Our collection of Math Resources has multiple pages designed for teaching within specific grade bands. You'll also find valuable collections of support and enrichment resources that will benefit all learners.
Math Resources (Page 1):
Math Resources (Page 2): Middle, Secondary, Post-Secondary Subject Specific Resources: Algebra and Pre-Algebra, Geometry, Statistics, Probability, Trigonometry, Precalculus and Calculus
Math Resources (Page 3): K-12 Supplementary Collections: Miscellaneous Math Collections; Practical Applications--Math in Careers, Daily Life, and Across the Curriculum; and Problem Solving
Math Resources (Page 4): Enrichment and Extra Help: Math Contests, Competitions, Challenges, and Camps; Study Skills and Homework Help, plus tips for parent involvement; and Dictionaries, Glossaries, Reference Sheets, and Math Encyclopedias
Math Resources (Page 5): Lesson Plans and Worksheets, Design and Manage Your Own Lesson Plans, and Publishers' Textbook Support Sites
Math Resources (Page 6): Resources for Podcasts and Vodcasts and for Whiteboards, including tips on using whiteboards
Some web sites in this entire collection of math resources include games and simulations as tools for learning. You might be saying, "I don't have time for such things in my class!" But, before you pass them by, consider what Henry Jenkins (2005, pp. 49-50) had to say about games:
Dr. Robert Brown of University of North Carolina at Greensboro (2006) provided further support for game-based learning. "Well-designed games embed the elements of effective education: content, communication, interactivity, knowledge application, and assessment. Gaming is problem-based learning" (para. 7).
Further, results of a national Speak Up 2008 survey conducted by Project Tomorrow revealed that students have their own views on the benefits of gaming. As reported by Dave Nagel (2009), those include:
Unfortunately that same research revealed that only "51 percent of teachers are interested in learning how to integrate gaming into daily learning activities" (Nagel, 2009, online p. 3).
Part of the problem for integrating digital games into instruction might be the issues of any cost, licensing, and technical requirements of the game, plus the nature of the game itself. Some legitimate concerns about the instructional use of games in the classroom, noted at Becta Schools (UK) (2008), include:
Another issue regarding the use of games has to do with the type of game that might be used, as selecting the type of game depends on the content to be learned and/or mental process to be developed, as described in the table below. Marc Prensky (2000) noted that games can roughly be categorized as “action, adventure, fighting, puzzle, role-playing, simulations, sports, and strategy” (p. 130).
|Table 1: Types of Learning from Games|
|Content||Possible Game Types|
|Facts||Game show competitions; flashcard type games; mnemonics; action, sports games|
|Skills||Persistent state, role-play, adventure, or detective games|
|Judgment||Strategy, role-play, adventure, or detective games; multiplayer interaction|
|Theories||Open ended simulation games; building, construction, or reality testing games|
|Processes||Strategy, adventure, or simulation games|
|Procedures||Timed or reflex games|
|Creativity||Puzzles or invention games|
|Language||Role-play, reflex, or flashcard games|
|Observation||Concentration or adventure games|
|Communication||Role-play or reflex games|
|Adapted from Prensky, M. (2000). Digital game-based learning. New York, NY: McGraw-Hill, p. 156.|
Despite any skepticism, games for education are on the rise as mobile devices provide a new platform for them. In Gaming Ed Reform?, Michael Levine (2011), executive director of the Joan Ganz Cooney Center, a research lab focused on digital media and children's learning, at the Sesame Workshop, stated:
To fully engage and inspire children on subjects like math and science, educators and parents should be taking advantage of kids’ natural affinity for video games. Most experts agree that our learning approaches are stuck in a time warp, but they often disagree on solutions. Games and mobile media offer a new place to find common ground. While traditional forms of information – including books – are still vital tools, it is folly not to recognize that teaching techniques must meet kids where they are today. Reading is rapidly moving to digital formats – tablets, smartphones, and laptops. In response, we must use the broad array of digital tools – including video games and interactive learning – as an “anytime, anywhere" platform for teaching and learning.
Foundational skills like literacy and numeracy, combined with new digital literacy skills that evolve from interactive play, are now using gaming technology to drive change intended to help close stubborn achievement gaps. ... (para. 4-5)
Thus, we find that students are learning from "curriculum-based games and electronic books such as those created for Sesame Workshop’s Sesame Street and The Electric Company and PBS’ Ready to Learn initiative," according to Levine (2011, para. 5). There are numerous apps being created for mobile devices such as the iPad, iPhone, and iPod Touch, including for learning mathematics. Companies such at DimensionU are producing 3-D video games devoted to mathematics and which meet Common Core and state standards. Further, educators and their students can create their own digital games with tools such as Zondle or What2Learn. As educators, we cannot discount the power of this type of immersion for the digital natives we now teach.
The bottom line is that "Learning games should help us get better at life, not just the games themselves," according to Gayle Allen, Esteban Sosnik, Kristen Swanson, and Cameron White (2013, p. 6). However, all the possible choices for games can cause confusion about what features to look for when choosing a game. Games that "support a learner's ability to transfer what they've learned into real life situations" (p. 6) should include simulations, social elements, and constant, customized feedback about performance. For example:
To learn more, continue to explore the following resources:
Game on!: Game-based learning by Patricia Deubel in the January, 2006, issue of T.H.E. Journal.
Communicating about Mathematics Using Games: Playing Fraction Tracks, an E-Example in NCTM's Principles and Standards for School Mathematics (2000). "Mathematical games can foster mathematical communication as students explain and justify their moves to one another. In addition, games can motivate students and engage them in thinking about and applying concepts and skills" (E-Examples, section 5.1.1).
Complexity Matters by Marc Prensky (2005). In Educational Games, Complexity Matters. Mini-games are Trivial - but "Complex" Games Are Not--An important way for teachers, parents and others to look at educational computer and video games.
The Use of Computer and Video Games for Learning: A review of the literature by Alice Mitchell and Carol Savill-Smith (2004).
Digital Games for Learning: A Systematic Review and Meta-Analysis (2013, May) by Douglas B. Clark, Emily E. Tanner-Smith, and Stephen Killingsworth. The educational researchers were affiliated with Vanderbilt University under a contract with the Bill & Melinda Gates Foundation. The meta-analysis covers studies on game-based learning found in peer-reviewed journals between 2000 and 2012.
GamesandLearning.org is "a news and information service aimed at increasing the amount of information available for those interested in developing and funding new educational games for children and young adults. The site is operated by the Joan Ganz Cooney Center at Sesame Workshop and is a project of the Games and Learning Publishing Council" (About section). Key sections for educators include Game Development, Learning Research, and Classroom Use.
Gamification in Education: What, How, Why Bother? by Joey Lee and Jessica Hammer (2011), Teachers College Columbia University, NY. This article originally appeared in Academic Exchange Quarterly, 15(2). Lee and Hammer noted "Education gamification proposes the use of game-like rule systems, player experiences and cultural roles to shape learners’ behavior" (p. 3). It's used in non-game settings, helping schools face problems of learner motivation and engagement. To understand this better, you also need to know about the nature of games and features they provide, which Lee and Hammer also presented.
Gamification vs Game-Based eLearning: Can You Tell The Difference? by Christopher Pappas (2015). Pappas noted that there is a distinct difference between these terms. He compares and contrasts gamification and game-based learning and provides tips for designing an eLearning strategy for each.
