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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
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    • GROUPING
    • COUNTING
    • SORTING
    • PATTERNS
    • ODD OR EVEN
  • Spatial Games
    • HOP SCOTCH
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    • 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)

Playing Cards

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

  • CARD GAME 0
  • EQUATIONS
  • RUMMY
  • LAST MAN STANDING
  • GO FISH
  • I SEE 10
  • SCOOP
  • RACE TO 27
  • Collaborative Sorting

CARD GAME 0

Key Learning Areas

View Play Plan

SUB SKILL (KLIs as per FONS)

Collects, represents and interprets simple data

KEY LEARNING INDICATORS

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 : The game will enable children to be more at ease with classifying numbers according to their size

DA1.1B : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

Level 2 Game Application

DA1.2A : The game enables children to be more at ease with classifying numbers according to their size

DA1.2B : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

Level 3 Game Application

DA1.3A : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

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 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. Is able to compare the numbers ( greater or smaller than)
  2. Demostrate the use of comparing numbers
KEY LEARNING INDICATORS

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

QD1.1A : With more familiariarity, develops strateegies to compare and contrast the numbers they have.

Level 2 Game Application

QD1.2A : With more familiarity with the game, they develop strateegies to compare and contrast the numbers they have.

Level 3 Game Application

QD1.3A : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

SUB SKILLS (KLIs as per FONS)

Shows one to one correspondence between number and quantity.

KEY LEARNING INDICATORS

Level 3

NQ1.3A

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

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 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

SUB SKILL (KLIs as per FONS)

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

KEY LEARNING INDICATORS

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

SC1.1H : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I hae a 5. If I had 6 instead of 5, I would reach 10”.

Level 2 Game Application

SC1.2B : After a few sessions of the game, the children will be able to point out which card they would need on the discard pile that would make 10 when matched with the cards in their hands

SC1.2H : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I have a 5. If I had 6 instead of 5, I would reach 10”. as the game progresses, children will begin to do this uncontiously without being prompted. They have an incentive to do this as it will make the game play faster.

SC1.2I : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I have a 7. If I had 6 instead of 7, I would have 10”. as the game progresses, children will begin to do this uncontiously without being prompted. They have an incentive to do this as it will make the game play faster.

Level 3 Game Application

SC1.3A : After a few sessions of the game, the children will be able to point out which card they would need on the discard pile that would make 10 when matched with the cards in their hands

EQUATIONS

Key Learning Areas

View Play Plan

SUB SKILL (KLIs as per FONS)

Collects, represents and interprets simple data

KEY LEARNING INDICATORS

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 : The game will enable children to be more at ease with classifying numbers according to their size

DA1.1B : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

Level 2 Game Application

DA1.2A : The game enables children to be more at ease with classifying numbers according to their size

DA1.2B : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

Level 3 Game Application

DA1.3A : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

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 3

NR1.3A

Reads and writes any given number (up to 999)

Game Applications

Level 1 Game Application

NR1.1D : Understands numbers up to 10 and are able to demonstrate their understanding by asking for next/previous number while asking for cards.

Level 2 Game Application

NR1.2B : The entire game is about matching numbers, i.e, the card they have to the card on the discard pile, to check which pairs make 10.

SUB SKILLS (KLIs as per FONS)

Shows one to one correspondence between number and quantity.

KEY LEARNING INDICATORS

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 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

SSU2.1A : Srarts to classify the cards in their own ways, based on what strategies they use to reach 0

Level 2 Game Application

SSU2.2A : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

SSU2.2B : Children become more at ease with classifying numbers according to their size

en become more at ease with classifying numbers according to their size

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 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

RUMMY

Key Learning Areas

View Play Plan

SUB SKILL (KLIs as per FONS)

Collects, represents and interprets simple data

KEY LEARNING INDICATORS

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 : The game will enable children to be more at ease with classifying numbers according to their size

DA1.1B : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

Level 2 Game Application

DA1.2A : The game enables children to be more at ease with classifying numbers according to their size

DA1.2B : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

Level 3 Game Application

DA1.3A : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

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 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 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

Level 1 Game Application

NP2.1A : By the end of a few game sessions, the children will recognize pairs that add up to 10

Level 2 Game Application

NP2.2A : TIdentifies the patterns in the pairs that add up to 10. that is, when the top card on the discard pile increases by 1, the number in their hand should decrease by the same number.

