Foundation - Connect number names, numerals and quantities, including zero, initially up to 10 and then beyond. Students establish understanding of the language and processes of counting by naming numbers in sequences, initially to and from 20, moving from any starting point.

Australian Curriculum Yr F Achievement Standard

Australian Curriculum Yr F Achievement Standard

Display patterns, skip counting and x tables.

Pop the balloons and pop in order.

Investigate solving algorithms using this visual tool.

Order numbers, decimals and negative numbers.

1 more or less. 10 more or less.

Help George find hidden animals, words and numerals in pictures.

Count, match & order. 1 to 10.

Find the number to make 10.

Display an understanding of numbers with this visual number line tool.

Order train carriages. 1 to 10.

Order train carriages. 1 to 20.

Lots of levels from counting on and back in ones to decimals!

Practice mental maths and how to subitise.

Decorate with square patterns.

Count underwater creatures.

Year 1 - Partition numbers using place value. Students count to and from 100 and locate numbers on a number line. Australian Curriculum Yr 1 Achievement Standard

Display patterns, skip counting and x tables.

Investigate solving algorithms using this visual tool.

Drag and drop sequences.

1 more or less. 10 more or less.

Christmas activities using 1 to 10.

Making the best three-digit number.

Help George find hidden animals, words and numerals in pictures.

Capture insects to feed the spiders.

Park the pod on the grid square.

Travel the number line to rescue the swimmers.

Break blocks into 100s, 10s and 1s.

Use the 5, 10 or 100s frames to count, represent, compare, and compute with numbers.

8 interactive number grids.

MAB blocks to 1000. Match to shoot.

Match numbers with digits or words.

Use your understanding of place value and comparing of numbers to beat Pop the penguin at place value.

Post the letters using 2 digits numbers.

Make enough $ to buy a scooter!

Lots of levels from counting on and back in ones to decimals!

Interactive 100's grid.

Order train carriages. 30 to 50.

Order train carriages. 1 to 100.

Reach the target in as few turns as possible.

Back to TopYear 2 - Students count to and from 1000. They group, partition and rearrange collections up to 1000 in hundreds, tens and ones to facilitate more efficient counting. Australian Curriculum Yr 2 Achievement Standard

Drag and drop sequences.

Order smallest to largest.

Shoot the fruit matching the MAB.

Use the 5, 10 or 100s frames to count, represent, compare, and compute with numbers.

Display an understanding of numbers with this visual number line tool.

MAB blocks to 1000. Match to shoot.

Match numbers with digits or words.

Drag penguins onto the grid. Up to 1000.

Use your understanding of place value and comparing of numbers to beat Pop the penguin at place value.

Count to see dolphins.

Lots of levels from counting on and back in ones to decimals!

Build arrays to solve multiplication.

Order train carriages. 90 to 120.

Order train carriages. 1 to 100.

Reach the target in as few turns as you can.

Reach the target in as few turns as possible.

Back to TopYear 3 - Students count to and from 10,000. They recognise, model, represent and order numbers to at least 10 000. They apply place value to partition, rearrange and regroup numbers to at least 10 000 to assist calculations and solve problems.

Australian Curriculum Yr 3 Achievement Standard

Australian Curriculum Yr 3 Achievement Standard

Display patterns, skip counting and x tables.

Shoot the fruit matching the MAB.

Break blocks into 100s, 10s and 1s.

Use the 5, 10 or 100s frames to count, represent, compare, and compute with numbers.

Gobble up the numbers!

Gobble up the place value digit!

MAB blocks to 1000. Match to shoot.

Match numbers with digits or words.

Games with place value including decimals.

Drag penguins onto the grid. Up to 1000.

Use your understanding of place value and comparing of numbers to beat Pop the penguin at place value.

Lots of levels from counting on and back in ones to decimals!

Which is greater than?

Reach the target in as few turns as you can. Up to 1000s.

Back to TopYear 4 - Students recognise, represent and order numbers to at least tens of thousands. They recognise that the place value system can be extended to tenths and hundredths. Students make connections between fractions and decimal notation .

Australian Curriculum Yr 4 Achievement Standard

Australian Curriculum Yr 4 Achievement Standard

MAB blocks to 1000. Match to shoot.

Match numbers with digits or words.

Games with place value including decimals.

Match the pirate with place value.

Lots of levels from counting on and back in ones to decimals!

Reach the target in as few turns as you can.

Back to TopYear 5 - Students can recognise that the place value system can be extended beyond hundredths and can compare, order and represent decimals.

Australian Curriculum Yr 5 Achievement Standard

Australian Curriculum Yr 5 Achievement Standard

Display patterns, skip counting and x tables.

Lots of levels from counting on and back in ones to decimals!

Use the machine to solve the mysteries of place value.

Reach the target in as few turns as you can.

Back to TopYear 6 - Students describe the use of integers (whole numbers) in everyday contexts. They make connections between the powers of 10 and the multiplication and division of decimals. They describe rules used in sequences involving whole numbers, fractions and decimals. Australian Curriculum Yr 6 Achievement Standard

Snare all the food!

Reach the target in as few turns as you can.

Reach the target in as few turns as you can.

Reach the target in as few turns as you can.

Back to TopYear 7 - Students represent numbers using variables. They make the connections between whole numbers and index notation and the relationship between perfect squares and square roots. Australian Curriculum Yr 7 Achievement Standard

Defeat the evil Roboids. Graphics are excellent!

Using odd, even, prime & square numbers.