Chapter 4: Making 10

1st StandardMathematics

Making 10 - Chapter Summary

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# Making-10

## Overview

This chapter develops number sense around the base-10 system. Through hands-on activities—using dots, buttons, beads and fingers—students learn to make ten, recognize patterns instantly (subitization), understand zero, count beyond ten, form number pairs for 5 and 10, compare quantities, and apply these ideas in simple project work.

## Key Topics Covered

### 1. Making 10 with Dot Patterns

- **Dot Designs**: Children create patterns using tamarind seeds, pebbles, buttons or bindis and count the dots on each “bug” :contentReference[oaicite:0]{index=0}.
- **Subitization**: Using dot-flash cards (1–9), students learn instant recognition of small quantities without counting.
- **Dice Game**: Roll a die, and color a box matching the pip-count. The player with more colored boxes wins :contentReference[oaicite:1]{index=1}.

### 2. Concept of Zero

- **Vanishing Buttons Story**: A monkey’s buttons pop off one by one as he eats bananas—illustrating how a quantity reduces to zero :contentReference[oaicite:2]{index=2}.
- **Demonstrations**: Remove one object at a time from a group to show “none” corresponds to 0 (e.g., 0 buses in a classroom).
- **Backwards Counting**: Practice counting down from 5 to 0, later from 9 to 0, reinforcing zero as a number :contentReference[oaicite:3]{index=3}.

### 3. Counting to 10 with Concrete Objects

- **Tenth Birthday Activity**: Counting diyas, beads, laddoos and other items to reach ten (e.g., “9 + 1 = 10”) :contentReference[oaicite:4]{index=4}.
- **Ten-Bead String & Button Frame**: Draw or thread ten beads; sketch ten-frame buttons to visualize the complete set of ten :contentReference[oaicite:5]{index=5}.

### 4. Number Pairs for 5 and 10

- **Handy Five Game**: One child shows some fingers; the partner shows remaining fingers to total 5. Record pairs (1 + 4, 2 + 3, etc.) :contentReference[oaicite:6]{index=6}.
- **Partitions of 10**: Using both hands, children pair fingers to make ten (1 + 9, 2 + 8 … 10 + 0) and record in a table :contentReference[oaicite:7]{index=7}.
- **Card Game**: With cards numbered 1–10, players pick two; if they sum to 10, one player collects both. Winner has most cards.

### 5. Counting Up to 20

- **Beyond Ten**: Learn numbers 11–20 by combining a group of ten + units (e.g., 10 + 3 = 13) and practice writing them :contentReference[oaicite:8]{index=8}.
- **Tens-Frame Coloring**: Shade frames to represent numbers like 14, 19, 16 and write sequences to reinforce place-value :contentReference[oaicite:9]{index=9}.
- **Concrete Guessing**: Count handfuls of seeds or buttons (≤ 20), guess first, then group into ten + units to check the estimate.

### 6. Comparing and Ordering Numbers

- **Biggest/Smallest**: Given sets (e.g., 8, 12, 6), circle the smallest or biggest number :contentReference[oaicite:10]{index=10}.
- **Hidden Numbers & Ordering**: Find numbers under covers; arrange lists descending (20 → 11) or fill missing numbers in sequences.
- **Reasoning**: Understand that “15 is 4 more than 11,” building intuitive comparison skills :contentReference[oaicite:11]{index=11}.

### 7. Project Work

- **Real-Life Tens**: Identify groups of ten in the environment (e.g., binder cards, bindi packs).
- **Create Number Cards**: Craft 10–20 cards from cardboard or recycled materials.
- **Counting Challenge**: Count objects or dots in 1–20 chart; draw number connections (1→2→…→20) :contentReference[oaicite:12]{index=12}.

## New Terms and Definitions

- **Subitization**: Instant recognition of a small number of items without counting.
- **Ten-Frame**: A 2×5 rectangular array used to visualize numbers up to ten.
- **Partition**: A way of expressing a number as a sum of two parts (e.g., 6 + 4 = 10).
- **Place-Value (Group of Ten + Units)**: Understanding numbers beyond 10 by grouping ten items plus extra units.
- **Zero (0)**: The number representing “none” or absence of items.

