Taking Jumps of 10 Forward/Backward: What is it?
This strategy is an addition and subtraction strategy. Students keep one number whole and take jumps, often using a numberline, to arrive quickly at an answer.
Overview
Students typically begin jumping strategies by starting to count on or back from the whole number. They progress to counting on to the nearest decade number (10, 20, 30,..) and then taking jumps of ten. In this strategy, students keep one number whole and then the other number is split into tens; jumps forward or backward by tens are made and then they add on or remove the remaining ones.
Supporting Students using 'Taking Jumps of 10 forward/backward'
In supporting students to Take Jumps of 10 Forward or Backward, you can encourage students to use a number line, especially as they start noticing that the numbers are getting ‘too large to count by ones’.
A hundred chart can also support students to think in 10s and see how the numerals in each place value change or stay the same with each 10 added or subtracted. However, students can become over-reliant on the chart. Teachers should continue to move students to use reasoning once they have understood the pattern from the chart.
Encouraging students to use an open number line allows them to make larger jumps to solve an addition or subtraction problem.
It is also important to have students practice counting up and down by 10 from ANY number.. Ex. 12, 22, 32, 42...
Where to Next?
Once students are confident 'Taking Jumps of 10 Forward or Backward', they can be encouraged to move toward more efficient strategies, such as 'Getting to a Decade Number and Taking Jumps of 10', and 'Overshoot and Return'.
Games & Activities to Support 'Taking Jumps of 10'
In this partner game, students must strategically choose to take jumps of 10 or jumps of 1 in order to be the closest to 101 in only 6 rounds!
101 and Out Gameboard
This game is a modification of the traditional game of war. Students use addition of 10's and 1's to construct the understanding of place value.
In this partner game, students work with their flipped two digit numbers to find the difference and collect the points.
Players compete to be the first to trade up to 1000, making jumps of 1, 10 or 100. Students must 'trade up' when necessary. (GEIM;
This is just like Salute, but each card represents a number of 10s. This game is a race to be the first player to identify the missing part in a part-whole situation. Therefore, groups should be carefully chosen.
Looking to learn more? Check out the recorded session!