For the potential of gaming in education, view the infographic: The Gamification of Education
In Gamification: What it is and when to use it (Weblog post, October 13, 2013), Brian Cugelman defined gamification as using game elements in non-game contexts. After he reviewed popular gamification taxonomies, he identified a psychological architecture of gamification, which he concluded has the following seven core persuasive strategies:
View How Games Teach. In this video, featured in ASCD Express (2014, July 3), "Arizona State professor and noted expert on game-based learning design James Paul Gee discusses 13 learning principles that games use to "hook people on learning and engage them for the long haul." These principles fit into three categories: Empowered Learners, Problem-Based Learning, and Deep Understanding."
Takeuchi, L. M., & Vaala, S. (2014). Level up learning: A national survey on teaching with digital games. New York: The Joan Ganz Cooney Center at Sesame Workshop. Retrieved from http://www.joanganzcooneycenter.org/publication/level-up-learning-a-national-survey-on-teaching-with-digital-games/ The reports includes findings from a 2013 survey of 694 K-8 teachers from across the U.S. Among those per the Executive Summary, "74% were using digital games in their instruction. Four out of five game-using teachers said their students primarily play games created for an educational audience. Educators who do not teach with digital games were more likely than game-using teachers to report that they are “not sure how to integrate games” into their teaching. Teachers are learning to teach with digital games via more informal ways, including from fellow teachers or self-learning, rather than from formal pre-service or in-service programs" (p. 5). Recommendations for change are included.
Do you want to create your own games?
The Teacher Gaming Network (TGN) is an online tool to help educators create their own games, and share those in a social networking environment. TGN provides the question formats (T-F, matching, multiple-choice, list, and short answer/fill-in) and game styles to choose from. Teachers supply their own content. Within the Community Feature, "educators are able to search through more than 7,000 questions and games created and shared by other educators within TGN" (Overview section). A Basic account is free and there's a yearly paid subscription Plus account offering additional features, including tracking student data.
In Foundations for Success, the National Mathematics Advisory Panel (2008) noted that the term proficiency means "students should understand key concepts, achieve automaticity as appropriate (e.g., with addition and related subtraction facts), develop flexible, accurate, and automatic execution of the standard algorithms, and use these competencies to solve problems" (p. xvii). Further,
A major goal for K–8 mathematics education should be proficiency with fractions (including decimals, percent, and negative fractions), for such proficiency is foundational for algebra and, at the present time, seems to be severely underdeveloped. Proficiency with whole numbers is a necessary precursor for the study of fractions, as are aspects of measurement and geometry. These three areas—whole numbers, fractions, and particular aspects of geometry and measurement—are the Critical Foundations of Algebra. (p. xvii)
Common Core Standards for Mathematics provide coherence in developing proficiency. There are three core shifts required in instruction, however, for addressing those standards: 1. greater focus on fewer topics in each grade, 2. linking topics and thinking across grades, and 3. rigorous pursuit of conceptual understanding, procedural skill and application (For professional development modules, see Achieve the Core's Introduction to the Math Shifts). For example, major topics in grades K-2 relate to addition and subtraction and place value; in grades 3-5 multiplication and division of whole numbers and fractions; in grade 6 ratios and proportions and early algebraic expressions and equations; in grade 7 extending understanding of ratios and proportional relationships, and operations with rational numbers, and in grade 8, linear algebra and linear functions (Alberti, 2012). As one reads standards for each grade, there is a gradual introduction to operations and algebraic thinking, geometry, measurement and data in K-5, and in grades 6-8 we then see standards for expressions and equations, and for statistics and probability, and at grade 8 standards for functions (CCSS, 2010).
The following resources have been selected with that goal of developing proficiency in mind.
2Learn.ca is a portal (Alberta, Canada) to multiple resources for teaching with technology in multiple content areas. Interactive and multimedia resources, including interactive whiteboard resources, are provided in grade bands: K, Gr. 1-2, Gr. 3-6, Gr. 7-9, and high school organized by subject area and curricular topic. Excellent!
AAAMath contains hundreds of pages of basic math skills with interactive practice on topics found in K-8 curriculum. Each math topic is explained. Associated games are presented. Problems are randomly generated. Selection can be made by grade level or topic. There are links to additional resources for teachers and parents.
ABCya.com has free interactive educational games and apps for K-5. Select from math, English, science, or history.
Aplusmath was designed to help elementary and middle school students improve math skills interactively. The site features Java and non-Java flashcards , games, worksheets, and a homework helper. Create and print your own flashcards, too. Flashcard topics address basic operations, including fraction topics and negative numbers; rounding, square roots, algebra, geometry, and money, for example.
Apples4theTeacher contains free elementary and preschool math interactive games and lessons on operations (computation games with +, -, x, /) counting and number sense, telling time, geometry and geometric shapes (including tangrams), measurement, interactive number charts, and money.
Arcademic Skill Builders has free online educational video games, like you'd see in an arcade, for math and language arts. Math has addition, subtraction, multiplication, and division in single-player and multi-player options for elementary students in grades 1-4, or other learners as needed. At the end of a game, you get a report on how well you did. These are fun and motivating.
Bitsize Maths from the BBC-Scotland contains materials at a standard level suitable for upper elementary, middle school, and above for maths 1 and maths 2, with study help and illustrations (called revisions) and interactive tests. Maths 1 deals with number at the general level, Pythagorean theorem, trigonometry and angles; area and volume, algebra at the general level, and graphs. Maths 2 deals with trigonometry, algebra, and statistics.
Calculation Nation was created by the National Council of Teachers of Mathematics. "The games of Calculation Nation™ are organized around content from the upper elementary and middle grades math curriculum. By becoming a citizen of Calculation Nation™, your child or student will play online math strategy games that allow them to learn about fractions, factors, multiples, symmetry and more, as well as practice important skills like basic multiplication and calculating area — all while having fun" (For Parents and Educators section). Students challenge themselves and can challenge other opponents from around the world.
CarrotSticks is an online multiplayer game that improves math skills (+, -, x, /) for learners in grades 1-5 as they practice and compete with peers around the world in a safe environment. There are several levels of difficulty available. The basic plan for participation is free for addition for anyone; there's a small fee for full access. However, teachers can get free unlimited classroom use by contacting http://www.carrotsticks.com/contact. Kids begin by creating a character to represent themselves.
CK-12 Foundation is a non-profit organization with a mission to reduce the cost of textbook materials for the K-12 market both in the U.S. and worldwide. In addition to its Flexbooks, there are online problem sets in multiple math subject areas. The section for elementary math for grades 1-5 is aligned to the Common Core standards. It contains interactive math practice problems, videos, video hints, and full step-by-step solutions, all free. Other sections include arithmetic for middle school, algebra, geometry, probability, statistics, trigonometry, analysis, and calculus. Also see the CK-12 Foundation Dedicated Channel for videos on YouTube.
CoolMath.com is award-winning and features topics in mathematics and science suitable for pre-K and upward, which include games, puzzles, brain benders, fraction lessons, fractals, geometry, algebra, and more. The site is designed for fun--a must see! Cool characters include, for example, Spike, Bubba, Smiley Dude, and Zeebo.
Count Us In uses a cartoon-like game format with everyday activities to help young children (preK-2) learn basic math concepts (e.g., counting, patterns, time, sorting, halves, height, volume, length, chance, addition, subtraction). Site is maintained by Australia Broadcasting Company. Audio does not accompany directions on how to play, so young learners might need help reading directions.
Davitily Math Problem Generator offers a web-based math problem generator for basic math, algebra, and geometry. Teachers, students and parents can quickly and easily generate worksheets, tests, and quizzes. Solutions are included. Some worksheets are free; others require a small monthly fee.
DigitWhiz is "is an online math program that guides kids ages 8+ to master key foundational skills in five areas: Multiplication, Division, Integer Operations, Like Terms and Solving Equations." It "evaluates, prescribes games/activities and guides kids to mastery" and provides virtual rewards and printable certificates of mastery. (Learn more section). An iPad version is available. Sign up is free.
