Authentic Assessment 4
Authentic Assessment 4
GRADE 4 MATHEMATICS
Name: PANILAGAN, PATRICIA M.
1ST QUARTER: Week 1
Learning Competencies Authentic Assessment
a. Visualizes numbers up to Activity: Number Race Game
100,000 with emphasis on Materials: Cut-out number discs (0-9), box, and stopwatch or timer
numbers 10, 001- 100
Instructions:
1. Divide the class into two teams.
2. Place the number discs (0-9) in a box.
3. Each team will take turns sending one student to paste a
number disc from the box.
4. The student will then place the number in the correct position
on the white board to create a five-digit number using discs.
5. The team that correctly forms the largest number between
10,001 and 100,000 in the shortest time wins the race.
b. Gives the place value, and Activity: Number Place Value Relay Game
value of a digit in numbers up to Materials: Place Value Illustration Board, Marker, Strips of numbers
100, 000
Instructions:
1. Divide the class into two teams and have them line up on the
opposite sides of the room.
2. The teacher will call out the 1st player in the line, and whisper
the number, waiting for the cue to start.
3. The first student will run to its team and relay the number that
the teacher said, and then make turns.
4. The last student that will receive the last message number
will be the one to write the number on the place value
illustration board.
5. The team that will gain a 3-point score will be the winner.
Instructions:
1. Divide the students into five groups.
2. Each group will be given a 1/8 illustration board, chalk, and
rag eraser.
3. The teacher will call out a number (e.g., 6,784) that needs to
be rounded to the nearest thousands or ten thousand.
4. The groups will work together to round the number and write
the rounded answer on the whiteboard.
5. The group that correctly rounds the number first will raise their
board and say the rounded number aloud.
6. Rotate the calling of numbers among the groups.
Instructions:
1. Divide the class into pairs.
2. Each pair is given a number card.
3. In each round, students will draw 2 cards each to create a 5-
digit number.
4. Students will compare their numbers using relation symbols
(<, >, =) and quickly paste the correct symbols in the center
between the two numbers.
5. The pair that correctly compares the numbers first wins the
round.
6. Rotate pairs for 5 rounds.
e. Orders numbers up to 100, 000 Activity: Number Sequence
in increasing and decreasing Materials: Number cards
order.
Instructions:
1. Divide the class into 5 groups.
2. The teacher will give a set of mixed- up number cards
3. Their task is to work together and quickly arrange the cards in
the correct order.
4. Once done, the teacher will check to see if the pupils got it
right.
1ST QUARTER: Week 3
f. multiplies numbers up to 3-digit Activity: Multiplication Relay Race
numbers by up to 2-digit Materials: Rolled number strips and markers
numbers without or with
regrouping. Instructions:
1. Divide the class into 3 groups
2. Each group must have 5 players.
3. The first player will come in front to pick a number strips, and
the rest will be the one to help the participants to answer solve
the problem.
4. After the 1st player, pass it to the next player, and will be the
one to answer again other problem, and so on.
5. The group that finishes all the problems correctly will be the
winner.
Example Run-through:
- Student A buys a toy priced at 20 pesos and a snack priced at 15
pesos.
- Student A gives a 50-peso bill to the "shopkeeper."
- Student A needs to calculate the total cost, change received, and
how much money is left after the purchase.
1ST QUARTER: Week 9
p. performs a series of two or Activity: MDAS Relay Race
more operations applying Materials: Tape to mark the relay course, Index Cards with
Multiplication, Division, Addition, mathematical expressions (e.g., 4xx3 +5-2), timer
Subtraction (MDAS) correctly
Instructions:
1. Divide the class into teams of 5 students each.
2. Mark a relay race course in the classroom or outdoor area
using chalk or tape.
3. Place index cards with different MDAS mathematical
expressions along the course.
4. The first student from each team runs to the first index card,
solves the expression following the MDAS rule, and shouts
out the answer.
5. If correct, the next student runs to the next card and repeats
the process.
6. The first team to complete all expressions correctly wins the
race.
Example Run-through:
Team A member runs to the first index card, sees "3 x 4 - 2 + 6",
correctly solves it as 16, shouts the answer, and the next member
runs to the next card.
2nd QUARTER: Week 1
Learning Competencies Authentic Assessment
a. identifies factors of a given Activity: Factor-Multiple match-up
number up to 100 Materials: Number cards (1-100), marker pens, and Chart paper
b. identifies the multiples of a
given number up to 100. Instructions:
1. Divide the class into pairs or small groups.
2. Distribute number cards randomly to each group.
3. Explain the concept of factors and multiples, providing
examples for clarity.
4. Each group will take turns to pick a number card and identify
both its factors and multiples within 5 seconds.
