Practice all about making values using coins and bills: Can you make 13 cents without using dimes? How about 32 cents without using quarters? Land on the $ space and-cha-ching!-you're in the money! Whoever reaches the finish first receives a bonus. Earn more money than your fellow ''investors,'' and you win the game. Ages 7 and Up
Practice all about making values using coins and bills: Can you make 13 cents without using dimes? How about 32 cents without using quarters? Land on the $ space and-cha-ching!-you're in the money! Whoever reaches the finish first receives a bonus. Earn more money than your fellow ''investors,'' and you win the game. Ages 7 and up
Practice all about making values using coins and bills: Can you make 13 cents without using dimes? How about 32 cents without using quarters? Land on the $ space and-cha-ching!-you're in the money! Whoever reaches the finish first receives a bonus. Earn more money than your fellow ''investors,'' and you win the game. Ages 7 and up
Reinforce money math with or without Talking Hot Dots Pen. Double-sided flash cards that students can use on their own or with you. Turn cards over to self-check. Supports coin and bill recognition with realistic images of U.S. currency.
*Works with Talking Hot Dots Pen that provides instant feedback -Check out the pen separately, batteries provided.
Reinforce money math with or without Talking Hot Dots Pen. Double-sided flash cards that students can use on their own or with you. Turn cards over to self-check. Supports coin and bill recognition with realistic images of U.S. currency.
*Works with Talking Hot Dots Pen that provides instant feedback -Check out the pen separately, batteries provided.
Making Change Octominoes provides playful practice in counting money and making change. It builds competence in Addition and Subtraction, Coin Values, (players match the stated number of cents with a set of coins). In Making Change, players figure the correct change for a dollar and find a matching set of coins. The board offers eight positions for placing dominoes for more ways of learning. Additional game ideas provided allow options for meeting specific needs or different levels. Grades 2 and up.
Making Change Octominoes provides playful practice in counting money and making change. It builds competence in Addition and Subtraction, Coin Values, (players match the stated number of cents with a set of coins). In Making Change, players figure the correct change for a dollar and find a matching set of coins. The board offers eight positions for placing dominoes for more ways of learning. Additional game ideas provided allow options for meeting specific needs or different levels. Grades 2 and up.
Making Change Octominoes provides playful practice in counting money and making change. It builds competence in Addition and Subtraction, Coin Values, (players match the stated number of cents with a set of coins). In Making Change, players figure the correct change for a dollar and find a matching set of coins. The board offers eight positions for placing dominoes for more ways of learning. Additional game ideas provided allow options for meeting specific needs or different levels. Grades 2 and up.
Making Change Octominoes provides playful practice in counting money and making change. It builds competence in Addition and Subtraction, Coin Values, (players match the stated number of cents with a set of coins). In Making Change, players figure the correct change for a dollar and find a matching set of coins. The board offers eight positions for placing dominoes for more ways of learning. Additional game ideas provided allow options for meeting specific needs or different levels. Grades 2 and up.
Making Change Octominoes provides playful practice in counting money and making change. It builds competence in Addition and Subtraction, Coin Values, (players match the stated number of cents with a set of coins). In Making Change, players figure the correct change for a dollar and find a matching set of coins. The board offers eight positions for placing dominoes for more ways of learning. Additional game ideas provided allow options for meeting specific needs or different levels. Grades 2 and up.
Use these ideas with or create your own flash card games. Grades k-4
105 cards to help you master telling time. Great for teaching time difference-(find out how much time has elapsed between the two times given). Grades 2-5
Practice counting and number matching with these soccer themed dominoes. Ages 5 and up
Includes four different game boards to play. Easy-to-read game cards for beginning readers. Designed for 2-4 players. Ages 5 - 9
Includes four different game boards to play. Easy-to-read game cards for beginning readers. Designed for 2-4 players. Ages 5 - 9
Includes four different game boards to play. Easy-to-read game cards for beginning readers. Designed for 2-4 players. Ages 5 - 9
Includes four different game boards to play. Easy-to-read game cards for beginning readers. Designed for 2-4 players. Ages 5 - 9
Practice telling time with or without Talking Hot Dots Pen. Double-sided flash cards that students can use on their own or with you. Turn cards over to self-check. Helps students transition from digital to analog time-telling. Grades 1st and up.
