
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 ordering activity.
Curriculum indicatorค 1.2 ป.3/1
A look before you play
A few real prompts from the game to help you choose an activity for your class.
The six times table goes up in sixes: six times two to six times five gives twelve, eighteen, twenty-four, thirty.
Seven times two up to seven times five.
Compare the hundreds first, then the tens.
Before you play
Order products of the 6 and 7 tables as patterns growing in equal steps (indicator ค 1.2 ป.3/1), order three-digit numbers made of 0, 1 and 9 (ค 1.1 ป.3/2), and order the steps for solving a multiplication word problem.
4 ordering questions - 12, 18, 24, 30 going up in sixes - 14, 21, 28, 35 going up in sevens - 109, 190, 901, 910 smallest to largest - Read the problem, find how many groups, find how many in each group, multiply them together
Use before multiplication word problems, about 5 minutes, team mode. - 109, 190, 901, 910 is the richest item; have teams explain why 190 is less than 901 - After Q4, give a real problem such as "6 boxes with 7 in each" and have teams point to the number of groups - Play it linked to the class to record results in the mark book
- Swapping 190 and 901, or 109 and 190, since they use the same digits. Write them in a hundreds-tens-ones chart - Swapping "how many groups" and "how many in each group"; in practice either order works, but the game accepts only one; if a pupil swaps them and can explain, count the understanding as sound - Swapping 21 and 28 if the 7 times table is shaky