+−×÷+−×÷+−×÷+−×÷ Computational Strategies presented by Kim Sutton Creative Mathematics 4001 West End Road Arcata, CA 95521 1-800-841-5193 www.creativemathematics.com +−×÷+−× © 2008 Kim Sutton 1 −×÷+−×÷ ÷×−+÷×−+÷×−+÷×−+ Teach for Understanding Two Models for Operations Addition Addition • Combining Quantities • Number Line Growth Subtraction Subtraction • Take Away • Difference Between ÷×−+÷×− 2 ×−+÷×−+ © 2008 Kim Sutton +−×÷+−×÷+−×÷+−×÷ Multiplication Multiplication • Repeated Addition ( ___ groups of ___ = ___ ) 4 groups of 3 = 12 • Area or Array 4 3 12 Division Division • Repeated Subtraction In 12, how many groups of 3 are there? • Area to Length of Side Relationship ? 3 12 +−×÷+−× © 2008 Kim Sutton 3 −×÷+−×÷ ÷×−+÷×−+÷×−+÷×−+ Number Line Petite to 30 ÷×−+÷×− 4 ×−+÷×−+ © 2008 Kim Sutton ÷×−+÷×−+÷×−+÷×−+ The Real Estate Game Name ÷×−+÷×− Date 5 ×−+÷×−+ © 2008 Kim Sutton ÷×−+÷×−+÷×−+÷×−+ The Ten Most Important Computational Strategies • Commutative Property The operations of addition and multiplication have the property that allows for a 50% reduction of memorization. A + B = B + A and A x B = B x A is the understanding of the commutative property. What is commonly missed is that students must repeatedly practice this to recognize the commutative property. (Finger Flips) • Even and Odd Rules of Computation The even and odd rules allow for generalizations that can be applied to more complex mathematical situations. There are only four events when adding (no matter the number of addends): even + even = even odd + odd = even odd + even = odd even + odd = odd There are only four events when multiplying (no matter the number of factors): even x even = even odd x odd = odd odd x even = even even x odd = even • Properties of Zero Zero is the identity element for the operations of addition and subtraction. It is painful to watch students compute with deep thought addition and subtraction with zero. Dr. Lola May coined the phrase, “Zero is a hero!” because of its unique properties. Multiplying by zero negates any group of. Dividing by zero is impossible. ÷×−+÷×− 6 ×−+÷×−+ © 2008 Kim Sutton +−×÷+−×÷+−×÷+−×÷ • Properties of One Adding or subtracting one should conjure up a number line in a student’s mind’s eye. One is the identity element of multiplication. This is key later on for understanding equivalent fractions. One will not change the other factor in a multiplication equation. There are many names for one whole. This creates the understanding for equivalent fractions. • Combinations that Make a Ten Knowing addition combinations that make a ten is pivotal not only for computation but also for place value understanding. To scaffold mathematical skills, addition combinations making a ten will lead to multiples of tens to make a hundred and then to mental math skills. • Working with Tens, Hundreds, Thousands Knowing the shortcuts to working with a ten will allow students to compute with multiples of ten, hundreds and thousands. Working with a ten using the properties of zero and one with digits along with place value understanding. • Addition Doubles and Doubles Plus/Minus One Addition doubles can be quickly learned due to the “sing song” pattern often before understanding addition. Knowing your doubles will facilitate times two facts in multiplication. Every even number is the result of a double in addition or a times two fact. The most difficult addition facts are doubles plus one. +−×÷+−× © 2008 Kim Sutton 7 −×÷+−×÷ ÷×−+÷×−+÷×−+÷×−+ • Groups of Twos, Fives, and Tens Students become very familar with skip counting from kindergarten on. Skip counting twos, fives, and tens are comfortable patterns before formal multiplication is taught. Based on these familar patterns, multiplication practice sequences should be 2, 5, 10, 0, 1, (11), 3, 6, 9, (12), 4, 8, 7 for the best results. • Patterns of