In this game, players are given a target number and a hundreds chart. When they click on the number ten less than the target number, their time to find the number is reported. A new target number is provided by clicking the ?next? button.
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In this game, players are given a target number and a hundreds chart. When they click on the number ten more than the target number, their time to find the number is reported. A new target number is provided by clicking the ?next? button.
Students are lifeguards who must save the swimmer. Students are shown a number line indicating where the swimmer is located. The distance between the boat and swimmer is indicated beneath the 10 & 1 gears. Students must move the boat using the 10 & 1 gears to the correct number in order to rescue the swimmer.
Students will determine the value of the base ten blocks and pop the correct bubble in this interactive. Get the answer right and a dolphin will jump over your boat, get the answer wrong and a shark takes a bite out of your boat.
Students (as astronauts) needs to return to their rocket ship to escape the monster. The astronaut is given a number of steps he/she must take to return to the rocket ship. Students jump to the rock (which represents 10) and then takes subsquent steps to the rocket ship to escape the monster.
Students count on and add 10 to the number and press the "fire" button. Students compete against another student to see who can be the first to destroy the opponent's battleship.
Students click on numbers in sequence. On the left top side of the screen there are two sliders. The first slider allows you to choose a number to begin counting from and the second slider allows you to select the size of the steps to count in. There is a help video if needed.