This resource allows students to virtually manipulate a set of fractions tiles. In secondary education there is a strong focus on fractions and the relationships between fractions. Students are asked to find equivalent fractions, common factors, etc. Using an applet that provides students with fraction tiles is beneficial in that it offers students a chance visual for the fractions they are working with. Being able to see that four 1/4s equal one whole is an important step in the understanding of how fractions work and are related.
Showing posts with label Numbers and Operations. Show all posts
Showing posts with label Numbers and Operations. Show all posts
Arithmetic Four
This applet provides students with a game that is very similar to “Connect Four” in which students are doing computations in order to get game pieces in which they can play on a virtual game board to get “four in a row”. This multiplayer game allows for students to compete against one another while practicing computational skills with both whole numbers and integers.
Balloon Pop Math


This program offers students the opportunity to show their knowledge of fraction values and their ability to compare and order fractions. In this program students must identify fraction values written on balloons and "pop" the balloons from the lowest value to the greatest value with their cursor-pin. Students are racing against a timer for points in order to become the high-scorer, all the while practicing and learning about comparing fraction values.
Circle 0
http://nlvm.usu.edu/en/nav/frames_asid_122_g_3_t_1.html?open=instructions&from=topic_t_1.html
The purpose of this applet is to promote addition, logic, and problem solving skills. The goal of the activity is to find sums of 21 using the integers that are given in a set of circles that are intertwined. Students who successfully can makes sums of 21 in each of the circles complete the activity.
http://nlvm.usu.edu/en/nav/frames_asid_122_g_3_t_1.html?open=instructions&from=topic_t_1.html
The purpose of this applet is to promote addition, logic, and problem solving skills. The goal of the activity is to find sums of 21 using the integers that are given in a set of circles that are intertwined. Students who successfully can makes sums of 21 in each of the circles complete the activity.
Death to Decimals
This program offers students the chance to show their knowledge of converting fractions to decimals. This unique and engaging program allows students to be a superhero that saves cities from around the world from the attacks of decimals. Students must "shoot" down decimals that are equivalent to a given fraction that are falling from the sky in order to save the city that is being attacked. The program is fast paced and quick, and student knowledge of fractions and decimal conversions will truly be tested.
Dividing Fractions by Fractions
This applet provides practice of dividing fractions by fractions using the division of fractions algorithm. The program offers a small explanation on how to divide fractions by fractions, as well as three “game” settings that allows students to practice dividing fractions by fractions against a timer.
Dueling Calculators
http://nlvm.usu.edu/en/nav/frames_asid_312_g_4_t_1.html?from=topic_t_1.html
“Dueling Calculators” an applet allows students to visually and numerically see the differences calculator truncating and rounding can play in mathematics. When a calculator truncates (due to the size of its viewing window), answers are not usually effected greatly. Over time, however, repeated truncation can drastically change the solutions and results we get. This applet provides a resource for students to see that change.
http://nlvm.usu.edu/en/nav/frames_asid_312_g_4_t_1.html?from=topic_t_1.html
“Dueling Calculators” an applet allows students to visually and numerically see the differences calculator truncating and rounding can play in mathematics. When a calculator truncates (due to the size of its viewing window), answers are not usually effected greatly. Over time, however, repeated truncation can drastically change the solutions and results we get. This applet provides a resource for students to see that change.
First in Math
http://www.firstinmath.com
"First in Math" is an online version of the game, '24'. 24 is a popular card game in which students must make a total of 24 using four numbers on a given card. This site promotes the practice and increase in skill of mental computational fluency. The varying levels of difficulty (from whole numbers to fractions to integers to even algebra!) offer students of all abilities to find this site beneficial. Students can earn virtual stickers for completing various activities, and their is even a ranking and leader board of student sticker count, from the school level all the way to a nationwide leader board.
http://www.firstinmath.com
"First in Math" is an online version of the game, '24'. 24 is a popular card game in which students must make a total of 24 using four numbers on a given card. This site promotes the practice and increase in skill of mental computational fluency. The varying levels of difficulty (from whole numbers to fractions to integers to even algebra!) offer students of all abilities to find this site beneficial. Students can earn virtual stickers for completing various activities, and their is even a ranking and leader board of student sticker count, from the school level all the way to a nationwide leader board.
Genius Boxing
http://www.mrnussbaum.com/geniusboxing.htm
http://www.mrnussbaum.com/geniusboxing.htm
"Genius Boxing" is a program that allows students to compare numbers. In the middle grades, students are using inequality symbols to compare numbers and are writing sentences with inequalities. This program allows students to practice this skill in a fun and engaging manner. Students are boxing against a famous opponent (like Bill Gates or Albert Einstein), and can score a knockout by answering questions correctly. Incorrect answers result in a punch from the opponent. Students can win the game by successfully knocking out all challengers, but to do so will have to answer increasingly difficult questions.
