Collect, organize, and analyze data.

4.D.1.3: Solve one- and two-step problems using data in whole number, decimal, or fraction form in a frequency table and line plot.

 Mascot Election (Pictographs and Bar Graphs)

Correlation last revised: 4/4/2018

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