Three, Six, Nine The patterns of digital roots create an exciting and useful pattern for students. The digital roots of multiples of three are 3, 6, 9. If this pattern is ignored students will lose the opportunities that digital roots provide in checking all computation and factoring. • Inverse Operations To make powerful connections in computation, students must make the triangular relationship with the operations. ÷×−+÷×− 8 ×−+÷×−+ © 2008 Kim Sutton ÷×−+÷×−+÷×−+÷×−+ Zero, Zero Ron Brown Math Math Math Zero, zero! Zero, zero! In the place value line It can hold a space. Zero, zero! Zero has a power In every place. Zero, zero! When you add a zero The answer stays the same. You don’t have to think Or use your brain. Zero, zero! Subtract a zero The answer stays the same. You don’t have to think Or use your brain. Zero, zero! Zero, zero! ÷×−+÷×− 9 ×−+÷×−+ © 2008 Kim Sutton ÷×−+÷×−+÷×−+÷×−+ Examining the Addition Table ÷×−+÷×− 10 ×−+÷×−+ © 2008 Kim Sutton +−×÷+−×÷+−×÷+−×÷ Examining the Multiplication Table +−×÷+−× © 2008 Kim Sutton 11 −×÷+−×÷ ÷×−+÷×−+÷×−+÷×−+ Circle The Number Name Date 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. ÷×−+÷×− 12 ×−+÷×−+ © 2008 Kim Sutton +−×÷+−×÷+−×÷+−×÷ Take Two for Ten MATH TOOLS • playing cards • a partner This game is to practice combinations of playing cards that add up to 10. This game can be played as a solitaire game or with a partner. Each player will shuffle his/her deck of cards. The cards are placed in 10 piles face up in two rows in front of each player. Students are “scanning” for two addends that make a sum of 10. Play should not be stopped. If a player can not find two cards that make a sum of 10, a pile should be shuffled and a new top card exposed. An “ace” is a one and all face cards are zero. If the deck is played correctly, the check will be eight cards left that are all face cards. A “joker” can have a value of 10. If played competitively, the partners will race through the deck using a timer. First player getting to the check situation, is the winner. +−×÷+−× © 2008 Kim Sutton 13 −×÷+−×÷ ÷×−+÷×−+÷×−+÷×−+ Subtraction Strategies Name Date 1. 10 11. 10 2. 10 12. 10 3. 10 13. 10 4. 10 14. 10 5. 10 15. 10 6. 10 16. 10 7. 10 17. 10 8. 10 18. 10 9. 10 19. 10 10. 10 20. 10 ÷×−+÷×− 14 ×−+÷×−+ © 2008 Kim Sutton +−×÷+−×÷+−×÷+−×÷ Subtraction Strategies Name Date 1. 13 2. 18 3. 15 4. 17 5. 14 6. 11 7. 16 8. 13 9. 17 10. 14 11. © 2008 Kim Sutton 12. 17 13. 15 14. 12 15. 16 16. 17 17. 15 18. 12 19. 15 +−×÷+−× 18 15 18 20. −×÷+−×÷ ÷×−+÷×−+÷×−+÷×−+ Doubling Numbers 14 18 4 10 0 6 14 16 8 16 2 6 14 10 12 16 18 4 14 10 12 2 ÷×−+÷×− 16 8 12 ×−+÷×−+ © 2008 Kim Sutton +−×÷+−×÷+−×÷+−×÷ Doubles +1 Name Date 1. 11. 2. 12. 3. 13. 4. 14. 5. 15. 6. 16. 7. 17. 8. 18. 9. 19. 10. 20. +−×÷+−× © 2008 Kim Sutton 17 −×÷+−×÷ ÷×−+÷×−+÷×−+÷×−+ Math Tools: • Kim’s Number Line with colored dots • Number Line Petite • pattern stick books • “magic finger of math” • transparent chips • double dice • pointer(s) for number line Mathematical Vocabulary multiples factor product skip counting growth pattern Math Literature Cat Up a Tree by John and Ann Hassett (multiples of 5) Arctic Fives Arrive by Elinor Pinczes (multiples of 5) Building the Power of Groups The first growth pattern that children meet is counting numbers. A class number line is the most important visual as a classroom tool. Early learners will work with counting forward and backward with counting songs and activities. Some of Ron Brown’s counting songs include: • Do You Like to Count? (Math Concepts I & II) • Let’s Count to 30 (Math, Math, Math) • The Counting Creatures (The Learning Ride) To introduce the idea of multiples the teacher will use objects that come in a constant of count to create a picture in the mind’s eye. To introduce multiples of two, I recommend playing the game called “The Stand Up Game.” One student