5. The group must then match the factors and multiples correctly
to earn a point.
6. Continue the game until all number cards have been used.
7. The group with the most matched pairs wins the game.
c. differentiates prime from Activity: Prime or Composite
composite numbers. Materials: Whiteboard, markers, and number cards (1-30)
Instructions:
1. Divide the class into two teams.
2. Place the number cards face down in a row on the white
board.
3. One student from each team will come up to the board at a
time.
4. When the timer starts, the students will take turns flipping over
a number card and stating whether it is a prime or composite
number.
5. If the student answers correctly, their team earns a point. If
incorrect, the other team has a chance to steal the point.
6. Continue until all number cards are used or the time runs out.
7. The team with the most points at the end wins.
Example Run-through:
- Two students, John and Sarah, take turns flipping over number
cards. John flips over a card with the number 7 and correctly
identifies it as a prime number, earning a point for his team.
Instructions:
1. Divide the class into two teams.
2. Display a number on the whiteboard.
3. The first team to correctly write the prime factorization of the
number on the whiteboard wins a point.
4. Rotate the numbers and continue the game for 5 minutes.
5. Encourage teamwork and quick mental calculations.
Example Run-through:
The number displayed is 24. Team A correctly writes 2 x 2 x 2 x 3 on
the board first, earning a point.
e. finds the common factors, Activity: Number Crunch Challenge
greatest common factor (GCF), Materials: Whiteboard, marker, and number cards (pre-prepared
common multiples and least with pairs of numbers for calculation)
common multiple (LCM) of two
numbers using the following Instructions:
methods: listing, prime 1. Divide the class into 5 teams.
factorization, and continuous 2. Display a pair of numbers on the whiteboard.
division 3. The teams have to quickly determine the common factors,
GCF, common multiples, and LCM of the given numbers using
the methods of listing, prime factorization, and continuous
division.
4. The first team to correctly identify all the factors and multiples
scores a point.
5. Rotate the number cards for each round to keep the
challenge dynamic.
6. Encourage teamwork and quick mental calculations.
Example Run-through:
Given numbers: 12 and 18
- Common factors: 1, 2, 3, 6
- GCF: 6
- Common multiples: 12, 24, 36...
- LCM: 36
2nd QUARTER: Week 3
f. solves real-life problems Activity: GCF and LCM race
involving GCF and LCM of 2 Materials: Whiteboard, markers, paper, and pencils
given numbers.
Introduction:
1. Divide the class into two teams.
2. Write down a series of real-life word problems involving GCF
and LCM on the whiteboard.
3. Each team will choose a representative to come up to the
board and solve the problem within a time limit of 1 minute.
4. The team that correctly solves the most problems within the
time frame wins the race.
Example Run-through:
- Problem: Find the GCF of 12 and 18.
- Team A representative solves the problem by writing down the
correct GCF of 6.
- Problem: Find the LCM of 4 and 6.
- Team B representative correctly calculates the LCM of 12.
- The race continues until the time is up, and the team with the most
correct answers wins.
Instructions:
1. Divide the class into two teams.
2. Draw a line down the middle of the whiteboard to create two
columns - one for improper fractions and one for mixed
numbers.
3. Write a series of improper fractions on the board in one
column and their corresponding mixed numbers in the other
column, but mix them up.
4. Call up one student from each team to the board.
5. The students must race to correctly match the improper
fraction to its corresponding mixed number by drawing a line
to connect them.
6. The first student to make the correct match scores a point for
their team.
7. Continue with different pairs of students until all the fractions
have been matched.
Example Run-through:
- Improper fraction: 7/3
- Mixed number: 2 1/3
- Student A quickly draws a line to connect them, scoring a point for
their team.
h. changes fractions to lowest Activity: Fraction Fun Race
forms. Materials: Whiteboard, marker, and Fraction cards (prepared in
advance with various fractions that need to be simplified)
Instructions:
1. Divide the class into two teams.
2. Display a fraction card on the board or chart paper.
3. The first student from each team must simplify the fraction
shown and write the answer on the board.
4. The student who correctly simplifies the fraction first scores a
point for their team.
5. Continue displaying new fraction cards for each round.
6. The team with the most points at the end of 5 minutes wins
the Fraction Fun Race.
Example Run-through:
Fraction displayed: 4/8
Correct simplified answer: ½
Example Run-through:
- Team 1 member flips a card showing 1/4 + 1/4. They correctly
answer 1/2 before Team 2 member can respond.
- Team 2 member flips a card showing 3/8 - 1/8. They correctly
answer 1/4 before Team 1 member can respond.
Instructions:
1. Divide the class into small groups.
2. Distribute the fraction flashcards among the students.
3. Set a timer for 5 minutes.
4. One student will draw a flashcard and read the fraction out
loud.
