These curriculum examples extend the central model into varied contexts. They are learning contexts, not extra definitions to memorise.
E1
using number charts, songs, rhymes and stories to establish skip counting sequences of twos, fives and tens
Try and explain: Continue the count 10, 20, 30, __, __. What is added each time?
Answer and teaching point
40, 50. Add ten each time; saying only the next number does not explain the rule.
E2
using shapes and objects to represent a growing pattern formed by skip counting; for example, using blocks or beads to represent the growing patterns 2, 4, 6, 8, 10 … and 5, 10, 15, 20 …
Try and explain: Build separate stages containing 5, 10 and 15 blocks. How many blocks should stage four contain?
Answer and teaching point
20 blocks. Each new stage contains five more blocks than the previous stage; keep the stages visibly separate.
E3
recognising the patterns in sequences formed by skip counting; for example, that skip counting in fives starting from zero always results in either a 5 or zero as the final digit
Try and explain: In the count 0, 5, 10, 15, 20, which ones digits repeat? Will 23 occur in this count?
Answer and teaching point
The ones digits alternate between 0 and 5. 23 will not occur because its ones digit is 3.
E4
counting by twos, fives, or tens to determine how much money is in a collection of coins or notes of the same denomination; for example, 5 cent, 10 cent and \$2 coins, or \$5 and \$10 notes
Try and explain: Count the value of six 5-cent play coins by fives.
Answer and teaching point
5, 10, 15, 20, 25, 30 cents. The count gives value in cents, not the number of coins.
E5
role-playing being an industrial robot on an assembly line that packs various items into boxes or packets in groups of five or ten, keeping count of the total number of items produced
Try and explain: A packing robot fills boxes with ten crayons each. It fills four boxes. How many crayons has it packed?
Answer and teaching point
40 crayons: 10, 20, 30, 40. Each completed box increases the total by ten.
E6
using different variations of the popular Korean counting game Sam-yuk-gu for generating skip counting pattern sequences
Try and explain: In a classroom counting game, players call the next multiple of five: 5, 10, 15. Give the next two calls and the rule.
Answer and teaching point
20 and 25. Add five after every call.