Vision Empower
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  • Home
  • 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)

SPATIAL GAMES

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

  • Hop Scotch
  • Market
  • Treasure Hunt
  • Steps to Treasure

Hop Scotch

Key Learning Areas

View Play Plan

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

Level 1 Game Application

PL.1B : Reads the clues and orients themselves without help after reading the clues.

PL.1C : Follows different instructions mentioned in the clue and moves accordingly to reach the next stop (clue)

Level 2 Game Application

PL.2B : Reads the clues and orients themselves without help after reading the clues.

Level 3 Game Application

PL.3A : Is able to understand the navigation instructions provided in the clues and articulate to team members

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

Level 1 Game Application

SSU1.1A : Moves from one place to another to find the treasure following the clues would include different instructions to navigate with an understanding of spatial relationship ( left to right, turn around, above, below,etc)

Level 2 Game Application

SSU1.2A : Recognizes objects on the way while moving from one point to another and the physical characteristics of the treasure

SSU2.2A : Engages with the team and collectively solves the problem based on the clues given

SSU3.2C : While moving from one point to the other, child recognizes shapes of different objects with varying shapes, sizes and textures she comes across.

Level 3 Game Application

SSU2.3B : Moves from one place to another to find the treasure and the clues following instructions to navigate and is able to “flip” “slide” and “turn” as per clue provided.

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 1 Game Application

SA1.1A : Follows different instructions mentioned in the clue and makes appropriate movements to reach the next stop (clue)

SA2.1A : Since this game is played in groups, she/he explains the clues to her/his group member.

SA3.1A : Devices own strategies to solve the clues and move to the next step.

Level 2 Game Application

SA2.2B : Devices own strategies to solve the clues and move to the next step.

Level 3 Game Application

SA1.3B : Devices own strategies to understand and solve the clues and move to the next step of finding the treasure.

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

SC1.1A : Identifies and counts different objects, his/her own steps.

Market

Key Learning Areas

View Play Plan

SUB SKILLS (KLIs as per FONS)

Familiarises with maps like navigation , locations on maps.

KEY LEARNING INDICATORS

Level 1

DM1.1A

Navigate path to reach certain locations and avoid certain path because of blockage.

DM1.1B

Connects places via connecting dot game and understanding locations on map.

Level 2

DM1.2A

Shows understanding of concept of maps by drawing a map of thier school, surrounding areas, and learn to use it.

Level 3

DM1.3A

Displays understanding of concept of 'scale' on a map.

Game Applications

Level 1 Game Application

DM1.1A : Moves from the starting point to the next clue following the clue instructions and continues to proceed towards the next clues and finally to the treasure.

SUB SKILLS (KLIs as per FONS)
  1. Identifies currency notes and coins
  2. Adds and subtracts small amount of money mentally.
  3. Converts rupee to paise using play money
  4. Adds and subtracts amounts using column addition and subtraction without regrouping.
  5. Makes rate charts and bills
KEY LEARNING INDICATORS

Level 1

MN1.1A

Demonstrates use of numbers in identifying play currency notes of different denominations

MN2.1A

Attempts to make small amount of play money by using notes of different denominations

Level 2

MN1.2A

Demonstrates use of numbers in identifying and making play currency notes of different denominations.

MN2.2A

Appreciates the use of money in day-today buying and selling situations.

MN3.2A

Attempts to make small amounts of money by using 3-4 play notes of different denominations in different ways.

MN4.2A

Describes ways to find balance amount out of a given amount after the purchase of about 50 rupees.

MN5.2A

Estimates/approximates the money required and money obtained in balance in simple buying situations.

Level 3

MN1.3A

Demonstrates use of numbers in identifying and making currency notes of different denominations.

MN1.3B

Appreciates the use of money in day-today buying and selling situations.

MN2.3A

Attempts to make small amounts of money by using notes of different denominations in different ways.

MN2.3B

Describe ways to find balance out of a given amount after the purchase of about 100 rupees.

MN3.3A

Establishes relationship between rupee and paise and converts rupee into paise and vice-versa.

MN4.3A

Devises ways of adding and subtracting amounts in daily life activities.

MN5.3A

Estimates/approximates the money required and money obtained in balance in simple buying situations.

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

Level 1 Game Application

PL.1B : Reads the clues and orients themselves without help after reading the clues.

PL.1C : Follows different instructions mentioned in the clue and moves accordingly to reach the next stop (clue)

Level 2 Game Application

PL.2B : Reads the clues and orients themselves without help after reading the clues.

Level 3 Game Application

PL.3A : Is able to understand the navigation instructions provided in the clues and articulate to team members

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 1 Game Application

SA1.1A : Follows different instructions mentioned in the clue and makes appropriate movements to reach the next stop (clue)

SA2.1A : Since this game is played in groups, she/he explains the clues to her/his group member.

SA3.1A : Devices own strategies to solve the clues and move to the next step.

Level 2 Game Application

SA2.2B : Devices own strategies to solve the clues and move to the next step.

Level 3 Game Application

SA1.3B : Devices own strategies to understand and solve the clues and move to the next step of finding the treasure.

Treasure Hunt

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

Level 1 Game Application

DA1.1A : Recognizes objects on the way while moving from one point to another and the physical characteristics of the treaure

DA1.1B : Creates own strategy to record the information while solving the clues.