5. The other student must quickly provide the answer by either
adding or subtracting the fraction from a previous card.
6. Students continue taking turns until the timer goes off.
7. The group with the most correct answers wins the game.
Example Run-through:
Student A draws a flashcard with 1/3, and Student B quickly
responds with the answer when added to the previous fraction, 2/3.
They continue with different fractions until the timer stops.
Example Run-through:
- Student 1 flips a card showing 1/4 + 1/2. Student 1 quickly
calculates the sum as 3/4 and calls out the answer.
- Student 2 flips a card showing 2/3 - 1/6. Student 2 computes the
difference as 1/2 and calls out the answer.
Example Run-through:
Students eagerly select cards, calculate the placement of decimal
numbers, and rush to place them on the number line, cheering for
their team as they compete to be the first to correctly position each
decimal.
Example Run-through:
Students flip over two cards:
- Card 1: 0.73
- Card 2: Seventy-three hundredths
Example Run-through:
- Student picks a card with the number 0.7.
- Team decides to round to the nearest tenth and places a marker on
0.7 on the number line.
Instructions:
1. Divide the class into small groups.
2. Create a large number line on the whiteboard using masking
tape.
3. Each group will be given a set of index cards with decimal
numbers.
4. One student from each group will come up and place the
decimal numbers in the correct order on the number line as
fast as possible.
5. The first group to correctly arrange all decimal numbers wins
the race.
Example Run-through:
Students in each group quickly discuss and strategize the order of
decimal numbers before placing them on the number line. They
engage in friendly competition to complete the task accurately and
efficiently.
Example Run-through:
Students in each group collaborate to draw parallel lines using the
ruler and set square, then move on to creating intersecting and
perpendicular lines. They label each type of line accordingly and
present their work to the class at the of the activity.
3rd QUARTER: Week 2
b. describes and illustrates Activity: Angle Art Design
different angles (right, acute, Materials: Paper, pencils, and ruler
and obtuse) using models.
Instructions:
1. Divide the class into 5 teams.
2. Each team are given a sheet of short bond paper.
3. The pupils are task to draw a house using only right angles,
acute angles, and obtuse angles.
4. Have them share their artwork with the class, explaining the
angles they used and why.
Instructions:
1. Write the names of different shapes (triangles, squares,
rectangles, parallelograms, and trapezoids) on slips of paper
and put them in a bowl.
2. Students take turns randomly selecting a slip and acting out
the shape without speaking.
3. The rest of the class must guess the shape.
4. Once the shape is guessed, the student who guessed
correctly must quickly calculate the perimeter of that shape.
3rd QUARTER: Week 8
d. solves routine and non-routine Activity: Shape Relay Race
problems in real-life situations Materials:
involving perimeter of squares
and rectangles, triangles, Instructions:
parallelograms, and trapezoids. 1. Set up a relay race where students have to run to different
stations that have shapes drawn on the ground.
2. Each station represents a different shape (e.g., square,
rectangle, triangle).
3. At each station, students have to calculate the perimeter of
the shape before moving on to the next station.
4. The first team to complete all stations wins.
Instructions:
1. Give students a set of shape flashcards or display shapes on
a board.
2. Quickly call out a shape, and have students draw the shape
on their individual whiteboards or paper.
3. Then, ask them to label the shape with either the perimeter or
area.
Example Run-through:
Team A starts at the triangle shape. The first student measures the
base and height, calculates the area, and writes it down. The next
student then runs to the parallelogram shape, calculates its area,
and so on.
Example Run-through:
Students in each group collaborate to categorize the shapes
correctly, discussing the number of sides, angles, and other
distinguishing features of each shape.
4th QUARTER: Week 3
d. visualizes the volume of solid Activity: Measure the Figures
figures in different situations Materials: Solid Figures, Non-standard units (marbles, small cubes,
using non-standard (e.g., etc.), and Standard Units (rulers, measuring tapes, etc.)
marbles, etc.) and standard
units. Instructions:
1. Divide the class into five groups.
2. Each group will be given a different solid figure and a set of
non-standard units.
3. The pupils are tasked to estimate the volume of their figure
using the non-standard units and Standard units.
Instructions:
1. Divide the class into four team.
2. Give each group a sheet of paper and ask them to find two
examples of data collection in their immediate environment
(e.g., at home, in the classroom).
3. It could be as simple as counting the number of books in their
bookshelf or noting the temperature outside.
4. After a few minutes, have students share their findings with
the class and discuss how these examples involve collecting
data on two variables.
COLLEGE OF EDUCATION
GRADE 4 MATHEMATICS
Name: PANILAGAN, PATRICIA M.
