NL Grade 3 Math flashcards
NL Grade 3 Math · Build recall with a focused review session.
32 cards. Read the term and the definition here. The deck at the top of this page is optional.
- Place value
- The value of a digit based on its position in a number. In 352, the 3 is in the hundreds place, so it means 300.
- Rounding to nearest ten
- Look at the ones digit. If it is 5 or more, round up to the next ten. If it is less than 5, round down. Example: 47 rounds to 50.
- Regrouping
- When adding or subtracting, exchange 10 ones for 1 ten, or 1 ten for 10 ones. This is used when a column sum is 10 or more, or when subtracting a larger digit from a smaller one.
- Multiplication
- Repeated addition of equal groups. 4 × 3 means 4 groups of 3, which equals 12.
- Fraction
- A number that represents equal parts of a whole. The denominator shows the total number of equal parts; the numerator shows how many parts are taken. Example: 3/4 means 3 out of 4 equal parts.
- Even number
- A number that ends in 0, 2, 4, 6, or 8. It can be divided into two equal whole numbers. Example: 8 is even because 8 ÷ 2 = 4.
- Odd number
- A number that ends in 1, 3, 5, 7, or 9. It cannot be divided into two equal whole numbers. Example: 7 is odd.
- Comparing numbers
- Compare digits from left to right. The number with the greater digit in the first place where they differ is larger. Example: 472 > 468 because 7 > 6 in the tens place.
- Money
- In dollars and cents, $1.00 equals 100 cents. To add or subtract money, line up the decimal points and regroup as with whole numbers.
- Repeating pattern
- A pattern with a core that repeats over and over. Example: red, blue, red, blue, ... The core is red, blue.
- Growing pattern
- A pattern where the number of elements increases by a constant amount each time. Example: 2, 4, 6, 8, ... increases by 2.
- Number sequence rule
- The operation that changes one term to the next. To find it, compare consecutive terms. The rule may be add, subtract, multiply, or divide by a constant.
- Input/output table
- A table that shows how a rule changes an input number into an output number. Example: rule is input + 5 = output. If input is 3, output is 8.
- Equality
- The equals sign means "is the same as." An equation like 5 + 3 = 8 is balanced because both sides have the same value.
- Missing number
- A number that makes an equation true. In 7 + ? = 12, subtract 7 from 12 to find the missing number: 5.
- Pattern in a table
- A consistent change in the output column as the input increases by 1. Example: input 1,2,3 gives output 3,6,9; the rule is multiply by 3.
- Polygon
- A closed 2-D shape with straight sides. Examples: triangle (3 sides), quadrilateral (4 sides), pentagon (5 sides), hexagon (6 sides).
- Cube
- A 3-D solid with 6 square faces, 12 edges, and 8 vertices. All edges are equal length.
- Line of symmetry
- A line that divides a shape into two matching halves. A square has 4 lines of symmetry.
- Congruent shapes
- Shapes that have the same size and shape. They may be rotated or flipped but still match exactly.
- Perimeter
- The distance around a shape. Add the lengths of all sides. Example: a rectangle with sides 3 cm and 5 cm has perimeter 16 cm.
- Area
- The number of square units needed to cover a shape. For a rectangle, area = length × width.
- Right angle
- An angle that measures 90°. It looks like the corner of a square. An angle smaller than a right angle is acute; larger is obtuse.
- Ordered pair
- Two numbers (x, y) used to locate a point on a grid. The first number tells how far right; the second tells how far up.
- Bar graph
- A graph that uses bars to show the number of items in each category. The height of each bar shows the count; the scale tells what each grid line represents.
- Pictograph
- A graph that uses pictures to show data. Each picture stands for a number of items, shown in the key. Example: key = 2 means each picture represents 2 items.
- Line plot
- A graph that shows data using X marks above a number line. The number of Xs above a value shows how many times that value occurs.
- Mode
- The number that appears most often in a data set. Example: in 2, 3, 3, 5, the mode is 3.
- Range
- The difference between the greatest and least values in a data set. Example: for 4, 7, 9, range = 9 − 4 = 5.
- Probability
- A number from 0 to 1 that describes how likely an event is. 0 means impossible; 1 means certain.
- Fair game
- A game in which each player has the same chance of winning. If outcomes are equally likely, probability = number of favorable outcomes ÷ total number of outcomes.
- Scale on a graph
- The number that each grid line or picture represents. It helps read the value of bars or pictures correctly.