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  2. Math Blaster for 1st Grade - Wikipedia

    en.wikipedia.org/wiki/Math_Blaster_for_1st_Grade

    Math Blaster for 1st Grade is a 1999 educational video game in a line of educational products originally created by Davidson & Associates and continued by Knowledge Adventure. The game was re-released in 2000 as Math Blaster Mission 2 .

  3. DreamBox Learning - Wikipedia

    en.wikipedia.org/wiki/DreamBox_Learning

    In 2014, the firm launched its Adaptive Math Curriculum for students in grades six through eight, with topics including basic functions, geometry, single-variable algebra, and ratios. [18] Also in 2014, the International Society for Technology Education reported that DreamBox added the Spanish language support to its adaptive math software for ...

  4. List of educational software - Wikipedia

    en.wikipedia.org/wiki/List_of_educational_software

    (Top) 1 Educational software by subject. Toggle Educational software by subject subsection. 1.1 Anatomy. ... Tux, of Math Command- free software ; Zearn; Music

  5. 5 math apps that boost skills over summer - AOL

    www.aol.com/article/lifestyle/2018/06/18/5-math...

    Daily math practice doesn't have to be -- and, in fact, shouldn't be -- drill-and-kill.

  6. ABCmouse.com Early Learning Academy - Wikipedia

    en.wikipedia.org/wiki/ABCmouse.com_Early...

    ABCmouse.com is a digital education program for children ages 2–8, created by the edtech company Age of Learning, Inc. [2] [3] The program offers educational games, videos, puzzles, printables, and a library of regular and “read-aloud” children’s books, covering subjects including reading and language arts, math, science, health, social studies, music, and art.

  7. STAR (software) - Wikipedia

    en.wikipedia.org/wiki/STAR_(software)

    STAR Reading, STAR Early Literacy and STAR Math are standardized, computer-adaptive assessments created by Renaissance Learning, Inc., for use in K–12 education. Each is a " Tier 2 " assessment of a skill (reading practice, math practice, and early literacy, respectively that can be used any number of times due to item-bank technology.

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