Vision Empower
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  • Card Games
    • CARD GAME 0
    • EQUATIONS
    • RUMMY
    • LAST MAN STANDING
    • GO FISH
    • I SEE 10
    • SCOOP
    • RACE TO 27
    • COLLABORATIVE SORTING
  • Board Games
    • NOUGHTS & CROSSES
    • PALLAGUZHI
    • LUDO
    • CONNECT FOUR
    • SCRABBLE
    • SNAKES & LADDERS
  • Pebble Games
    • GROUPING
    • COUNTING
    • SORTING
    • PATTERNS
    • ODD OR EVEN
  • Spatial Games
    • HOP SCOTCH
    • MARKET
    • TREASURE HUNT
    • STEPS TO TREASURE
  • Jodogyan
    • TANGRAMS
    • GANITMALA
    • PLACE VALUE CARD
  • Memory & Music
    • MUSICAL NUMBERS
    • SOUNDS & PATTERNS
    • BODY PERCUSSION
  • Ice Breaker
    • ODD ONE OUT
    • GAME BIRTHDAY
  • Skills
    • Number Recognition (NR)
    • Systematic Counting (SC)
    • Relating Numbers to Quantity (NQ)
    • Quantity Discrimination (QD)
    • Different Number representation (DNR)
    • Estimation (ES)
    • Simple Arithmetic (SA)
    • Number Patterns (NP)
    • Data (DA)
    • Shapes and spatial understanding (SSU)
    • Measurement (ME)
    • Positioning and locating (PL)
    • Discrete Modelling (DM)
    • Money (MN)

JODOGYAN

Click on any of these JODOGYAN tabs to learn how it is played (Play Plan) and its key learning areas..

  • Tangrams
  • Ganitmala
  • Place Value card

Tangrams

Key Learning Areas

View Play Plan

SUB SKILL (KLIs as per FONS)

Collects, represents and interprets simple data

KEY LEARNING INDICATORS

Level 1

DA1.1A

Understanding objects and their attributes: shape, size, colour/texture

DA1.1B

Attempts to record information in her/his own way and participates in discussions

Level 2

DA1.2A

Classifies objects as per their attributes: shape, size, colour.

DA1.2B

Attempts to record information in her/his own way like number of different types of fruits required on the picnic day.

Level 3

DA1.3A

Attempts to record information in her/his own ways.

DA1.3B

Devises ways of representing information to make it more clear and easy to understand and interpret e.g. uses tally marks to record large number of data.

Game Applications

SUB SKILLS (KLIs as per FONS)
  1. Is able to estimate size of a set or an object (comparing sizes and objects)
  2. Is able to estimate numbers while comparing
KEY LEARNING INDICATORS

Level 1

ES1.1A

Understanding objects and their attributes: shape, size, colour/texture

Level 2

ES1.2A

Uses estimation in verification of sum and difference of two-digit numbers.

Level 3

ES1.3A

Uses estimation in verification of sum and difference of 2 and 3-digit numbers.

Game Applications

SUB SKILLS (KLIs as per FONS)
  1. Measuring length
  2. Measuring time
KEY LEARNING INDICATORS

Level 1

ME1.1A

Identifies the attribute of length (using gestures)

ME1.1B

Identifies the longest object using direct comparison

ME1.1C

Compares the length of two objects by aligning the ends

ME2.1A

Uses the language of time to describe events in relation to past, present and future (yesterday, today, tomorrow, next week)

Level 2

ME1.2A

Uses everyday language to describe attributes that can be measured

ME2.2A

Applies understanding of passage of time to sequence daily events

ME2.2B

Understands the formal units of time

Level 3

ME1.3A

Converts between formal units of measurement

Game Applications

SUB SKILLS (KLIs as per FONS)
  1. Observe and extends patterns in sequence of shapes and numbers.
  2. Identifies patterns and creates simple patterns by stamping, thumb-prints, leaf prints, etc.
KEY LEARNING INDICATORS

Level 1

NP1.1A

Patterns: days of week, seasons, months in year, TV serial (serial timing)
Guess the next shape (patterns of shapes, designs)

NP2.1A

Identifies standard patterns up to 10 (patterns in ten frames, finger patterns, playing cards)

NP2.1B

Identifies the pattern unit within a simple repeating pattern (continues a simple pattern)

Level 2

NP1.2A

Making patterns (making rangoli :using basic shapes or joining shapes)

NP2.2A

Continues patterns where the difference between each term is the same number (2, 4, 6, 8, 10 ...)

NP2.2B

Identifies simple patterns right from school activities to home, like pattern in coming to school to going back, patterns in numbers and shapes, patterns in tiles and designs, etc.

Level 3

NP1.3A

Identifies simple patterns right from school activities to home e.g. pattern in coming to school to going back, patterns in numbers and shapes and patterns in tiles and designs, etc.
Clarify numbers as even and odd.

NP2.3A

Sequences numbers to identify a pattern or rule

NP2.3B

Understands the patterns of even and odd numbers, commutatively of addition and multiplication of numbers, multiplication of numbers by 1, adding 1 to numbers ,etc.

