Lesson Title: The Value of Place Value Creator: Carla Calhoun Grade Level: 3rd Grade Big Idea: Place Value Essential Question: What is the value of place value? CSOs: M.O 3.1.1 M.O. 3.1.4 Students will read, write, order, and compare numbers to 10,000 using a variety of strategies (e.g., symbols, manipulatives, number line). Students will apply estimation skills (rounding, benchmarks, compatible numbers) to evaluate reasonableness of an answer Learning Skills: 21C.O.3-4.3.LS.4: Student appreciates, accepts and works cooperatively with others, in both academic and social contexts, shares responsibility for continued improvement of the academic performance and climate of the school, and exhibits ethical behavior while working alone or communicating with others. Technology Tools: 21C.O.3-4.2.TT.3: Student uses technology tools (e.g., presentation software, word processing software, publishing software, group web page design, digital cameras, scanners) for individual and collaborative writing, communication, and publishing activities to create informative products for audiences inside and outside the classroom. Launch/Introduction (suggested time 15-25 minutes) Activating Prior Knowledge Teacher will read The King’s Commissioner by Aileen Friedman to children to launch activity and student interest. Discuss the book briefly. Next, activate prior knowledge by reviewing digits, numbers, and place value positions by asking questions. These concepts would have been previously taught. Put the essential question on the board for the students. Inform them that throughout the lesson they should be keeping this question in mind. Specialized Vocabulary Development Value (The definition will be posted on the board, and students will write it in their math journal.) Prior to lesson, digits, numbers, and place value positions to the ten thousands have been introduced and reviewed. Investigate/Explore (suggested time varies from 30-40 minutes) Begin the lesson by passing out dry erase boards, markers, and erasers to students. Then have students write a three digit number that is student created. The class will then read this number. Ask students to underline a specific place value position. Then discuss the value of that digit. Continue with a few more examples. After that, increase the number of digits until eventually creating five digit numbers. Next, using the last five digit number that was created, construct a real life situation for the students that would increase or decrease this number by a set amount. For example, 30 more, 60 less, 400 more, or 200 less. Use Think, Pair, Share strategy with their neighbor to allow students to generate a response. Have students display responses by holding up the dry erase boards. Continue with a few more examples. Put the students in predetermined pairs. Students should work with appropriate level learning partner. There will be several levels once pairs are determined. They will then play a game called Closest to 1000. Explain the directions and model the game to the students. Each partnership has one die, 2 copies of the recording/score sheet (See attachment for example), and 2 calculators. The student who rolls the lowest number goes first. The student rolls the die. If a four is rolled, he/she must then decide whether to make that four worth 4, 40, or 400. After deciding the worth, the player records that value on the recording/score sheet. The catch is they want to get closest to 1000 with only ten rolls. Students do not add their numbers until after the tenth roll; the intent is that they use their mental math skills to decide the best choice to record on each turn.. After ten rolls, the students can use calculators to add their values. The player who gets the closest to 1000 wins. This game can be modified to Closest to 100; 1,000; or 10,000 based on the level of the students. After a set amount of play time, bring the students back to their groups. Ask students questions to probe his/her understanding. Some examples are: How did you decide what number to write down during each round of the game? How did your strategy change as you got closer to the end? How or when could a 2 be worth more than a 3? Is the value of zero in various numbers different or is zero the same as nothing? Finally, have a student generate a five digit number using electronic digit cards. These are teacher created digit cards that were made for use with an electronic whiteboard (See teacher notes at end of lesson for more information and attachment for example). The class will then read this number. Then discuss the value of each digit. Have students take turns manipulating the number by increasing or decreasing it by a set amount provided by the teacher. One student will do this using the electronic digit cards while the rest of the students do so using the whiteboards. Continue with a few more examples. Summarize/Debrief the Lesson (suggested time varies from 15-40 minutes) Reflections Once students are back in their groups, have them discuss the essential question: What is the value of place value? The teacher should monitor the discussions and encourage groups that might be having some difficulty. Each group should come up with a response. Each student should record the question and response. The class will then discuss the responses. Materials: copy of the book, The King’s Commissioner by Aileen Friedman digit cards (two different color sets) calculators dry erase boards and markers dice score sheets for game Duration: Approximately 75 - 90 minutes Teacher Notes: This lesson could have several modifications in order for it to work in your classroom. A regular whiteboard can be used, as well as paper digit cards. The digit cards were created by me. You can create your own or email me at ccalhoun@access.k12.wv.us for a copy of mine. The game Closest to 1000 is from Developing Number Sense by Rusty Bresser and Caren Holtzman, a Math Solutions Publication. The instructional and grouping strategies used were previously introduced to this class. If using a SMARTboard, make sure to take a snapshot of the digit cards so you can start fresh after each number that is created. A snapshot will save a ‘picture’ of the cards so you do not have to keep putting them back after a number is created.