Half-Court Rounding
This program is designed to help students with rounding skills. The program allows students to play a basketball game, giving the students the opportunity to make a one, two, or three point shots based on the level of difficulty of the problem that they choose. If a student answers the problem correctly, they make a basket, and if they are incorrect, they miss the shot. The program keeps track of the students score, and after ninety seconds gives students a final score for the game. It's a fun and competitive program that keeps students engaged and practicing their rounding skills.
Math Baseball
This applet allows students to practice their addition, subtraction, multiplication, and division facts by performing basic computations. They are rewarded for correct answers (the harder the problem, the greater the reward- a home run, for example), and punished for an incorrect answer (an out) in a baseball game format.
Mystery Picture: Integer Order of Operations
This applet allows students to not only practice their integer operations, but to also solve expressions correctly by following the order of operations. This duel learning experience makes this program worthwhile, as students are solving integer expressions in order to uncover a hidden mystery picture. This can be used as an assessment tool for students to showcase their integer operation skills.
Number Balls
http://www.sheppardsoftware.com/mathgames/Numberballs_algebra_I/numberballsAlgebraI.htm
http://www.sheppardsoftware.com/mathgames/Numberballs_algebra_I/numberballsAlgebraI.htm
The program allows students to practice their algebra skills by having them solve one-step equations that are written inside "number balls". Once students solve each equation, they must put each answer from least to greatest order. They then will click each ball going from least to greatest in order. Students get points for correctly clicking on a ball, and lose points for incorrectly choosing a ball. All-time high scores are saved and posted, giving this applet replay value and motivation for students to do well.
Pearson SuccessNet
Pearson SuccessNet was created to assist both teacher in the classroom and for students at home. The site contains online videos that teachers can use in the classroom to introduce or explain a given concept (all secondary math concepts), while also providing students with online tutorials, videos, and practice problems that students can access from their home computer with a log-in identification. This program offers assistance to students who may need it outside the classroom, while providing technology to teachers inside the classroom. This is a pay site.
Penguin Waiter Tip Game
This applet provides students the chance to use their percent and decimal skills in a real-life, everyday math situations. The "penguin waiter" will give students a problem that asks them to calculate the tip for a given bill, offering all the parameters necessary to do the computations ("What would be a 20% tip on a $20.00 bill?). Students have to correctly compute the tip in order to move on to the next problems. The applet provides practice with percents, decimals, and multiplication skills while giving a common real-life problem.
This applet provides students the chance to use their percent and decimal skills in a real-life, everyday math situations. The "penguin waiter" will give students a problem that asks them to calculate the tip for a given bill, offering all the parameters necessary to do the computations ("What would be a 20% tip on a $20.00 bill?). Students have to correctly compute the tip in order to move on to the next problems. The applet provides practice with percents, decimals, and multiplication skills while giving a common real-life problem.
Rounding Decimals
http://www.321know.com/g6-dec-round.htm
This applet gives students the chance to practice their rounding skills with decimal numbers. Students can practice rounding given decimal numbers to certain decimal place values. There are also three variety of games that students can play that test their knowledge of decimal rounding. Students can race against the clock to see how many problems they can get right in sixty seconds, time themselves to see how long it takes them to get twenty answers correct, or they can earn extra time to add to a running timer for correct answers as they try to answer as many questions as possible before the timer runs out.
http://www.321know.com/g6-dec-round.htm
This applet gives students the chance to practice their rounding skills with decimal numbers. Students can practice rounding given decimal numbers to certain decimal place values. There are also three variety of games that students can play that test their knowledge of decimal rounding. Students can race against the clock to see how many problems they can get right in sixty seconds, time themselves to see how long it takes them to get twenty answers correct, or they can earn extra time to add to a running timer for correct answers as they try to answer as many questions as possible before the timer runs out.
The Secret World of Cookie Man
This program was designed as an engaging activity for secondary students to practice using basic formulas, like distance and area. Students have to help “Cookie Man” in his adventure, solving problems along the way. Students must be able to set up formulaic equations correctly, substitute values for variables, as well as solve for missing amounts. The program offers amusing and laughable problems that make solving them fun and engaging for all students.
Toon University: Prime Factoring
This applet allows students to test their knowledge of prime factors. This fun game allows students to "shoot" cartoon birds with prime factors written on them with their cartoon character. Students have to correctly identify the prime factor of a given number, or determine which of the numbers written on a bird is not a prime factor of a given number. There are three levels of difficulty, offering a chance for differentiation amongst students.