*Works with Talking Hot Dots Pen that provides instant feedback -Check out the pen separately, batteries provided.
Practice telling time with or without Talking Hot Dots Pen. Double-sided flash cards that students can use on their own or with you. Turn cards over to self-check. Helps students transition from digital to analog time-telling. Grades 1st and up.
*Works with Talking Hot Dots Pen that provides instant feedback -Check out the pen separately, batteries provided.
Movable hands to practice telling time. Numbers that can be popped out of their hole in the foam, meaning you can use it as a puzzle, or you can make it more challenging to tell time without the other numbers around to help. Ages 5 and up
Movable hands to practice telling time. Numbers that can be popped out of their hole in the foam, meaning you can use it as a puzzle, or you can make it more challenging to tell time without the other numbers around to help. Ages 5 and up
Movable hands to practice telling time. Numbers that can be popped out of their hole in the foam, meaning you can use it as a puzzle, or you can make it more challenging to tell time without the other numbers around to help. Ages 5 and up
Movable hands to practice telling time. Numbers that can be popped out of their hole in the foam, meaning you can use it as a puzzle, or you can make it more challenging to tell time without the other numbers around to help. Ages 5 and up.
Movable hands to practice telling time. Numbers that can be popped out of their hole in the foam, meaning you can use it as a puzzle, or you can make it more challenging to tell time without the other numbers around to help. Ages 5 and up.
Movable hands to practice telling time. Numbers that can be popped out of their hole in the foam, meaning you can use it as a puzzle, or you can make it more challenging to tell time without the other numbers around to help. Ages 5 and up.
This set of activity cards will help kids recognize the number of objects in a group without having to count the objects through the concept of making 10. Cards also help kids make the connection between representative numbers of objects, the Arabic numeral, and the written number word.
*Big teacher word alert! Subitizing-recognizing the number of objects in a group without having to count.
This set of activity cards will help kids recognize the number of objects in a group without having to count the objects through the concept of making 10. Cards also help kids make the connection between representative numbers of objects, the Arabic numeral, and the written number word.
*Big teacher word alert! Subitizing-recognizing the number of objects in a group without having to count.
This set of activity cards will help kids recognize the number of objects in a group without having to count the objects through the concept of making 10. Cards also help kids make the connection between representative numbers of objects, the Arabic numeral, and the written number word.
*Big teacher word alert! Subitizing-recognizing the number of objects in a group without having to count.
This set of activity cards will help kids recognize the number of objects in a group without having to count the objects through the concept of making 10. Cards also help kids make the connection between representative numbers of objects, the Arabic numeral, and the written number word.
*Big teacher word alert! Subitizing-recognizing the number of objects in a group without having to count.
The goal is to set up the game pieces according to a challenge card and then hop your red piece over the others pieces until you land in the hot seat, the red circle in the top left-hand corner of the board. Challenge cards range from beginner to expert.
The goal is to set up the game pieces according to a challenge card and then hop your red piece over the others pieces until you land in the hot seat, the red circle in the top left-hand corner of the board. Challenge cards range from beginner to expert.