Game Applications

KEY LEARNING INDICATORS

Level 1

PL.1A

Locates positions in the classroom relevant to self (hangs bag on own hook, puts materials in own tray)

PL.1B

Orients self to obtain a desired object

PL.1C

Follows simple instructions using positional language (stand up, sit down, put your lunch box in your bag)

Level 2

PL.2A

Interprets a simple diagram or picture to describe the position of an object (the house is between the river and the school)

PL.2B

Uses positional terms with reference to themselves (left and right)

Level 3

PL.3A

Gives and follows directions from one place to another

Game Applications

SUB SKILLS (KLIs as per FONS)
  1. Is able to compare the numbers ( greater or smaller than)
  2. Demostrate the use of comparing numbers
KEY LEARNING INDICATORS

Level 1

QD1.1A

Demonstrates strategies of comparing two numbers, e.g. matching one to one, using sequential order of numbers, using size of a number, etc.

QD2.1A

Compares two quantities of up to 10 and states which group has more

QD2.1B

Compares objects and explains how they have been ordered using comparative language (shorter, longer, lighter, heavier)

Level 2

QD1.2A

Demonstrates strategies of comparing two numbers, e.g. matching one to one, using sequential order of numbers, using size of a number, etc.

QD2.2A

Orders three or more objects by comparing the size of each of the objects

Level 3

QD1.3A

Demonstrates strategies of comparing two numbers using sequential order of numbers, size of a number, place values of digits, etc

QD2.3A

Makes a copy of the length of one object (with fingers) to then make a comparison with another object

Game Applications

Level 1 Game Application

QD2.1B : Based on level, picks one, two or three number cards and while playing recognizes that the length of two digit number card is shorter than 3 digit number card

Level 3 Game Application

QD1.3A : Uses Braille place value cards to recognize numbers and differentiate between larger and smaller numbers

SUB SKILLS (KLIs as per FONS)

Shows one to one correspondence between number and quantity.

KEY LEARNING INDICATORS

Level 1

NQ1.1A

Associates a given collection with a number and vice-versa.

NQ1.1B

Recognises the effects of adding to and taking away from a collection of objects

Level 2

NQ1.2A

Associates a given collection (arranged in tens and ones) with a number and vice-versa.

NQ1.2B

Attempts to show that zero is the number representing absence of some item in a group

Level 3

NQ1.3A

Associates a given collection (arranged in tens and ones) with a number and vice-versa.

Game Applications

SUB SKILLS (KLIs as per FONS)
  1. Familiarises with spatial relationships like top- bottom; on-under; inside- outside;
  2. Sorts, classifies and describe the objects in her/his vicinity on the basis of shape and others observable properties.
  3. Identifies basic 3-D shapes such as cuboid, cylinder, cone, sphere by their name.
KEY LEARNING INDICATORS

Level 1

SSU1.1A

Displays understanding of spatial relationships (top- bottom, inside-outside; above-below; big-small; near-far; thin- thick; before-after; above-below, etc.) in given surroundings/situations and uses vocabulary for describing.

SSU2.1A

Classifies and sorts objects on the basis of some common property.

SSU2.1B

Uses everyday language to describe and compare shapes and objects

SSU2.1C

Finds similar shapes or objects in the environment

SSU3.1A

Names some basic shapes like cube, cuboid, sphere, etc.

Level 2

SSU1.2A

Displays understanding of 3-D shapes around her/his in terms of their physical properties.

SSU2.2A

Participates in discussions with other/his to draw inferences from the recorded information.
Devises ways to present the recorded information in such a way that its interpretation can be made simpler.

SSU2.2B

Identifies and describes features of shapes and objects

SSU2.2C

Describes what an object may look like from a different perspective

SSU3.2A

Shows understanding by naming 2-D shapes like square, rectangle, triangle an circle, and also discovers their observable properties.

SSU3.2B

Demonstrates shapes like book, glass, bottle, chalk box, ball as 3-D shapes and gradually attempts to associate them with standard names like cuboid, sphere, cone, cylinder, etc.

SSU3.2C

Explores observable properties of 3-D shapes like flat and curved surface, edges, corners, etc.

SSU3.2D

Groups objects on the basis of shapes (cones, cylinders, cubes, balls, etc.) and other observable properties.

SSU3.2E

Demonstrates her/his ability to differentiate between 2-D shapes (square, rectangle, etc.) and 3-D shapes (cone, cylinder, sphere, etc.)

SSU3.2F

Indicates understanding of 2-D shapes on the basis of number of sides, corners and diagonals, straight and curved edges, etc.

Level 3

SSU1.3A

Child identifies rectangles, triangles and other rectilinear shapes formed by the crease of paper on folding it.

SSU2.3A

Demonstrates shapes like book, glass, bottle, chalk box, ball as 3-D shapes and gradually attempts to associate them with standard names like cuboid, sphere, cone, cylinder, etc.

SSU3.3A

Groups objects on the basis of shapes (cone, cylinder, ball, etc. as they have curved surface) and other observable properties.

SSU2.3B

Recognises features of shapes of different sizes and in different orientations following flips, slides and turns.

SSU3.3B

Demonstrates her/his ability to differentiate between 2-D shapes (like square, rectangle, etc.) and 3-D shapes (cone, cylinder, sphere, etc.).

SSU3.3C

Uses different ways of drawing straight line by paper folding, straight edge, straight string with free hand and free ruler.

