
A
D I V I S I O N O F
E K L A V Y A E D U C A T I O N
F O U N D A T I O N
Code :
TLMM005 
Age : 9  11 yrs.

Name:
Place Value Cards  2 
Place
Value Card 2 (Click to view Video)
This
material helps children to link the digit with its place and
understand its place value. This also helps them to read and write a
number in figure and words.
Eg.
H T O
4 6
2 > 4 Hundreds or 400
6 Tens
or 60
2
Ones or
2
In
Figure – 462
In
Words – Four hundred and sixty two
Each set contains
a) 22 cards, red colour, having fraction numbers, e.g. ½, one side English and one side Gujarati.
b) 22 cards, blue colour, having decimal numbers. e.g. 0.50, one side English and one side Gujarati.
c) 22 cards, green colour, having percentages, e.g. 50%, one side English and one side Gujarati. 
Step 1:
The student is asked to separate the 66 cards into 3 piles, colourwise
(Yellow – Purple – Green). The student, spreads out the 22 yellow cards
on the table, she then takes the percentage cards (green) and matches on
a onetoone basis with the yellow cards. Please note that this should
be done one card at a time, that is, one green card is taken, the student
searches amongst the yellow cards to find its partner, and having found
it places it below the card. If she does not find the partner card, she
should be encouraged to try more (and discouraged from putting that green
card on the side and going ahead with the next green card). 
Step 2:
After the green pile has been matched with the yellow, the student picks
up the decimal numbers pile (purple) and continues the matching. The game
is over when all 22 sets are matched. 
There is no concept of time limit for this game as the purpose is to
induce the student into a mood of reflective thinking. Even if the student
has not been taught place values in school (e.g. Std 3) it is found that
they can still play this game. At the end of the game if the educator spends
some time with them communicating the concept of percentages, fractions
and decimals, it gets nicely imprinted in their mind. 
They say that multiplication tables are best memorised by rote and
this is of immense benefit later on. Similarly, certain linkages between
decimal – fraction – percentage are best visualised and imprinted in the
mind. This game helps to achieve such a purpose. 
This game has a first version, Percentage Cards – 1 which is the first
level of difficulty for e.g. in this game a number is written as 2/5, but
in the earlier version it is written as 40/100. For e.g. in this game a
number is written as 1/5 there it is written as 20/100. While here
the numbers taken are random e.g. 0.66, while there the numbers taken are
multiples of 5. 
Teaching Learning Materials (TLM) can make learning much more
effective and fun in classrooms.

Taleem is an initiative in this direction.

