Curriculum Standards

1.1.K1: knows, explains, and represents:

1.1.K1.a: whole numbers from 0 through 10,000;

Modeling Whole Numbers and Decimals (Base-10 Blocks)

1.1.K1.b: fractions greater than or equal to zero (halves, fourths, thirds, eighths, tenths, sixteenths);

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)

1.1.K1.c: decimals greater than or equal to zero through tenths place.

Fraction, Decimal, Percent (Area and Grid Models)

Modeling Decimals (Area and Grid Models)

Modeling Whole Numbers and Decimals (Base-10 Blocks)

Multiplying Decimals (Area Model)

Treasure Hunter (Decimals on the Number Line)

1.1.K2: compares and orders:

1.1.K2.b: fractions greater than or equal to zero with like denominators (halves, fourths, thirds, eighths, tenths, sixteenths) using concrete objects;

Equivalent Fractions (Fraction Tiles)

Fraction Artist 2 (Area Models of Fractions)

Fractions Greater than One (Fraction Tiles)

1.1.K2.c: decimals greater than or equal to zero through tenths place using concrete objects.

Treasure Hunter (Decimals on the Number Line)

1.1.K3: knows, explains, and uses equivalent representations including the use of mathematical models for:

1.1.K3.a: addition and subtraction of whole numbers from 0 through 1,000.

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)

1.2.K2: identifies, models, reads, and writes numbers using expanded form from tenths place through ten thousands place, e.g., 56,277.3 = (5 x 10,000) + (6 x 1,000) + (2 x 100) + (7 x 10) + (7 x 1) + (3 x .1) = 50,000 + 6,000 + 200 + 70 + 7 + .3

Cannonball Clowns (Number Line Estimation)

1.2.K4: identifies the place value of various digits from tenths to one hundred thousands place.

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)

Treasure Hunter (Decimals on the Number Line)

1.2.K6: uses the concepts of these properties with whole numbers from 0 through 100 and demonstrates their meaning including the use of concrete objects:

1.2.K6.a: commutative properties of addition and multiplication, e.g., 7 + 8 = 8 + 7 or 3 x 6 = 6 x 3;

Chocomatic (Multiplication, Arrays, and Area)

1.4.K4: performs and explains these computational procedures:

1.4.K4.a: adds and subtracts whole numbers from 0 through 10,000;

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)

2.1.K2: uses these attributes to generate patterns:

2.1.K2.a: counting numbers related to number theory, e.g., evens, odds, or multiples through the 5s;

2.1.K3: identifies, states, and continues a pattern presented in various formats including numeric (list or table), visual (picture, table, or graph), verbal (oral description), kinesthetic (action), and written.

Function Machines 1 (Functions and Tables)

Pattern Finder

Pattern Flip (Patterns)

2.1.K4: generates:

2.1.K4.a: repeating patterns,

2.1.K4.c: patterns using function tables (input/output machines, T-tables).

Function Machines 1 (Functions and Tables)

2.2.K1: explains and uses symbols to represent unknown whole number quantities from 0 through 1,000.

Modeling Whole Numbers and Decimals (Base-10 Blocks)

2.2.K2: finds the sum or difference in one-step equations with:

2.2.K2.a: whole numbers from 0 through 99, e.g., 89 = 76 + y or y - 23 = 32;

Cargo Captain (Multi-digit Subtraction)

2.2.K2.b: monetary values through a dollar, e.g., 25¢ + 10¢ + 5¢ = n.

Cargo Captain (Multi-digit Subtraction)

2.2.K4: compares two whole numbers from 0 through 1,000 using the equality and inequality symbols (=, <, >) and their corresponding meanings (is equal to, is less than, is greater than).

Modeling Whole Numbers and Decimals (Base-10 Blocks)

2.3.K1: states mathematical relationships between whole numbers from 0 through 200 using various methods including mental math, paper and pencil, concrete objects, and appropriate technology, e.g., every time a quarter is added to the amount; 25¢ is added to the total.

Modeling Whole Numbers and Decimals (Base-10 Blocks)

2.3.K2: finds the values and determines the rule with one operation (addition, subtraction) of whole numbers from 0 through 200 using a horizontal or vertical function table (input/output machine, T-table).

Function Machines 1 (Functions and Tables)

2.3.K3: generalizes numerical patterns using whole numbers from 0 through 200 with one operation (addition, subtraction) by stating the rule using words, e.g., if the sequence is 30, 50, 70, 90, ; in words, the rule is add twenty to the number before.

Function Machines 1 (Functions and Tables)

2.3.K4: uses a function table (input/output machine, T-table) to identify and plot ordered pairs in the first quadrant of a coordinate plane.

Function Machines 2 (Functions, Tables, and Graphs)

Function Machines 3 (Functions and Problem Solving)

2.4.K1: knows, explains, and uses mathematical models to represent mathematical concepts, procedures, and relationships. Mathematical models include:

2.4.K1.a: process models (concrete objects, pictures, number lines, coordinate planes/grids, hundred charts, measurement tools, multiplication arrays, or division sets) to model computational procedures and mathematical relationships;

Equivalent Fractions (Fraction Tiles)

Fraction Artist 1 (Area Models of Fractions)

Fraction Artist 2 (Area Models of Fractions)

Fraction Garden (Comparing Fractions)

Fraction, Decimal, Percent (Area and Grid Models)

Modeling Fractions (Area Models)

Number Line Frog Hop (Addition and Subtraction)

Toy Factory (Set Models of Fractions)

Treasure Hunter (Decimals on the Number Line)