SSU3.3D

Cites different examples to show the understanding of difference between straight and curved lines.

SSU3.3E

Makes free-hand drawing of horizontal, vertical and slant lines.

SSU3.3F

Draws shapes of her/his liking by using straight and curved lines on a dot grid

Game Applications

SUB SKILL (KLIs as per FONS)
  1. Is able to do simple arithmetic calculations (add1, subtract 1)
  2. Counts items that can be perceived by ones to find the total of two groups with one-to-one matching of number words and objects
  3. Builds and subtracts numbers by using objects or fingers
KEY LEARNING INDICATORS

Level 1

SA1.1A

Performing simple instructions. Instructions to move from one point to another in classroom.

SA2.1A

Analyses and describes simple contextual problems in mathematical terms and finds the given and unknown data.

SA3.1A

Finds the strategies to reach unknown from the known.
Solves problems using addition and/or subtractions.

SA3.1B

Makes combinations to form numbers up to 10

SA3.1C

Solves additive tasks involving two concealed collections of items by visualising, counting from one to determine the total

SA3.1D

Uses a range of non–count-by-one strategies when adding or subtracting two or more numbers (bridging to 10, near doubles)

Level 2

SA1.2A

Devises her/his own ways to add 2-digit numbers. Later on uses algorithms for addition of numbers.
Develops her/his strategies to add and/or subtract a numbers from a two-digit number.

SA2.2A

Analyses and describes a problem involving addition and/or subtraction in terms of mathematical terms and finds the given and unknown data.

SA2.2B

Finds the strategies to reach unknown from the known.

SA2.2C

Solves problems using addition and/or subtraction with and without regrouping

SA3.2A

Shows difficulty in expressing repeated addition and appreciates the use of multiplication for repeated addition.

SA3.2B

Explores ways of equal grouping/sharing/ distribution.

SA3.2C

Understands division as another/his way of equal grouping /sharing /distribution.

SA3.2D

Uses part-whole construction of number to partition a whole number into parts (partitions 7 into 5 and 2, 6 and 1, 4 and 3)

SA3.2E

Applies inverse relationship of addition and subtraction

SA3.2F

Manipulates place value of numbers flexibly in regrouping for addition of three-digit numbers and beyond (when adding 650 and 550, regroups 650 as 600 and 50, adds 50 to 550, then doubles 600)

Level 3

SA1.3A

Adds and subtracts 3-digit numbers by using different strategies like using the concrete objects in bundles of hundreds, tens and ones or by standard algorithm or by her/his own algorithm but mathematically correct process.

SA1.3B

Analyses and describes a problem in mathematical terms and finds the given and unknown data.

SA2.3A

Appreciates the use of multiplication for repeated addition.

SA2.3B

Explores the multiplication facts of 2, 3, 4, 5 and 10 by different ways like repeated addition, skip counting, identifying and continuing pattern.

SA2.3C

Develops different algorithms to multiply two-digit numbers.

SA2.3D

Finds product of a two-digit number by another/his two-digit numbers.

SA3.3A

Explores ways of equal grouping/ sharing/distribution.

SA3.3B

Understands division as another/his way of equal grouping/ sharing /distribution.

SA3.3C

Performs division by grouping / using multiplication tables.

SA3.3D

Shows her/his understanding of division of two-digit numbers in equal distribution of money to number of persons.

SA3.3E

Find quotient of obtained division in two digit numbers.

Game Applications

Level 2 Game Application

SA3.2F : For any one three digit number, is able to groups the cards in the place value columns in multiple ways
Is able to choose two sets of three number cards each and place them in the right place value columns. Adds by follows the play plan or their own method to find the correct total.

SUB SKILL (KLIs as per FONS)

Is able to count systematically, both forward and back word.

KEY LEARNING INDICATORS

Level 1

SC1.1A

Devises ways of collecting and counting the given number of objects like pebbles, seeds, leaves, square shaped pieces etc from her/his immediate environment and expresses the number as per her/his own understanding.

SC1.1B

Involves different ways of counting.

SC1.1C

Recognises that the last number word said in a count answers ‘How many?

SC1.1D

Matches the count (up to 10) to objects, using the one-to-one principle

SC1.1E

Responds to a request for a different amount by increasing or decreasing a quantity

SC1.1F

Produces a rote count to at least 12

SC1.1G

Produces a rote count down from 10

SC1.1H

Produces the number word just after a given number word in the range 1–10 (but drops back to 1 when doing so)

SC1.1I

Produces the number word just before a given number word in the range 1–10 (but drops back to 1 when doing so)

Level 2

SC1.2A

Demonstrates ways of counting groups of objects. Solving puzzle by joining dots - thinking ahead

SC1.2B

Demonstrate strategies to find the missing numbers and solving puzzles ( Fit numbers in grid, missing numbers in pyramid)

SC1.2C

Matches number words within the current known counting range to quantities of items

SC1.2D

Counts items in groups of twos, fives and tens

SC1.2E

Continues a count from a number other than 1

SC1.2F

Produces a rote count to at least 100

SC1.2G

Produces a rote count down from 100

SC1.2H

Produces the number word just after a given number word in the learnt number range (without dropping back to count from 1)

SC1.2I

Produces the number word just before a given number word in the learnt range (without dropping back)

Level 3

SC1.3A

Demonstrate strategies to solve puzzle on missing numbers or fit numbers in grid, missing numbers pyramid.

