# A game-kit top-up


## Access

Show, draw, type, sign, use your usual communication or direct an agreeing helper. Choose quiet/private work, switch a route, pause, pass or finish. One useful part is enough. A helper can read the exact words or scribe your choices; supplying an operation, count, regrouping or reason is mathematical help and is named. No speed, neatness, speech, handling or device requirement.

## Day

52

## Id

H02

## Notice

Ordinary optional home practice, not unseen assessment or proof a child actually handled stock. Suggested 5–12 minutes, unpiloted; stop after a useful part.

## Numbered moves


1. Read the stated source and choose paper, description or usual communication. Use 28+7 first if regrouping is new.

2. Try one own way before the grown-up model. Keep your values and unit labels.

3. Grown-up separate practice possibility: Rename 8+7=15 ones as 1 ten 5; 40+10+15=65; check 65−17=48.

4. Receive one available explanation or check. Ask whether to keep, change, pause or finish; another example is optional.

## Purpose

Show a ten moving as a group.

## Routes


1. 
### Instruction

Use 28+7 first if regrouping is new.

### Name

A small beginning


2. 
### Instruction

Show a ten moving as a group. Use complete provided source and label the answer unit.

### Name

Make the useful note


3. 
### Instruction

Choose a different whole count within 0–200 that keeps the result nonnegative. Restate all conditions and check the new result; the original worked answer cannot fill it.

### Name

Change one condition


## Complete source

A fictional kit has 48 cards and receives 17.

## Title

A game-kit top-up
