Planning and Activities
Day 1 Teaching
Show a 0–10 landmarked line. Point to around 7.3. What number would be here? Call out numbers with one decimal place and ask children to place them on the line. Remind children that 0.1 is one tenth. So 7.3 is seven and three tenths, etc. Round each number to the nearest whole. Repeat with a new set of 1-place decimal numbers between 0 and 1.
Use the ‘Connect 3’ in-depth problem-solving investigation below as today’s group activity.
Or, use these activities:
-- Make a 2-digit number with one decimal place. Mark the number on a landmarked line, and circle the nearest whole.
-- Mark numbers with one decimal place between two whole numbers. Then round to the nearest whole.
-- Play a game, marking 1-place decimal numbers on empty 0–10 lines. Write numbers with one decimal place that round up and down to a given whole.
Day 2 Teaching
Using the ITP Moving digits, make 5. Click on ÷10. Agree that it is now worth a tenth of the value and has moved one place to the right. We need a zero before the decimal point to indicate no whole numbers. Click on ÷10 again. This 5 is now worth 5 hundredths, written 0.05, read as zero point zero five. Point out the 0 to show that there are no longer any tenths.
-- Use number cards on a place value grid to ×/÷ 1-digit numbers by 10/100.
-- Explore × and ÷ by 10 and 100 on a place value chart (100s to 0.01s).
Day 3 Teaching
Draw a large decimal point on the flipchart. Ask two children to stand on either side, holding large number cards 2 and 5 to show 2.5. Discuss what happens when you divide this by 10. Repeat, showing how we divide 2- and 3-digit numbers by 100 and 1-place decimals by 10 to get 2-place decimals. Play with a ×/ ÷ by 10/100 ‘function machine’.
-- Use the function machine with place value grids to multiply by 10 and 100 (numbers with one or two decimal numbers).
-- Use the function machine to support ×/÷ by 10 and by 100.