Number Play Class 6 (Ganita Prakash)

Master Number Play Class 6 (Ganita Prakash) with comprehensive NCERT Solutions, Practice Questions, MCQs, Sample Papers, Case Based Questions, and Video lessons.

NCERT Solutions

Number Play Class 6 (Ganita Prakash) – NCERT Solutions

Each question below opens its complete step-by-step Teachoo solution.

Figure it out - Page 64, 65

4 questions

Question 1

(a) Pratibha uses the digits ‘4’, ‘7’, ‘3’ and ‘2’, and makes the smallest and largest 4-digit numbers with them: 2347 and 7432. The difference between these two numbers is 7432 – 2347 = 5085. The sum of these two numbers is 9779. Choose 4 -digits to make: a. The difference between the largest and smallest numbers greater than 5085.To get a large difference, we need to choose very big and very small digits
Let’s choose digits be 9, 8, 2, 1. So,
Largest Number: 9821
Smallest Number: 1289

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Question 2

What is the sum of the smallest and largest 5-digit palindrome? What is their difference?To find 5-digit palindromes, we
Make first and last digit same (’u’ = ‘tth’)
Make second and second last digit same (‘t’ = ‘th’)
Middle digit can be anything

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Question 3

The time now is 10:01. How many minutes until the clock shows the next palindromic time? What about the one after that?To find time palindromes, we
Make the 4 digit number a palindrome (like 1001)
Make first and last digit same
Make middle two digits same

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Question 4

How many rounds does the number 5683 take to reach the Kaprekar constant?
Arrange the digits to create the largest and smallest possible numbers.
Largest number (A): 8653
Smallest number (B): 3568
Subtract the smaller number from the larger one.
8653 – 3568 = 5085
2. Repeat the process with the new number (5085).
Largest number: 8550
Smallest number: 0558
Subtraction: 8550 – 0558 = 8550 – 558 = 7992
3. Repeat again with the new number (7992).
Largest number: 9972
Smallest number: 2799
Subtraction: 9972 - 2799 = 7173

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Figure it out - Page 72, 73

10 questions

Question 1

There is only one supercell (number greater than all its neighbours) in this grid. If you exchange two digits of one of the numbers, there will be 4 supercells. Figure out which digits to swap.The digits to swap are the '6' and '1' in the number 62,871.
Original Number: 62,871
New Number: 12,871
Reasoning:
Initially, 62,871 is the only supercell. By swapping its digits to make it 12,871, it becomes much smaller and is no longer a supercell.
However, this change causes its four neighbors—39,344, 23,609, 45,306, and 50,319—to all become larger than their neighbors, turning them into a new set of 4 supercells.

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Question 2

How many rounds does your year of birth take to reach the Kaprekar constant?Let’s assume you were born in 2013
Let’s follow the steps

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Question 3

We are the group of 5-digit numbers between 35,000 and 75,000 such that all of our digits are odd. Who is the largest number in our group? Who is the smallest number in our group? Who among us is the closest to 50,000? The question asks about the group of 5-digit numbers between 35,000 and 75,000 where all digits are odd (1, 3, 5, 7, 9).

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Question 4

Estimate the number of holidays you get in a year including weekends, festivals and vacation. Then, try to get an exact number and see how close your estimate is. Let’s try Estimation first
We count
Weekends
Summer and Winter Vacations
Public Holidays

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Question 5

Estimate the number of liters a mug, a bucket and an overhead tank can hold. Mug: A standard drinking mug holds about 250 to 350 milliliters (0.25 - 0.35 Liters).
Bucket: A standard household bucket holds about 10 to 15 Liters.
Overhead Tank: The black water tanks on rooftops typically hold 500, 750, or 1000 Liters.

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Question 6

Write one 5-digit number and two 3-digit numbers such that their sum is 18,670. The task is to find one 5-digit number and two 3-digit numbers that sum to 18,670.

