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  2. Elementary arithmetic - Wikipedia

    en.wikipedia.org/wiki/Elementary_arithmetic

    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.

  3. Mathematics - Wikipedia

    en.wikipedia.org/wiki/Mathematics

    The Babylonians also possessed a place-value system and used a sexagesimal numeral system which is still in use today for measuring angles and time. [76] In the 6th century BC, Greek mathematics began to emerge as a distinct discipline and some Ancient Greeks such as the Pythagoreans appeared to have considered it a subject in its own right. [77]

  4. Grid method multiplication - Wikipedia

    en.wikipedia.org/wiki/Grid_method_multiplication

    so 3 × 17 = 30 + 21 = 51. This is the "grid" or "boxes" structure which gives the multiplication method its name. Faced with a slightly larger multiplication, such as 34 × 13, pupils may initially be encouraged to also break this into tens. So, expanding 34 as 10 + 10 + 10 + 4 and 13 as 10 + 3, the product 34 × 13 might be represented:

  5. Exercise (mathematics) - Wikipedia

    en.wikipedia.org/wiki/Exercise_(mathematics)

    At the Russian School of Mathematics, students begin multi-step problems as early as the first grade, learning to build on previous results to progress towards the solution. In the 1960s, collections of mathematical exercises were translated from Russian and published by W. H. Freeman and Company : The USSR Olympiad Problem Book (1962), [ 8 ...

  6. Addition - Wikipedia

    en.wikipedia.org/wiki/Addition

    For instance, 3 is the successor of 2 and 7 is the successor of 6. Because of this succession, the value of a + b can also be seen as the bth successor of a, making addition iterated succession. For example, 6 + 2 is 8, because 8 is the successor of 7, which is the successor of 6, making 8 the 2nd successor of 6.

  7. JumpStart Advanced 2nd Grade - Wikipedia

    en.wikipedia.org/wiki/JumpStart_Advanced_2nd_Grade

    JumpStart Advanced 2nd Grade is a personal computer game created by Knowledge Adventure. It replaced the previous JumpStart 2nd Grade , which was released in 1996. As its name suggests, it was made to teach second grade students.

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