Order numbers in the range 0–100.

Order the numbers in the range 0–1000.

Identify all of the numbers in the range 0–1 000 000.

Order whole numbers in the range 0–1 000 000.

Read decimals with tenths, count forwards and backwards in tenths, order decimals with tenths.

Find equivalent fractions and order fractions.

Identify and order decimals to three places.

Number Framework Stages 4- 7

Decimal Arrow cards (Material Master 7-2)

Arrow cards (Material Master 4-14)

Give the students sets of arrow cards. Choose the number of whole number or decimal places that is appropriate to the students’ stages. Ask them to make numbers by overlapping the arrow cards. Note the importance of lining up the points of the cards. For example, for “67” the students combine the 60 card and the 7 card. Record 60 + 7 = 67 on the board or modelling book.

With decimal cards, an example might be, “two point five, eight”. The students combine the 2, 0.5, and 0.08 cards and record 2 + 0.5 + 0.08 = 2.58.

Repeat with numbers that have zeros as place-holders. For example, 304, 470, 4 080, 4.06, 0.309.

#### Activity

Play a game of “Arrow Card Order”. Spread the whole number or decimal arrow cards on the floor, numbers face down. You may decide to use all of the cards or limit the size of the numbers by removing some cards, for example, thousands or thousandths. The students take turns to pick up a card of each size to form a number. They make the number and display it for the other players to see. The players decide who has the largest number, and that player gets a point. They then remove the highest place-value card (for whole numbers) or lowest place-value card (fordecimals), for example, the thousands card, or the thousandths card. Players then compare their numbers to see who has the largest number, and that player gets a point. Players then remove the highest or lowest place-value cards again and compare their new numbers.

Repeat the game with various numbers. Vary the game so the target is the lowest number.