AC9M1N05 • Year 1 Maths

Additive Problem Solving and Money

Additive problems can involve joining, taking away, comparing or finding a missing part. Diagrams and materials help decide what to do.

Learning goals

Additive problems can involve joining, taking away, comparing or finding a missing part. Diagrams and materials help decide what to do.

Learning routine: Read story → Draw/model → Choose operation → Solve → Check answer

Success looks like

  • Model additive stories
  • Use diagrams/materials
  • Solve money problems
  • Choose operations
  • Check units
Concept model and worked application

Represent the story before calculating

Cost 7cPay 10cChange ?

Think: 7 + ? = 10, so the change is 3c.

Use a diagram to choose add or subtract

startchangeresult

The diagram shows whether you are finding the total, a leftover, or a missing part.

Explain your thinking: Say what each part of the model represents, then explain why the answer or conclusion follows.

Choose an operation from the situation

Represent an additive problem, solve it and say what the answer means.

Worked example

A game needs 15 counters. There are 9 on the table. How many more are needed?

  1. Draw a bar for the total of 15. Mark the 9 already there and leave the missing part blank.
  2. Count on from 9 to 15: one to reach 10, then five more. That is six altogether.
  3. Six more counters are needed. Check: 9 + 6 = 15.

Watch for this mistake: The words ‘more’ do not always mean add the two numbers given. Ask what is known and which part is missing.

Try it, then explain

  1. A book costs $7. You pay with $10. How much change should you receive?

    Hint

    Find the missing part between 7 and 10.

    Answer and explanation

    $3. The $7 cost and $3 change together equal the $10 paid.

  2. There are 8 red blocks and 5 blue blocks. Draw a model and find the total.

    Hint

    Both coloured groups are parts of one total.

    Answer and explanation

    13 blocks; 8 + 5 = 13.

Australian Curriculum elaborations

These curriculum examples extend the central model into varied contexts. They are learning contexts, not extra definitions to memorise.

E1

modelling problems involving addition and subtraction presented in stories, using a Think Board to represent the problem, solving the problem using physical materials and explaining the connections between any materials used, the Think Board diagram and the numbers within the story

Try and explain: A box holds 13 crayons. Eight are blue and the rest are red. How many are red?

Answer and teaching point

Five are red. Show a whole of 13 split into eight and the missing part; 13 − 8 = 5 or 8 + 5 = 13.

E2

modelling simple money problems involving addition and subtraction using whole dollar amounts; for example, setting up a shop and role-playing practical problems of buying and selling of goods, using addition and subtraction with play money and prices in whole dollar amounts; solving the problem “I had \$14 and was given \$15 for my birthday” using addition to answer the problem

Try and explain: At a pretend shop, a notebook costs $6 and a pen costs $3. You pay $10. How much change is due?

Answer and teaching point

The cost is $9, so the change is $1. Check that $9 + $1 equals the $10 paid.

E3

modelling a variety of different additive situations to solve practical problems; for example, keeping track of the number of people on a bus as it stops to pick up and drop off passengers or the number of people entering a lift

Try and explain: A bus has nine passengers. Four get off and six get on. How many are on the bus now?

Answer and teaching point

9 − 4 = 5, then 5 + 6 = 11 passengers. Account for both changes in the correct order.

Common misconceptions and traps
  • Number grabbing — Read the story before choosing an operation.
  • Money answer without units — Use cents or dollars in the answer.
  • Ignoring missing part problems — Sometimes subtraction is solved by thinking addition: 6 + ? = 10.
Guided learning activities

Shop model

Use play coins to solve a simple buying and change problem.

Model: 10c − 6c = 4c

Bar model

Draw parts and whole for an additive story.

Model: part + part = whole

Explain the operation

Say why you added or subtracted before giving the answer.

Model: I subtracted because...

Revision Notes

Key idea: Additive problems can involve joining, taking away, comparing or finding a missing part. Diagrams and materials help decide what to do.

Remember

  • Model additive stories
  • Use diagrams/materials
  • Solve money problems
  • Choose operations
  • Check units

Quick questions

  • A toy costs 8c. You pay 10c. What is the change?
  • What diagram helps with two parts and a whole?
  • When does a story need subtraction?
  • Why should the answer include units?

Return to the concept model if an answer is uncertain. Use the model to explain, not just to guess.

Official curriculum reference

AC9M1N05: use mathematical modelling to solve practical problems involving additive situations including simple money transactions; represent the situations with diagrams, physical and virtual materials, and use calculation strategies to solve the problem

Australian Curriculum Version 9.0

Practice, test and teacher resources

Use the Practice Sheet for written or hands-on work, Practice for supported feedback, and Test when the student is ready to demonstrate independent mastery.

🎥 Optional Video Lesson

The SkillrHub lesson remains the primary learning resource. This optional video reinforces the explanation; you can complete the lesson and practice without watching.

Back to the lesson

Before you watch:

  • Pause after each worked example.
  • Try the examples yourself.
  • Return to the SkillrHub lesson before continuing.
Recommended: Addition word problems within 10

Khan Academy — Use a picture and addition to solve a small real-world joining problem.

As you watch: Which two groups are being joined, and what does the total count?

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Try it: Draw 4 apples and then 3 more. Write a matching addition sentence and explain the answer in words.

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Curriculum equivalents: Victoria, NSW and international

Curriculum equivalents for Additive problem solving and money

Mapped skill: use mathematical modelling to solve practical problems involving additive situations including simple money transactions; represent the situations with diagrams, physical and virtual materials, and use calculation strategies to solve the problem

These references identify matching or closely related learning. Curriculum sequence, terminology and depth vary, so teachers should use the mapped skill and lesson difficulty to confirm suitability.

RegionCurriculum frameworkClosest level or code
AustraliaAustralian Curriculum v9.0AC9M1N05 · Year 1
VictoriaVictorian Curriculum F–10 Version 2.0 — MathematicsVC2M1N05 · Level 1
New South WalesNSW Mathematics K–10 Syllabus (2022)MA1-CSQ-01 + MA1-NSM-01 · Stage 1
United States (USA)Common Core State Standards for MathematicsGrade 1
Canada (Ontario)Ontario Curriculum — MathematicsGrade 1
United Kingdom (England)National Curriculum in England — MathematicsYear 2, Key Stage 1
IndiaNCERT / CBSE — MathematicsClass 1

Australian Curriculum v9.0 is the canonical source for this SkillrHub lesson. Victoria and NSW entries name the closest published state codes or outcomes; international entries are planning references rather than claims of identical curricula.

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