Level 2 Game Application

DA1.2B : Finds own methods to record the information while solving the clues.

Level 3 Game Application

DA1.3A : Notes down in Braille or other means all the information gathered while solving the clues.

SUB SKILLS (KLIs as per FONS)

Familiarises with maps like navigation , locations on maps.

KEY LEARNING INDICATORS

Level 1

DM1.1A

Navigate path to reach certain locations and avoid certain path because of blockage.

DM1.1B

Connects places via connecting dot game and understanding locations on map.

Level 2

DM1.2A

Shows understanding of concept of maps by drawing a map of thier school, surrounding areas, and learn to use it.

Level 3

DM1.3A

Displays understanding of concept of 'scale' on a map.

Game Applications

Level 1 Game Application

DM1.1A : Moves from the starting point to the next clue following the clue instructions and continues to proceed towards the next clues and finally to the treasure.

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

Level 1 Game Application

ES1.1A : Recognizes objects on the way while moving from one point to another and the physical characteristics of the treaure

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 : Reads clues consisting of numbers and symbols

Level 2 Game Application

NR1.2A : Reads clues which would consist of numbers and symbols

Level 3 Game Application

NR1.3A : Reads clues consisting of numbers and symbols. Writes in Braille if required by the clue/instruction.

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

Level 1 Game Application

PL.1B : Reads the clues and orients themselves without help after reading the clues.

PL.1C : Follows different instructions mentioned in the clue and moves accordingly to reach the next stop (clue)

Level 2 Game Application

PL.2B : Reads the clues and orients themselves without help after reading the clues.

Level 3 Game Application

PL.3A : Is able to understand the navigation instructions provided in the clues and articulate to team members

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

Level 1 Game Application

SSU1.1A : Moves from one place to another to find the treasure following the clues would include different instructions to navigate with an understanding of spatial relationship ( left to right, turn around, above, below,etc)

Level 2 Game Application

SSU1.2A : Recognizes objects on the way while moving from one point to another and the physical characteristics of the treasure

SSU2.2A : Engages with the team and collectively solves the problem based on the clues given

SSU3.2C : While moving from one point to the other, child recognizes shapes of different objects with varying shapes, sizes and textures she comes across.

Level 3 Game Application

SSU2.3B : Moves from one place to another to find the treasure and the clues following instructions to navigate and is able to “flip” “slide” and “turn” as per clue provided.

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 1 Game Application

SA1.1A : Follows different instructions mentioned in the clue and makes appropriate movements to reach the next stop (clue)

SA2.1A : Since this game is played in groups, she/he explains the clues to her/his group member.

SA3.1A : Devices own strategies to solve the clues and move to the next step.

Level 2 Game Application

SA2.2B : Devices own strategies to solve the clues and move to the next step.

Level 3 Game Application

SA1.3B : Devices own strategies to understand and solve the clues and move to the next step of finding the treasure.

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

SC1.1A : Identifies and counts different objects, his/her own steps.

Steps to Treasure

Key Learning Areas

View Play Plan

SUB SKILLS (KLIs as per FONS)

Familiarises with maps like navigation , locations on maps.

KEY LEARNING INDICATORS

Level 1

DM1.1A

Navigate path to reach certain locations and avoid certain path because of blockage.

DM1.1B

Connects places via connecting dot game and understanding locations on map.

Level 2

DM1.2A

Shows understanding of concept of maps by drawing a map of thier school, surrounding areas, and learn to use it.

Level 3

DM1.3A

Displays understanding of concept of 'scale' on a map.

Game Applications

Level 1 Game Application

DM1.1A : Moves from the starting point to the next clue following the clue instructions and continues to proceed towards the next clues and finally to the treasure.

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 : Reads clues consisting of numbers and symbols

Level 2 Game Application

NR1.2A : Reads clues which would consist of numbers and symbols

Level 3 Game Application

NR1.3A : Reads clues consisting of numbers and symbols. Writes in Braille if required by the clue/instruction.

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

Level 1 Game Application

PL.1B : Reads the clues and orients themselves without help after reading the clues.

PL.1C : Follows different instructions mentioned in the clue and moves accordingly to reach the next stop (clue)

Level 2 Game Application

PL.2B : Reads the clues and orients themselves without help after reading the clues.

Level 3 Game Application

PL.3A : Is able to understand the navigation instructions provided in the clues and articulate to team members

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

Level 1 Game Application

SSU1.1A : Moves from one place to another to find the treasure following the clues would include different instructions to navigate with an understanding of spatial relationship ( left to right, turn around, above, below,etc)

Level 2 Game Application

SSU1.2A : Recognizes objects on the way while moving from one point to another and the physical characteristics of the treasure

SSU2.2A : Engages with the team and collectively solves the problem based on the clues given

SSU3.2C : While moving from one point to the other, child recognizes shapes of different objects with varying shapes, sizes and textures she comes across.

Level 3 Game Application

SSU2.3B : Moves from one place to another to find the treasure and the clues following instructions to navigate and is able to “flip” “slide” and “turn” as per clue provided.

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

SC1.1A : Identifies and counts different objects, his/her own steps.

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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