N: Number and Operations

N.ME.04.02: Compose and decompose numbers using place value to 1,000,000's, e.g., 25,068 is 2 ten thousands, 5 thousands, 0 hundreds, 6 tens, and 8 ones.

 Number Line Frog Hop (Addition and Subtraction)

N.ME.04.03: Understand the magnitude of numbers up to 1,000,000; recognize the place values of numbers and the relationship of each place value to the place to its right, e.g., 1,000 is 10 hundreds.

 Modeling Whole Numbers and Decimals (Base-10 Blocks)
 Target Sum Card Game (Multi-digit Addition)

N.ME.04.04: Find all factors of any whole number through 50, list factor pairs, and determine if a one-digit number is a factor of a given whole number.

 Chocomatic (Multiplication, Arrays, and Area)
 Factor Trees (Factoring Numbers)

N.MR.04.06: Know that some numbers including 2, 3, 5, 7, and 11 have exactly two factors (1 and the number itself) and are called prime numbers.

 Chocomatic (Multiplication, Arrays, and Area)
 Factor Trees (Factoring Numbers)

N.MR.04.07: Use factors and multiples to compose and decompose whole numbers.

 Chocomatic (Multiplication, Arrays, and Area)
 Factor Trees (Factoring Numbers)

N.FL.04.08: Add and subtract whole numbers fluently.

 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)
 Target Sum Card Game (Multi-digit Addition)

N.ME.04.09: Multiply two-digit numbers by 2, 3, 4, and 5 using the distributive property, e.g., 21 x 3 = (1 + 20) x 3 = (1 x 3) + (20 x 3) = 3 + 60 = 63.

 Chocomatic (Multiplication, Arrays, and Area)

N.FL.04.10: Multiply fluently any whole number by a one-digit number and a three-digit number by a two-digit number; for a two-digit by one-digit multiplication use distributive property to develop meaning for the algorithm.

 Chocomatic (Multiplication, Arrays, and Area)
 Critter Count (Modeling Multiplication)

N.FL.04.11: Divide numbers up to four-digits by one-digit numbers and by 10.

 No Alien Left Behind (Division with Remainders)

N.MR.04.14: Solve contextual problems involving whole number multiplication and division.

 Critter Count (Modeling Multiplication)
 No Alien Left Behind (Division with Remainders)

N.ME.04.15: Read and interpret decimals up to two decimal places; relate to money and place value decomposition.

 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)

N.ME.04.16: Know that terminating decimals represents fractions whose denominators are 10, 10 x 10, 10 x 10 x 10, etc., e.g., powers of 10.

 Fraction, Decimal, Percent (Area and Grid Models)

N.ME.04.17: Locate tenths and hundredths on a number line.

 Treasure Hunter (Decimals on the Number Line)

N.ME.04.18: Read, write, interpret, and compare decimals up to two decimal places.

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

N.MR.04.19: Write tenths and hundredths in decimal and fraction forms, and know the decimal equivalents for halves and fourths.

 Fraction, Decimal, Percent (Area and Grid Models)
 Modeling Decimals (Area and Grid Models)

N.MR.04.21: Explain why equivalent fractions are equal, using models such as fraction strips or the number line for fractions with denominators of 12 or less, or equal to 100.

 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)

N.MR.04.22: Locate fractions with denominators of 12 or less on the number line; include mixed numbers.

 Fraction Garden (Comparing Fractions)
 Fraction, Decimal, Percent (Area and Grid Models)
 Fractions Greater than One (Fraction Tiles)
 Modeling Fractions (Area Models)

N.MR.04.23: Understand the relationships among halves, fourths, and eighths and among thirds, sixths, and twelfths.

 Equivalent Fractions (Fraction Tiles)
 Fraction Artist 1 (Area Models of Fractions)
 Fraction Artist 2 (Area Models of Fractions)
 Fraction Garden (Comparing Fractions)
 Modeling Fractions (Area Models)
 Toy Factory (Set Models of Fractions)

N.ME.04.24: Know that fractions of the form m/n where m is greater than n, are greater than 1 and are called improper fractions; locate improper fractions on the number line.

