Wishball

The Wishball series of learning objects encourages thinking about place
value. It also provides opportunities for mental addition and subtraction.
Learning objects |
LO ID |
Years |

Wishball: whole numbers | 867 |
3-4 |

Wishball: tenths | 868 |
4-5 |

Wishball: hundredths | 869 |
5-6 |

Wishball: thousandths | 495 |
5-6 |

Wishball: ultimate | 870 |
6 |

Wishball challenge: whole numbers | 871 |
3-4 |

Wishball challenge: tenths | 872 |
4-5 |

Wishball challenge: hundredths | 873 |
5-6 |

Wishball challenge: thousandths | 874 |
5-6 |

Wishball challenge: ultimate | 875 |
6 |

Students try to reach a target number by adding
or subtracting in fewer than 20 moves. The Spinner randomly serves up
a digit. Before students add or subtract they first choose a place value
to assign to the digit. So, if 2 is the digit served up, students can
make it 2.0, 0.2, 0.02 or 0.002. Students may also refer to the number
line or counting frame to help confirm the soundness or otherwise of their
computations. The Wishball option, which can be used only once, allows
the students to choose the digit required to finish the game. With feedback,
students are challenged to develop more effective problem-solving strategies
in an effort to achieve the target.

The Wishball series of learning objects comprises two subseries: Wishball
and Wishball challenge. In both subseries the decimal point is placed
so students can explore whole numbers, tenths, hundredths or thousandths.
The ‘Ultimate’ versions offer random placement of the decimal
point.

Both the addition (+) and subtraction (–) operators are provided
for students to use for calculation. In ‘Wishball challenge’
students are randomly offered either the subtraction or addition operator
to make their calculation.

By using the range of learning objects in this series, students realise
that the same strategies for calculation apply regardless of where the
decimal point is placed.