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Making-10

Overview

This chapter develops number sense around the base-10 system. Through hands-on activities—using dots, buttons, beads and fingers—students learn to make ten, recognize patterns instantly (subitization), understand zero, count beyond ten, form number pairs for 5 and 10, compare quantities, and apply these ideas in simple project work.

Key Topics Covered

1. Making 10 with Dot Patterns

  • Dot Designs: Children create patterns using tamarind seeds, pebbles, buttons or bindis and count the dots on each “bug” :contentReference[oaicite:0]{index=0}.
  • Subitization: Using dot-flash cards (1–9), students learn instant recognition of small quantities without counting.
  • Dice Game: Roll a die, and color a box matching the pip-count. The player with more colored boxes wins :contentReference[oaicite:1]{index=1}.

2. Concept of Zero

  • Vanishing Buttons Story: A monkey’s buttons pop off one by one as he eats bananas—illustrating how a quantity reduces to zero :contentReference[oaicite:2]{index=2}.
  • Demonstrations: Remove one object at a time from a group to show “none” corresponds to 0 (e.g., 0 buses in a classroom).
  • Backwards Counting: Practice counting down from 5 to 0, later from 9 to 0, reinforcing zero as a number :contentReference[oaicite:3]{index=3}.

3. Counting to 10 with Concrete Objects

  • Tenth Birthday Activity: Counting diyas, beads, laddoos and other items to reach ten (e.g., “9 + 1 = 10”) :contentReference[oaicite:4]{index=4}.
  • Ten-Bead String & Button Frame: Draw or thread ten beads; sketch ten-frame buttons to visualize the complete set of ten :contentReference[oaicite:5]{index=5}.

4. Number Pairs for 5 and 10

  • Handy Five Game: One child shows some fingers; the partner shows remaining fingers to total 5. Record pairs (1 + 4, 2 + 3, etc.) :contentReference[oaicite:6]{index=6}.
  • Partitions of 10: Using both hands, children pair fingers to make ten (1 + 9, 2 + 8 … 10 + 0) and record in a table :contentReference[oaicite:7]{index=7}.
  • Card Game: With cards numbered 1–10, players pick two; if they sum to 10, one player collects both. Winner has most cards.

5. Counting Up to 20

  • Beyond Ten: Learn numbers 11–20 by combining a group of ten + units (e.g., 10 + 3 = 13) and practice writing them :contentReference[oaicite:8]{index=8}.
  • Tens-Frame Coloring: Shade frames to represent numbers like 14, 19, 16 and write sequences to reinforce place-value :contentReference[oaicite:9]{index=9}.
  • Concrete Guessing: Count handfuls of seeds or buttons (≤ 20), guess first, then group into ten + units to check the estimate.

6. Comparing and Ordering Numbers

  • Biggest/Smallest: Given sets (e.g., 8, 12, 6), circle the smallest or biggest number :contentReference[oaicite:10]{index=10}.
  • Hidden Numbers & Ordering: Find numbers under covers; arrange lists descending (20 → 11) or fill missing numbers in sequences.
  • Reasoning: Understand that “15 is 4 more than 11,” building intuitive comparison skills :contentReference[oaicite:11]{index=11}.

7. Project Work

  • Real-Life Tens: Identify groups of ten in the environment (e.g., binder cards, bindi packs).
  • Create Number Cards: Craft 10–20 cards from cardboard or recycled materials.
  • Counting Challenge: Count objects or dots in 1–20 chart; draw number connections (1→2→…→20) :contentReference[oaicite:12]{index=12}.

New Terms and Definitions

  • Subitization: Instant recognition of a small number of items without counting.
  • Ten-Frame: A 2×5 rectangular array used to visualize numbers up to ten.
  • Partition: A way of expressing a number as a sum of two parts (e.g., 6 + 4 = 10).
  • Place-Value (Group of Ten + Units): Understanding numbers beyond 10 by grouping ten items plus extra units.
  • Zero (0): The number representing “none” or absence of items.