Dositey.com has worksheets with answers to most worksheets online to provide additional practice of basic skills in mathematics and language arts. Worksheets are divided into topics and grade levels: K-2, 3-4, and 5-8.
EngageNY Common Core Curriculum includes grades preK-8, and high school algebra 1, algebra 2, geometry, precalculus and advanced topics. The site includes the "Common Core Standards, curriculum and instructional resources, bilingual resources, performance tasks and assessment guidelines and materials."
Estimating is a tool to help learners K-12 to estimate whole numbers between 0 and 10,000 and decimals (tenths and hundredths). A number line beginning with 0 is presented and you set the end value to adjust level of difficulty. The line can be displayed with only the end values (e.g., your choice of tenths, hundredths, or 1, 10, 100, 1000, 10000) or with equally spaced hash marks between those. Answers are provided for these randomly generated displays. This number line also works well with an interactive whiteboard. This interactive game is just one of many math games available under "Resources" from Oswego City School District (NY) for learning basic skills.
Fuel the Brain is for elementary grades. Math focuses on K-3 objectives. The site is very engaging, developed by an elementary teacher and a graphic designer. You'll find educational games, interactives, printables, teacher guides and tutorials. Under curriculum strands, you can find resources sorted by NCTM identified math strands.
FunBrain.com is an award winning site for K-8 teachers, kids, and parents. Content is devoted to educational games on math, language arts, science, history, music, geography, and art. Resources for teachers and parents are numerous. Math Brain, for example, has 25 interactive, online games for K-8+ in a video board arcade style. Games align with students' level of knowledge in addition, subtraction, multiplication, division, and problem solving.
Great Graphing Resources for Grades 1-8 from StartLocal (Australia) is a collection of links to sites for learning how to graph. The suggested grade level for use is indicated; some are game-based. Get the basics on coordinates and the x-y plane, learn different types of graphs, and graphing equations.
Harcourt School Publishers: The Learning Site provides online activities and tutorials related to their K-5 texts. Harcourt is part of Houghton Mifflin Harcourt School Publishers.
Hooda Math by middle school math teacher Michael Edlavitch is a "free math site for teachers, parents, and kids featuring math games, math worksheets, math tutorials, and math movies."
iknowthat.com features self-paced interactive multimedia activities on topics from preK-6 in several subject areas. Audio explanations accompany a highly engaging format. Teacher guides accompany standards based lessons. Multimedia is first rate!
Internet4Classrooms Grade Level Skills for grades 1-8 is based on Tennessee Curriculum Standards. The standard is listed and paired with Web resources that address the skill or concept to be developed.
iPracticeMath is a free resource that provides online practice and concept explanations for learners in grades 1-8 and high school. For example, you'll find elementary level math, algebra topics for grades 5-9, consumer math, statistics, and calculus topics. Other features include printable worksheets, reports for progress tracking, and awards.
IXL Math from IXL Learning is a math practice site, which has problem sets for preK-8, algebra 1, algebra 2, geometry, and precalculus. The site provides a colorful, engaging environment for mastering skills. Guests can access "20 problems per day" for free with feedback on answers to help with understanding; however, the service is subscription based. Full benefits (e.g., student progress tracking and reports; and an awards system for learners who reach their goals) are gained with membership.
Johnnie's Math Page features many links to interactive tools for young students and their teachers. It "is the site to find fun math for kids, math games, and even a little math homework help. Interactive math activities from across the web have been organized by topic to make math learning enjoyable and interesting. For parents and teachers, you will find math lessons and math worksheets as well as links to other math teaching resources. For those who like a challenge, you will find free math games in the math puzzles section." Main sections deal with number, geometry, fractions, fun, measurement, multiplication, statistics, and probability.
LINKS Learning Illustrated Lessons for Math contains excellent animated lessons for introducing elementary students to estimation of length, place value, symmetry, patterns, weight and capacity, and tangrams. "This E-learning site has involved Washington's Office of Superintendent of Public Instruction and partner organizations including the Technology Based Learning and Research Project at Arizona State University; the Washington school districts involved in the Washington Alliance for Better Schools; Carkhuff Thinking Systems; Limelight Technologies, Inc.; Fairfax County, Virginia schools; and Educational Service District 113 in Olympia, Washington." The SuperMath interactive games help students to practice decimals, fractions, angles, and more. The site also includes Reading LINKS, a set of 18 multimedia lessons that demonstrate reading strategies.
Maggie's Earth Adventures is a free educational resource for elementary grades, which considers multiple intelligence theory, situated learning, and brain-based research in the design of its standards-based activities. Students are exposed to real life environmental problems designed for them to see the connectedness and relevance of math, science, geography, language arts, and cultural experiences. There are multiple sections, but you'll find a series of math games, programmed in Flash for an engaging environment, for mastering basic skills. The Teacher's Lounge features theme based units and individual lessons, including printable lessons to correlate with the animated stories. Teachers can also register to receive Maggie's Weekly Activity Packets, which are designed for students to do independently.
Mathematics as a Second Language includes courses in Arithmetic, Algebra, and Calculus in Everyday Life, which students and teachers can use to review or learn concepts in a self-paced mode. Materials are available in different formats: text, videos, and slide shows. The site's mission is to "replace mathematical concepts that are difficult to understand with one or more simpler concepts that are easy to understand and hard to forget and to make all materials available free-of-charge to anyone who is interested in learning math." The Arithmetic course, titled "Gateways to Mathematics," begins with the development of numbers and place value, and proceeds with the arithmetic of whole numbers, fractions, percents and mixed numbers, decimals, and introduces irrational numbers. Videos also present arithmetic as the gateway to algebra.
Mathline from PBS Teachers contains lesson plans and video clips arranged by grade band (preK-2, 3-5, 6-8, and 9-12). You can search the videos by math categories and topics to find clips that match your criteria. You may also match the clips to state and national math standards.
MathsIsFun.com provides supplementary content for K-12 in topics ranging from working with numbers and basic operations to money, algebra (with an introduction to trigonometry), geometry (including some interactives for constructions and using a protractor), data, measurement, worksheets, games, puzzles, and an illustrated math dictionary. Tutorial information is provided within content.
Math by Design was designed for middle school learners and focuses on problem solving meeting geometry and measurement standards. "Students are introduced to the TRC Architectural firm as junior architects who are commissioned to build environments by working through a series of mathematical tasks. Students may build two environments: Flossville Town Park and Windjammer Environmental Center. Both are rich with interactives and online hints to help students refine and build upon their knowledge of geometry and measurement. Extensive educator resources provide valuable assistance for teachers to seamlessly integrate Math by Design into classroom instruction" (About section). Math in Action videos are available for learners "to see how people such as architects and cake designers use geometry and measurement concepts everyday in their jobs" (Educator Resources section). Math by Design was produced by Thinkport.org and Maryland Public Television.
Math Cats: Elementary students interactively explore the world of polygons, polyhedra, large numbers, magic squares, lissajous, and more in MicroWorlds. Master concepts with games, crafts, art, puzzles, projects, word problems. There is information for teachers and parents. This award-winning site is by Wendy Petti.
Math Doodles is by Daren Carstens, who is the developer of the award winning software Math Arena. He offers several interactive puzzles and games for elementary learners to have fun. But there is learning, too, as students practice addition, subtraction, money skills, pattern matching (shape, number, color), for example. Among current games are Connect Sums, Number Jump, Polyomino Shift, Double Traits, Sum Stacker, Time Shuffle, and more. Older learners also benefit, as students really need to think as they do these.