 Fractions Greater than One (Fraction Tiles)

N.MR.04.25: Write improper fractions as mixed numbers, and understand that a mixed number represents the number of "wholes" and the part of a whole remaining, e.g., 5/4 = 1 + 1/4 = 1 1/4.

 Fractions Greater than One (Fraction Tiles)

N.MR.04.26: Compare and order up to three fractions with denominators 2, 4, and 8, and 3, 6, and 12, including improper fractions and mixed numbers.

 Adding Fractions (Fraction Tiles)
 Equivalent Fractions (Fraction Tiles)
 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)

N.MR.04.27: Add and subtract fractions less than 1 with denominators through 12 and/or 100, in cases where the denominators are equal or when one denominator is a multiple of the other, e.g., 1/12 + 5/12 = 6/12; 1/6 + 5/12 = 7/12; 3/10 - 23/100 = 7/100.

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

N.FL.04.32: Add and subtract decimals through hundredths.

 Adding Whole Numbers and Decimals (Base-10 Blocks)
 Subtracting Whole Numbers and Decimals (Base-10 Blocks)

N.FL.04.33: Multiply and divide decimals up to two decimal places by a one-digit whole number where the result is a terminating decimal, e.g., 0.42 ÷ 3 = 0.14, but not 5 ÷ 3 = 1.6 repeating.

 Multiplying Decimals (Area Model)

N.FL.04.34: Estimate the answers to calculations involving addition, subtraction, or multiplication.

 Adding Whole Numbers and Decimals (Base-10 Blocks)
 Critter Count (Modeling Multiplication)
 Multiplying Decimals (Area Model)
 Subtracting Whole Numbers and Decimals (Base-10 Blocks)

N.FL.04.36: Make appropriate estimations and calculations fluently with whole numbers using mental math strategies.

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

M: Measurement

M.TE.04.05: Carry out the following conversions from one unit of measure to a larger or smaller unit of measure: meters to centimeters, kilograms to grams, liters to milliliters, hours to minutes, minutes to seconds, years to months, weeks to days, feet to inches, ounces to pounds (using numbers that involve only simple calculations).

 Cannonball Clowns (Number Line Estimation)

M.TE.04.06: Know and understand the formulas for perimeter and area of a square and a rectangle; calculate the perimeters and areas of these shapes and combinations of these shapes using the formulas.

 Chocomatic (Multiplication, Arrays, and Area)
 Fido's Flower Bed (Perimeter and Area)

M.TE.04.07: Find one dimension of a rectangle given the other dimension and its perimeter or area.

 Chocomatic (Multiplication, Arrays, and Area)

M.PS.04.09: Solve contextual problems about perimeter and area of squares and rectangles in compound shapes.

 Fido's Flower Bed (Perimeter and Area)

M.TE.04.10: Identify right angles and compare angles to right angles.

 Classifying Quadrilaterals

G: Geometry

G.GS.04.02: Identify basic geometric shapes including isosceles, equilateral, and right triangles, and use their properties to solve problems.

 Classifying Quadrilaterals

G.TR.04.04: Recognize plane figures that have line symmetry.

 Quilting Bee (Symmetry)

G.TR.04.05: Recognize rigid motion transformations (flips, slides, turns) of a two-dimensional object.

 Rock Art (Transformations)

D: Data and Probability

D.RE.04.01: Construct tables and bar graphs from given data.

 Graphing Skills
 Mascot Election (Pictographs and Bar Graphs)
 Reaction Time 1 (Graphs and Statistics)
 Reaction Time 2 (Graphs and Statistics)

D.RE.04.02: Order a given set of data, find the median, and specify the range of values.

 Reaction Time 1 (Graphs and Statistics)

D.RE.04.03: Solve problems using data presented in tables and bar graphs, e.g., compare data represented in two bar graphs and read bar graphs showing two data sets.

 Graphing Skills
 Mascot Election (Pictographs and Bar Graphs)
 Movie Reviewer (Mean and Median)
 Prairie Ecosystem
 Reaction Time 1 (Graphs and Statistics)
 Reaction Time 2 (Graphs and Statistics)

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.