Australian Curriculum Links for “Dice Dilemmas” Games AC Links Mathematics concept Connect Three Yr 2: ACMNA030 Yr 3: ACMNA055 Fluency with the four operations. Children generate two one-digit numbers and perform an operation with them in order to reach a given total. Three Throw Yr 3: ACMNA056 Yr 3: ACMNA057 Yr 4: ACMNA075 Yr 4: ACMNA076 Practice in recalling multiplication facts and computing 2-digit by 1-digit products. Also reinforces associative property of multiplication since three numbers are multiplied. Duelling Dice Yr 3: ACMNA055 Yr 6: ACMNA128 Addition of 2-digit numbers or decimal numbers. Dice Digits More Than Less Than One Hundred or Bust Yr 3: ACMNA053 Place value. Digits are allocated to places in an attempt to create the highest/lowest number and highest/ lowest total, the greatest difference between two numbers or to add to a given value. Kamikazee Yr 3: ACMNA053 Yr 3: ACMNA057 Repeated addition or multiplication with numbers 1-6. Mary’s Game Yr 3: ACMNA055 Yr 3: ACMNA056 Yr 4: ACMNA075 Fluency with the four operations using numbers 1-6. Go for Broke Double Dare Dice Cricket Yr 3: ACMNA055 Addition of one- and two-digit numbers. Maxi-Min Yr 3: ACMNA055 Yr 4: ACMNA073 Addition and subtractions of numbers into the thousands. Place value skills are used to generate numbers with desired properties (highest or lowest). Dice Track Yr 1: ACMNA015 Yr 2: ACMNA030 Addition of 2 or 3 addends in range 1-6. Coordinate Dice Yr 6: ACMMG143 Using the cartesian coordinate system in the positive quadrant. Product Pairs Yr 3: ACMNA055 Yr 3: ACMNA056 Yr 3: ACMNA057 Yr 4: ACMNA075 Multiplication of numbers 0-9 and addition of double-digit numbers. Oh No Yr 3: ACMNA053 Yr 3: ACMNA051 Place value into thousands. Allocate digits to places in order to generate a number with certain characteristics (e.g. high, low, odd, even). Dice Tower Add ‘n Multiply Yr 2: ACMNA030 Yr 3: ACMNA055 Yr 3: ACMNA056 Yr 4: ACMNA075 Addition and multiplication with numbers 1-6. One Hundred Yr 3: ACMNA053 Yr 3: ACMNA055 Place value in tens and ones. Allocate a place value to numbers 1-6, then use addition to generate a total closest to a target. Area Dice Yr 2: ACMNA031 Using the area model to understand multiplication, including commutative property. The Great Car Race 1 The Great Car Race 2 The Great Car Race 3 Cross the Road Sum Dice Yr 4: ACMNA071 Yr 5: ACMSP116 Addition, subtraction and multiplication with numbers 1-6. Probability of generating certain totals/differences given possible combinations of 2 numbers in range 1-6. Birth Months Collector Cards Yr 5: ACMSP116 Investigating the probability of certain outcomes occurring from a series of equally likely events. Find the Product Fair Enough? Yr 4: ACMNA071 Yr 5: ACMSP116 Multiplication ort subtraction of numbers 1-6. Properties of products or differences of numbers 1-6 (odd and even). Investigate the probability of certain outcomes occurring.
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