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JumpStart Adventures 5th Grade: Jo Hammet, Kid Detective covers curricula subjects such as art history, geography, math, language, science, and US History. Throughout the course of the game, which is set in the fictional city of Hooverville, the user must (while playing the role of female fifth grade detective Jo Hammet) thwart the schemes of the evil Dr. X, who is planning to destroy ...
5 + 5 → 0, carry 1 (since 5 + 5 = 10 = 0 + (1 × 10 1)) 7 + 9 → 6, carry 1 (since 7 + 9 = 16 = 6 + (1 × 10 1)) This is known as carrying. [41] When the result of an addition exceeds the value of a digit, the procedure is to "carry" the excess amount divided by the radix (that is, 10/10) to the left, adding it to the next positional value.
An artificially produced word problem is a genre of exercise intended to keep mathematics relevant. Stephen Leacock described this type: [1] The student of arithmetic who has mastered the first four rules of his art and successfully striven with sums and fractions finds himself confronted by an unbroken expanse of questions known as problems ...
A subtraction problem such as is solved by borrowing a 10 from the tens place to add to the ones place in order to facilitate the subtraction. Subtracting 9 from 6 involves borrowing a 10 from the tens place, making the problem into +. This is indicated by crossing out the 8, writing a 7 above it, and writing a 1 above the 6.
A series of mathematics problems appear on the screen, and the player must move to fire the cannon pointing at the correct answer. The game included an editor for teachers and parents to design their own problems. While this title was purely a drill and practice, its 1987 sequel would wrap the activity around a narrative. [3]
By visualizing these two parts, students would simply solve the above word problem by adding both parts together to build a whole bar of 100. Conversely, a student could use whole-part model to solve a subtraction problem such as 100 - 70, by having the longer part be 70 and the whole bar be 100.
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