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DreamBox Learning is an American online software provider that focuses on mathematics education and reading education at the elementary, middle school, and for reading, the high school level. [2][3][4][5] The mathematics software provides pre-kindergarten through 8th-grade students with over 2,000 lessons presented as animated adventures, games ...
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.
ABCmouse.com Early Learning Academy 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.
Manipulative (mathematics education) In mathematics education, a manipulative is an object which is designed so that a learner can perceive some mathematical concept by manipulating it, hence its name. The use of manipulatives provides a way for children to learn concepts through developmentally appropriate hands-on experience.
July 1996. Early Learning House[1] or simply the House Series is a collection of four main educational video games and two compilations for the Windows and Macintosh platforms, developed by Theatrix Interactive, Inc. and published by Edmark software. Each different game focuses on a particular major learning category with selectable skill ...
Ready-to-Learn. The Ready-To-Learn (RTL) Act is a project funded by PBS and the Corporation for Public Broadcasting (CPB) to supply educational programming and materials for preschool and elementary school children. Created in 1992, the Ready-To-Learn Act furthered the creation of the Ready-To-Learn programming block which provided eleven hours ...
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