SC1.3B

Devises ways of counting the given number of objects by putting them in groups of 2, 3, 4, .. 10 objects from her/his immediate environment and expresses the number as per her/his own understanding.

SC1.3C

Recognises that a count of one ten is the same as ten counts of one

SC1.3D

Counts forwards and backwards by 100s to 1000 (100, 200 … 1000)

SC1.3E

Produces and reads numbers to at least 1000

SC1.3F

Produces a rote count to at least 100

SC1.3G

Produces a rote count down from 1000

Game Applications

Level 1 Game Application

SC1.1F : Demonstrates knowledge of counting by 100s using the place value card in the hundreds position

Level 3 Game Application

SC1.3E : Demonstrates knowledge of reading and creating new three digit numbers using the place value cards

SC1.3F : Is able to arrange cards and announce numbers till 1000

Ganitmala

Key Learning Areas

View Play Plan

KEY LEARNING INDICATORS

Level 1

DNR.1A

Attempts to write any given number (upto 99)

Game Applications

Level 1 Game Application

DNR.1A: TBased on level, picks one, two or three number cards and while playing recognizes that the length of two digit number card is shorter than 3 digit number card

SUB SKILLS (KLIs as per FONS)
  1. Is able to estimate size of a set or an object (comparing sizes and objects)
  2. Is able to estimate numbers while comparing
KEY LEARNING INDICATORS

Level 1

ES1.1A

Understanding objects and their attributes: shape, size, colour/texture

Level 2

ES1.2A

Uses estimation in verification of sum and difference of two-digit numbers.

Level 3

ES1.3A

Uses estimation in verification of sum and difference of 2 and 3-digit numbers.

Game Applications

SUB SKILLS (KLIs as per FONS)
  1. Observe and extends patterns in sequence of shapes and numbers.
  2. Identifies patterns and creates simple patterns by stamping, thumb-prints, leaf prints, etc.
KEY LEARNING INDICATORS

Level 1

NP1.1A

Patterns: days of week, seasons, months in year, TV serial (serial timing)
Guess the next shape (patterns of shapes, designs)

NP2.1A

Identifies standard patterns up to 10 (patterns in ten frames, finger patterns, playing cards)

NP2.1B

Identifies the pattern unit within a simple repeating pattern (continues a simple pattern)

Level 2

NP1.2A

Making patterns (making rangoli :using basic shapes or joining shapes)

NP2.2A

Continues patterns where the difference between each term is the same number (2, 4, 6, 8, 10 ...)

NP2.2B

Identifies simple patterns right from school activities to home, like pattern in coming to school to going back, patterns in numbers and shapes, patterns in tiles and designs, etc.

Level 3

NP1.3A

Identifies simple patterns right from school activities to home e.g. pattern in coming to school to going back, patterns in numbers and shapes and patterns in tiles and designs, etc.
Clarify numbers as even and odd.

NP2.3A

Sequences numbers to identify a pattern or rule

NP2.3B

Understands the patterns of even and odd numbers, commutatively of addition and multiplication of numbers, multiplication of numbers by 1, adding 1 to numbers ,etc.

Game Applications

SUB SKILL (KLI AS PER FONS)
  1. Is able to identify the braille numbers.
  2. Is able to identify the print numbers ( low vision)
KEY LEARNING INDICATORS

Level 1

NR1.1A

Reads and writes any given number (up to 99) and associates a given collection with a number and vice-versa.

NR1.1B

Recognises some numerals, such as those associated with age or home address

NR1.1C

Recognises small quantities (<10) as being the same or different without counting (subitises)

NR1.1D

Orders numerals to at least 10

LEVEL 2

NR1.2A

Reads and writes any given number (up to 99) and associates a given collection (arranged in tens and ones) with a number and vice-versa.

NR1.2B

Matches one numeral with another (matches to a sample)

NR1.2C

Orders numbers to at least 100

Level 3

NR1.3A

Reads and writes any given number (up to 999)

Game Applications

Level 1 Game Application

NR1.1A : Is able to read and write in Braille.

NR1.1C : When playing with number cards, recognises small quantities

NR1.1D : Is able to order cards based on value

Level 2 Game Application

NR1.2A : Is able to read 2 digit numbers in Braille from the place value cards and make own numbers by writing on the cards.

NR1.3A : Is able to read 3 digit numbers in Braille from the place value cards and make own numbers by writing on the cards.

SUB SKILLS (KLIs as per FONS)
  1. Is able to compare the numbers ( greater or smaller than)
  2. Demostrate the use of comparing numbers
KEY LEARNING INDICATORS

Level 1

QD1.1A

Demonstrates strategies of comparing two numbers, e.g. matching one to one, using sequential order of numbers, using size of a number, etc.

QD2.1A

Compares two quantities of up to 10 and states which group has more

QD2.1B

Compares objects and explains how they have been ordered using comparative language (shorter, longer, lighter, heavier)

Level 2

QD1.2A

Demonstrates strategies of comparing two numbers, e.g. matching one to one, using sequential order of numbers, using size of a number, etc.

