Place Value Pilot

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Place Value Pilot

Objective: To reinforce the understanding of 3-digit place value (Hundreds, Tens, and Ones) through the visual models.


Setup:
1. Print the Game Board and Scorecards (laminate for reuse with dry-erase markers).
2. Provide 1 die and game tokens (base-ten units work great as tokens!).

Rules of Play:

1. All players start with 0 in all three columns.

2. Roll the die and move along the path.

3. When landing on a Digit Square, the player updates that specific place value on their scorecard.

Note: The new digit replaces the old one.

4. Special Squares:

Glitch: Forces a specific place value to a low number.

Lucky: Rewards the player with a 9 in a specific place value.

Swap: The player swaps a digit column with the player to their left.

5. Once a player reaches FINISH, they stop and wait for others. Their number is locked.

Winning:
Before starting, the teacher decides if the winner is the Greatest Number or the Least Number.

Accountability:
There is a recording sheet included that students can turn in after center time to show the numbers they created and who wont each round.

Standards:
2.NBT.A.1.A: "100 can be thought of as a bundle of ten tens — called a 'hundred.'" (Reinforced by using the Flat visual on the board).

2.NBT.A.3: "Read and write numbers to 1000 using base-ten numerals, number names, and expanded form." (Reinforced by the Scorecard where students write the digits and the final number).

2.NBT.B.8: "Mentally add 10 or 100 to a given number..." (Reinforced by the Special Squares like "Upgrade" or "Glitch" which force students to instantly change a specific place value).

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