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Elementary Standards Mapping

for Texas 4 Math TEKS

51

Standards in this Framework

Standard Lessons
4.1(A)
Apply mathematics to problems arising in everyday life, society, and the workplace.
4.1(B)
Use a problem-solving model that incorporates analyzing given information, formulating a plan or strategy, determining a solution, justifying the solution, and evaluating the problem-solving process and the reasonableness of the solution.
4.1(C)
Select tools, including real objects, manipulatives, paper and pencil, and technology as appropriate, and techniques, including mental math, estimation, and number sense as appropriate, to solve problems.
4.1(D)
Communicate mathematical ideas, reasoning, and their implications using multiple representations, including symbols, diagrams, graphs, and language as appropriate.
4.1(E)
Create and use representations to organize, record, and communicate mathematical ideas.
4.1(F)
Analyze mathematical relationships to connect and communicate mathematical ideas.
4.1(G)
Display, explain, and justify mathematical ideas and arguments using precise mathematical language in written or oral communication.
4.2(A)
Interpret the value of each place-value position as 10 times the position to the right and as one-tenth of the value of the place to its left.
4.2(B)
Represent the value of the digit in whole numbers through 1,000,000,000 and decimals to the hundredths using expanded notation and numerals.
    Naming Numbers Game
4.2(C)
Compare and order whole numbers to 1,000,000,000 and represent comparisons using the symbols >, <, or =.
4.2(D)
Round whole numbers to a given place value through the hundred thousands place.
    micro:bit® Rounding to the Nearest Ten
    micro:bit® Rounding to the Nearest Hundred
    micro:bit® Rounding with Decimals
4.2(E)
Represent decimals, including tenths and hundredths, using concrete and visual models and money.
4.2(F)
Compare and order decimals using concrete and visual models to the hundredths.
4.2(G)
Relate decimals to fractions that name tenths and hundredths.
4.2(H)
Determine the corresponding decimal to the tenths or hundredths place of a specified point on a number line.
4.3(A)
Represent a fraction a/b as a sum of fractions 1/b, where a and b are whole numbers and b > 0, including when a > b.
    Fractions and Variables
    Multiplying and Dividing Fractions
4.3(B)
Decompose a fraction in more than one way into a sum of fractions with the same denominator using concrete and pictorial models and recording results with symbolic representations.
    Fractions and Variables
    Multiplying and Dividing Fractions
4.3(C)
Determine if two given fractions are equivalent using a variety of methods.
    Multiplying and Dividing Fractions
4.3(D)
Compare two fractions with different numerators and different denominators and represent the comparison using the symbols >, =, or <.
4.3(E)
Represent and solve addition and subtraction of fractions with equal denominators using objects and pictorial models that build to the number line and properties of operations.
    Add and Subtract Fractions
4.3(F)
Evaluate the reasonableness of sums and differences of fractions using benchmark fractions 0, 1/4, 1/2, 3/4, and 1, referring to the same whole.
    Animating Unit Fractions
    Add and Subtract Fractions
4.3(G)
Represent fractions and decimals to the tenths or hundredths as distances from zero on a number line.
    Fractions and Variables
    Animating Unit Fractions
4.4(A)
Add and subtract whole numbers and decimals to the hundredths place using the standard algorithm.
    Adding with Loops
4.4(B)
Determine products of a number and 10 or 100 using properties of operations and place value understandings.
    Animating Sprites with Multiplication
4.4(C)
Represent the product of 2 two-digit numbers using arrays, area models, or equations, including perfect squares through 15 by 15.
4.4(D)
Use strategies and algorithms, including the standard algorithm, to multiply up to a four-digit number by a one-digit number and to multiply a two-digit number by a two-digit number. Strategies may include mental math, partial products, and the commutative, associative, and distributive properties.
    Decimal Multiplication and Conditionals
    Multiplication and Conditionals
    Multi-digit Multiplication and Conditionals
    Multiplication Quiz Game
    Animating Sprites with Factors
4.4(E)
Represent the quotient of up to a four-digit whole number divided by a one-digit whole number using arrays, area models, or equations.
    Animating Sprites with Division
4.4(F)
Use strategies and algorithms, including the standard algorithm, to divide up to a four-digit dividend by a one-digit divisor.
4.4(G)
Round to the nearest 10, 100, or 1,000 or use compatible numbers to estimate solutions involving whole numbers.
    micro:bit® Rounding to the Nearest Hundred
4.4(H)
Solve with fluency one- and two-step problems involving multiplication and division, including interpreting remainders.
    Decimal Multiplication and Conditionals
    Multiplication and Conditionals
    Multiplication Quiz Game
    Evaluate Algebraic Equations
    Animating Sprites with Factors
    Animating Sprites with Division
4.5(A)
Represent multi-step problems involving the four operations with whole numbers using strip diagrams and equations with a letter standing for the unknown quantity.
    Evaluate Algebraic Equations
4.5(B)
Represent problems using an input-output table and numerical expressions to generate a number pattern that follows a given rule representing the relationship of the values in the resulting sequence and their position in the sequence.
4.5(C)
Use models to determine the formulas for the perimeter of a rectangle (l + w + l + w or 2l + 2w), including the special form for perimeter of a square (4s) and the area of a rectangle (l × w).
    Area of a Rectangle with Tiles
    House Design with Area and Perimeter
    Modeling Perimeter with Finch Robot®
4.5(D)
Solve problems related to perimeter and area of rectangles where dimensions are whole numbers.
    Area of a Rectangle with Tiles
    House Design with Area and Perimeter
    Modeling Perimeter with Finch Robot®
4.6(A)
Identify points, lines, line segments, rays, angles, and perpendicular and parallel lines.
4.6(B)
Identify and draw one or more lines of symmetry, if they exist, for a two-dimensional figure.
4.6(C)
Apply knowledge of right angles to identify acute, right, and obtuse triangles.
4.6(D)
Classify two-dimensional figures based on the presence or absence of parallel or perpendicular lines or the presence or absence of angles of a specified size.
    Classifying Shapes by Category
    Classifying Shapes Using Lines and Angles
    Classifying Quadrilaterals in a Hierarchy
    VEX GO®: Lines and Angles
4.7(A)
Illustrate the measure of an angle as the part of a circle whose center is at the vertex of the angle that is "cut out" by the rays of the angle.
4.7(B)
Illustrate degrees as the units used to measure an angle and determine approximate measures using a protractor.
4.7(C)
Determine the measure of an unknown angle formed by two non-overlapping adjacent angles given one or both angle measures.
4.8(A)
Identify relative sizes of measurement units within the customary and metric systems.
4.8(B)
Convert measurements within the same measurement system.
    VEX GO®: Measurement
4.8(C)
Solve problems that deal with measurements of length, intervals of time, liquid volumes, mass, and money using addition, subtraction, multiplication, or division.
    Measuring Lengths
4.9(A)
Represent data on a frequency table, dot plot, or stem-and-leaf plot.
4.9(B)
Solve one- and two-step problems using data in whole number, decimal, and fraction form.
4.10(A)
Distinguish between fixed and variable expenses.
4.10(B)
Calculate profit in a given situation.
4.10(C)
Compare the advantages and disadvantages of various savings options.
4.10(D)
Describe how to allocate a weekly allowance among spending, saving, and sharing.
4.10(E)
Describe the basic purpose of financial institutions, including keeping money safe, borrowing money, and lending.