Math Drill: Work interactively for FREE from your home or school on Math problems organized into 86 levels (and increasing ) of addition, subtraction, ordering, multiplication and division, dealing with numbers and fractions, decimals, percent, algebra, geometry, time, in direct as well as more analytic word problem format. There are step-by-step explanations for answers. Start with a level suitable for you and practice your way up. Keep track of your progress. Teachers can create homework problem sets and get class scores reported in a table format.
Math FROG, which stands for Math Fun Resources and Online Games is for learners in grades 4-6. A team from the University of Waterloo (Canada) created this series of free self-contained lessons of 45 to 70 minutes each. Each lesson addresses a specific math concept using an online math game or technological tool and then follow-up downloadable paper-based exercises. The combination is designed for the most part as reinforcement and practice at the end of a unit. These engaging lessons can also be used when the teacher is absent.
Math Goodies from Mrs. Glosser features interactive math lessons, homework help, worksheets, puzzles, and message boards. The site is primarily for students in grades 5-8. Younger students might benefit depending on their math background and reading skills, as well as older students who need remediation. Math Goodies also has a page of interactive calculators for basic arithmetic, loan payments, solving quadratic equations, and generating a random number.
Maths for all provides interactive practice for concepts typically studied in grades 5-8, pre-algebra, algebra 1, algebra 2, geometry, precalculus, trigonometry, and statistics. You'll find an overview of the concept, worked examples, and interactive practice problems with solutions.
Mathlanding.org supports elementary educators and their students via two principal collections: professional development for building their own knowledge and classroom resources for preK-6+. Each classroom resource set includes a selection of interactive media, games, videos and learning tools. Topics were selected based on the requirements of the Common Core State Standards for Mathematics and the National Council of Teachers of Mathematics Focal Points. Mathlanding is a project of Maryland Public Television in partnership with The Math Forum at Drexel University and the International Society of Technology in Education.
MathMovesU is an initiative from Raytheon Company to make math more interesting for middle school students. MathMovesU.com, middle school students can enter a "virtual world" of math and engage with games, polls, flash cards, word problems, and factoids all centered on their passions: music, sports, and fashion. Students earn points for bragging rights and can enter sweepstakes to win prizes. The MathMovesUniversity section of the site features a glossary of math terms and a large number of hands-on worksheets for students looking for additional help and support. Apply for scholarships, and get grants for your school.
Math Nook, by Thomas and Jan Hall, includes free online math games that target a variety of basic skills. You'll find addition, subtraction, multiplication, division, estimation, rounding, money, fractions, exponents, geometry, measurement, vocabulary, integers, patterns, and more. Some games have varying levels of difficulty. There are also free math worksheet generators (e.g., time, +, -, x, /) and a few videos. This material is useful for teachers, parents, and students.
Math Playground: Animated characters created with Flash add to the appeal of this learning site for grades 1-6. The site offers interactive word problems, games, flash cards, logic puzzles with a focus on applying arithmetic operations, using geometry and algebra concepts, whole numbers, decimals, fractions. There are some virtual math manipulatives also, such as a protractor, fraction bars, equivalent fractions, percents, a spinner for probability, function machine, pattern blocks, and a geoboard.
Math Worksheet Site will allow you to create printable math worksheets, either with or without answers, from your browser. These are suitable for elementary students learning basic arithmetic (addition, subtraction, multiplication and division), measurement, telling time, least common multiples, reducing fractions. Number lines and coordinate plane grids for graphing can be generated, and a 100 block chart (useful for introducing prime numbers).
Max's Math Adventures is a K-2 math and language arts game in which hosts Max and Ruthie challenge young students to solve real-world math problems by using clues embedded in a fun, rhyming poem. Lessons and extension resources are designed to help build critical thinking skills, also.
Middle School Portal from the National Science Digital Library at Ohio State University has compiled resources with interactivity that directly support teaching each of the three key areas highlighted by grade level for grades 5-8 related to the National Council of Teachers of Mathematics Curriculum Focal Points for Prekindergarten through Grade 8 Mathematics. Grade 5: division of whole numbers, fractions and decimals, 3-D shapes; Grade 6: Fractions and decimals, ratio and rate, expressions; Grade 7: Ratio and proportion, surface area and volume, integers and algebra; Grade 8: Linear functions and equations, plane figures and solids for geometry, analyzing data sets. There is also a special section called Statistics: Handling all that Data, which addresses core statistics topics for middle school.
Mr.Maffesoli.com was developed by an elementary school Math Specialist, Michael Maffesoli. It contains math resources for students, teachers, and tips for parents for grades K-5 aligned to Michigan state standards. However, individuals in other states will also benefit. After selecting a grade level, you will see a series of specific links to web resources to help learners master the content addressed by the standard. This site is highly recommended for the selection of activities and organization of the site.
Multiplication.com includes strategies, activities, games, and worksheets to help teach multiplication facts. Games are included for the classroom, for play over the Internet, or for download to play on your computer.
Noetic Learning Math Worksheet Creator includes free drill and practice worksheets with randomly generated problems. Teachers can set criteria for problems displayed in number sense and place value, addition, subtraction, multiplication, division, money, and fractions. The paid membership gives access to other topics in elementary math. The format for presenting problems with the worksheet creator is horizontal, so students may need to recopy problems to paper to line up numbers appropriately for completing calculations. Answers can be entered online and correct answers are displayed when students indicate they are done.
Numbertime, brought to you by the BBC in the UK, helps preK-2 students to begin building their math skills via animations, games, songs, and movies. Don't miss Teachers and parents can also link to resources to learn about money, shapes and space, resources for covering a full primary school curriculum, telling time, mental math, and more.
Primary Resources (UK) provides free worksheets and lesson plans, activity ideas, and resources for elementary grades in multiple subjects. For math, you'll find sections on general resources, numbers and the number system, calculations, solving problems; measures, shape, and space; and handling data. Many teachers have added their contributions for your use. Some include use of Flash animation for added engagement for learners.
Prodigy is a game-based resource, which is adaptive based on game-play and includes content aligned to Common Core math standards for K-8. Reporting and assessment tools are included to help teachers differentiate instruction. Prodigy includes over 600 math skills in number and operations, geometry, spatial skills, data relationships, probability, and beginning algebra skills. Access to all education content is free, but a membership gets the player some additional game-features.
Quizdom produced Quizdom Connect Online which has free lessons, activities, presentations, pictures and videos for K-12 that have been created by Qwizdom's curriculum team and teachers. Quizdom also has Qtopia, an online learning environment for K-8 with ready-to-use activities, motivating games, avatar features, 24/7 online homework access with automatic grading, and in-classroom review modes.
Rainforest Maths by Jenny Eather in Australia provides interactive activities for learners in grades K-6. Topics address numbers and number systems, operations and calculations, strategies and processes, patterns and algebra, geometry and space, measurement, chance and probability, data analysis, and money. This is a very colorful and engaging site for building skills. Immediate feedback to answers is provided.
Royal Oaks Elementary (Woodbury, MN) math resources are organized for grades K-1, 2-3, and 4-5 by topic and strand. Many are game-based interactive activities found on the web.
Scholastic Math Maven's Mysteries for grades 3-5 is a series of math mysteries, which students try to crack. They use problem-solving and critical thinking skills, apply math skills in an authentic situation, and practice their reading skills. Each activity takes about one class period. Choose mysteries to solve using logical reasoning, whole number operations, fractions and ratios, money and decimals, patterns and missing number equations, combinations and probability, measurement and time, and geometry and spatial relationships. Three levels of difficulty are provided.
Sheppard Software provides numerous free online games and activities for K-8 math. Sections include K-2 early math, basic operations, mixed operations, time, fractions, decimals, measurement, pre-algebra, dollars and cents, and place value. Older learners can also benefit.
