few_shots: Example:
Problem/activity:
Stage 1: Money
Required Preparation
Materials to Copy
Blackline Masters
Would You Rather Stage 1 Spinner
Would You Rather Stage 1 Recording Sheet

Narrative
The first partner spins to get a group of coins. They write a question that compares the amount they spun to a different group of coins that they make up.


Standard options: 
A. Tell and write time from analog and digital clocks to the nearest five minutes, using a.m. and p.m.
B. Solve word problems involving dollar bills, quarters, dimes, nickels, and pennies, using $ and ¢ symbols appropriately. Example: If you have 2 dimes and 3 pennies, how many cents do you have?


Your response:
Thought: In this activity, students write word problems that compare coin amounts.
Answer: B

Now, assign the following problem or activity to one or more relevant standards it aligns with.
shot_info: im_center_000269

2
options: Understand a fraction as a number on the number line; represent fractions on a number line diagram.
Grade 3 expectations in this domain are limited to fractions with denominators 2, 3, 4, 6, and 8.

Explain equivalence of fractions in special cases, and compare fractions by reasoning about their size.
Grade 3 expectations in this domain are limited to fractions with denominators 2, 3, 4, 6, and 8.

Understand a fraction 1/b as the quantity formed by 1 part when a whole is partitioned into b equal parts; understand a fraction a/b as the quantity formed by a parts of size 1/b.
Grade 3 expectations in this domain are limited to fractions with denominators 2, 3, 4, 6, and 8.
problem_activity: Stage 2: Halves, Thirds and Fourths
Required Preparation
Materials to Gather
Centimeter cubes
Number cubes
Materials to Copy
Blackline Masters
Number Line Scoot Stage 2 Gameboard
Number Line Scoot Stage 2 Directions

Narrative
Students take turns rolling a number cube and using the number as a numerator in a fraction with a denominator of 2, 3, or 4. Students move their centimeter cube that interval on one of the shared number lines. Each time a cube lands exactly on the last tick mark of one of the number lines, the player who moved it keeps the cube and puts a new cube on zero on that number line. The first player to collect five cubes wins.
Additional Information
Each group of 2 needs 12 centimeter cubes.


correct_option_index: 0