The math games and lessons in DreamBox Learning K-2 Math advance with each child, adapting every aspect of the learning experience based on a child’s interests and needs. DreamBox provides over a million different paths through our curriculum!
DreamBox uses “virtual manipulatives”, special online tools that help students solve problems in a hands-on way. Students develop a richer understanding when they actually “build” an answer rather than just entering or choosing an answer.
You can play the sample lessons and puzzles below, covering several different math topics. Try answering some problems incorrectly so you can experience how lessons dynamically adapt to support learning. If you aren’t sure what to do, click the HELP button!
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Building Numbers in Different Ways (11-20).
Using our mathrack virtual manipulative, students learn that you can build
the same number in several different ways, e.g. 10+3 = 7+6. Students can use
a variety of strategies to solve these problems, including the commutative
property (10+4 = 4+10), doubles or near doubles (10+4 = 7+7), and more.
Play this lesson.
(You can also view the mathrack tutorial.)
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Comparisons with More and Less Symbols.
Using the hungry alligator metaphor and starting with smaller numbers (1-10),
students focus on using the symbols correctly. In 1st grade students focus on
comparing numbers up to 100, but as they advance they can compare higher
numbers. Then students are challenged to understand the values of numerals
based on their place in the number. (For example, 587 and 578.) Eventually the
alligator is removed and only the symbols remain. Other DreamBox lessons let
students build their own comparisons using both virtual manipulatives and numerals.
Play this lesson.
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Number Strings.
A “string” is a set of related problems used to highlight the
relationships between problems. This particular strings lesson uses “10s
facts” (such as 10 + 4) to solve “9s facts” and “11s
facts” (such as 9 + 4 or 11+ 4). Other strings lessons focus on doubles,
near doubles, “8s facts,” and (12s facts).
Play this lesson.
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Puzzles in the Carnival |
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Maze. Students learn early “programming”
skills as they choose a sequence of “directions” and “distances”
to successfully navigate through the maze. There are 9 increasingly challenging levels.
By the end, students “program” 3 steps at a time, collect mushrooms, avoid
trolls, and reach the end of the maze before their turns run out!
Play this lesson.
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Petting Zoo. This game was carefully designed to
build spatial reasoning. Although the mouse requirements can be difficult for new computer
users, research indicates that requiring the student to carefully place the animals in the
pen, as opposed to letting technology “lock them into place”, has a greater impact
on one’s ability to understand space.
Play this lesson.
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Frog Race. Initially, students build the race
course by placing flags at every tenth interval. Then, students’ frogs race against the
competition. The student must choose the starting point closest to the presented number (the
fly finish line), and tell his or her frog the correct distance to hop in order to win! In
earlier levels, the starting points are always on a multiple of ten and on the positive side
of the number line. Later levels include negative numbers.
Play this lesson.
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Dunk Tank. Students manipulate the mathrack and
develop strategies in this modern version of the classic 4-in-a-Row game. There are 9
different levels, varying the use of even and odd numbers and the number of buttons available
to manipulate the mathrack. These variations challenge students to modify their strategies
based on the existing constraints.
Play this lesson.
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DreamBox tutorials are very different from the Adventure Park lessons and Carnival Puzzles. Many of the virtual manipulatives are introduced with a tutorial to teach students how to use it.