Skillwise from the British Broadcasting Company (UK) focuses primarily on words and numbers. The numbers section will help students at all levels with basic skills: working with whole numbers, fractions, decimals, and percentages; measures, shape and space; and handling data. Sections contain fact sheets, quizzes with varying difficulty, and printable worksheets with answers. Interactive games for mastery, video/audio segments to illustrate application of principles in real life, as appropriate, are included.
Statistics in Schools from the U.S. Census Bureau helps to educate K-12 students about the value and use of statistics in everyday life. The program provides resources for teaching and learning with real life data. Common Core standards-aligned, classroom-ready activities in math and history, data visualizations and more are included.
Teach R Kids features Math for Elementary School Kids with interactive lessons on topics in number basics, sequences, patterns, addition, subtraction, multiplication, division, fractions, decimals, calendar, time, rounding, and money. Online worksheets with immediate scoring and correct answers are available for pre-K students, grades 1, 2, 3 and upper elementary. Some of the activities are timed, which allows students to see their improvement. Students can work on mastery at their own pace.
Teachers’ Domain is an online library of free media resources from the best in public television. Resources correlate to state and national standards and include video and audio segments, Flash interactives, images, documents, lesson plans for teachers, and student-oriented activities. You'll find media from NOVA, Frontline, Design Squad, American Experience, and other public broadcasting and content partners. The K-12 mathematics section features main concepts in elementary math: number and operations, algebra, geometry, measurement, and data analysis and probability. Highly recommended.
The Lost Function from Advanced Training & Learning Technology provides pre-algebra game-based learning using content aligned to the Common Core standards, grades 6-8. The curriculum is comprehensive covering topics in
An "in-game virtual math tutor monitors progress and teaches concepts when you need it most." The storyline involves a town that has lost its ability to do math and a character Pi who is the only hope to help the people re-learn their skills. The pre-algebra bundle comes with a price of about $25. School volume discounts are available.
TimezAttack is a "real kid-friendly" multiplication tables video game from BigBrainz.com. Students learn their multiplication facts for 2-12 with this engaging software. The base version is free; Pricing for the premium version is available for individuals or schools. The difference in versions is primarily the level of graphics. The goal is for students (ages 6 and up) to escape the monster-filled dungeon by navigating through a maze filled with doors that open when multiplication facts are correctly answered.
TimeMonsters.com, developed by Marc Gunderson who lives in England, is a free teaching tool that will help children learn to tell time without having to know how to read. There are lessons, quizzes and a speaking clock that can be played with. Everything is spoken and animated. There are also quick access menus for teachers with a series of automated time teaching worksheets.
Visual Fractions, by Richard Rand, is an online tutorial with instruction and interactive practice in identifying, renaming, comparing, and operating on fractions, including mixed numbers (add, subtract, multiply, and divide). All examples are modeled with number lines or circles. This site helps students, primarily in grades 3-8, to picture fractions and operations on them.
Visual Math Learning is a free educational web site developed by W. Bateman, who indicates that the site features "an interactive on-line tutorial for teaching elementary mathematics and basic arithmetic for grades K-12 at the pre-algebra level. It is an instructional aid for parents, teachers, and educators of primary, elementary, and middle school students, as well as a resource for lesson plans, homework help, and home schooling math lessons. The tutorial includes games, puzzles, interactive diagrams, and computer animated virtual manipulatives that emphasize active learning concepts by visualization."
Wired Math is for students in grades 7, 8 and 9 and their teachers. It is available in both English and French and based on the Ontario (CA) Mathematics Curriculum for grades 7 to 9. Its easy-to-use format is suitable for students who want to improve their skills through online games, drills, and problem solving. Students can review topics through the completion of exercises or additional questions and also develop mathematical independence, judgment, and original and creative thinking. Questions and problems will appeal to beginner, intermediate, and advanced students. Answers for all exercises and full solutions for challenges; extension sections are also provided. Materials at this site were designed by a team of mathematics teachers who partnered with the Centre for Education in Mathematics and Computing (CEMC) at the University of Waterloo.
Worksheet Library has several thousand printable K-8 worksheets in PDF format for teachers, parents, and home-schooled students. While there are hundreds offered for free, there is a nominal yearly fee for access to all. Answers are provided. Subjects addressed include mathematics, language arts, science, and social studies. Graphic organizers and time savers are a plus.
XP Math offers free arcade-like games for learners in grades 2-9, which are grouped by categories: number & operations, algebra, geometry, measurement, data analysis & probability. The developer is a middle school teacher. Games are linked to specific standards within the Common Core Standards for Math. Graphics are of high quality. Teachers can also monitor student progress. Per XP Math: "Mental mathematics is a component of the Common Core Mathematical Practices and XP Math Games makes it easy to support it." XP Math also has a Math in Careers Database that associates math skills with jobs that require those skills.
ZooWhiz is a free curriculum resource for ages 5-15+ covering "maths, punctuation, spelling, grammar, vocabulary, word skills, phonics, phonemics and reading." Users build their own zoo as they interact with activities. Math includes seven progressive levels and addresses numeration, addition, subtraction, multiplication, division, fractions, decimals, chance, patterns, algebra, data and graphs, measurement; shape, space and geometry. ZooWhiz also works on mobile devices. Premium subscriptions are available.
Caution: Read Protecting Student Privacy While Using Online Educational Services: Requirements and Best Practices from the Privacy Technical Assistance Center. Educators should be aware of this document, which addresses "privacy and security considerations relating to computer software, mobile applications (apps), and web-based tools provided by a third-party to a school or district that students and/or their parents access via the Internet and use as part of a school activity" (p. 1).
Do you have an iPad, iPhone, or iPod Touch, or other mobile device and need math resources?
Teachers, don't let having only one iPad be a drawback to using it with your learners. With a special adapter from Apple and your HD projection system, you can share what you see on your iPad with the entire class.
Turn your iPad into a recordable whiteboard with Educreations Interactive Whiteboard, a free app. Use it to create video tutorials simply by touching, tapping, and talking.
ShowMe is a free app, which also turns the iPad into an interactive whiteboard, allowing you to record voice-over lessons and share them with others. You can easily draw with your fingers or stylus, and add images. There is an extensive collection of lessons and "how-to" examples in multiple content areas. For math, these range from arithmetic through calculus.
Do you need help to master your iPad or other mobile learning device and integrate it into teaching and learning?
A Comprehensive Guide for Effective Use of iPad in Teaching is by Med Karbach, developer of the website Educational Technology and Mobile Learning. You'll find tips to help get to know your iPad, rules for iPad use, rubrics for selecting apps, questions to ask before using iPads with students, skills students should have, suggestions for how to use the iPad in the classroom, specific content area apps, and additional resources with tutorials and guides for teachers.
iPad Academy will help you master the iPad with valuable tips and tutorials.
The Student Guide to iPads & iOS 6 is a free 34-page book written by Jac De Haan to help middle-school and high-school students become proficient with basic iPad operations to support learning. This book focuses on iOS productivity apps and basic troubleshooting. It is available for download on your iPad with iBooks or on your computer with iTunes.
Mobile Learning Explorations from edWeb.net "is a professional learning community where educators and industry experts explore the potential of laptops, tablets, and other hand-held devices to enrich learning, to bridge the digital divide, and to extend learning beyond the traditional school day." You'll find free webinars, live chats, and online discussions and learn about the latest news, trends, case studies, and best practices" in this area.