Arithmetic Four
http://www.shodor.org/interactivate/activities/ArithmeticFour/
Description
This applet provides students with a game that is very similar to “Connect Four” in which students are doing computations in order to get game pieces in which they can play on a virtual game board to get “four in a row”. This multiplayer game allows for students to compete against one another while practicing computational skills with both whole numbers and integers.
Evaluation
What mathematics is (potentially) being learned?
NCTM Standard(s) addressed?
-Numbers and Operations, 6-8: Students will be able to compute fluently using addition, subtraction, multiplication, division with both whole numbers and integers.
What is the nature of the mathematics?
This applet allows students to show their understanding of the basic operations by computing given problems. The program allows students to not only practice their computational skills, but to also compete against a friend in a competitive game manner. There is also a time limit placed on problems, so it is important that students begin to show the ability of being able to do computations in a reasonable time frame.
How does learning take place?
This applet is a technology designed for practice in the basic computations of integers and whole numbers. The type of operation and level of difficulty can be adjusted for each new game; however, both players must play at the same level/with the same type of operation. Users may add, subtract, multiply or divide with only whole numbers or with positive/negative integers. In general there is only enough time to use mental math when computing, so users are practicing their mental strategies for computing.
What role does technology play?
This technology affords students the opportunity to collaborate with their peers and represent their knowledge on adding, subtracting, multiplying, and dividing integers through an interactive version of the game "Connect Four". Students take turns solving given problems in order to receive game pieces that will allow them to attempt to get "four in a row" in order to win the game. The applet also allows teachers the opportunity to discuss integer operations with students, while also providing access to various integer computation worksheets and activities. This technology automates and simplifies the process of playing a flashcard-type math game. It provides the math problems, and can be customized to the desired level/need of the players.
How does it fit within existing school curriculum?
This technology would fit wonderfully into a secondary or high school math curriculum. At the secondary level students are beginning to work with integers, with a focus on being able to compute fluently with negative numbers. As stated in the NCTM’s standard for Numbers and Operations Grades 6-8, students, “should also develop and adapt procedures for mental calculation and computational estimation with fractions, decimals, and integers.” This applet is a practice tool for doing quick, mental math computations with integers.
How does the technology fit or interact with the social context of learning?
This is a multiplayer game that involves two students, thus communication and collaboration is a key element of this technology. Being able to discuss methods and solutions when doing whole number and integer computations, even in a competitive game setting, is beneficial to the students in becoming fluent in their computational skills. It also makes the technology more engaging, as it provides interaction not only with the applet, but with a fellow peer as well.
How are important differences among learners taken into account?
The technology is separated into categories, which allows players the opportunity to work on computations with whole numbers, or with integers. Students can choose the level they feel most comfortable with, or the level in which they need the most practice. Varying game levels means increased levels of participation from classrooms with differing levels of ability. Since the technology itself determines correct or incorrect answers, as well as if an answer was given in time, this removes the need for a 3rd party referee or the need for one of the players to know the correct answer.
What do teachers and learners need to know?
Students need to have a basic understanding of integer operation rules. Without the previous knowledge of such rules it would be difficult for any student have success while playing the game or for the technology to have any real meaning to the student. Teachers must make students aware of the differences between doing computations with whole numbers and computations with integers.
http://www.shodor.org/interactivate/activities/ArithmeticFour/
Description
This applet provides students with a game that is very similar to “Connect Four” in which students are doing computations in order to get game pieces in which they can play on a virtual game board to get “four in a row”. This multiplayer game allows for students to compete against one another while practicing computational skills with both whole numbers and integers.
Evaluation
What mathematics is (potentially) being learned?
NCTM Standard(s) addressed?
-Numbers and Operations, 6-8: Students will be able to compute fluently using addition, subtraction, multiplication, division with both whole numbers and integers.
What is the nature of the mathematics?
This applet allows students to show their understanding of the basic operations by computing given problems. The program allows students to not only practice their computational skills, but to also compete against a friend in a competitive game manner. There is also a time limit placed on problems, so it is important that students begin to show the ability of being able to do computations in a reasonable time frame.
How does learning take place?
This applet is a technology designed for practice in the basic computations of integers and whole numbers. The type of operation and level of difficulty can be adjusted for each new game; however, both players must play at the same level/with the same type of operation. Users may add, subtract, multiply or divide with only whole numbers or with positive/negative integers. In general there is only enough time to use mental math when computing, so users are practicing their mental strategies for computing.