Level 3 Game Application

NP1.3A : The game will enable the children to identify different types of patterns in the numbers 1-10. They will begin to identify the patterns in the pairs that add up to 10. that is, when the top card on the discard pile increases by 1, the number in their hand should decrease by the same number.

NP2.3B : They will develop their own strategies for adding numbers, based on what strategy they are most comfortable with

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 3

NR1.3A

Reads and writes any given number (up to 999)

Game Applications

Level 1 Game Application

NR1.1D : Understands numbers up to 10 and are able to demonstrate their understanding by asking for next/previous number while asking for cards.

Level 2 Game Application

NR1.2B : The entire game is about matching numbers, i.e, the card they have to the card on the discard pile, to check which pairs make 10.

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 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

QD1.1A : With more familiariarity, develops strateegies to compare and contrast the numbers they have.

Level 2 Game Application

QD1.2A : With more familiarity with the game, they develop strateegies to compare and contrast the numbers they have.

Level 3 Game Application

QD1.3A : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

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 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

SSU2.1A : Srarts to classify the cards in their own ways, based on what strategies they use to reach 0

Level 2 Game Application

SSU2.2A : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

SSU2.2B : Children become more at ease with classifying numbers according to their size

en become more at ease with classifying numbers according to their size

SUB SKILL (KLIs as per FONS)

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

KEY LEARNING INDICATORS

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

SC1.1H : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I hae a 5. If I had 6 instead of 5, I would reach 10”.

Level 2 Game Application

SC1.2B : After a few sessions of the game, the children will be able to point out which card they would need on the discard pile that would make 10 when matched with the cards in their hands

SC1.2H : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I have a 5. If I had 6 instead of 5, I would reach 10”. as the game progresses, children will begin to do this uncontiously without being prompted. They have an incentive to do this as it will make the game play faster.

SC1.2I : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I have a 7. If I had 6 instead of 7, I would have 10”. as the game progresses, children will begin to do this uncontiously without being prompted. They have an incentive to do this as it will make the game play faster.

Level 3 Game Application

SC1.3A : After a few sessions of the game, the children will be able to point out which card they would need on the discard pile that would make 10 when matched with the cards in their hands

LAST MAN STANDING

Key Learning Areas

View Play Plan

KEY LEARNING INDICATORS

Level 1

DNR.1A

Attempts to write any given number (upto 99)

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 3

NR1.3A

Reads and writes any given number (up to 999)

Game Applications

Level 1 Game Application

NR1.1D : Understands numbers up to 10 and are able to demonstrate their understanding by asking for next/previous number while asking for cards.

Level 2 Game Application

NR1.2B : The entire game is about matching numbers, i.e, the card they have to the card on the discard pile, to check which pairs make 10.

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 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

QD1.1A : With more familiariarity, develops strateegies to compare and contrast the numbers they have.

Level 2 Game Application

QD1.2A : With more familiarity with the game, they develop strateegies to compare and contrast the numbers they have.

Level 3 Game Application

QD1.3A : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

SUB SKILLS (KLIs as per FONS)

Shows one to one correspondence between number and quantity.

KEY LEARNING INDICATORS

Level 3

NQ1.3A

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

Game Applications

SUB SKILL (KLIs as per FONS)

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

KEY LEARNING INDICATORS

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

SC1.1H : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I hae a 5. If I had 6 instead of 5, I would reach 10”.

Level 2 Game Application

SC1.2B : After a few sessions of the game, the children will be able to point out which card they would need on the discard pile that would make 10 when matched with the cards in their hands

SC1.2H : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I have a 5. If I had 6 instead of 5, I would reach 10”. as the game progresses, children will begin to do this uncontiously without being prompted. They have an incentive to do this as it will make the game play faster.

SC1.2I : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I have a 7. If I had 6 instead of 7, I would have 10”. as the game progresses, children will begin to do this uncontiously without being prompted. They have an incentive to do this as it will make the game play faster.

