Identify quantities that are less than, greater than and equal to (up to 120)
Unifix Towers
Timeframe: 5-10mins
Audience: Individuals, small groups, whole class
Materials: Unifix blocks, 10-sided dice, whiteboard, marker
Summary: Students roll a die and record the number on their whiteboard. Then, take that many unifix and build a little tower. Stand the tower up next to the number they recorded on the whiteboard. After some time has elapsed, stop the students and ask them to make statements about their towers, using vocabulary such as: more, less, most, least, greater than, less than, equal, same. E.g. “6 is more than 2. My tower with 9 has the most blocks. These two towers both have 5 so they are equal.”
Guiding questions: How do you know? Can you prove it in another way?
Source: unknown
Place Value War
Timeframe: 10-15mins
Audience: Pairs
Materials: MAB/Bundles and sticks/Unifix, 10-sided dice
Summary: In pairs, students take turns to roll two 10-sided dice, then make a 2-digit number. They then use materials to make that number. Their partner does the same. Students work out whose quantity is greater, and that person receives a point (keep score on a whiteboard or scrap piece of paper). This task can also be adjusted so that the person with the lowest number is the winner. If students end up making equal quantities, they can each have a point. You can extend the task by adding extra dice. You can also print out and laminate the symbols for greater than, less than and equal to. Give each pair a set of the symbols and have them work out which symbol fits in between their two quantities of objects.
Guiding questions: How did you work out whose quantity is the greatest? Did you look at the tens first or the ones?
Source: unknown
Decimal Mastermind
Timeframe: 10 minutes warm up game
Audience: 2 players or whole class
Materials: Paper/pencil and/or whiteboard
Summary: The Mastermind chooses a 3 or 4 digit decimal number and the player must try and determine the number by using the green tick, black dot or red cross clues from the Mastermind. A green tick means the correct number in the correct place value column, a black dot means it is the correct number in the incorrect place value column, a red cross means the digit is not in the Mastermind’s number at all. The player usually has to determine the number correctly within 10 moves. The player must say the decimal number correctly to be a valid turn eg. 0.123 is not read as ‘zero point one hundred and twenty three’, it is ‘zero point one two three’.
Guiding questions: Point out black dots or green ticks in previous turns if the class is struggling to achieve the correct answer.
Source: unknown






