Second Grade Math Domain: Number and Operations in Base Ten
In this domain, Second Grade students will continue expanding their knowledge in place value and counting. They’ll also be introduced to brand-new concepts, like counting by 5’s and comparing three-digit numbers. With supplemental learning resources from eSpark Learning, students can become more proficient in each standard while engaging with fun, interactive games and videos. Here’s a closer look at the Common Core standards within this domain:
In this standard, second-graders will learn the concept of ‘bundles of tens’ when it comes to three-digit numbers.
Place Value
Expanding on the standard above, students will determine that 100 equals ten 10’s and so on and so forth.
Students will learn how to count-skip by 5’s — all the way to 1,000.
In this standard, second-graders will become proficient in numbers 0 through 1,000, learning to read and write numerals, number names, and their expanded forms.
Students will work with less than, greater than, and equal to signs to compare three-digit numbers.
Students will expand their use of mental strategies to begin adding and subtracting within 100.
Number and Operations in Base Ten is one of four domains included in the Second Grade math standards. During this phase of learning, students will learn concepts like:
For each standard, eSpark Learning provides several resources and activities that are aligned to each. Through instructional videos, games, and practice assessments, second-graders can expect to become more proficient in each standard and learn at a rate of 1.5 times faster than their peers.
Here’s a closer look at some of the standards-aligned eSpark Learning activities within the Number and Operations in Base Ten domain:
Place Value
100 can be thought of as a bundle of ten tens - called a "hundred."
In this challenging math game, students will have the opportunity to customize a car to take on their road trip. Students will reach their destination by correctly answering questions.
Place Value
The numbers 100, 200, 300, 400, 500, 600, 700, 800, 900 refer to one, two, three, four, five, six, seven, eight, or nine hundreds (and 0 tens and 0 ones).
It’s the Place Value Claw Machine! In this activity, second-graders will make larger numbers from groups of 10 to win prizes from the claw machine.
Count within 1000; skip-count by 5s, 10s, and 100s.
In one of several standards-aligned activities, students can help Frog feed his family on the other side of the river. As they successfully count by 5’s, Frog can make his way across the rocks to get to his destination.
Read and write numbers to 1000 using base-ten numerals, number names, and expanded form.
Let’s go Fishing for Numbers! In this fun and interactive game, students will join Frank the Fisherman to catch fish with the correct corresponding numbers! For example, if Frank is fishing for ‘two hundred fifty-nine,’ students will select the fish with the matching written numeral.
Compare two three-digit numbers based on meanings of the hundreds, tens, and ones digits, using >, =, and < symbols to record the results of comparisons.
The Flamingo Number Run is back! In this activity, second-graders will help Flippy the Flamingo collect and compare three-digit numbers by using the correct symbols.
Fluently add and subtract within 100 using strategies based on place value, properties of operations, and/or the relationship between addition and subtraction.
In this engaging game, students can visit the Kitten Castle to add and subtract within 100. For each equation, they’ll break down two-digit numbers into tens and ones to solve them.
Copyright 2021 © eSpark Learning | Terms of Use & Privacy Policy