Level 3 Game Application

SC1.3A : After a few sessions of the game, the children will be able to point out which card they would need on the discard pile that would make 10 when matched with the cards in their hands

GO FISH

Key Learning Areas

View Play Plan

SUB SKILL (KLIs as per FONS)

Collects, represents and interprets simple data

KEY LEARNING INDICATORS

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 : The game will enable children to be more at ease with classifying numbers according to their size

DA1.1B : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

Level 2 Game Application

DA1.2A : The game enables children to be more at ease with classifying numbers according to their size

DA1.2B : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

Level 3 Game Application

DA1.3A : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

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 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 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

Level 1 Game Application

NP2.1A : By the end of a few game sessions, the children will recognize pairs that add up to 10

Level 2 Game Application

NP2.2A : TIdentifies the patterns in the pairs that add up to 10. that is, when the top card on the discard pile increases by 1, the number in their hand should decrease by the same number.

Level 3 Game Application

NP1.3A : The game will enable the children to identify different types of patterns in the numbers 1-10. They will begin to identify the patterns in the pairs that add up to 10. that is, when the top card on the discard pile increases by 1, the number in their hand should decrease by the same number.

NP2.3B : They will develop their own strategies for adding numbers, based on what strategy they are most comfortable with

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 3

NR1.3A

Reads and writes any given number (up to 999)

Game Applications

Level 1 Game Application

NR1.1D : Understands numbers up to 10 and are able to demonstrate their understanding by asking for next/previous number while asking for cards.

Level 2 Game Application

NR1.2B : The entire game is about matching numbers, i.e, the card they have to the card on the discard pile, to check which pairs make 10.

SUB SKILLS (KLIs as per FONS)

Shows one to one correspondence between number and quantity.

KEY LEARNING INDICATORS

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 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

SSU2.1A : Srarts to classify the cards in their own ways, based on what strategies they use to reach 0

Level 2 Game Application

SSU2.2A : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

SSU2.2B : Children become more at ease with classifying numbers according to their size

en become more at ease with classifying numbers according to their size

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 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

SUB SKILL (KLIs as per FONS)

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

KEY LEARNING INDICATORS

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

SC1.1H : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I hae a 5. If I had 6 instead of 5, I would reach 10”.

Level 2 Game Application

SC1.2B : After a few sessions of the game, the children will be able to point out which card they would need on the discard pile that would make 10 when matched with the cards in their hands

SC1.2H : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I have a 5. If I had 6 instead of 5, I would reach 10”. as the game progresses, children will begin to do this uncontiously without being prompted. They have an incentive to do this as it will make the game play faster.

SC1.2I : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I have a 7. If I had 6 instead of 7, I would have 10”. as the game progresses, children will begin to do this uncontiously without being prompted. They have an incentive to do this as it will make the game play faster.

Level 3 Game Application

SC1.3A : After a few sessions of the game, the children will be able to point out which card they would need on the discard pile that would make 10 when matched with the cards in their hands

I SEE 10

Key Learning Areas

View Play Plan

SUB SKILL (KLIs as per FONS)

Collects, represents and interprets simple data

KEY LEARNING INDICATORS

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 : The game will enable children to be more at ease with classifying numbers according to their size

DA1.1B : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

Level 2 Game Application

DA1.2A : The game enables children to be more at ease with classifying numbers according to their size

DA1.2B : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

Level 3 Game Application

DA1.3A : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

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 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

Level 1 Game Application

NP2.1A : By the end of a few game sessions, the children will recognize pairs that add up to 10

Level 2 Game Application

NP2.2A : TIdentifies the patterns in the pairs that add up to 10. that is, when the top card on the discard pile increases by 1, the number in their hand should decrease by the same number.

Level 3 Game Application

NP1.3A : The game will enable the children to identify different types of patterns in the numbers 1-10. They will begin to identify the patterns in the pairs that add up to 10. that is, when the top card on the discard pile increases by 1, the number in their hand should decrease by the same number.

NP2.3B : They will develop their own strategies for adding numbers, based on what strategy they are most comfortable with

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 3

NR1.3A

Reads and writes any given number (up to 999)

Game Applications

Level 1 Game Application

NR1.1D : Understands numbers up to 10 and are able to demonstrate their understanding by asking for next/previous number while asking for cards.

