2013 Maths Info Night

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2013 Maths Info Night

  1. 1. MATHSINFORMATIONEVENINGWELCOME!
  2. 2. OVERVIEW OF NUMERACYMathematics in the NZ Curriculum covers the following strands:*Number and Algebra*Geometry and Measurement*Statistics- These are interconnected. Some are covered in other subjectareas as well.-All of these form a teacher‟s National Standards OTJ (resultsfrom assessments, teaching etc) to „grade‟ students as above, ator below.- There is a much greater emphasis on NUMBER at all levels,especially in years 1 to 4.
  3. 3. There are two stages to theNumeracy Framework:STRATEGIES andKNOWLEDGE.Strategies – the processesthat students use to solveproblems (how they workthem out).
  4. 4. Addition and subtractioni.e. 29 + 29 = 58(rounding 30 + 30 = 60 (and thensubtracting off 2 to compensate)Multiplication and divisioni.e. 23 × 3(20 × 3) + (3 × 3)60 + 9= 69Proportions and ratiosi.e. ¼ of 1616 ÷ 4 = 4
  5. 5. Knowledge –Number identificationNumber sequence/order/Place ValueFractionsBasic factsStudents need the supporting numberknowledge to be able to use thestrategies.
  6. 6. A typical Numeracy lesson in theclassroom might look like..(1) A BASIC FACTS activity(2) A class HOTSPOT– often aknowledge concept(3) Ability based groups rotatingaround the following: Learning astrategy with ateacher, practising thatstrategy, playing a game thatinvolves the strategy.
  7. 7. HOW CAN PARENTS HELP ATHOME?- Practise basic facts with your child (at anylevel).- Help them with their Maths homework.- Ask your child what they have been doing inMaths recently – get them to „teach‟ you thestrategies that they have been learning.- Check out Maths Websites with your child(see next slide or class blogs etc).- Ask your child practical/real life questions –dividing lollies up or measuring ingredientsin the kitchen.- Play Maths games with them.
  8. 8. WEBSITESwww.nzmaths.co.nz/familieswww.coolmath-games.comwww.primarygames.com/math/www.tutpup.comwww.ictgames.comwww.bbc.co.uk/schools/ks1bitesize/numeracywww.mathszone.co.ukwww.aaamath.comwww.sums.co.uk
  9. 9. WARM UP• Get into pairs (a 3rd person can say “go” or a chosenword).• Each person put their hands behind their backs.• On “go,” players to hold up between 1 and 10 fingers.• The winner is the first person to multiply the twonumbers (held up) together.• Play multiple rounds.AIM: TO PRACTISE BASICFACTS
  10. 10. SALUTEResources: a pack of cards (remove the picture cards).1. Place all cards in a pile face down between players.2. Player 1 – places a card on their forehead without looking at thecard.3. Player 2 – picks up a card and looks at it. They add the two cardstogether and tell player 1 the total. They then show their card toplayer 1.4. Player 1 now has to work out what the card is on top of their head.5. If player 1 gets it correct, they get to keep both cards.6. Continue the game – playing alternate cards on top of their head.Variation – Multiply both cards together.Say the difference between the cards (subtraction).
  11. 11. MYSTERY DICE• Throw 2 dice, hiding them behind your hand.• Show your partner one of the die and tell them thetotal of the two dice when added together.• Your partner must tell you the number of thehidden die.Variations:(1) Show your partner both dice. Ask them how many spots on eachone, letting them count if needed. Then ask them how manyspots altogether.(2) Use 3 dice added together, hiding one behind your hand andshowing 2 when giving the total. Your partner must work out thevalue of the third die.
  12. 12. ROCKETThis game is encouraging children to order whole numbers.-Each player draws a rocket.-The number of „floors‟ on the rocket can be increased or decreased.-The aim of the game is to fill every floor on that rocket with numbers inorder.-If a player cannot place a number that they have thrown, they miss thatturn.-Players take turns to throw 2 dice.-From the numbers thrown, players decide which 2 digit number they willuse. E.g.: if a 5 and a 3 is thrown, you could use 53 or 35.-The players record the number on the floor where they think it best fitsbetween 10 and 67. Once a number has been written, it cannot be moved.-The winner is the player who fills all levels first.VARIATIONS – Use only 1 die for ordering numbers between 1-6. Use 3 diceto make 3 digit numbers or add 2 dice together.
  13. 13. TEAR OFF-Each player gets a piece of paper.-Write 10 numbers between 1-100 verticallyon the piece of paper (can vary).-Caller says a question such as; rip off yournumber if it is an even number.-Players rip off numbers (top or bottom) if itis even.The winner is the person who has no numbers left.Variations – use decimalnumbers, fractions, numbers from 1-20.
  14. 14. MAKE 10Materials – Deck of cards with the pictures removedPlay in pairs/small groups-One player deals out 10 cards in a row-The first player then looks across the row of cards for acombination of cards (any number is fine) that adds tomake 10 e.g.: 6 + 4 = 10.-Remove cardsAIM OF THE GAME- Collect as many cards as possible so combinations thatrequire more cards are favoured.-dealer replaces cards as they are used.-Play continues until there are no more cards.-Players count their cards to determine the winner.Variation – vary the target number
  15. 15. FINALLY - HANDOUTS(1) PowerPoint slides of games(2) Summary of Strategies(Addition and Subtraction)(3) Summary of Strategies (Multiplicationand Division)Check out class blogs (via school websitewww.discovery.school.nz) for more Maths websites.

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