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  Code : TLM-M-005
Age : 9 - 11 yrs.
  Name: Place Value Cards - 2

Place Value Card 2 (Click to view Video)

This material helps children to link the digit with its place and understand its place value. This also helps them to read and write a number in figure and words.

Eg.     H   T   O

          4   6    2  ----> 4 Hundreds   or 400

                                     6 Tens          or   60

                                     2 Ones          or     2

In Figure – 462

In Words – Four hundred and sixty two

 

Each set contains  
a) 22 cards, red colour, having   fraction numbers, e.g. ½, one   side English and one side  Gujarati. 
b) 22 cards, blue colour, having   decimal numbers. e.g. 0.50, one   side English and one side   Gujarati. 
c) 22 cards, green colour, having   percentages, e.g. 50%, one side   English and one side Gujarati.
How to use
 
Step 1:  The student is asked to separate the 66 cards into 3 piles, colourwise (Yellow – Purple – Green). The student, spreads out the 22 yellow cards on the table, she then takes the percentage cards (green) and matches on a one-to-one basis with the yellow cards. Please note that this should be done one card at a time, that is, one green card is taken, the student searches amongst the yellow cards to find its partner, and having found it places it below the card. If she does not find the partner card, she should be encouraged to try more (and discouraged from putting that green card on the side and going ahead with the next green card).
Step 2:  After the green pile has been matched with the yellow, the student picks up the decimal numbers pile (purple) and continues the matching. The game is over when all 22 sets are matched.
There is no concept of time limit for this game as the purpose is to induce the student into a mood of reflective thinking. Even if the student has not been taught place values in school (e.g. Std 3) it is found that they can still play this game. At the end of the game if the educator spends some time with them communicating the concept of percentages, fractions and decimals, it gets nicely imprinted in their mind. 
 Development aspects
They say that multiplication tables are best memorised by rote and this is of immense benefit later on. Similarly, certain linkages between decimal – fraction – percentage are best visualised and imprinted in the mind. This game helps to achieve such a purpose.
This game has a first version, Percentage Cards – 1 which is the first level of difficulty for e.g. in this game a number is written as 2/5, but in the earlier version it is written as 40/100. For e.g. in this game a number is written as 1/5 there it is written as 20/100.  While here the numbers taken are random e.g. 0.66, while there the numbers taken are multiples of 5.
 
Teaching Learning Materials (TLM) can make learning much more effective and fun in classrooms.
Taleem is an initiative in this direction.

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