QD2.2A

Orders three or more objects by comparing the size of each of the objects

Level 3

QD1.3A

Demonstrates strategies of comparing two numbers using sequential order of numbers, size of a number, place values of digits, etc

QD2.3A

Makes a copy of the length of one object (with fingers) to then make a comparison with another object

Game Applications

Level 1 Game Application

QD2.1B : Based on level, picks one, two or three number cards and while playing recognizes that the length of two digit number card is shorter than 3 digit number card

Level 3 Game Application

QD1.3A : Uses Braille place value cards to recognize numbers and differentiate between larger and smaller numbers

SUB SKILLS (KLIs as per FONS)

Shows one to one correspondence between number and quantity.

KEY LEARNING INDICATORS

Level 1

NQ1.1A

Associates a given collection with a number and vice-versa.

NQ1.1B

Recognises the effects of adding to and taking away from a collection of objects

Level 2

NQ1.2A

Associates a given collection (arranged in tens and ones) with a number and vice-versa.

NQ1.2B

Attempts to show that zero is the number representing absence of some item in a group

Level 3

NQ1.3A

Associates a given collection (arranged in tens and ones) with a number and vice-versa.

Game Applications

SUB SKILLS (KLIs as per FONS)
  1. Familiarises with spatial relationships like top- bottom; on-under; inside- outside;
  2. Sorts, classifies and describe the objects in her/his vicinity on the basis of shape and others observable properties.
  3. Identifies basic 3-D shapes such as cuboid, cylinder, cone, sphere by their name.
KEY LEARNING INDICATORS

Level 1

SSU1.1A

Displays understanding of spatial relationships (top- bottom, inside-outside; above-below; big-small; near-far; thin- thick; before-after; above-below, etc.) in given surroundings/situations and uses vocabulary for describing.

SSU2.1A

Classifies and sorts objects on the basis of some common property.

SSU2.1B

Uses everyday language to describe and compare shapes and objects

SSU2.1C

Finds similar shapes or objects in the environment

SSU3.1A

Names some basic shapes like cube, cuboid, sphere, etc.

Level 2

SSU1.2A

Displays understanding of 3-D shapes around her/his in terms of their physical properties.

SSU2.2A

Participates in discussions with other/his to draw inferences from the recorded information.
Devises ways to present the recorded information in such a way that its interpretation can be made simpler.

SSU2.2B

Identifies and describes features of shapes and objects

SSU2.2C

Describes what an object may look like from a different perspective

SSU3.2A

Shows understanding by naming 2-D shapes like square, rectangle, triangle an circle, and also discovers their observable properties.

SSU3.2B

Demonstrates shapes like book, glass, bottle, chalk box, ball as 3-D shapes and gradually attempts to associate them with standard names like cuboid, sphere, cone, cylinder, etc.

SSU3.2C

Explores observable properties of 3-D shapes like flat and curved surface, edges, corners, etc.

SSU3.2D

Groups objects on the basis of shapes (cones, cylinders, cubes, balls, etc.) and other observable properties.

SSU3.2E

Demonstrates her/his ability to differentiate between 2-D shapes (square, rectangle, etc.) and 3-D shapes (cone, cylinder, sphere, etc.)

SSU3.2F

Indicates understanding of 2-D shapes on the basis of number of sides, corners and diagonals, straight and curved edges, etc.

Level 3

SSU1.3A

Child identifies rectangles, triangles and other rectilinear shapes formed by the crease of paper on folding it.

SSU2.3A

Demonstrates shapes like book, glass, bottle, chalk box, ball as 3-D shapes and gradually attempts to associate them with standard names like cuboid, sphere, cone, cylinder, etc.

SSU3.3A

Groups objects on the basis of shapes (cone, cylinder, ball, etc. as they have curved surface) and other observable properties.

SSU2.3B

Recognises features of shapes of different sizes and in different orientations following flips, slides and turns.

SSU3.3B

Demonstrates her/his ability to differentiate between 2-D shapes (like square, rectangle, etc.) and 3-D shapes (cone, cylinder, sphere, etc.).

SSU3.3C

Uses different ways of drawing straight line by paper folding, straight edge, straight string with free hand and free ruler.

SSU3.3D

Cites different examples to show the understanding of difference between straight and curved lines.

SSU3.3E

Makes free-hand drawing of horizontal, vertical and slant lines.

SSU3.3F

Draws shapes of her/his liking by using straight and curved lines on a dot grid

Game Applications

SUB SKILL (KLIs as per FONS)
  1. Is able to do simple arithmetic calculations (add1, subtract 1)
  2. Counts items that can be perceived by ones to find the total of two groups with one-to-one matching of number words and objects
  3. Builds and subtracts numbers by using objects or fingers
KEY LEARNING INDICATORS

Level 1

SA1.1A

Performing simple instructions. Instructions to move from one point to another in classroom.

SA2.1A

Analyses and describes simple contextual problems in mathematical terms and finds the given and unknown data.

SA3.1A

Finds the strategies to reach unknown from the known.
Solves problems using addition and/or subtractions.

