Mathematics
Curricular Goal
To build a community of independent and effective problem solvers.
The Mathematics fraternity aims to develop our students to become effective problem solvers. Students acquire proficiency in problem-solving skills through the use of the CPA (Concrete-Pictorial-Abstract) approach in the rigorous Mathematics curriculum. Inquiry and the gradual release of responsibility models are used as pedagogical approaches to develop confidence, co-operation and curiosity in our students.
Mathematics Programmes
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Performance Tasks – Learning activities such as practical tasks and authentic learning experiences that students are engaged in to demonstrate their knowledge and skills in a specific topic.
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Learning Journeys (LJs)/ Mathematics Trails – Students are exposed to authentic learning experiences beyond the classroom.
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Learning Spaces, The Third Teacher – The school premises are used as the third teacher to engage students in activities during recess. Quizzes are also conducted to stimulate students’ thinking.
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Student Learning Space – Online activities and tasks to engage students in Mathematics learning.
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Maths Avengers Week – Develop positive attitudes towards Mathematics.
Performance Tasks
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P1: Where Am I In The Race – Reinforces the concepts of ordinal numbers
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P1: Shapes and Patterns Journal
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P1 to P4 Practical Tasks
Students are engaged in the performance task, ‘Where Am I In The Race’.
Learning Journeys / Mathematics Trails
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P1 Zoo
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P3 Whole Numbers Addition & Subtraction
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P4 Squares and Rectangles
P3 Whole Numbers Addition & Subtraction: Students engaged in learning during the Maths Trail.
P3 Whole Numbers Addition & Subtraction: Students identifying patterns for the Number Grid.
P1 Zoo : Students solving questions in the zoo.
Maths Avengers Week
§ P1 to P6 Maths Activities
The activities conducted were fun, interactive and engaging. The activities also show how Mathematics is infused in students’ everyday lives. It encourages students’ participation, communication and application of Mathematical reasoning.
Students solving problems on the Active Floor.
Students playing Katamino actively.
Students engaged in solving puzzles (Ken Ken).
Participants and Audience during the Rubik Challenge.