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Question 7

Choose a number between 210 and 390. Create a number pattern similar to those shown in Section 3.9 that will sum up to this number.Let’s assume number 320

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Question 8

Recall the sequence of Powers of 2 from Chapter 1, Table 1. Why is the Collatz conjecture correct for all the starting numbers in this sequence?Powers of 2 sequence is
2, 4, 8, 16, 32, 64,…

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Question 9

Check if the Collatz Conjecture holds for the starting number 100.Let’s check out Conjecture for starting number 100

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Question 10

Starting with 0, players alternate adding numbers between 1 and 3. The first person to reach 22 wins. What is the winning strategy now?The Rules of the Game
This is a counting game for two players with the following rules:
The game starts at a total of 0.
Two players take turns.
On each turn, a player can add 1, 2, or 3 to the current total.
The first player to say the number 22 wins.

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Why Learn This With Teachoo?

Learn Number Play Class 6 with number puzzles, patterns, mental-maths strategies, Ganita Prakash solutions, MCQs, assertion–reason questions and case-based practice on Teachoo.

Number Play is Chapter 3 of the current NCERT Ganita Prakash Class 6 Mathematics book. The chapter shows that numbers are not used only for counting and calculation. They can also reveal patterns, create puzzles and support winning strategies.

Students investigate digits, number lines, palindromes, calendar patterns, estimation and famous number processes. The goal is not to memorise isolated tricks. It is to observe what happens, test a conjecture and explain the numerical rule behind it.

What Is Covered in Number Play?

Numbers Can Tell Us Things and Supercells

Students begin with grid-based number puzzles. A supercell is identified by comparing a number with its neighbouring cells under the rule given in the activity. This develops careful reading, comparison and logical elimination.

Patterns on the Number Line

The number line helps students observe the distance and relationships between numbers. Questions ask students to recognise structured jumps, locate missing values and connect the visual movement to arithmetic.

Playing with Digits

A number changes when its digits are rearranged. Students explore digit sums, place value and what happens when digits are reversed or combined according to a rule.

Palindromic Patterns

A palindrome reads the same from left to right and right to left, such as 121 or 3663. The chapter explores how palindromic numbers can be created and how patterns emerge through repeated operations.

Kaprekar’s Magic Number

Students investigate the famous Kaprekar process for four-digit numbers. They arrange the digits in descending and ascending order, subtract the smaller number from the larger one and repeat the process. Under the stated conditions, the process reaches 6174. The activity provides an accessible introduction to mathematical experimentation.

Clock and Calendar Numbers

Clocks and calendars contain predictable arrangements. Students examine dates, rows, columns and number combinations to find patterns that may not be obvious at first sight.

Mental Maths and Estimation

Mental calculation is not blind speed. It involves breaking a problem into convenient parts. Estimation helps students find an approximate answer, check whether an exact answer is reasonable and make decisions when an exact result is unnecessary.

Collatz Conjecture

The chapter introduces the Collatz process: apply one rule to even numbers and another to odd numbers, then observe the resulting sequence. It also shows students that some mathematical questions are easy to state but remain difficult to prove.

Games and Winning Strategies

Students analyse number games instead of relying on chance. By working backward from a winning position, they learn that some games have predictable strategies.

Practice Available on Teachoo

The chapter page contains topic explanations and Ganita Prakash question sets from the relevant pages. It also includes Teachoo MCQs, mixed questions, assertion–reason questions and case-based questions.

These formats test different skills:

  • MCQs test quick recognition and accurate calculation.

  • Mixed questions require students to select the correct method.

  • Assertion–reason questions test whether a claim and its explanation are logically connected.

  • Case-based questions apply number ideas to a longer situation.

What Students Learn

After studying Number Play, students should be able to:

  • Compare values in a number grid using stated rules.

  • Recognise patterns on a number line.

  • Use place value while rearranging digits.

  • Identify and generate palindromic numbers.

  • Perform the Kaprekar process accurately.

  • Find patterns in clocks and calendars.

  • Estimate sums, differences and other calculations.

  • Follow and record a repeated numerical process.

  • Analyse a game and explain a winning strategy.

How to Study Number Play

Keep a rough-work table. For every investigation, record the starting number, the operation and the result. Do not do several steps mentally and then write only the final result; hidden errors destroy the pattern.

When you think you have found a rule, test it on at least three fresh examples. One successful example is not proof that the rule always works.

Why Is This Chapter Important?