What role does technology play?
This technology affords students the opportunity to collaborate with their peers and represent their knowledge on adding, subtracting, multiplying, and dividing integers through an interactive version of the game "Connect Four". Students take turns solving given problems in order to receive game pieces that will allow them to attempt to get "four in a row" in order to win the game. The applet also allows teachers the opportunity to discuss integer operations with students, while also providing access to various integer computation worksheets and activities. This technology automates and simplifies the process of playing a flashcard-type math game. It provides the math problems, and can be customized to the desired level/need of the players.
How does it fit within existing school curriculum?
This technology would fit wonderfully into a secondary or high school math curriculum. At the secondary level students are beginning to work with integers, with a focus on being able to compute fluently with negative numbers. As stated in the NCTM’s standard for Numbers and Operations Grades 6-8, students, “should also develop and adapt procedures for mental calculation and computational estimation with fractions, decimals, and integers.” This applet is a practice tool for doing quick, mental math computations with integers.
How does the technology fit or interact with the social context of learning?
This is a multiplayer game that involves two students, thus communication and collaboration is a key element of this technology. Being able to discuss methods and solutions when doing whole number and integer computations, even in a competitive game setting, is beneficial to the students in becoming fluent in their computational skills. It also makes the technology more engaging, as it provides interaction not only with the applet, but with a fellow peer as well.
How are important differences among learners taken into account?
The technology is separated into categories, which allows players the opportunity to work on computations with whole numbers, or with integers. Students can choose the level they feel most comfortable with, or the level in which they need the most practice. Varying game levels means increased levels of participation from classrooms with differing levels of ability. Since the technology itself determines correct or incorrect answers, as well as if an answer was given in time, this removes the need for a 3rd party referee or the need for one of the players to know the correct answer.
What do teachers and learners need to know?
Students need to have a basic understanding of integer operation rules. Without the previous knowledge of such rules it would be difficult for any student have success while playing the game or for the technology to have any real meaning to the student. Teachers must make students aware of the differences between doing computations with whole numbers and computations with integers.
Circle 0
http://nlvm.usu.edu/en/nav/frames_asid_122_g_3_t_1.html?open=instructions&from=topic_t_1.html
Description
The purpose of this applet is to promote addition, logic, and problem solving skills. The goal of the activity is to find sums of 21 using the integers that are given in a set of circles that are intertwined. Students who successfully can makes sums of 21 in each of the circles complete the activity.
Evaluation
What mathematics is (potentially) being learned?
NCTM Standard(s) addressed?
-Numbers and Operations, 6-8: Students will be able to compute integers fluently using addition skills.
-Problem Solving, 6-8: Students will be able to apply and reflect on strategies that help solve a mathematical problem (Circle 21).
-Reasoning and Proof, 6-8: Students will be able to make and investigate mathematical conjectures by reasoning which numbers would be best to make 21 in a given circle and then testing said conjectures.
What is the nature of the mathematics?
This program crosses multiple standards set forth by the NCTM. While on the surface the game appears to only be a simple addition game with integers, there is much more mathematics involved than at first glance. Students are practicing “logic analysis” by making examining the set of numbers that are given in order to determine the best placement for each number in a circle. Students are also using reasoning skills (“Well if I put a -3 here, then I have to put a four there.”) while solving the problem.
How does learning take place?
Learning takes place as students begin to investigate their conjecture on what three numbers it would take to make circle’s sum zero. Students are making and testing conjectures while analyzing the results to figure out the correct solution to the puzzle. With continued practice of integer addition skills the puzzle provides, students will begin to increase their computational fluency with integer computations.
What role does technology play?
This applet allows students to show and test their knowledge of adding integers while also allowing students to apply logic and reasoning skills to solve a mathematical puzzle.
This applet is a fun and challenging way for students to practice adding integers in a game/puzzle format. When students are able to make twenty-one in a circle by dragging the given numbers into a circle, the technology turns the circle a tan color, representing the students were correct in making twenty-one. When all the intertwining circles have twenty-one inside of them, the technology turns all the circles red, meaning the students have won the game. The technology also provides students with multiple “Circle 0” games, meaning students who finish one can move onto another, or if a student is stuck on one game can try a different one.
How does it fit within existing school curriculum?
This technology would work well in a secondary setting as students practice their adding of integer skills, as well as their problem solving and logic skills. This program is not designed to teach students how to add integers or think logically, and does not offer any hints on how to solve the puzzle, but it does allow student to practice all these skills in fun and engaging format. Hence the technology should be used as a supplement to an existing curriculum and unit on integer computation.
How does the technology fit or interact with the social context of learning?