Set of 50 double-sided activity cards for teaching math skills with ten frames. Practice numbers, number bonds, addition, subtraction, counting, grouping, equal sharing, skip counting, multiplication and division. The front side provides teaching objectives, resources used and instructions. The other side provides visual examples. Includes manipulatives and 50 double-sided activity cards. Ages 4 and up. Grades PreK-3
Place Value set of 50 double-sided activity cards for teaching math skills . Practice place value, numbers, adding in tens, adding in hundreds, addition, subtraction, multiplication, division, thousands, number bonds, groupings, multiples, rounding, big numbers, decimals, fraction equivalents. The front side provides teaching objectives, resources and instructions. The other side provides visual examples. Math manipulatives and 50 double-sided activity cards. Ages 5 and up Grades K-4
Build your own pyramid! TenAble is a math skill game, players must build the pyramid on the game board by placing their stones on top of or next to existing stones with a value of +/- 10. You may also make a double match by matching the bottom and adjacent stones at the same time, causing the player to the right to draw an extra stone. Win the game by getting rid of all your stones. Ages 6 and up
Reinforce number facts to ten in a visual way! The Ten-Frame Towers game helps to reinforce number facts. Great game for hands on and visual/spatial learners. Stack the ten-frame tiles. The goal is to make combinations of ten with your frames and stack them high to win! Instructions included. Ages 5 and up. Grades K-2
Reinforce number facts, patterns and to ten in a visual way! The Ten-Frame Towers game helps to reinforce number facts. Great game for hands on and visual/spatial learners. Stack the ten-frame tiles. The goal is to make combinations of ten with your frames and stack them high to win! Instructions included. Ages 5 and up. Grades K-2
Reinforce number facts to ten in a visual way! The Ten-Frame Towers game helps to reinforce number facts. Great game for hands on and visual/spatial learners. Stack the ten-frame tiles. The goal is to make combinations of ten with your frames and stack them high to win! Instructions included. Ages 5 and up. Grades K-2
Fill the train cars with 10 cubes each. Practice counting by 10. Develop concrete understanding of the concept of ten and patterning with the connecting train cars. Connect trains together to reach beyond 10. For Grades prek -2
Fill the train cars with 10 cubes each. Practice counting by 10. Develop concrete understanding of the concept of ten and patterning with the connecting train cars. Connect trains together to reach beyond 10. For Grades prek -2
Add, subtract, and multiply your way to victory. You and your fellow players are ninjas, competing to collect four quest items and race to the Golden Dragon. Ages 7 and up Grades 2 -5
Batting practice with the basics of addition and subtraction to 12. Hit a Grand slam with Math! Ages 7 and up. Grades 2 and up
Reinforce addition skills for facts 0–12. Great for test prep and review. Answers in the back for self checking.
Reinforce addition skills for facts 0–12. Great for test prep and review. Answers in the back for self checking.
Reinforce quick recall of addition facts. Use with or without the Talking Hot Dots Pen. Set of 50 double-sided cards for 100 interactive math problems. Problems cover addition facts 0-9.
*Works with the talking hot dots pen that responds instantly providing immediate feedback -Check out the pen separately, batteries provided.
Reinforce quick recall of addition facts. Use with or without the Talking Hot Dots Pen. Set of 50 double-sided cards for 100 interactive math problems. Problems cover addition facts 0-9.
*Works with the talking hot dots pen that responds instantly providing immediate feedback -Check out the pen separately, batteries provided.
Draw a card and add the points are added do you stop or keep going? Draw a ZAP! card and lose it all! Reinforces addition skills, builds subtraction skills, and develops an awareness of probability and chance. See how high they can add without getting zapped. Up to 4 players. Ages 7 and up.
Draw a card and add the points are added do you stop or keep going? Draw a ZAP! card and lose it all! Reinforces addition skills, builds subtraction skills, and develops an awareness of probability and chance. See how high they can add without getting zapped. Up to 4 players. Ages 7 and up.
Reinforce quick recall of addition facts. Use with or without the Talking Hot Dots Pen. Set of 50 double-sided cards for 100 interactive math problems. Problems cover addition facts 0-9.
*Works with the talking hot dots pen that responds instantly providing immediate feedback -Check out the pen separately, batteries provided.