Level 2 Game Application

NR1.2B : The entire game is about matching numbers, i.e, the card they have to the card on the discard pile, to check which pairs make 10.

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 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

SSU2.1A : Srarts to classify the cards in their own ways, based on what strategies they use to reach 0

Level 2 Game Application

SSU2.2A : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

SSU2.2B : Children become more at ease with classifying numbers according to their size

en become more at ease with classifying numbers according to their size

SUB SKILL (KLIs as per FONS)

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

KEY LEARNING INDICATORS

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

SC1.1H : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I hae a 5. If I had 6 instead of 5, I would reach 10”.

Level 2 Game Application

SC1.2B : After a few sessions of the game, the children will be able to point out which card they would need on the discard pile that would make 10 when matched with the cards in their hands

SC1.2H : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I have a 5. If I had 6 instead of 5, I would reach 10”. as the game progresses, children will begin to do this uncontiously without being prompted. They have an incentive to do this as it will make the game play faster.

SC1.2I : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I have a 7. If I had 6 instead of 7, I would have 10”. as the game progresses, children will begin to do this uncontiously without being prompted. They have an incentive to do this as it will make the game play faster.

Level 3 Game Application

SC1.3A : After a few sessions of the game, the children will be able to point out which card they would need on the discard pile that would make 10 when matched with the cards in their hands

SCOOP

Key Learning Areas

View Play Plan

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 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

Level 1 Game Application

NP2.1A : By the end of a few game sessions, the children will recognize pairs that add up to 10

Level 2 Game Application

NP2.2A : TIdentifies the patterns in the pairs that add up to 10. that is, when the top card on the discard pile increases by 1, the number in their hand should decrease by the same number.

Level 3 Game Application

NP1.3A : The game will enable the children to identify different types of patterns in the numbers 1-10. They will begin to identify the patterns in the pairs that add up to 10. that is, when the top card on the discard pile increases by 1, the number in their hand should decrease by the same number.

NP2.3B : They will develop their own strategies for adding numbers, based on what strategy they are most comfortable with

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 3

NR1.3A

Reads and writes any given number (up to 999)

Game Applications

Level 1 Game Application

NR1.1D : Understands numbers up to 10 and are able to demonstrate their understanding by asking for next/previous number while asking for cards.

Level 2 Game Application

NR1.2B : The entire game is about matching numbers, i.e, the card they have to the card on the discard pile, to check which pairs make 10.

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 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

QD1.1A : With more familiariarity, develops strateegies to compare and contrast the numbers they have.

Level 2 Game Application

QD1.2A : With more familiarity with the game, they develop strateegies to compare and contrast the numbers they have.

Level 3 Game Application

QD1.3A : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

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 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

SSU2.1A : Srarts to classify the cards in their own ways, based on what strategies they use to reach 0

Level 2 Game Application

SSU2.2A : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

SSU2.2B : Children become more at ease with classifying numbers according to their size

en become more at ease with classifying numbers according to their size

SUB SKILL (KLIs as per FONS)

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

KEY LEARNING INDICATORS

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

SC1.1H : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I hae a 5. If I had 6 instead of 5, I would reach 10”.

Level 2 Game Application

SC1.2B : After a few sessions of the game, the children will be able to point out which card they would need on the discard pile that would make 10 when matched with the cards in their hands

SC1.2H : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I have a 5. If I had 6 instead of 5, I would reach 10”. as the game progresses, children will begin to do this uncontiously without being prompted. They have an incentive to do this as it will make the game play faster.

SC1.2I : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I have a 7. If I had 6 instead of 7, I would have 10”. as the game progresses, children will begin to do this uncontiously without being prompted. They have an incentive to do this as it will make the game play faster.

Level 3 Game Application

SC1.3A : After a few sessions of the game, the children will be able to point out which card they would need on the discard pile that would make 10 when matched with the cards in their hands

RACE TO 27

Key Learning Areas

View Play Plan

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 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. Is able to compare the numbers ( greater or smaller than)
  2. Demostrate the use of comparing numbers
KEY LEARNING INDICATORS

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

QD1.1A : With more familiariarity, develops strateegies to compare and contrast the numbers they have.