The technology is designed to be done individually, however the applet could be used as a partner activity. As suggested on the “teacher page” of the applet, students could partner together and “race” against one another to see who can make zero the fastest. This would allow interaction to occur as well as motivation when completing the puzzle.
How are important differences among learners taken into account?
For students that struggle with integer addition, there are two similar applets, “Circle 21” and “Circle 99” that follow the same rules as “Circle 0”, but allow students to work with adding just whole numbers (smaller whole numbers in “Circle 21”, larger whole numbers in “Circle 99”). While students are not increasing their computational fluency by adding integers, they are still applying problem solving strategies as well as logic and reasoning skills, making the activity worthwhile.
What do teachers and learners need to know?
Because this activity involves doing a lot of computations, it is recommended that student come prepared with a paper and pencil to work out computations. The applet does not provide a calculator or any place to work through computations. Students that try to do the math mentally may open themselves up for more mistakes, so depending on the level of student the teacher should make sure that the students have a pencil and paper handy.
http://nlvm.usu.edu/en/nav/frames_asid_122_g_3_t_1.html?open=instructions&from=topic_t_1.html
Description
The purpose of this applet is to promote addition, logic, and problem solving skills. The goal of the activity is to find sums of 21 using the integers that are given in a set of circles that are intertwined. Students who successfully can makes sums of 21 in each of the circles complete the activity.
Evaluation
What mathematics is (potentially) being learned?
NCTM Standard(s) addressed?
-Numbers and Operations, 6-8: Students will be able to compute integers fluently using addition skills.
-Problem Solving, 6-8: Students will be able to apply and reflect on strategies that help solve a mathematical problem (Circle 21).
-Reasoning and Proof, 6-8: Students will be able to make and investigate mathematical conjectures by reasoning which numbers would be best to make 21 in a given circle and then testing said conjectures.
What is the nature of the mathematics?
This program crosses multiple standards set forth by the NCTM. While on the surface the game appears to only be a simple addition game with integers, there is much more mathematics involved than at first glance. Students are practicing “logic analysis” by making examining the set of numbers that are given in order to determine the best placement for each number in a circle. Students are also using reasoning skills (“Well if I put a -3 here, then I have to put a four there.”) while solving the problem.
How does learning take place?
Learning takes place as students begin to investigate their conjecture on what three numbers it would take to make circle’s sum zero. Students are making and testing conjectures while analyzing the results to figure out the correct solution to the puzzle. With continued practice of integer addition skills the puzzle provides, students will begin to increase their computational fluency with integer computations.
What role does technology play?
This applet allows students to show and test their knowledge of adding integers while also allowing students to apply logic and reasoning skills to solve a mathematical puzzle.
This applet is a fun and challenging way for students to practice adding integers in a game/puzzle format. When students are able to make twenty-one in a circle by dragging the given numbers into a circle, the technology turns the circle a tan color, representing the students were correct in making twenty-one. When all the intertwining circles have twenty-one inside of them, the technology turns all the circles red, meaning the students have won the game. The technology also provides students with multiple “Circle 0” games, meaning students who finish one can move onto another, or if a student is stuck on one game can try a different one.
How does it fit within existing school curriculum?
This technology would work well in a secondary setting as students practice their adding of integer skills, as well as their problem solving and logic skills. This program is not designed to teach students how to add integers or think logically, and does not offer any hints on how to solve the puzzle, but it does allow student to practice all these skills in fun and engaging format. Hence the technology should be used as a supplement to an existing curriculum and unit on integer computation.
How does the technology fit or interact with the social context of learning?
The technology is designed to be done individually, however the applet could be used as a partner activity. As suggested on the “teacher page” of the applet, students could partner together and “race” against one another to see who can make zero the fastest. This would allow interaction to occur as well as motivation when completing the puzzle.
How are important differences among learners taken into account?
For students that struggle with integer addition, there are two similar applets, “Circle 21” and “Circle 99” that follow the same rules as “Circle 0”, but allow students to work with adding just whole numbers (smaller whole numbers in “Circle 21”, larger whole numbers in “Circle 99”). While students are not increasing their computational fluency by adding integers, they are still applying problem solving strategies as well as logic and reasoning skills, making the activity worthwhile.
What do teachers and learners need to know?
Because this activity involves doing a lot of computations, it is recommended that student come prepared with a paper and pencil to work out computations. The applet does not provide a calculator or any place to work through computations. Students that try to do the math mentally may open themselves up for more mistakes, so depending on the level of student the teacher should make sure that the students have a pencil and paper handy.
Subscribe to:
Posts (Atom)