stands up. The teacher directs the activity by asking, “How many students are standing?” The relationship between the number of students standing to the number of eyes is made through the meaning of multiplication in groups. A High Fiving Gift for Mom by Judy Bradbury (multiples of 5) Reese’s pieces Count by Fives by Jerry Pallotta (multiples of 5) The Cheerio Counting Book by Barbara McGrath (multiples of 10) As the game is played the teacher will add a red dot above the multiples of two. Students will add a red dot above the multiples of two on the Number Line Petite (Number Line Workbook). Students can also fill in the pattern stick for twos. Double Bubble Trouble by Judy Bradbury (multiples of 2) Introduce Cat Up a Tree by John and Ann Hassett to introduce counting in groups of or skip counting with the students. Students ÷×−+÷×− 18 ×−+÷×−+ © 2008 Kim Sutton +−×÷+−×÷+−×÷+−×÷ should build a five stick as the story is being read. Yellow dots will be added for multiples of five on Kim’s Number Line. Other books can introduce other skip counting patterns. Students should construct the pattern stick books for the skip counting patterns. Kindergarten and first graders should have 1, 2, 5, and 10 sticks. Second graders should have 1, 2, 3, 5, and 10 sticks. Students in third through sixth grades should have 1-12 sticks. The pattern sticks will help imprint the multiples through choral chanting. This is an auditory form of skip counting. The teacher will model directing the group through the skip counting of one multiple. The students will touch the pattern stick with the “magic finger of mathematics” as they say and see the patterns of skip counting. A color-coded number line can be used as a larger visual tool for the classroom. This extends the skip counting. For primary students, the number line would start at zero and go to one hundred. For older students, the number line would start at zero and go to one hundred forty four. The number line is color-coded so that all of the multiples of two would have the same colored dot above them. Each different multiple would have a different colored dot above it. The color patterns are: 2---red 3---green 4---orange 5---yellow 6---light blue 7---neon orange 8---neon green 9---black 10---navy blue 11---purple 12---gold star The “Pattern Stick Game” is a simple game to play for the “over and over” practice with the meaning of multiplication and decisionmaking regarding addition and the diffference between. Each player needs a designated pattern stick (2-12), double dice, transparent chips and a partner. Players will take turns. The first player will roll the double dice. The player can deside to add or compute the difference between the numbers on the two dice. That answer is inserted into the meaning statement for multiplication, “_____ groups of _____ = _____ .” The player must state that complete equation. The product will be covered up. The objective is to be the first to cover the complete stick. Let’s say the teacher wants play to take place on the “two stick.” For example, a player might roll a three and a four. Those two numbers can be added or the difference between can be computed. If the three and four are added, the player would +−×÷+−× © 2008 Kim Sutton 19 −×÷+−×÷ ÷×−+÷×−+÷×−+÷×−+ say, “Seven groups of two equal fourteen.” The fourteen would be covered. If the fourteen is covered, the player would say, “The difference between three and four is one, one group of two is two.” This game should be played often. The Random Number Game Boards will practice any operation using a drill command for the operations of addition, subtraction, multiplication or division. Each player should have chips and a game board. If the drill command is groups of five, then each player writes the groups of five facts on the response board. The products are written in