2.4.K1.b: place value models (place value mats, hundred charts, base ten blocks or unifix cubes) to compare, order, and represent numerical quantities and to model computational procedures;

Fraction, Decimal, Percent (Area and Grid Models)

Modeling Whole Numbers and Decimals (Base-10 Blocks)

2.4.K1.c: fraction models (fraction strips or pattern blocks) and decimal models (base ten blocks or coins) to compare, order, and represent numerical quantities;

Adding Fractions (Fraction Tiles)

Adding Whole Numbers and Decimals (Base-10 Blocks)

Equivalent Fractions (Fraction Tiles)

Fraction Artist 1 (Area Models of Fractions)

Fraction Artist 2 (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)

Modeling Whole Numbers and Decimals (Base-10 Blocks)

Multiplying Decimals (Area Model)

Subtracting Whole Numbers and Decimals (Base-10 Blocks)

Toy Factory (Set Models of Fractions)

Treasure Hunter (Decimals on the Number Line)

2.4.K1.d: money models (base ten blocks or coins) to compare, order, and represent numerical quantities;

Modeling Decimals (Area and Grid Models)

Modeling Whole Numbers and Decimals (Base-10 Blocks)

2.4.K1.e: function tables (input/output machines, T-tables) to find numerical relationships;

Function Machines 1 (Functions and Tables)

Function Machines 2 (Functions, Tables, and Graphs)

Function Machines 3 (Functions and Problem Solving)

2.4.K1.f: two-dimensional geometric models (geoboards, dot paper, pattern blocks, or tangrams) to model perimeter, area, and properties of geometric shapes and three-dimensional geometric models (solids) and real-world objects to compare size and to model attributes of geometric shapes;

Fido's Flower Bed (Perimeter and Area)

2.4.K1.h: graphs using concrete objects, representational objects, or abstract representations, pictographs, frequency tables, horizontal and vertical bar graphs, Venn diagrams or other pictorial displays, line plots, charts, and tables to organize and display data;

Forest Ecosystem

Mascot Election (Pictographs and Bar Graphs)

Prairie Ecosystem

Reaction Time 1 (Graphs and Statistics)

Reaction Time 2 (Graphs and Statistics)

3.1.K6: determines if geometric shapes and real-world objects contain line(s) of symmetry and draws the line(s) of symmetry if the line(s) exist(s).

3.2.K1: uses whole number approximations (estimations) for length, width, weight, volume, temperature, time, and perimeter using standard and nonstandard units of measure.

Cannonball Clowns (Number Line Estimation)

Fido's Flower Bed (Perimeter and Area)

3.2.K3: selects, explains the selection of, and uses measurement tools, units of measure, and degree of accuracy appropriate for a given situation to measure:

3.2.K3.a: length width, and height to the nearest half inch, inch, foot, and yard; and to the nearest whole unit of nonstandard unit;

Cannonball Clowns (Number Line Estimation)

3.2.K3.b: length, width, and height to the nearest centimeter and meter;

Cannonball Clowns (Number Line Estimation)

Measuring Trees

3.2.K3.c: weight to the nearest whole unit of a nonstandard unit;

Cannonball Clowns (Number Line Estimation)

3.2.K4: states:

3.2.K4.b: the number of inches in a foot, inches in a yard, and feet in a yard;

Cannonball Clowns (Number Line Estimation)

3.2.K4.c: the number of centimeters in a meter;

Cannonball Clowns (Number Line Estimation)

3.2.K5: finds the perimeter of squares, rectangles, and triangles given the measures of all the sides.

Fido's Flower Bed (Perimeter and Area)

3.3.K2: recognizes and performs one transformation (reflection/flip, rotation/turn, and translation/slide) on a two-dimensional figure.

3.4.K2: identifies points on a coordinate plane (coordinate grid) using:

3.4.K2.a: two positive whole numbers,

City Tour (Coordinates)

Elevator Operator (Line Graphs)

3.4.K2.b: a letter and a positive whole number.

City Tour (Coordinates)

Elevator Operator (Line Graphs)

3.4.K3: identifies points as ordered pairs in the first quadrant of a coordinate plane (coordinate grid).

City Tour (Coordinates)

Function Machines 2 (Functions, Tables, and Graphs)

Function Machines 3 (Functions and Problem Solving)

4.2.K1: organizes, displays, and reads numerical (quantitative) and non-numerical (qualitative) data in a clear, organized, and accurate manner including a title, labels, categories, and whole number intervals using these data displays:

4.2.K1.c: frequency tables (tally marks);

Mascot Election (Pictographs and Bar Graphs)

4.2.K1.d: horizontal and vertical bar graphs;

4.2.K1.e: Venn diagrams or other pictorial displays, e.g., glyphs;

4.2.K1.f: line plots;

Reaction Time 2 (Graphs and Statistics)

4.2.K2: collects data using different techniques (observations, polls, surveys, or interviews) and explains the results.

Reaction Time 2 (Graphs and Statistics)

4.2.K3: finds these statistical measures of a data set with less than ten data points using whole numbers from 0 through 1,000:

4.2.K3.b: range,

Reaction Time 1 (Graphs and Statistics)

Reaction Time 2 (Graphs and Statistics)

4.2.K3.c: mode (uni-modal only),

Movie Reviewer (Mean and Median)

Reaction Time 1 (Graphs and Statistics)

Reaction Time 2 (Graphs and Statistics)

4.2.K3.d: median when data set has an odd number of data points.

Movie Reviewer (Mean and Median)

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.