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Features

  • The binary facts, with 1 + 1 = 10 shown as two 1 cards making a 2 card
  • Add with no carries, then carry when 1 + 1 = 10
  • 1 + 1 + 1 = 11: write 1 and carry 1, with answers up to six digits
  • Subtract with no borrowing, then borrow when you can't take 1 from 0
  • Check every answer by turning the numbers into base ten
  • Find the mistake: three right answers and three wrong ones to fix
  • A magic number trick with five cards, each one a binary place
  • Place values over every column, a worked example on every page
  • Page numbers in binary: (1), (10), (11), (100) ...
  • Every page in color and in black and white
  • Answer keys included

Skills Covered

  • Add binary numbers in columns, carrying when 1 + 1 = 10
  • Subtract binary numbers, borrowing from the next place
  • Check an answer by turning numbers into base ten
  • Find and fix mistakes in worked problems
  • See the same carrying and borrowing as in base ten, with 2 in place of 10
  • Use binary places to explain a number trick

About adding in binary

Binary has only two digits, 0 and 1, and each place is worth two of the place on its right: 1, 2, 4, 8, 16 and so on. So adding works just like adding in base ten, except that you carry as soon as a column reaches two. 1 + 1 is two, written 10: write the 0 and carry the 1. Subtracting works the same way too: a 1 borrowed from the next place is worth two here. Computers add binary numbers like this billions of times a second, with tiny circuits that do one column at a time.

How to Use This Pack

Seven pages of binary arithmetic, with the place values printed over every column. Page 1 starts with the binary addition facts and adds numbers whose 1s never meet, so there is nothing to carry; under each problem, students turn the numbers into base ten and check that the answer matches. Page 2 carries: 1 + 1 = 10, so write 0 and carry 1, using the small boxes over the columns. Page 3 adds columns with three 1s (1 + 1 + 1 = 11), and some answers grow to six digits. Page 4 subtracts with no borrowing, and page 5 borrows: when a column can't take 1 from 0, borrow from the next place, where a 1 is worth 10 (two) here. Page 6 gives six worked problems to mark right or wrong, and the wrong ones to fix. Page 7 is a magic trick: five cards of numbers that turn out to be the binary places. The first problem on each page is worked as an example.

In the Classroom

Before page 2, do the same carry in base ten and in binary side by side: 5 + 5 = 10 means write 0, carry 1, and so does 1 + 1 in binary. On page 5, use the binary cards: borrowing a 2 card and trading it for two 1 cards is the same as writing 10 over the ones place. Page 7 is a good one to perform: let a student run the trick on the class, then ask why it works.

At Home

Do the magic trick on page 7 for the family, then explain it: each card is a binary place, and the first number on each card is that place's value. Try adding two small numbers both ways, in base ten and in binary, and see that they agree.

Tips for Success

  • In binary, 1 + 1 = 10: write 0 and carry 1
  • 1 + 1 + 1 = 11: write 1 and carry 1
  • Borrowing a 1 from the next place gives you 10, which is two, in this place
  • Check every answer: turn all three numbers into base ten
  • A 2 in an answer is always a mistake: binary has only 0 and 1

Binary Addition and Subtraction

4th – 5th Grade

Column addition and subtraction in binary, the number system computers use, where 1 + 1 is written 10 and a borrowed 1 is worth two. Students add with and without carries, subtract with and without borrowing, check every answer in base ten, find the mistakes in worked problems and learn a magic number trick built on binary places.

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What’s Included

  • 7 worksheets with answer keys
  • Every worksheet in color and in black and white
  • Adding with and without carries, subtracting with and without borrowing
  • Find the mistake and a magic number trick
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