the objects on the game board. One game board is used between two students. Decide order of play. The first player rolls the double dice. That player covers the resulting product of inserting the total of what is rolled into the groups of five meaning statement. Play continues until all objects are covered. The “bump it” rule can be used when a players rolls a number where all the products for that combination are covered. The random number CD can be used instead of dice or spinners. ÷×−+÷×− 20 ×−+÷×−+ © 2008 Kim Sutton Pattern Sticks +−×÷+−×÷+−×÷+−×÷ +−×÷+−× © 2008 Kim Sutton 21 −×÷+−×÷ Date Name Race Track Facts 0-12 ÷×−+÷×−+÷×−+÷×−+ ÷×−+÷×− 22 ×−+÷×−+ © 2008 Kim Sutton Date Name Race Track Facts 0-18 +−×÷+−×÷+−×÷+−×÷ +−×÷+−× © 2008 Kim Sutton 23 −×÷+−×÷ ÷×−+÷×−+÷×−+÷×−+ First Difference Wins! 0 1 2 3 4 5 Difference Winners ÷×−+÷×− 24 ×−+÷×−+ © 2008 Kim Sutton 0 1 2 +−×÷+−× © 2008 Kim Sutton 3 25 5 Difference Winners 4 6 First Difference Wins! 7 8 9 +−×÷+−×÷+−×÷+−×÷ −×÷+−×÷ ÷×−+÷×−+÷×−+÷×−+ Dogs Diggin’ for Bones (+) Name Date 13 18 13 12 15 4 17 9 17 5 16 11 7 12 14 15 18 14 6 8 10 10 3 18 ÷×−+÷×− 26 ×−+÷×−+ © 2008 Kim Sutton +−×÷+−×÷+−×÷+−×÷ Dogs Diggin’ for Bones (x) Name Date 64 100 60 40 32 216 36 144 25 27 150 72 180 80 24 75 54 45 90 18 6 8 108 +−×÷+−× © 2008 Kim Sutton 125 27 −×÷+−×÷ ÷×−+÷×−+÷×−+÷×−+ Partners For Ten Ron Brown Addition I need a ten. I need a ten. It’s so easy with the number friends. And, all I have to do is remember them. The partners for ten! 10+0 9+1 8+2 7+3 6+4 5+5 The partners for ten! I need a ten. I need a ten. It’s so easy with the number friends. And, all I have to do is remember them. The partners for ten! 10+0 9+1 8+2 7+3 6+4 5+5 The partners for ten! I need a ten. I need a ten. I need a ten. I need a ten. Ten! ÷×−+÷×− 28 ×−+÷×−+ © 2008 Kim Sutton +−×÷+−×÷+−×÷+−×÷ Hang Ten Ron Brown Math Math Math When you add a single digit With the number ten. Here’s a little trick That’s happening. Write that single digit In the one’s place now. Then write a 1 down In the ten’s place, wow! 10+0 10+1 10+2 10+3 = = = = 10 11 12 13 Hang ten, hang ten, hang ten! 10+4 = 14 10+5 = 15 10+6 = 16 10+7 = 17 10+8 = 18 10+9 = 19 Hang ten! +−×÷+−× © 2008 Kim Sutton 29 −×÷+−×÷ ÷×−+÷×−+÷×−+÷×−+ Let’s Tally Man! Ron Brown Math Beats Let’s tally man! Let’s tally man! Tally 1, 2, 3, 4, Diagonal And make a group of five. When you’re counting up things, And you want to keep track Use the tally system It’s as easy as that. When your tally is done And you need an amount, Count the groups by five Just count, count, count. Just make a little line, For each thing that you count. When you get to five, You’ll be doing so fine, Just make that mark a diagonal Line. If any are left, Just add those ones to the score. You’ll be doing so fine, When it’s tally time, Forever more. Tally 1, 2, 3, 4, Diagonal And make a group of five. Tally 1, 2, Diagonal And make Tally 1, 2, Diagonal And make 3, 4, a group of five. 3, 4, a group of five. Let’s tally man! Let’s tally man! ÷×−+÷×− 30 ×−+÷×−+ © 2008 Kim Sutton +−×÷+−×÷+−×÷+−×÷ In The House With Eight Ron Brown Multiplication Eight’s in the house! Put your hands together No time to wait. We’re gonna learn the facts That go with eight. No time to lose. No time to waste. Get in the house with eight. 8x0 is 0 8x1 is 8 8x2 is 16 8x3 24 8x4 8x5 8x6 In the house 32 40 48 with eight! 8x7 is 8x8 8x9 8x10 8x11 8x12 56 64 72 80 88 96 In the house You’re doin’ great. In the house with eight! (You’re in the house. You’re doin’ great. In the house with eight. In the house with eight.) +−×÷+−× © 2008 Kim Sutton 31 −×÷+−×÷ ÷×−+÷×−+÷×−+÷×−+ iPod Inspirations Celebratory Songs Fluency Music 1. 1. 2. 2. 3. 3. 4. 4. 5. 5. New Ideas Music Motivational Music 1. 1. 2. 2. 3. 3. 4. 4. 5. 5. ÷×−+÷×− 32 ×−+÷×−+ © 2008 Kim Sutton
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