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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 .
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 ...
Jeffrey Kessler who worked as a Learning Specialist for the Reader Rabbit franchise described the game as a clever mix of math, reading, art and emotion rather than a year's curriculum. [14] During the inaugural Interactive Achievement Awards , the PC version received a nomination for "PC Edutainment Title of the Year" by the Academy of ...
In 1991, Broderbund made the first of its two great contributions to the history of CD-ROM publishing by releasing, as the inaugural title in its children's software arm, Living Books: One of the first CD-ROMs ever, it was an interactive reading primer called Just Grandma and Me. "Living Books was our bet on CD-ROM as a delivery vehicle," says ...
"Row, Row, Row Your Boat" Play ⓘ This is a list of English-language playground songs.. Playground songs are often rhymed lyrics that are sung. Most do not have clear origin, were invented by children and spread through their interactions such as on playgrounds.
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Players must draw a line as parameters for the game. The slippers will be used as the primary object. The team to play first will stack the slippers (commonly 2-3 levels) and throws it high, marking the start of it. The first players take turns entering the parameter and their goal is to skip the slippers thrown at them by their opponent.
Constructivism in education is rooted in epistemology, a theory of knowledge concerned with the logical categories of knowledge and its justification. [3] It acknowledges that learners bring prior knowledge and experiences shaped by their social and cultural environment and that learning is a process of students "constructing" knowledge based on their experiences.
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