SA3.1B

Makes combinations to form numbers up to 10

SA3.1C

Solves additive tasks involving two concealed collections of items by visualising, counting from one to determine the total

SA3.1D

Uses a range of non–count-by-one strategies when adding or subtracting two or more numbers (bridging to 10, near doubles)

Level 2

SA1.2A

Devises her/his own ways to add 2-digit numbers. Later on uses algorithms for addition of numbers.
Develops her/his strategies to add and/or subtract a numbers from a two-digit number.

SA2.2A

Analyses and describes a problem involving addition and/or subtraction in terms of mathematical terms and finds the given and unknown data.

SA2.2B

Finds the strategies to reach unknown from the known.

SA2.2C

Solves problems using addition and/or subtraction with and without regrouping

SA3.2A

Shows difficulty in expressing repeated addition and appreciates the use of multiplication for repeated addition.

SA3.2B

Explores ways of equal grouping/sharing/ distribution.

SA3.2C

Understands division as another/his way of equal grouping /sharing /distribution.

SA3.2D

Uses part-whole construction of number to partition a whole number into parts (partitions 7 into 5 and 2, 6 and 1, 4 and 3)

SA3.2E

Applies inverse relationship of addition and subtraction

SA3.2F

Manipulates place value of numbers flexibly in regrouping for addition of three-digit numbers and beyond (when adding 650 and 550, regroups 650 as 600 and 50, adds 50 to 550, then doubles 600)

Level 3

SA1.3A

Adds and subtracts 3-digit numbers by using different strategies like using the concrete objects in bundles of hundreds, tens and ones or by standard algorithm or by her/his own algorithm but mathematically correct process.

SA1.3B

Analyses and describes a problem in mathematical terms and finds the given and unknown data.

SA2.3A

Appreciates the use of multiplication for repeated addition.

SA2.3B

Explores the multiplication facts of 2, 3, 4, 5 and 10 by different ways like repeated addition, skip counting, identifying and continuing pattern.

SA2.3C

Develops different algorithms to multiply two-digit numbers.

SA2.3D

Finds product of a two-digit number by another/his two-digit numbers.

SA3.3A

Explores ways of equal grouping/ sharing/distribution.

SA3.3B

Understands division as another/his way of equal grouping/ sharing /distribution.

SA3.3C

Performs division by grouping / using multiplication tables.

SA3.3D

Shows her/his understanding of division of two-digit numbers in equal distribution of money to number of persons.

SA3.3E

Find quotient of obtained division in two digit numbers.

Game Applications

Level 2 Game Application

SA3.2F : For any one three digit number, is able to groups the cards in the place value columns in multiple ways
Is able to choose two sets of three number cards each and place them in the right place value columns. Adds by follows the play plan or their own method to find the correct total.

SUB SKILL (KLIs as per FONS)

Is able to count systematically, both forward and back word.

KEY LEARNING INDICATORS

Level 1

SC1.1A

Devises ways of collecting and counting the given number of objects like pebbles, seeds, leaves, square shaped pieces etc from her/his immediate environment and expresses the number as per her/his own understanding.

SC1.1B

Involves different ways of counting.

SC1.1C

Recognises that the last number word said in a count answers ‘How many?

SC1.1D

Matches the count (up to 10) to objects, using the one-to-one principle

SC1.1E

Responds to a request for a different amount by increasing or decreasing a quantity

SC1.1F

Produces a rote count to at least 12

SC1.1G

Produces a rote count down from 10

SC1.1H

Produces the number word just after a given number word in the range 1–10 (but drops back to 1 when doing so)

SC1.1I

Produces the number word just before a given number word in the range 1–10 (but drops back to 1 when doing so)

Level 2

SC1.2A

Demonstrates ways of counting groups of objects. Solving puzzle by joining dots - thinking ahead

SC1.2B

Demonstrate strategies to find the missing numbers and solving puzzles ( Fit numbers in grid, missing numbers in pyramid)

SC1.2C

Matches number words within the current known counting range to quantities of items

SC1.2D

Counts items in groups of twos, fives and tens

SC1.2E

Continues a count from a number other than 1

SC1.2F

Produces a rote count to at least 100

SC1.2G

Produces a rote count down from 100

SC1.2H

Produces the number word just after a given number word in the learnt number range (without dropping back to count from 1)

SC1.2I

Produces the number word just before a given number word in the learnt range (without dropping back)

Level 3

SC1.3A

Demonstrate strategies to solve puzzle on missing numbers or fit numbers in grid, missing numbers pyramid.

SC1.3B

Devises ways of counting the given number of objects by putting them in groups of 2, 3, 4, .. 10 objects from her/his immediate environment and expresses the number as per her/his own understanding.

SC1.3C

Recognises that a count of one ten is the same as ten counts of one

SC1.3D

Counts forwards and backwards by 100s to 1000 (100, 200 … 1000)

SC1.3E

Produces and reads numbers to at least 1000

SC1.3F

Produces a rote count to at least 100

SC1.3G

Produces a rote count down from 1000

Game Applications

Level 1 Game Application

SC1.1F : Demonstrates knowledge of counting by 100s using the place value card in the hundreds position

Level 3 Game Application

SC1.3E : Demonstrates knowledge of reading and creating new three digit numbers using the place value cards

SC1.3F : Is able to arrange cards and announce numbers till 1000

Place Value card

Key Learning Areas

View Play Plan

KEY LEARNING INDICATORS

Level 1

DNR.1A

Attempts to write any given number (upto 99)

Game Applications

Level 1 Game Application

DNR.1A: TBased on level, picks one, two or three number cards and while playing recognizes that the length of two digit number card is shorter than 3 digit number card

SUB SKILL (KLI AS PER FONS)
  1. Is able to identify the braille numbers.
  2. Is able to identify the print numbers ( low vision)
KEY LEARNING INDICATORS

Level 1

NR1.1A

Reads and writes any given number (up to 99) and associates a given collection with a number and vice-versa.