HOT!: Mobile Learning for All: Supporting Accessibility With the iPad by Luis Perez (2013) shows how the specific accessibility features of the iPad support one or more guidelines of Universal Design for Learning, which benefits all learners, not just those with special needs. Each chapter includes activities designed to help readers become more comfortable with the accessibility features of their devices. Each chapter also has reviews of apps that complement the accessibility features discussed. The book provides access to over 20 video tutorials linked through QR codes. Perez also included a chapter on managing iOS devices in the classroom.
Do you need help to manage a classroom set of mobile devices?
If you have a classroom set of iPads, iPod Touch devices, or iPhones, Apple Configurator will help you manage their use. With this free utility, you can "prepare new iOS devices for immediate distribution, supervise devices that need to maintain a standard configuration, and assign devices to users, [and] quickly update your devices simultaneously." Further, you can "personalize devices with data and documents for specific users" (Description).
Need tips for selecting math apps?
There's a growing selection of math apps on the Web for use with mobile devices. Tim Pelton and Leslee Pelton (2012) provided the following tips to help select those worthy of use for learning:
In Tips for Finding the Right Apps for Teaching & Learning, Donna Teuber (2014) added other questions:
The bottom line, however, is that when selecting (or developing) an app, educators should begin with the end in mind, that is, start with the learning goals. The U.S. Department of Education, Office of Educational Technology (2015) noted: "Apps that simply digitize traditional practice are less meaningful than apps that support more effective approaches to teaching and learning based on sound research" (p. 7). When considering apps, look for how privacy and accessibility are ensured, and if the app will be effective at home as well as in school (p 6).
Consider tools that promote "acquisition of knowledge and skills, meaning making, and transfer," as these are considered the essential goals of student learning (McTighe & March, 2015, p. 36). There are many tools for acquiring factual information; however, Jay McTighe and Tom March reminded educators that students also need tools to support their organization and management of information (e.g., news feeds like RSS-really simple syndication, or social bookmarking tools like Diigo or Evernote). For meaning making, consider technologies such as thinking tools, graphic organizers, and productivity tools (e.g., Google Apps for Education). "Transfer goals cultivate students' ability to apply their learning in varied situations, beyond the context in which they learned it" (p. 40). Tools for promoting transfer might include online class portals, where students can participate in authentic settings, publish their thinking, share their creations, and receive feedback. For example, a possible class portal topic might be real-world mathematics, which allows learners to share multimedia in its many forms on this topic.
The Kaplan Educational Product Evaluation Checklist is a useful tool containing 12 categories for evaluating products.
There's a growing list of sites that are aggregating apps, some of which are vetted by teachers. Some also provide tips for learning with mobile devices:
Apple in Education: Learning with iPad has numerous apps for learning with links to specific education apps in the content areas in iTunes. For example, the iTunes apps for learning math are extensive. These are categorized by number and operations; geometry and more; algebra; calculus; probability and statistics; applying math; and math games. There is a nominal fee for each. Apple also has educational math apps for iPhone and iPod Touch. iTunes U has free lectures, videos, podcasts, and audiobooks.
BridgingApps has a mission to "bridge the gap between technology and people with disabilities." There are apps for iPad, iPhone, and Android devices (i.e., special needs applications that run on the Apple and Android markets) and multiple search categories. For example, over 80 apps are in the math category. Note: the site can also be viewed in multiple languages.
EdSurge Edtech Index is a "community driven" database of edtech products, including those related to curriculum in multiple content areas, classroom teaching needs (e.g., assessment, classroom management, collaboration, etc.), school operations, and more.
Graphite.org is a free service from Common Sense Media "designed to help preK-12 educators discover, use, and share the best apps, games, websites, and digital curricula for their students" (About Us section). Ratings are provided by teachers. Search by type (apps, console and PC games, websites), subject areas, grade level, and price (free, free to try, paid). When searching for apps, you can also select app devices that include iPad, iPod Touch, iPhone, Android, Kindle Fire, and Nook HD. Graphite also offers Common Core Explorer to help with locating tech resources in its database aligned to the Common Core Standards.
iPad and Math is devoted to using the iPad to teach high school mathematics. It contains several categories noted at the top of the home page: math apps, utilities, games, apps for data collection, iBooks, and more.
iPad Curriculum claims a collection of the best applications, practices, and deployment of the iPad as a learning device. You'll also find iPod Touch and iPhone apps. There are multiple search options, including grade level, subject, and price (including free apps).
iPad in Education, based in the UK, offers links to several numeracy apps. Many are for elementary grades for helping students to master basic skills; there are game-based apps; Older learners will appreciate more sophisticated calculators, including a graphing calculator app for 2D and 3D displays. There are also apps for other content areas.
Mobile App Education and Workforce Center is an initiative of the Tennessee Board of Regents. This is a repository of over 50,000 apps in multiple disciplines, searchable by education level from preK-doctoral and the workforce beyond. Educators can also sign-up for email alerts when new apps are added for their discipline. Mathematics is extensive.
Tap Tap Math is a blog about how the iPod Touch and iPhone can be used to support learning math. You can also find apps that educators use or recommend.
TCEA - iPad Apps and iBooks: TCEA (Texas Computer Education Association) provides an extensive list of apps by grade level or subject area and topic, primarily gathered from iTunes. A link to the app or book is provided.
Teach with Your iPad is also a wiki and filled with resources divided by grade band.
The following apps would help address content typically found in elementary and middle school curriculum. Some apps could also be used at higher grade levels. See page 2 of our math resources for additional apps for iPhone, iPod touch, and iPad for specific subjects that are typically studied at the secondary level and above.
Platform: iPhone, iPod touch, or iPad
Price: $0.99 in iTunes
Target: Algebra 1, Algebra 2 learners
Info: This app has solvers, tutorials, and examples for topics found in algebra 1 and algebra 2. Per its description, topics include: classifying numbers, points and lines, word problems, inequalities, direct and inverse variation, polynomials, zeros and end behavior, synthetic division, remainder theorem, factoring, domains and ranges, compositions of functions, inverse functions, piecewise functions, quadratic functions, quadratic formula, logarithms, logarithmic and exponential functions, rational functions, compound interest, graph symmetry, conic sections, arithmetic and geometric sequences, matrices, binomial expansion, complex numbers, rectangular and polar notation/conversions. [Note: Some middle school learners take algebra 1 in grade 8.]
AppTutor from Padstar
Platform: iPhone, iPad, and iPod
Price: ranging from free to $4.99
Target: Grades K-5
Info: This series of apps are aligned to the Common Core Standards for Math and cover addition for grades K-3, multiplication for grades 2-5, and place-value and rounding for grades 2-5.
Coop Fraction Games by Lumpty Learning
Platform: iPhone, iPad, and iPod Touch
Target: Grades 5-8
Info: There are multiple games included, all of which use a chicken theme. Students learn to add and multiply fractions via 50 levels of play; simply fractions by finding common factors of the numerator and denominator; identify equivalent fractions; visualize and compare fractions; estimate the decimal equivalent of a fraction using a number line.
Common Core Quest by OpenEd
Platform: iPad and iPhone
Target: Grades 6-12
Info: This app contains SBAC and PARCC style questions within quizzes covering Common Core math and language arts standards for grades 6 and up with some coverage of the elementary standards.
Door 24 from Curriculum Associates
Platform: iPad; requires iOS 5.0 or later.
Target: Grades 4-8 with content for learners who are working a level behind
Info: "Aligned to the Common Core, Door 24 provides targeted practice in the use of basic facts, number sense, and algebraic thinking. Students can work through 6 different levels and multiple problem sets as they help fix Victor the robot’s circuits and solve the mystery behind Door 24!" (Description section). Also see Door 24 Plus, released in January 2015, which is also free for grades 4-8.