Reinforce quick recall of addition facts. Use with or without the Talking Hot Dots Pen. Set of 50 double-sided cards for 100 interactive math problems. Problems cover addition facts 0-9.
*Works with the talking hot dots pen that responds instantly providing immediate feedback -Check out the pen separately, batteries provided.
Help learners master subtraction facts. Practice quick recall of subtraction facts. Each card has a math problem on the front and answers in the back for self-checking. Cards cover subtraction facts through 12. Ages 6 and up
Help learners master subtraction facts. Practice quick recall of subtraction facts. Each card has a math problem on the front and answers in the back for self-checking. Cards cover subtraction facts through 12. Ages 6 and up
The gameboard has the answers. Each card has an addition or subtraction equation. Match a card to it's correct answer on the board, then place your chip there. Groups of numbers are color-coded to help with number recognition. When you have 5 of your chips in a row, you've got a SEQUENCE! Ages 7 and up
Help learners master multiplication facts. Practice quick recall of math facts. Each card has a math problem on the front and answers in the back for self-checking. Cards cover multiplication facts through 12. Ages 6 and up
Help learners master multiplication facts. Practice quick recall of math facts. Each card has a math problem on the front and answers in the back for self-checking. Cards cover multiplication facts through 12. Ages 6 and up
Practice Math skills! It's a Math marathon…the first to 500 wins. Draw cards to add or multiply points and test probability. Surprise cards send scores forward, backward, or back to zero. Up to 4 players. Ages 9 and up.
Practice Math skills! It's a Math marathon…the first to 500 wins. Draw cards to add or multiply points and test probability. Surprise cards send scores forward, backward, or back to zero. Up to 4 players. Ages 9 and up.
Practice Multiplication and Division facts to 12. Solve the equations and match the answer tiles to the equations on the board to get Bingo. Ages 6 to 9
Segmented pizzas provide a multisensory way to introduce and explore fractions. Practice identifying fractions, matching fraction equivalents, and performing fraction addition and subtraction. Game features 7 different ways to play with multiple levels of challenges. Includes 13 double-sided pizzas, 3 double-sided spinners, and instructions. Ages 6 and up
Segmented pizzas provide a multisensory way to introduce and explore fractions. Practice identifying fractions, matching fraction equivalents, and performing fraction addition and subtraction. Game features 7 different ways to play with multiple levels of challenges. Includes 13 double-sided pizzas, 3 double-sided spinners, and instructions. Ages 6 and up
Reinforce fractions. Use with or without Talking Hot Dots Pen. Double-sided flash cards that students can use on their own or with you. Turn cards over to self-check. Helps students practice identifying different fractions. Provides picture cues that ease the transition from a concrete to an abstract understanding of fractions.
*Works with the talking hot dots pen that responds instantly providing immediate feedback -Check out the pen separately, batteries provided.
Reinforce fractions. Use with or without Talking Hot Dots Pen. Double-sided flash cards that students can use on their own or with you. Turn cards over to self-check. Helps students practice identifying different fractions. Provides picture cues that ease the transition from a concrete to an abstract understanding of fractions.
*Works with the talking hot dots pen that responds instantly providing immediate feedback -Check out the pen separately, batteries provided.
Find the gold masks in the Aztec temple! Dodge obstacles and dead ends by solving the math challenges. Forty challenge cards with solutions, four levels of play ranging from beginner to expert. Ages 8 and up.
Jungle Exploration fractions, decimals and percentages word problems game. Board game with 50 word problem cards and dry erase answer cards. Solve word problems with fractions, decimals, and word problems. Roll the dice, and solve the word problem to move your peg to the finish line. Ages 9 and up
Practice Multiplication and division skills. The target number for is always 24. Each side of a card has two wheels that contain numbers printed in black. The target number is printed in white between the wheels. The object is to pick the “correct wheel” (only one wheel works) that can make the target number on the card. You can multiply and divide. Use all the numbers in a wheel, but use each number only once. Ages 7 and up