ANALYTIC RUBRICS
Learning Competency: Visualizes numbers up to 100,000 with emphasis on numbers 10, 001- 100
Activity: Number Race Game
Instructions:
1. Divide the class into two teams.
2. Place the number discs (0-9) in a box.
3. Each team will take turns sending one student to paste a number disc from the box.
4. The student will then place the number in the correct position on the white board to create a five-digit
number using discs.
5. The team that correctly forms the largest number between 10,001 and 100,000 in the shortest time
wins the race.
Student
Student did not Student Student actively
Participation actively participate participated participated participated
in the game minimally adequately and
demonstrated
enthusiasm
Learning Competency: Round numbers to the nearest thousands and ten thousand.
Activity: Round and Pass
Instructions:
1. Divide the students into five groups.
2. Each group will be given a 1/8 illustration board, chalk, and rag eraser.
3. The teacher will call out a number (e.g., 6,784) that needs to be rounded to the nearest thousands
or ten thousand.
4. The groups will work together to round the number and write the rounded answer on the
whiteboard.
5. The group that correctly rounds the number first will raise their board and say the rounded number
aloud.
6. Rotate the calling of numbers among the groups.
Most group
All group Few group
members actively
members actively members actively
participate and
participate, participate and Student did not
Participation collaborate, but
collaborate collaborate, actively
some members
effectively, and resulting in limited participate in
may not contribute
contribute to the contribution to the the game
equally to the
group's success. group's success.
group's success.
The majority of
Several rounded
The rounded rounded numbers Student
numbers are
Accuracy numbers are are correct and consistently not
incorrect or
consistently accurately written round the
inaccurately
correct and on the whiteboard, numbers
written on the
accurately written with a few minor accurately.
whiteboard.
on the whiteboard. errors.
The group
The group occasionally The group often
Student took a
consistently rounds the takes longer to
significantly
Speed rounds the numbers quickly, round the
longer time to
numbers quickly but may not numbers, resulting
complete the
and is the first to always be the first in delayed
task compared
raise their board to raise their response
to other
and say the board and say the compared to other
students
rounded number rounded number groups.
aloud. aloud.
Student
actively
Student Student
No participation participates
Participation participates participates
from the student and engages
minimally adequately
throughout the
activity
Student
Problem Student is unable Student solves Student solves independently
Solving to solve any some problems most problems solves all
problems with assistance independently problems
correctly
Student
effectively
collaborates
Student Student
Collaboration Student does not with group
occasionally consistently
collaborate with members,
collaborates with collaborates with
group members contributing
group members group members
ideas and
supporting
others
Student
Time Student does not Student manages time
Management manage time occasionally Student manages effectively,
effectively, struggles with time time adequately ensuring timely
causing delays management completion of
all problems
HOLISTIC RUBRICS
(1st Quarter: week 4)
Learning Competency: Solves routine and non-routine problems involving multiplication of whole
numbers including money using appropriate problem-solving strategies and tools.
Activity: Money Multiplication Race
Instructions:
1. Divide the class into two groups.
2. Each group will solve together to answer the given multiplication problems involving money (paper
money) as fast as they can.
3. After the group has their answer, one representative of each group will run to the teacher, and say
their answers.
1. The group that got the correct answers will be the winner.
SCORE DESCRIPTION
30 Limited comprehension of multiplication ideas; difficulty resolving routine
and non-routine problems involving money.
Learning Competency: Gives the place value, and value of a digit in numbers up to 100, 000
Activity: Number Place Value Relay Game
Instructions:
1. Divide the class into two teams and have them line up on the opposite sides of the room.
2. The teacher will call out the 1st player in the line, and whisper the number, waiting for the cue to
start.
3. The first student will run to its team and relay the number that the teacher said, and then make
turns.
4. The last student that will receive the last message number will be the one to write the number on
the place value illustration board.
5. The team that will gain a 3-point score will be the winner.
SCORE DESCRIPTION
30 Place value and digit value are not fully understood. Exhibits trouble
relaying and writing numbers accurately. Significant mistakes in
determining place values.
35 Basic comprehension of place value and digit values. Although figures
are generally accurate when relayed and written, mistakes may arise on
occasion. Basic ability to recognize place values.
40 An adequate knowledge of place value and digit value. Very accurate at
relaying and writing numbers with little mistakes. Shows a clear
understanding of place values.
45 Excellent understanding of place value and digit value. Highly accurate in
relaying and writing numbers, with few or no mistakes. Exhibits mastery
in identifying place values.
50 Great understanding of place value and digit values. Perfect accuracy
when relaying and writing numbers. Demonstrates a thorough
understanding and comprehension of place values.
SCORE DESCRIPTION
30 Limited understanding of angles. Drawing lacks variety and creativity.
Few or no angles correctly identified.