NR1.1B

Recognises some numerals, such as those associated with age or home address

NR1.1C

Recognises small quantities (<10) as being the same or different without counting (subitises)

NR1.1D

Orders numerals to at least 10

LEVEL 2

NR1.2A

Reads and writes any given number (up to 99) and associates a given collection (arranged in tens and ones) with a number and vice-versa.

NR1.2B

Matches one numeral with another (matches to a sample)

NR1.2C

Orders numbers to at least 100

Level 3

NR1.3A

Reads and writes any given number (up to 999)

Game Applications

Level 1 Game Application

NR1.1A : Is able to read and write in Braille.

NR1.1C : When playing with number cards, recognises small quantities

NR1.1D : Is able to order cards based on value

Level 2 Game Application

NR1.2A : Is able to read 2 digit numbers in Braille from the place value cards and make own numbers by writing on the cards.

NR1.3A : Is able to read 3 digit numbers in Braille from the place value cards and make own numbers by writing on the cards.

SUB SKILLS (KLIs as per FONS)
  1. Is able to compare the numbers ( greater or smaller than)
  2. Demostrate the use of comparing numbers
KEY LEARNING INDICATORS

Level 1

QD1.1A

Demonstrates strategies of comparing two numbers, e.g. matching one to one, using sequential order of numbers, using size of a number, etc.

QD2.1A

Compares two quantities of up to 10 and states which group has more

QD2.1B

Compares objects and explains how they have been ordered using comparative language (shorter, longer, lighter, heavier)

Level 2

QD1.2A

Demonstrates strategies of comparing two numbers, e.g. matching one to one, using sequential order of numbers, using size of a number, etc.

QD2.2A

Orders three or more objects by comparing the size of each of the objects

Level 3

QD1.3A

Demonstrates strategies of comparing two numbers using sequential order of numbers, size of a number, place values of digits, etc

QD2.3A

Makes a copy of the length of one object (with fingers) to then make a comparison with another object

Game Applications

Level 1 Game Application

QD2.1B : Based on level, picks one, two or three number cards and while playing recognizes that the length of two digit number card is shorter than 3 digit number card

Level 3 Game Application

QD1.3A : Uses Braille place value cards to recognize numbers and differentiate between larger and smaller numbers

SUB SKILL (KLIs as per FONS)
  1. Is able to do simple arithmetic calculations (add1, subtract 1)
  2. Counts items that can be perceived by ones to find the total of two groups with one-to-one matching of number words and objects
  3. Builds and subtracts numbers by using objects or fingers
KEY LEARNING INDICATORS

Level 1

SA1.1A

Performing simple instructions. Instructions to move from one point to another in classroom.

SA2.1A

Analyses and describes simple contextual problems in mathematical terms and finds the given and unknown data.

SA3.1A

Finds the strategies to reach unknown from the known.
Solves problems using addition and/or subtractions.

SA3.1B

Makes combinations to form numbers up to 10

SA3.1C

Solves additive tasks involving two concealed collections of items by visualising, counting from one to determine the total

SA3.1D

Uses a range of non–count-by-one strategies when adding or subtracting two or more numbers (bridging to 10, near doubles)

Level 2

SA1.2A

Devises her/his own ways to add 2-digit numbers. Later on uses algorithms for addition of numbers.
Develops her/his strategies to add and/or subtract a numbers from a two-digit number.

SA2.2A

Analyses and describes a problem involving addition and/or subtraction in terms of mathematical terms and finds the given and unknown data.

SA2.2B

Finds the strategies to reach unknown from the known.

SA2.2C

Solves problems using addition and/or subtraction with and without regrouping

SA3.2A

Shows difficulty in expressing repeated addition and appreciates the use of multiplication for repeated addition.

SA3.2B

Explores ways of equal grouping/sharing/ distribution.

SA3.2C

Understands division as another/his way of equal grouping /sharing /distribution.

SA3.2D

Uses part-whole construction of number to partition a whole number into parts (partitions 7 into 5 and 2, 6 and 1, 4 and 3)

SA3.2E

Applies inverse relationship of addition and subtraction

SA3.2F

Manipulates place value of numbers flexibly in regrouping for addition of three-digit numbers and beyond (when adding 650 and 550, regroups 650 as 600 and 50, adds 50 to 550, then doubles 600)

Level 3

SA1.3A

Adds and subtracts 3-digit numbers by using different strategies like using the concrete objects in bundles of hundreds, tens and ones or by standard algorithm or by her/his own algorithm but mathematically correct process.

SA1.3B

Analyses and describes a problem in mathematical terms and finds the given and unknown data.

