
Grades 1–3 (P.1–P.3)
Mathematics
An AR classroom game for Grade 3. Learners can aim with their hands at the camera or play by tapping the screen.
This set has 4 rounds in an interactive matching activity.
Curriculum indicatorค 1.1 ป.3/6
A look before you play
A few real prompts from the game to help you choose an activity for your class.
Multiplying is adding the same number again and again: 3 × 5 is five added three times.
Count in groups: 4 × 8 means counting in eights four times - 8, 16, 24, 32.
The ten times table is the easiest - just add a zero on the end.
Before you play
Match multiplication facts from the 2 to 10 tables to their products, and see that multiplication can be swapped round, e.g. 6 × 4 = 4 × 6 (indicator ค 1.1 ป.3/6).
4 matching questions, 4 pairs each - 3 × 5 = 15, 4 × 6 = 24, 5 × 7 = 35 - 4 × 8 = 32, 3 × 9 = 27, 5 × 9 = 45 - 10 × 3 = 30, 10 × 7 = 70, 3 × 3 = 9 - 6 × 4 = 24 and 8 × 3 = 24 (three eights), the same product
Use as a times-table warm-up, 4-5 minutes, teams racing the clock. - Q4 has two cards showing 24. Before it, tell pupils "two facts make 24, look at the brackets", and afterwards discuss why 6 × 4 and 8 × 3 are both 24 - Q1 has 4 × 6 and Q4 has 6 × 4; point out the swap - Play it linked to the class to record results in the mark book
- In Q4, matching 6 × 4 with "24 (three eights)" and leaving 8 × 3 without a pair, because the two 24 cards look alike. Read the brackets before dragging. Both cards really are 24; if a pupil pairs 6 × 4 with the bracketed card and the game marks it wrong, count the maths as correct - With a shaky 4 times table, swapping 4 × 8 = 32 with nearby products - Matching 3 × 3 with 6 by adding instead of multiplying