few_shots: 
Example:
Concept/skill: 
Compare two decimals to hundredths by reasoning about their size. Recognize that comparisons are valid only when the two decimals refer to the same whole. Record the results of comparisons with the symbols >, =, or <, and justify the conclusions, e.g., by using a visual model.
Grade 4 expectations in this domain are limited to fractions with denominators 2, 3, 4, 5, 6, 8, 10, 12, and 100.

Problem/activity:
Task
Cruz and Erica were both getting ready for soccer.
Cruz ran 1 lap around the school.
Erica ran 3 laps around the playground.
Erica said,
I ran more laps, so I ran farther.
Cruz said,
4 laps around the school is 1 mile, but it takes 12 laps around the playground to go 1 mile. My laps are much longer, so I ran farther.
Who is right? Draw a picture to help you explain your answer.


Answer: 
No. This task does not involve comparing decimals to hundredths. Instead, it involves fraction comparisons.

Now, assess whether the following problem or activity is 'aligned' with the given Common Core standard in Mathematics.

shot_info: im_task_000212_neg_0

4
standard_description: Generate measurement data by measuring lengths of several objects to the nearest whole unit, or by making repeated measurements of the same object. Show the measurements by making a line plot, where the horizontal scale is marked off in whole-number units.
problem_activity: Narrative
The purpose of this activity is for students to learn stage 1 of the Jump the Line center. In this stage, students take turns making strategic choices about numbers to add or subtract to reach target numbers. Students choose 3 target numbers and mark them on the number line. Both players start at the beginning of the number line. They spin all 3 spinners and decide which of the moves they want to use on their turn. Students take turns spinning and moving, trying to land exactly on the target numbers. The first player to land on 2 target numbers wins.
Required Materials
Materials to Gather
Dry erase markers
Paper clips
Sheet protectors
Materials to Copy
Jump the Line Stage 1 Gameboard
Jump the Line Stage 1 Spinners
Launch
Groups of 2
Give each group a spinner, paper clip, dry erase marker and gameboard.
Display spinners and gameboard.
“You and your partner will choose 3 target numbers and mark them on your number line.”
“Then you will take turns spinning all 3 spinners. On your turn you can decide which spin to use. Your goal is to jump to one of the numbers you and your partner marked.”
“The first player to land exactly on 2 of the target numbers wins.”
Play a round with the class, if needed.
Activity
15 minutes: partner work time
Activity Synthesis
Display a gameboard with 3 target numbers. Spin the three spinners.
“This is my gameboard and my spins. Which spin would you use? Why?”


aligns: no