Nova Scotia · Grade 6
Mathematics, Grade 6
Nova Scotia’s Grade 6 math course, from Number to Statistics and Probability.
- Units
- 5
- Lessons
- 10
- Skills
- 36
- Provincial exam
- Yes
- Official curriculum
- Nova Scotia Department of Education and Early Childhood Development
Unit by unit
Every skill in the course, with its official code.
Unit 1 · 16 skills
Number
Place value and problem solving
Place value for numbers greater than one million
I can read and explain the place value of digits in numbers greater than one million.
Official code: N01
Place value for numbers less than one-thousandth
I can read and explain the place value of digits in numbers less than one-thousandth.
Official code: N01
Solving problems with whole numbers and decimals
I can solve whole-number and decimal problems and check that my answer makes sense.
Official code: N02
Factors, multiples, and fractions
Determining multiples and factors under 100
I can find the multiples and factors of a number less than 100.
Official code: N03
Prime and composite numbers
I can tell prime numbers from composite numbers and explain why.
Official code: N03
Solving problems with factors and multiples
I can solve problems using multiples and factors.
Official code: N03
Improper fractions and mixed numbers
I can change improper fractions to mixed numbers and back.
Official code: N04
Ratio, percent, and integers
Representing ratios
I can write a ratio in more than one form.
Official code: N05
Part-part, part-whole, and equivalent ratios
I can explain part-part and part-whole ratios and find equivalent ratios.
Official code: N05
Representing percent as parts of 100
I can show a percent as a part of 100 and as a fraction and decimal.
Official code: N06
Solving percent problems with benchmarks
I can solve percent problems using friendly benchmarks.
Official code: N06
Representing and ordering integers
I can place integers on a number line and put them in order.
Official code: N07
Comparing integers with symbols
I can compare two integers using <, >, and =.
Official code: N07
Decimal operations and order of operations
Multiplying decimals with estimation
I can multiply a decimal by a one-digit number and place the decimal point.
Official code: N08
Dividing decimals with estimation
I can divide a decimal by a one-digit number and place the decimal point.
Official code: N08
Order of operations with whole numbers
I can use the order of operations to solve multi-step problems.
Official code: N09
The official wording · 16 outcomes
- N01
- demonstrate an understanding of place value for numbers greater than one million
- N01
- understanding of place value for numbers greater than one million and less than one-thousandth
- N02
- solve problems involving whole numbers and decimal numbers
- N03
- determining multiples and factors of numbers less than 100
- N03
- identifying prime and composite numbers
- N03
- solving problems using multiples and factors
- N04
- relate improper fractions to mixed numbers and mixed numbers to improper fractions
- N05
- demonstrate an understanding of ratio, concretely, pictorially, and symbolically
- N05
- demonstrate an understanding of ratio, concretely, pictorially, and symbolically
- N06
- demonstrate an understanding of percent (limited to whole numbers) concretely, pictorially, and symbolically
- N06
- understanding of percent (limited to whole numbers)
- N07
- demonstrate an understanding of integers contextually, concretely, pictorially, and symbolically
- N07
- understanding of integers contextually, concretely, pictorially, and symbolically
- N08
- demonstrate an understanding of multiplication and division of decimals (one-digit whole number multipliers
- N08
- multiplication and division of decimals (one-digit whole number multipliers and one-digit natural number divisors)
- N09
- explain and apply the order of operations, excluding exponents, with and without technology (limited to whole numbers)
Key ideas
Each place to the left is ten times greater than the place to its right.
A multiple is the product of a number and a whole number; a factor divides a number evenly.
A ratio compares two quantities.
Front-end estimation gives a rough product to place the decimal point.
The ones-tens-hundreds pattern repeats in the thousands, millions, and beyond, so any large number can be read.
Watch out for
- Thinking the place-value pattern changes for very large numbers.
- Confusing factors (divide into) with multiples (built from).
- Reversing the order of a ratio so 3:5 becomes 5:3.
Every skill’s key ideas, worked examples and checks are in MapleMind.Practise this unit
Unit 2 · 4 skills
Patterns and Relations
Patterns, tables, and graphs
Relationships in tables of values
I can find and use the rule in a table of values.
Official code: PR01
Representing patterns with graphs and tables
I can show a pattern as a table and a graph.
Official code: PR02
Equations with letter variables
I can write a rule using a letter variable.
Official code: PR03
Preservation of equality
I can keep an equation balanced when I change both sides.
Official code: PR04
The official wording · 4 outcomes
- PR01
- demonstrate an understanding of the relationships within tables of values to solve problems
- PR02
- represent and describe patterns and relationships, using graphs and tables
- PR03
- represent generalizations arising from number relationships using equations with letter variables
- PR04
- demonstrate and explain the meaning of preservation of equality concretely, pictorially, and symbolically
Key ideas
A table pairs input values with output values by a rule.
The rule can predict values not shown in the table.
Patterns appear within a column and between columns.
A pattern can be recorded in a table and plotted as points.
A linear pattern plots as points along a straight line (discrete data).
Watch out for
- Describing only the column pattern, missing the input-output rule.
- Assuming a pattern is additive when it involves multiplication.
- Joining discrete points with a solid line when only whole terms make sense.
Every skill’s key ideas, worked examples and checks are in MapleMind.Practise this unit
Unit 3 · 6 skills
Measurement
Angles and their measure
Classifying and estimating angles
I can classify an angle and estimate its measure.
Official code: M01
Measuring and drawing angles with a protractor
I can measure and draw an angle with a protractor.
Official code: M01
Interior angle sums of triangles and quadrilaterals
I can show the interior angles of a triangle add to 180° and a quadrilateral to 360°.
Official code: M02
Perimeter, area, and volume formulas
Perimeter of polygons
I can find the perimeter of a polygon with a formula.
