Place Value and Decimals Game for Years 4 and 5: Glow Go

Place Value and Decimals Game for Years 4 and 5: Glow Go

This place value and decimals game for Year 4 and Year 5 is Glow Go, an interactive whiteboard racing game by Teach This aligned to the Australian Curriculum. Students apply place value to tenths and hundredths and use decimal notation, alongside whole numbers to the ten thousands. Four teams pick a neon racer and answer 15 multiple choice questions. Questions include the value of the 3 in 35 160, ordering 0.7, 0.07 and 0.17, and rounding 4 682 to the nearest hundred. Teams write A, B, C or D on a mini whiteboard, then tap their answer on the board. A correct answer moves the team's racer one step.

It opens in Microsoft PowerPoint on any interactive whiteboard, panel or projector, with no macros, no student logins and no student data collected. A race takes 15 to 20 minutes, which suits the revision lesson before a number assessment. The notes explain every answer, so students hear the reasoning and not just the result.

Learning goals

  • We are learning to recognise and extend place value to tenths and hundredths use decimal notation to name and represent decimals.
  • We are learning to make connections between fractions and decimals to tenths and hundredths.

Differentiation

Modifications

Give teams a place value chart with columns from ten thousands to hundredths. Provide MAB or decimal place value cards for students who need to build the number first.

Extensions

Ask teams to show each decimal answer on a number line before the answer is shown. Challenge students to write a harder question in the same style, such as the value of a digit in a six-digit number, for another team.

Teach it your way

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