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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. Ann Arbor Hands-On Museum - Wikipedia

    en.wikipedia.org/wiki/Ann_Arbor_Hands-On_Museum

    The Ann Arbor Hands-On Museum now features over 250 interactive exhibits on subjects including physics, geology, math, music, and technology while entertaining over 200,000 visitors each year. More than just a local attraction, the now over 40,000 square foot museum has become a regional destination that draws more than 60 percent of its ...

  4. JumpStart 1st Grade - Wikipedia

    en.wikipedia.org/wiki/JumpStart_1st_Grade

    JumpStart 1st Grade (known as Jump Ahead Year 1 in the United Kingdom) is a personal computer game created by Knowledge Adventure in 1995 intended to teach a first grade curriculum. It was reissued in 1999 with new box art, was updated significantly in 2000, and was replaced with JumpStart Advanced 1st Grade in 2002, which was later replaced ...

  5. Krypto (game) - Wikipedia

    en.wikipedia.org/wiki/Krypto_(game)

    A spread of Krypto cards: players must find a way to calculate 12 using the numbers 5, 19, 8, 3 and 6. Krypto is a card game designed by Daniel Yovich in 1963 and published by Parker Brothers and MPH Games Co. [1] It is a mathematical game that promotes proficiency with basic arithmetic operations.

  6. Manipulative (mathematics education) - Wikipedia

    en.wikipedia.org/wiki/Manipulative_(mathematics...

    The use of manipulatives provides a way for children to learn concepts through developmentally appropriate hands-on experience. The use of manipulatives in mathematics classrooms throughout the world grew considerably in popularity throughout the second half of the 20th century.

  7. Project-based learning - Wikipedia

    en.wikipedia.org/wiki/Project-based_learning

    The first is challenge-based learning/problem-based learning, the second is place-based education, and the third is activity-based learning. Challenge-based learning is "an engaging multidisciplinary approach to teaching and learning that encourages students to leverage the technology they use in their daily lives to solve real-world problems ...