Official code: M03
Area of rectangles
I can find the area of a rectangle with a formula.
Official code: M03
Volume of right rectangular prisms
I can find the volume of a rectangular prism with a formula.
Official code: M03
The official wording · 6 outcomes
- M01
- identifying examples of angles in the environment ▪ classifying angles according to their measure ▪ estimating the measure of angles using 45°, 90°, and 180° as reference angles
- M01
- determining angle measures in degrees ▪ drawing and labelling angles when the measure is specified
- M02
- demonstrate that the sum of interior angles is 180° in a triangle and 360° in a quadrilateral
- M03
- develop and apply a formula for determining the ▪ perimeter of polygons
- M03
- develop and apply a formula for determining the ▪ area of rectangles
- M03
- develop and apply a formula for determining the ▪ volume of right rectangular prisms
Key ideas
Angles are acute, right, obtuse, straight, or reflex.
Perimeter is the total distance around a shape.
45°, 90°, and 180° are reference angles for estimating.
For a regular polygon, perimeter = number of sides × side length.
Angles appear all around us in real objects.
Watch out for
- Judging angle size by the length of the rays instead of the opening.
- Confusing perimeter with area.
- Calling any large-looking angle 'obtuse' without comparing to 90°.
Every skill’s key ideas, worked examples and checks are in MapleMind.Practise this unit
Unit 4 · 5 skills
Geometry
Triangles and transformations
Constructing and comparing triangles
I can classify triangles by their sides and angles.
Official code: G01
Combining transformations on a shape
I can slide, turn, and flip a shape and describe the result.
Official code: G03
Designs and tessellations
I can build a design by transforming shapes and describe how.
Official code: G04
The first quadrant of the Cartesian plane
Plotting points in the first quadrant
I can plot a point in the first quadrant from its ordered pair.
Official code: G05
Transforming a shape on the grid
I can transform a shape on the grid and give its new coordinates.
Official code: G06
The official wording · 5 outcomes
- G01
- construct and compare triangles, including scalene, isosceles, equilateral, right, obtuse, or acute in different orientations
- G03
- perform a combination of translation(s), rotation(s), and/or reflection(s) on a single 2-D shape, with and without technology, and draw and describe the image
- G04
- perform a combination of successive transformations of 2-D shapes to create a design and identify and describe the transformations
- G05
- identify and plot points in the first quadrant of a Cartesian plane using whole number ordered pairs
- G06
- perform and describe single transformations of a 2-D shape in the first quadrant of a Cartesian plane (limited to whole number vertices)
Key ideas
By sides: scalene, isosceles, equilateral.
An ordered pair (x, y) gives the horizontal then vertical position.
By angles: right, obtuse, acute.
The origin (0, 0) is where the axes meet.
A triangle keeps its type when it is rotated or flipped.
Watch out for
- Thinking a triangle changes type when its orientation changes.
- Reversing the coordinates, plotting (5, 3) instead of (3, 5).
- Confusing isosceles (two equal sides) with equilateral (three).
Every skill’s key ideas, worked examples and checks are in MapleMind.Practise this unit
Unit 5 · 5 skills
Statistics and Probability
Data and probability
Creating and interpreting line graphs
I can make and read a line graph.
Official code: SP01
Choosing data-collection methods
I can choose and justify a way to collect data for a question.
Official code: SP02
Listing outcomes of a probability experiment
I can list all the possible outcomes of a probability experiment.
Official code: SP04
Theoretical and experimental probability
I can find and tell apart theoretical and experimental probability.
Official code: SP04
Comparing experimental results with theory
I can compare experimental results with theoretical probability.
Official code: SP04
The official wording · 5 outcomes
- SP01
- create, label, and interpret line graphs to draw conclusions
- SP02
- select, justify, and use appropriate methods of collecting data, including questionnaires, experiments, databases, and electronic media
- SP04
- identifying all possible outcomes of a probability experiment
- SP04
- differentiating between experimental and theoretical probability ▪ determining the theoretical probability of outcomes in a probability experiment ▪ determining the experimental probability of outcomes in a probability experiment
- SP04
- comparing experimental results with the theoretical probability for an experiment
Key ideas
A line graph has a title, labelled axes, and intervals.
Line graphs suit continuous data that changes over time.
The graph can be read to draw conclusions.
Different questions call for different collection methods.
A questionnaire, experiment, database, or electronic media each has strengths.
Watch out for
- Using a line graph for categories that are not continuous.
- Forgetting to label the axes or title.
- Choosing a method that cannot actually answer the question.
Every skill’s key ideas, worked examples and checks are in MapleMind.Practise this unit
Plan the term
Pick your term and the days you study. Each unit gets its share of the weeks and comes back a week later for a review. The last two weeks go over the whole course.

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The official curriculum
This page follows Nova Scotia’s own curriculum for Mathematics, Grade 6.
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Questions about Mathematics, Grade 6
What is Mathematics, Grade 6?
Nova Scotia’s Grade 6 math course: 5 units and 36 skills, from Number to Statistics and Probability.
What units are in Mathematics, Grade 6?
1. Number, 2. Patterns and Relations, 3. Measurement, 4. Geometry and 5. Statistics and Probability.
Is there a provincial exam for Mathematics, Grade 6?
Yes. The Nova Scotia Assessment: Reading, Writing, and Mathematics/Mathématiques in Grade 8 is written in Nova Scotia. Next sitting: May 3, 2027.
What comes after Mathematics, Grade 6?
Mathematics, Grade 7.
Can MapleMind help with Mathematics, Grade 6?
Yes. MapleMind teaches every skill of Mathematics, Grade 6, step by step, with practice and checks, and its tutor answers questions about any of them. It’s free with daily limits, on iPhone, Android and the web.