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The Interactive Mathematics Program (IMP) is a four-year, problem-based mathematics curriculum for high schools. It was one of several curricula funded by the National Science Foundation and designed around the 1989 National Council of Teachers of Mathematics (NCTM) standards .
The series is aimed at children from infancy to the age of nine. In 1998, a spiritual successor series called The ClueFinders was released for older students aged seven to twelve. The games teach language arts including basic skills in reading and spelling and mathematics. The main character in all the titles is named "Reader Rabbit".
The Saxon Math 1 to Algebra 1/2 (the equivalent of a Pre-Algebra book) curriculum [3] is designed so that students complete assorted mental math problems, learn a new mathematical concept, practice problems relating to that lesson, and solve a variety of problems. Daily practice problems include relevant questions from the current day's lesson ...
Reader Rabbit's Interactive Reading Journey is a 1994 video game released on the Windows and Macintosh systems. It is the sixth game in the Reader Rabbit franchise. Designed for ages 4 till 7, the game introduces the new main characters Mat the Mouse and Sam the Lion who accompany Reader.
LibreTexts' current primary support is from the 2018 Open Textbook Pilot Program award from the Department of Education Organization Act. [7] [10] [5] [11] FIPSE [12] Other funding comes from the University of California Davis, the University of California Davis Library, [5] and the California State University System both through MERLOT and its Affordable Learning Solutions (AL$) program.
The series won the 2012 Textbook Excellence Award ("Texty") for excellence in textbook publishing in the Elementary-High School Division for Mathematics. [9] In 2013, Big Ideas Math: A Common Core Curriculum Algebra 1 received the award for Most Promising Textbook from the Text and Academic Authors Association.
Mathematician George F. Simmons wrote in the algebra section of his book Precalculus Mathematics in a Nutshell (1981) that the New Math produced students who had "heard of the commutative law, but did not know the multiplication table." [205] By the early 1970s, this movement was defeated. Nevertheless, some of the ideas it promoted still lived on.
A digital textbook is a digital book or e-book intended to serve as the text for a class. Digital textbooks may also be known as e-textbooks or e-texts . Digital textbooks are a major component of technology-based education reform.
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