How to play
Run laps on a track where each tile is labelled with a decimal. Tap the tile that matches the spoken target ("zero point three seven"), or order a small set of decimals from least to greatest before the timer runs out. Tap correctly and your runner sprints; miss and they slow. Tiles span tenths, hundredths, and thousandths, with money-style two-decimal-place fluency layered in at higher levels.
What your child will learn
- Understand decimal place value
- Perform operations with decimals
Skills practiced
- Place value
- Money math
Why this age range
Recommended for grades 5–6 because decimals are typically introduced in grade 4 (tenths only) and consolidated in grade 5 (full place-value system). The game presumes the child can read multi-digit numbers and do basic addition, both of which arrive solidly by grade 5. Younger children can play but won't get the place-value intuition that's the point.
Curriculum standards
- CCSS.MATH.5.NBT.A.3
- CCSS.MATH.5.NBT.B.7
Notes for parents
The classic decimal misconception — that 0.45 is greater than 0.5 because 45 > 5 — gets explicit attention in this game. Wrong answers prompt a quick "compare the tenths column first" hint; correct answers move on without ceremony. If your child gets stuck on a particular pattern (e.g. always overestimating thousandths), pause the game and pull out a measuring cup or a price tag. Real-world reference points fix decimal misconceptions faster than more screen practice.