Number Play develops mathematical curiosity and flexible thinking. These skills later support algebra, divisibility, sequences, coding and problem-solving. It also teaches students that mathematics includes open questions, experiments and strategy—not merely textbook calculations.

Common Mistakes in Number Play

Students sometimes change a rule halfway through a sequence because a later result does not match their guess. The correct response is to reject the guessed rule and test a new one. Another common mistake is losing a zero when rearranging digits in the Kaprekar activity; place value must be preserved. In calendar questions, students may count the visible boxes instead of tracking the seven-day cycle. In estimation, they often present an approximate value as though it were exact. Write the approximation sign or state clearly that the answer is an estimate.

Deeper reasoning and concept connections

In Number Play, fluency means more than repeating a procedure. Students should be able to recognise the underlying structure when the numbers, diagram, wording or orientation changes. A useful routine is: identify the mathematical objects, list the known and unknown quantities, state the governing property, carry out the steps and verify that every condition has been used.

Look for connections within the chapter as well. A definition usually leads to a representation; the representation reveals a pattern; and the pattern supports a rule or calculation. Explaining this chain improves retention and helps with case-based questions. It also prevents the common mistake of selecting a formula simply because its symbols resemble the numbers in the question.

How to solve unfamiliar and competency-based questions

Use a five-step response: interpret, represent, select, solve and verify. Interpret the wording; represent the information; select a definition, property or formula; solve without skipping the logical step; and verify through substitution, estimation, measurement or an alternative representation. This routine works for direct exercises as well as case-based questions.

If information appears unnecessary, ask whether it establishes a hidden condition. If information is missing, state what cannot be determined instead of inventing a value. In written answers, name the rule being used. Clear reasoning helps a teacher award method marks and also makes the page easier for a student—or an AI answer system—to retrieve for the precise doubt being asked.

What complete mastery looks like

For Number Play, a student should be able to define the central ideas in simple language, recognise them in different representations, solve routine questions accurately and explain the method used. They should also be able to correct a flawed solution, create an example satisfying given conditions and combine two ideas from the chapter in one problem. A reliable mastery test is to solve one direct question, one application question and one reasoning question without looking at notes, then explain all three aloud or in writing.

Keep a compact error log with four labels: concept, interpretation, calculation and presentation. Reattempt each error after a gap instead of rereading the answer immediately. Improvement comes from correcting the decision that caused the mistake, not from repeating questions whose method is already known.

Additional frequently asked questions

What should a student know before starting Number Play?

Revise the definitions, number operations, diagrams or notation used at the beginning of the chapter. The prerequisite list should be short: if an earlier skill blocks progress, repair that skill with two or three focused questions and return to the chapter.

How can a student check an answer in Number Play?

Use an independent check whenever possible: substitute the result, reverse the operation, estimate its size, compare it with the figure, test a simpler case or solve using another representation. A check should examine the mathematical condition, not merely repeat the same arithmetic.

How many questions are enough for strong preparation?

There is no fixed number. Stop counting questions and track coverage: every concept, every standard method, at least one mixed problem, one competency-based problem and every previously incorrect type should be solved independently. Ten varied, analysed questions are more valuable than fifty copied solutions.

How should Teachoo solutions be used without becoming dependent on them?

Attempt the question first and mark the exact step where progress stops. Read only enough of the solution to repair that step, close it and restart the question. Finally, solve a similar problem without help. This turns a solution into feedback rather than a substitute for thinking.

Frequently Asked Questions

What is Number Play in Class 6?

It is Ganita Prakash Chapter 3, covering number grids, digit patterns, palindromes, Kaprekar’s number, calendar patterns, estimation, the Collatz process and numerical games.

What is Kaprekar’s number in the chapter?

The chapter explores the four-digit Kaprekar routine that reaches 6174 for valid starting numbers after digits are repeatedly rearranged and subtracted.

Does Teachoo provide Number Play MCQs?

Yes. The chapter page includes MCQs, mixed practice, assertion–reason questions and case-based questions.

How should students solve number-pattern questions?

They should record each step, identify what changes, propose a rule and test that rule on additional examples.

Choose a Number Play topic, attempt its puzzle completely and then use the Teachoo explanation to check both the answer and the reasoning.