
Grades 1–3 (P.1–P.3)
Mathematics
An AR classroom game for Grade 2. Learners can aim with their hands at the camera or play by tapping the screen.
This set has 6 questions in an interactive multiple choice activity.
Curriculum indicatorค 1.1 ป.2/4
A look before you play
A few real prompts from the game to help you choose an activity for your class.
Two take away seven will not go, so borrow a ten: twelve take away seven is five, then three take away one is two.
Thirteen take away eight is five; five take away two is three.
Zero take away three will not go, so borrow a ten: ten take away three is seven, then four take away two is two.
Before you play
Subtract two-digit numbers where every question needs borrowing, including starting numbers with zero ones, to solve subtraction number sentences accurately (indicator ค 1.1 ป.2/4).
6 multiple-choice questions, all with borrowing - 42 - 17 = 25 - 50 - 23 = ? zero in the ones, answer 27 - 71 - 36 = 35 and 80 - 45 = 35 - 94 - 58 = ? options 46, 44, 36, answer 36
Play after 2-3 lessons on borrowing, about 7-8 minutes, team mode with scrap paper and base-ten blocks. - Most distractors come from not reducing the tens after borrowing, such as 37 for 50 - 23 and 46 for 94 - 58. After revealing, ask pupils where each wrong answer comes from - 71 - 36 and 80 - 45 both make 35; let pupils notice - Play it linked to the class to record results in the mark book
- Borrowing but not reducing the tens, e.g. 37 for 50 - 23 or 46 for 94 - 58. Cross out and rewrite the tens digit before subtracting the ones - In 50 - 23, writing 3 in the ones because "0 take away 3 is 3". Physically swap a tens rod for 10 ones - Choosing 35 for 42 - 17 by doing 7 - 2