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  2. Category:Science and nature navigational boxes - Wikipedia

    en.wikipedia.org/wiki/Category:Science_and...

    [[Category:Science and nature navigational boxes]] to the <includeonly> section at the bottom of that page. Otherwise, add <noinclude>[[Category:Science and nature navigational boxes]]</noinclude> to the end of the template code, making sure it starts on the same line as the code's last character.

  3. The ClueFinders - Wikipedia

    en.wikipedia.org/wiki/The_ClueFinders

    The ClueFinders is an educational software series aimed at children aged 8–12 that features a group of mystery-solving teenagers. The series was created by The Learning Company (formerly SoftKey) as a counterpart to their Reader Rabbit series for older, elementary-aged students.

  4. Leitner system - Wikipedia

    en.wikipedia.org/wiki/Leitner_system

    The cards in Box 1 are the ones that the learner often makes mistakes with, and Box 3 contains the cards that they know very well. They might choose to study the Box 1 cards once a day, Box 2 every 3 days, and Box 3 cards every 5 days. If they look at a card in Box 1 and get the correct answer, they "promote" it to Box 2.

  5. Category:Earth science navigational boxes - Wikipedia

    en.wikipedia.org/wiki/Category:Earth_science...

    [[Category:Earth science navigational boxes]] to the <includeonly> section at the bottom of that page. Otherwise, add <noinclude>[[Category:Earth science navigational boxes]]</noinclude> to the end of the template code, making sure it starts on the same line as the code's last character.

  6. Five-room puzzle - Wikipedia

    en.wikipedia.org/wiki/Five-room_puzzle

    If the solution line starts somewhere else, the observer will see the solution line enter and leave (two walls), enter and leave a second time (two more walls) and finally enter through the fifth wall and end (all five walls have been crossed, so the line cannot get back out of the room again).

  7. Monty Hall problem - Wikipedia

    en.wikipedia.org/wiki/Monty_Hall_problem

    A simple way to demonstrate that a switching strategy really does win two out of three times with the standard assumptions is to simulate the game with playing cards. [ 55 ] [ 56 ] Three cards from an ordinary deck are used to represent the three doors; one 'special' card represents the door with the car and two other cards represent the goat ...

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