SA2.3A

Appreciates the use of multiplication for repeated addition.

SA2.3B

Explores the multiplication facts of 2, 3, 4, 5 and 10 by different ways like repeated addition, skip counting, identifying and continuing pattern.

SA2.3C

Develops different algorithms to multiply two-digit numbers.

SA2.3D

Finds product of a two-digit number by another/his two-digit numbers.

SA3.3A

Explores ways of equal grouping/ sharing/distribution.

SA3.3B

Understands division as another/his way of equal grouping/ sharing /distribution.

SA3.3C

Performs division by grouping / using multiplication tables.

SA3.3D

Shows her/his understanding of division of two-digit numbers in equal distribution of money to number of persons.

SA3.3E

Find quotient of obtained division in two digit numbers.

Game Applications

Level 2 Game Application

SA3.2F : For any one three digit number, is able to groups the cards in the place value columns in multiple ways
Is able to choose two sets of three number cards each and place them in the right place value columns. Adds by follows the play plan or their own method to find the correct total.

SUB SKILL (KLIs as per FONS)

Is able to count systematically, both forward and back word.

KEY LEARNING INDICATORS

Level 1

SC1.1A

Devises ways of collecting and counting the given number of objects like pebbles, seeds, leaves, square shaped pieces etc from her/his immediate environment and expresses the number as per her/his own understanding.

SC1.1B

Involves different ways of counting.

SC1.1C

Recognises that the last number word said in a count answers ‘How many?

SC1.1D

Matches the count (up to 10) to objects, using the one-to-one principle

SC1.1E

Responds to a request for a different amount by increasing or decreasing a quantity

SC1.1F

Produces a rote count to at least 12

SC1.1G

Produces a rote count down from 10

SC1.1H

Produces the number word just after a given number word in the range 1–10 (but drops back to 1 when doing so)

SC1.1I

Produces the number word just before a given number word in the range 1–10 (but drops back to 1 when doing so)

Level 2

SC1.2A

Demonstrates ways of counting groups of objects. Solving puzzle by joining dots - thinking ahead

SC1.2B

Demonstrate strategies to find the missing numbers and solving puzzles ( Fit numbers in grid, missing numbers in pyramid)

SC1.2C

Matches number words within the current known counting range to quantities of items

SC1.2D

Counts items in groups of twos, fives and tens

SC1.2E

Continues a count from a number other than 1

SC1.2F

Produces a rote count to at least 100

SC1.2G

Produces a rote count down from 100

SC1.2H

Produces the number word just after a given number word in the learnt number range (without dropping back to count from 1)

SC1.2I

Produces the number word just before a given number word in the learnt range (without dropping back)

Level 3

SC1.3A

Demonstrate strategies to solve puzzle on missing numbers or fit numbers in grid, missing numbers pyramid.

SC1.3B

Devises ways of counting the given number of objects by putting them in groups of 2, 3, 4, .. 10 objects from her/his immediate environment and expresses the number as per her/his own understanding.

SC1.3C

Recognises that a count of one ten is the same as ten counts of one

SC1.3D

Counts forwards and backwards by 100s to 1000 (100, 200 … 1000)

SC1.3E

Produces and reads numbers to at least 1000

SC1.3F

Produces a rote count to at least 100

SC1.3G

Produces a rote count down from 1000

Game Applications

Level 1 Game Application

SC1.1F : Demonstrates knowledge of counting by 100s using the place value card in the hundreds position

Level 3 Game Application

SC1.3E : Demonstrates knowledge of reading and creating new three digit numbers using the place value cards

SC1.3F : Is able to arrange cards and announce numbers till 1000

Card Games
  • CARD GAME 0
  • EQUATIONS
  • RUMMY
  • LAST MAN STANDING
  • GO FISH
  • I SEE 10
  • SCOOP
  • RACE TO 27
  • COLLABORATIVE SORTING
Board Games
  • NOUGHTS & CROSSES
  • PALLAGUZHI
  • LUDO
  • CONNECT FOUR
  • SCRABBLE
  • SNAKES & LADDERS
Pebble Games
  • GROUPING
  • COUNTING
  • SORTING
  • PATTERNS
  • ODD OR EVEN
Spatial Games
  • HOP SCOTCH
  • MARKET
  • TREASURE HUNT
  • STEPS TO TREASURE
Jodogyan
  • TANGRAMS
  • GANITMALA
  • PLACE VALUE CARD
Memory & Music
  • MUSICAL NUMBERS
  • SOUNDS & PATTERNS
  • BODY PERCUSSION
Ice Breakers
  • ODD ONE OUT
  • GAME BIRTHDAY
Skills
  • Number Recognition (NR)
  • Systematic Counting (SC)
  • Relating Numbers to Quantity (NQ)
  • Quantity Discrimination (QD)
  • Different Number representation (DNR)
  • Estimation (ES)
  • Simple Arithmetic (SA)
  • Number Patterns (NP)
  • Data (DA)
  • Shapes and spatial understanding (SSU)
  • Measurement (ME)
  • Positioning and locating (PL)
  • Discrete Modelling (DM)
  • Money (MN)
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    W103 Innovation Center, IIIT Bangalore,
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    Bangalore - 560100
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  • admin@visionempowertrust.org

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