Level 2 Game Application

QD1.2A : With more familiarity with the game, they develop strateegies to compare and contrast the numbers they have.

Level 3 Game Application

QD1.3A : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

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 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

SUB SKILL (KLIs as per FONS)

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

KEY LEARNING INDICATORS

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

SC1.1H : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I hae a 5. If I had 6 instead of 5, I would reach 10”.

Level 2 Game Application

SC1.2B : After a few sessions of the game, the children will be able to point out which card they would need on the discard pile that would make 10 when matched with the cards in their hands

SC1.2H : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I have a 5. If I had 6 instead of 5, I would reach 10”. as the game progresses, children will begin to do this uncontiously without being prompted. They have an incentive to do this as it will make the game play faster.

SC1.2I : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I have a 7. If I had 6 instead of 7, I would have 10”. as the game progresses, children will begin to do this uncontiously without being prompted. They have an incentive to do this as it will make the game play faster.

Level 3 Game Application

SC1.3A : After a few sessions of the game, the children will be able to point out which card they would need on the discard pile that would make 10 when matched with the cards in their hands

Collaborative Sorting

Key Learning Areas

View Play Plan

SUB SKILL (KLIs as per FONS)

Collects, represents and interprets simple data

KEY LEARNING INDICATORS

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 : The game will enable children to be more at ease with classifying numbers according to their size

DA1.1B : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

Level 2 Game Application

DA1.2A : The game enables children to be more at ease with classifying numbers according to their size

DA1.2B : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

Level 3 Game Application

DA1.3A : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

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 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 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

Level 1 Game Application

NP2.1A : By the end of a few game sessions, the children will recognize pairs that add up to 10

Level 2 Game Application

NP2.2A : TIdentifies the patterns in the pairs that add up to 10. that is, when the top card on the discard pile increases by 1, the number in their hand should decrease by the same number.

Level 3 Game Application

NP1.3A : The game will enable the children to identify different types of patterns in the numbers 1-10. They will begin to identify the patterns in the pairs that add up to 10. that is, when the top card on the discard pile increases by 1, the number in their hand should decrease by the same number.

NP2.3B : They will develop their own strategies for adding numbers, based on what strategy they are most comfortable with

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 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

QD1.1A : With more familiariarity, develops strateegies to compare and contrast the numbers they have.

Level 2 Game Application

QD1.2A : With more familiarity with the game, they develop strateegies to compare and contrast the numbers they have.

Level 3 Game Application

QD1.3A : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

SUB SKILLS (KLIs as per FONS)

Shows one to one correspondence between number and quantity.

KEY LEARNING INDICATORS

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 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

SSU2.1A : Srarts to classify the cards in their own ways, based on what strategies they use to reach 0

Level 2 Game Application

SSU2.2A : Throughout the game, the children will actively record information (such as the cards they have and the cards others have) and actively communicate their information to the experienced players and others. When they see a card they need on the discard pile, they actively participate and say “I see 10”

SSU2.2B : Children become more at ease with classifying numbers according to their size

en become more at ease with classifying numbers according to their size

SUB SKILL (KLIs as per FONS)

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

KEY LEARNING INDICATORS

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

SC1.1H : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I hae a 5. If I had 6 instead of 5, I would reach 10”.

Level 2 Game Application

SC1.2B : After a few sessions of the game, the children will be able to point out which card they would need on the discard pile that would make 10 when matched with the cards in their hands

SC1.2H : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I have a 5. If I had 6 instead of 5, I would reach 10”. as the game progresses, children will begin to do this uncontiously without being prompted. They have an incentive to do this as it will make the game play faster.

SC1.2I : Able to solve addition problems that add up to 10 and, in the process, understand the previous and next number. Eg: “the number on top of the discard pile is a 4 and I have a 7. If I had 6 instead of 7, I would have 10”. as the game progresses, children will begin to do this uncontiously without being prompted. They have an incentive to do this as it will make the game play faster.

Level 3 Game Application

SC1.3A : After a few sessions of the game, the children will be able to point out which card they would need on the discard pile that would make 10 when matched with the cards in their hands

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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