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  2. Pre-math skills - Wikipedia

    en.wikipedia.org/wiki/Pre-math_skills

    Pre-math skills (referred to in British English as pre-maths skills) are math skills learned by preschoolers and kindergarten students, including learning to count numbers (usually from 1 to 10 but occasionally including 0), learning the proper sequencing of numbers, learning to determine which shapes are bigger or smaller, and learning to count objects on a screen or book.

  3. 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.

  4. JumpStart - Wikipedia

    en.wikipedia.org/wiki/JumpStart

    JumpStart (known as Jump Ahead in the United Kingdom) is an educational media franchise created for children, primarily consisting of educational games.The franchise began with independent developer Fanfare Software's 1994 video game JumpStart Kindergarten.

  5. Early childhood education - Wikipedia

    en.wikipedia.org/wiki/Early_childhood_education

    According to UNESCO, a preschool curriculum is one that delivers educational content through daily activities and furthers a child's physical, cognitive, and social development. Generally, preschool curricula are only recognized by governments if they are based on academic research and reviewed by peers.

  6. Franklin (TV series) - Wikipedia

    en.wikipedia.org/wiki/Franklin_(TV_series)

    Three educational video games, Franklin's Activity Center, Franklin's Reading World and Franklin Learns Math are published by Sanctuary Woods, Multimedia Corporation and released from PC in 1995 and 1996. In 2000, Nelvana and Knowledge Adventure, Inc. developed two PC games, Franklin the Turtle Goes to School and Franklin the Turtle's Clubhouse.

  7. KWL table - Wikipedia

    en.wikipedia.org/wiki/KWL_table

    The KWL chart or table was developed within this methodology and is a form of instructional reading strategy that is used to guide students taking them through the idea and the text. [1] A KWL table is typically divided into three columns titled Know , Want and Learned.