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

8 interactive number grids.

Pop the balloons and pop in order.

Explore numbers w MAB.

MAB to explain +, - and place value.

Order numbers, decimals and negative numbers.

1 more or less. 10 more or less.

Find the bus stop on the number line path.

Find hidden animals, words and numerals.

Display patterns, skip counting and x tables.

Count, match & order. 1 to 10.

Find the number to make 10.

Place numbers on the correct spot.

Visual number line tool.

Order train carriages. 1 to 10.

Order train carriages. 1 to 20.

Count on and back in ones to decimals!

Mental maths and subitising.

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

8 interactive number grids.

Explore numbers w MAB.

MAB to explain +, - and place value.

Drag and drop sequences.

1 more or less. 10 more or less.

Christmas activities using 1 to 10.

Find the bus stop on the number line path.

Make the best three-digit number.

Find hidden animals, words and numerals.

Capture insects to feed the spiders.

Display patterns, skip counting and x tables.

Travel the number line to rescue the swimmers.

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

Place numbers on the correct spot.

5, 10 or 100s grids to explore number.

Find fireworks in the grid. Bang!

MAB blocks to 1000. Match to shoot.

Match numbers with digits or words.

Recognise, read and say 2, 3 and 4 digit numbers.

Make enough $ to buy a scooter!

Count 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

8 interactive number grids.

MAB to explain +, - and place value.

Drag and drop sequences.

Order smallest to largest.

Find the bus stop on the number line path.

Shoot the fruit matching the MAB.

Place numbers on the correct spot.

5, 10 or 100s grids to explore number.

Find fireworks in the grid. Bang!

Visual number line tool.

MAB blocks to 1000. Match to shoot.

Match numbers with digits or words.

Use MAB to help you discover the present. 3 levels

Count to see dolphins.

Count on and back in ones to decimals!

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

MAB to explain +, - and place value.

Find the bus stop on the number line path.

Shoot the fruit matching the MAB.

Count the number of dots in each set.

Display patterns, skip counting and x tables.

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

5, 10 or 100s grids to explore number.

Find fireworks in the grid. Bang!

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.

Use MAB to help you discover the present. 3 levels

Count 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 to explain +, - and place value.

Count the number of dots in each set.

Select a trail of integers that combine to the target number.

MAB blocks to 1000. Match to shoot.

Match numbers with digits or words.

Games with place value including decimals.

Use MAB to help you discover the present. 3 levels

Count 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

MAB to explain +, - and place value.

Count the number of dots in each set.

Display patterns, skip counting and x tables.

Select a trail of integers that combine to the target number.

Count 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

Select a trail of integers that combine to the target number.

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.