Explore all of the best K-6 math tools the web has to offer! From basic addition to geometry and fractions, from virtual manipulates to interactive games, from online calculators and converters to graphing tools. You will discover resources for every math topic you teach.
"Studies have linked confusing English number names to weaker arithmetic skills in children. Chinese, Japanese, Korean and Turkish express math concepts more clearly." Also explores how math games at an early age develop appreciation and skills.
"Monkey Tales Games is a series of 3D video games to support the learning of maths, created in 2011 by die Keure Educatief and Larian Studios from Belgium. The series is made up of five exciting and fun video games with age-specific themes where the player has to solve 3D puzzles." ...
This is a wonderful maths puzzle site where players must use + - x or ÷ with a set of four numbers to equal 24. There are many modes to choose from, including an easier 'kids' version of the game, timed games and even a battle mode where you can challenge other people.
http://ictmagic.wikispaces.com/Maths
This is a beautifully made 'Who wants to be a Millionaire?' maths game with 5 levels of difficulty to choose from.
http://ictmagic.wikispaces.com/Maths
A well design maths game where two jellies battle it. Practise probablity, more/less than and size comparisons questions.
http://ictmagic.wikispaces.com/Maths
A fun space invaders maths game where players shoot the balloon with the answer to the multiplication or division question.
http://ictmagic.wikispaces.com/maths
Abstract: "n this study we explored the impact of performing mathematical tasks presented in the context of an
"adventure challenge" or a "mathematical challenge" in a videogame. This videogame - "Matemáquina
do Tempo" - is being developed to facilitate learning of mathematical skills like counting, grouping,
and relating numbers. The videogame consists in various movement control tasks with dynamic (e.g.,
running) and static (e.g., pointing) interactions. Our goal was to test the impact of the integration of a
direct mathematical task versus an indirect mathematical task. A group of 18 five year-old children
performed the game in two conditions: a)
adventure challenge
, which implied movements such as
running or climbing trees to perform mathematical tasks of counting and grouping; and
b)
mathematical challenge
, which included swimming after selecting the correct path through counting,
followed by a direct mathematical task of pointing to organize numbers in a line. Our assumptions
were evaluated according to questionnaires and video analysis of the children playing the game.
Results confirmed our hypothesis, showing that players performing the mathematical challenge
generally considered that they were learning with the game, and most agreeing that the game was
fun. Participants in the adventure challenge condition on the other hand, showed a tendency to
evaluate the game as
very amusing
and were more distributed in the learning evaluation. In
conclusion, we suggest that the inclusion of direct mathematical tasks in the videogame might lead to
increased perception of learning, although they also seem to result in lower amusement ratings."
Abstract: "the researcher attempted to investigate how to better measure engagement and refine the measurement of engagement in this study. To frame the engagement, three domains of engagement - behavioral, cognitive, and emotional- are analyzed in detail to be able to examine the qualities of each type. Moreover, three game attributes -clear goals, immediate feedback, and balance between challenges and skills- are presented and discussed as fundamental features of virtual manipulatives and educational games used in this study to make an impact on students' engagement. To measure effects of educational games and virtual manipulatives on three domains of engagement, the researcher designed an engagement survey that examines each domain separately with their sub-domains. The Cronbach's alphas for engagement pre-test and post-test were found .89 and .91 respectively. In this pre-test and post-test quasi-experimental design, four fifth-grade classrooms (N=86) from four schools in southwest Virginia were assigned as three experimental groups and one control group. In the first experimental group, participants played an educational game called Candy Factory and in the second experimental group, the students played another educational game called Pearl Diver on iPod Touch for eight days consecutively, for 20 minutes each. In the third experimental group, participants performed activities with virtual manipulatives, whereas in the control group, participants did paper-and-pencil
iii
drills for the same duration. All of the groups studied on the same topic, fractions. According to the results of ANCOVA, experimental group students' engagement scores were found significantly higher than control group students', F(1,80)=11.568, p=.001. When three domains of engagement were analyzed, significant differences were found among all three domains between experimental and control groups. When the researcher conducted separate analysis for educational games group and vir
"Take Back Math's Algebra, Pre-Algebra, and Algebra Readiness mobile apps are created by a credentialed, experienced California math teacher who has a passion for math education. These apps offer full math courses with easy to follow instruction that can really help students."