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Kindergarten Adventure Park lessons teach new concepts and encourage fluency
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Counting 6 — 10. Play this lesson.
You can also view the Tenframe tutorial.
This math lesson is part of a series that helps students develop strategies
for counting numbers 1 to 100. The virtual tools used in these lessons push
students beyond counting by ones to using groups of 2, 3, 5 and 10. After
successfully building numbers in an initial lesson, students are given more
“restrictions.” For example, building numbers starting from a
number other than 0. This series finishes with “quick image”
lessons. An image is shown just long enough to identify the amount, but not
long enough to count each object individually.
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Building a Decade of a Hundreds Chart. Play this lesson.
Early learners often struggle to “wrap” or move to the next row on
a hundreds chart, and the distance between numbers can be hard to grasp. For
example, the number 30 is just one space away from 40 on a hundreds chart. The
number 31 is far from 30, but the value is much closer than 40. So many students
think that 30 and 40 are closer in value than 30 and 31. Knowing this is challenging
for many students, DreamBox includes lessons where students build a hundreds
chart, one decade at a time. Students love this series and often want to play
it over and over!
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Doubles and Near Doubles. Play this lesson.
You can also view the mathrack tutorial.
Many students can quickly learn to calculate doubles automatically. By exploring
relationships between doubles and “near doubles” (such as 6+7),
students begin to “automatize” basic facts that can seem challenging.
The lesson featured here is in the middle of this series of related problems.
First, students “build” doubles and near doubles on the mathrack.
Then students will use a “symbolic” display (such as “Double
4”) instead of a mathrack display.
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Carnival puzzles provide more math in a themed story context
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Maze. Play this lesson.
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!
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Petting Zoo. Play this lesson.
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.
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Frog Race. Play this lesson.
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.
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Dunk Tank. Play this lesson.
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.
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Tutorials teach the use of a virtual manipulative
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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. |