DragonBox Algebra 5+
from WeWantToKnow AS
Platform: iPhone and iPad
Price: $4.99 in iTunes
Target: ages 6-8 and up
Info: Young learners get familiar with the basics of solving equations involving addition, subtraction, multiplication and division using the pedagogical method based on discovery and experimentation. "By manipulating cards and trying to isolate the DragonBox on one side of the game board, the player gradually learns the operations required to isolate X on one side of an equation. Little by little, the cards are replaced with numbers and variables, revealing the addition, division and multiplication operators the player has been learning throughout the game" (Description section).
Apps from McGraw-Hill
Platform: iPad, iPod Touch, and iPhone
Prices: vary by app; some free or $1.99
Target: Grades K-6
Info: Apps and prices are available in iTunes and include:
from Houghton Mifflin Harcourt
Platform: iPad, Android
Target: Grades 6-12
Info: Houghton Mifflin Harcourt has developed Common Core editions of Algebra 1, Geometry, and Algebra 2 exclusively for a touchscreen mobile device. According to HMH, the "mobile platform combines direct instruction, ongoing support, assessment, and intervention—enabling teachers to personalize instruction" (HMH Fuse Overview section). Available in iTunes:
Platform: compatible with iPad, iPhone, and iPod Touch
Price: $1.99, $2.99 depending on app in iTunes
Target: Grades 6-12
iGet Math: Base 10 from Learning With Meaning
Target: Grades preK-2 (or ages 3-7)
Info: This app helps learners understand how addition and subtraction works. It can also be used on a smart board in the classroom. Engaging characters show how Base 10 blocks are used to regroup and ungroup into 1's, 10's, and 100's. There are 8 skill levels and 96 Common Core based quests. Within 8 games, learners make 10, 20, 50, or 100 and anything 0-100. They can take away from 10, 20, and anything from 0 up to 100. Worksheets and lesson ideas are also available on the Learning with Meaning website.
Platform: iPad, iPhone, and iPod Touch, or Android, depending on app
Target: Grades K-6
Interactive Telling Time Lite
Platform: iPad/iPhone/iPod Touch
Price: Free in iTunes
Target: Ages 3-12
Info: This app "is great for kids from ages 3 to 12 and comes in 5 difficulty levels so that it helps kids master telling time progressively (statistics is provided to help keep track of your child’s progress)." There are nine clocks to choose from and options for learning to tell time in different languages. Kids also learn about digital and analog clocks."
iSolveIt from CAST, Inc.
Target: All grade levels
Info: These apps are based on universal design for learning principles and also assist learners at all grade levels to develop reasoning and logical thinking skills. There are varied levels of difficulty.
iTooch Math apps by eduPad
Platform: IOS, Android, or Windows, depending on app
Price: Some grade level apps are free: For example: iTooch Elementary and iTooch Middle School in iTunes
Target: Grades K-8
Info: For iPhone and iPad users, "With more than 18,000 exercises, iTooch Elementary is a new and fun way of practicing and learning Math, Language Arts and Science for 1st, 2nd, 3rd, 4th or 5th Graders." "With more than 10,000 exercises, iTooch Middle School is a new and fun way of practicing and learning Mathematics and Language Arts for 6th, 7th or 8th graders." Both are based on Common Core standards.
Madagascar Math Ops
Platform: iPhone and iPad
Price: $2.99 in iTunes; There is also a free version.
Target: Grades 1-4
Info: This app features the Madagascar crew and penquins and provides 80 game levels of math teaching. Learners practice addition, subtraction, multiplication, and division with three difficulty modes.
Adventure Math Blaster HyperBlast 2
Platform: iPhone and iPad
Price: $4.99 in iTunes; There is also a free version.
Target: Ages 6-8
Info: This app provides an arcade-like intergalactic adventure with over 40 levels of math teaching. Learners practice addition, subtraction, multiplication, division, fractions, standard form. It supports English and Spanish.
Land of Venn - Geometric Defense
by iMagine Machine LTD
Platform: iPhone, iPad, iPod Touch
Target: Grades 1-4
Info: This app addresses Common Core geometry standards in grades 1-3 to reason with shapes and their attributes and in grade 4 to draw and identify lines and angles and to classify shapes by properties of their lines and angles. Early geometry concepts are introduced and reinforced via an engaging game. "The Evil Bookkenriders are coming to drink from the magic pools and Destroy the land of Venn. Master the ancient knowledge of geometrical shapes to defend The Land and eliminate the Evil Bookkenriders attacks. Start as an apprentice and rise to fame as a powerful Wizard!" (Description section).
Math by Artgig Studio
Platform: iPhone, iPad, iPod Touch; Android
Target: Ages 9-12 and up
Info: Learners navigate a series of mazes using a marble as they learn a variety of math concepts. Concepts include addition, subtraction, multiplication, division; adding and sequencing fractions with different denominators; sequencing roman numerals; factoring; sequencing decimals; adding and subtracting negative integers; counting money; comparing number values; and simplifying equations. There are three levels of difficulty. In addition to this app, Artgig Studio has other math apps, including a free app.
MathBoard by Pala Software, Inc.
Platform: available for iPad and iPhone; Android
Target: Grades K-5
Info: There's much more to say about this app. It includes "Random equation generation for Addition, Subtraction, Multiplication, Division, Squares, Cubes, and Square Root problems. ... It includes multiple choice, as well as, fill in the blank style questions. ... Problem Solver will outline the steps needed to solve addition, subtraction, multiplication, and division problems." Data can be saved.
Platform: iPhone, iPad, and iPod Touch
Price: $1.99 in iTunes
Target: Grades preK-12
Info: This app is for teaching basic skills in math from pre-school through high school. Game-based math lessons have 10 skill levels; math functions include addition, subtraction, multiplication, division, or number family. There's optional scoring for each lesson.
Math Learning Center Apps
Platform: available in two versions: iOS for Apple mobile devices and Web apps which work on all modern browsers
Target: Grades K-5
Info: The Math Learning Center free virtual manipulative apps are based on visual models featured in Bridges in Mathematics K-5 and include the following:
Rocket Math by Dan Russell-Pinson
Platform: iPhone and iPad
Price: $.99 in iTunes
Target: Elementary grades (ages 4-12)
Info: In this game-based app, learners build their rocket while practicing math. There are 56 math missions and three levels of difficulty dealing with numbers, fractions, decimals, telling time, shapes (2D and 3D), money, patterns, square roots, the four operations(+ - x /), and more.
Math Pentagon has a series of apps for iPad, iPhone, and iPod Touch for elementary and middle grades, available in iTunes for a fee. Teachers can capture performance results and assign worksheets:
Ref Free from Happy Maau Studios
Platform: iPad and iPhone
Info: This is the "free version of the award winning education app Math Ref. This app gives you just a sample (over 700) of the over 1,400 helpful formulas, figures, tips, and examples that are included in the full version of Math Ref" (Description section).
Math Shake: Problem Solving through Word Problems by Top Storey Apps
Platform: iOS 7.0 or later; compatible with iPad
Price: a free download to try Math Shake, then purchase question packs ($0.99) as you need them; or $3.99 for Math Shake for Schools (all features and no in app additional purchases).
Target: Ages 6-14.
Info: Students use keywords to change thousands of available word problems into equations and then solve them with help from tools such as tens frames, number lines, number matrixes, fraction parts and counters. Screencasting allows students to record their thinking and then share their videos.
Platform: iPhone and iPad, and Internet
Target: Grades 6-8
Info: Math Snacks are short animations and mini-games designed mainly for learners in grades 6-8. They are available on the Internet, and for use on iPhones and iPads. The developers promote Snacks as another way for students to look at core math concepts, and are research-based on gaps in mathematics understanding. Accompanying print materials can assist learners in applying their conceptual understanding to additional math activities and problems. (About section)
Platform: Compatible with iPhone, iPad, and iPod Touch
Target: Grades K-6
Info: Drs. Tim Pelton and Leslee Pelton developed several free game-apps for math for use on mobile devices.
Price: Free in iTunes
Target: Grades 6-12 and up
Info: This app is a glossary featuring almost 1,000 entries relevant to middle school math, Algebra I, Algebra II, Geometry, Precalculus, Calculus, and Statistics. The entries feature colorful, annotated illustrations along with complete, sentence-based definitions in both English and Spanish. This glossary was adapted from the Dana Center/Agile Mind online course resources. (Description section).
Matific by Slate Science
Platform: Tablets (iPad, Android) and personal computers
Price: Free app in Google Play and iTunes
Target: Grades K-6
Info: This award-winning app contains hundreds of activities and worksheets that "easily facilitate mapping onto popular textbooks and standard math curricula." It uses "hands-on and interactive mini-games, called episodes. These immersive bite-sized apps for tablets and personal computers are based on a modular and progressive spiral learning system" (About section). Graphics are highly engaging. Matific offers teachers additional resources (e.g., teacher guides, videos) at its website.
Middle School Math Pro 7th Grade by Monkey in the Middle Apps
Platform: iPhone and iPad
Price: $.99 in iTunes
Target: Grade 7
Info: It has 10 topics with three levels of difficulty within each topic: adding, subtracting, multiplying, and dividing negative numbers and fractions; decimals, absolute value, order of operations, scientific notation, percentages, factors and multiples. (Description section) Note: See other Monkey in the Middle Apps, such as: Middle School Math Pro 6th Grade, Middle School Math Pro 8th Grade, and Middle School Algebra Pro
Motion Math has games for learning math via mobile devices. The following are among those:
Mystery Math Museum by Artgig Studio
Platform: compatible with iPad
Price: $2.99 in iTunes
Target: Ages 6-12 and up
Info: Players practice basic math skills (+, -, x, /, building equations) as they rescue dragonflies in the museum, which comes with eight themes. They can customize the math skills based on their age and ability.
Number Pieces by the Math Learning Center
Target: Elementary grades
Info: This app is a base-ten manipulative. The ones, tens, and hundreds pieces help elementary "students develop a deeper understanding of place value while building their computation skills with multi-digit numbers. Students use the number pieces to represent multi-digit numbers, regroup, add, subtract, multiply, and divide" (Description section).
SlateMath for Kids by
Price: Free in iTunes
Target: Grades K-1
Info: This app features games covering the K-1 Common Core math standards. It has 30 activities that form "the foundation of numbers, digit writing, counting, addition, order relation, patterns, parity and problem solving" (iTunes Description section).
Solar Skate by the Florida Virtual School
Platform: iPad, iPhone
Price: $1.99 in iTunes
Target: Grades 4-8
Info: "Developed by Florida Virtual School to review 4th to 8th grade Common Core Math Standards. Players solve geometry puzzle challenges related to angles and triangles to fix their broken skate track and make it to the next level" (Educational Notes section).
Splash Math by StudyPad, Inc.
Platform: iPad, laptop, or desktop
Price: Free - $9.99 versions
Target: Grades 1-5
Info: This app includes interactive math problems aligned to Common Core Standards. It addresses over 300 math concepts with self-paced and adaptive practice. StudyPad also has Splash Math apps for single grades K-5.
Sushi Monster by Scholastic
Target: Grades 1-5
Info: This app is designed to help learners master multiple levels of addition and multiplication. Within a fun environment, students can feed their Sushi Monster when they correctly answer questions. When their monster is fully fed (i.e., a level has been mastered), they move on to feeding another monster. Earn rewards for performance and progress.
Todo K-2 Math Practice by Locomotive Labs
Target: Grades preK-2, including special needs
Info: The app includes "8 fun and engaging multi-level games that offer children practice and support in Pre-K through 2nd grade math fluency skills including: counting, writing numerals, addition and subtraction" with content aligned to the Common Core standards. For example, learners get focused practice of addition and subtraction to 99 to build fluency. Within the equation maker game, they use "puzzle pieces to build addition, subtraction and early multiplication number sentences." It also will appeal to special needs learners.
Turbo Math: Sea Buddies by Odinix
Target: Grades K-4
Info: Per Odinix, this app "offers a huge variety of topics which include counting, addition, subtraction, multiplication, division, mixed operations, geometry, time, money and fractions." Content based on Common Core Standards. This gaming app includes engaging undersea graphics, rewards, challenges and levels with detailed feedback and proficiency tracking for each individual student. A classroom edition for up to 30 students is available.
Twelve a Dozen by Bossa Studios Ltd. and Amplify Education
Platform: iPhone and iPad
Price: $1.99 in iTunes
Target: Grades 4-8
Info: 50 levels of game play help users gain addition, subtraction, multiplication, and division skills needed for algebra, such as order of operations. This adventure game is designed for users to solve math puzzles using math operations to make numbers, which help the heroine Twelve save her family as she travels through a futuristic town Dozenopolis. Also see the YouTube Twelve a Dozen Game Trailer.
Virtual Nerd Mobile Math by Pearson Education, Inc.
Platform: iPhone and iPad
Price: Free in iTunes
Target: Grades 6-12
Info: This app provides interactive tutorial videos aligned to Common Core and other standards. Select videos by topic or standard to review fundamental math concepts in middle school and high school through Algebra 2. You can also search by keyword and set video favorites. Users of one of Pearson's most recent math programs (e.g., Pearson High School Mathematics Common Core 2015, Integrated High School Mathematics Common Core 2014, digits 2015) can also search by the program's table of contents.
Wolfram Algebra Course Assistant
Platform: iPhone or iPad
Price: $1.99 in iTunes
Target: Algebra learners
Info: Per the iTunes description: "This app covers the following topics applicable to Algebra I, Algebra II, and College Algebra:
Wolfram Pre-Algebra Course Assistant App
Platform: iPhone and iPad
Price: $1.99 in iTunes
Target: Pre-Algebra learners
Info: This app assists with many topics covered in pre-algebra courses, including solving equations, simplifying expressions, and plotting equations on the coordinate plane. It is powered by Wolfram|Alpha.
Wolfram Statistics Course Assistant
Platform: iPhone and iPad
Price: $1.99 in iTunes
Target: Statistics learners
Info: This app enables you to create a bar chart, histogram, or scatter plot of any set of data; find the mean, median, mode, standard deviation, quartiles, and interquartile range of a dataset; calculate normal probabilities and find information about the normal distribution; calculate binomial probabilities and find information about the binomial distribution; compute probabilities based on dice rolls and coin flips; find the best-fit line of a set of data points; select random integers or random real numbers. (Description section)
Alberti, S. (2012). Making the shifts. Educational Leadership, 70(4), 24-27.
Allen, G., Sosnik, E., Swanson, K., & White, C. (2013). Achievement unlocked: Digital games as a key for learning. Retrieved from http://pages.brightbytes.net/rs/brightbytes/images/CoLabWhitepaper.pdf
Becta Schools. (2008). How to choose and use appropriate computer games in the classroom. Retrieved from http://tna.europarchive.org/20080509164701/http://schools.becta.org.uk/index.php?section=tl&catcode=ss_tl_use_02&rid=1859 [Note: this is the European Archives.]
Brown, R. (2006, September 6). ECON 201: A university economics course as an online computer game. Campus Technology SmartClassroom. Retrieved from http://campustechnology.com/articles/2006/09/econ-201-a-university-economics-course-as-an-online-computer-game.aspx
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