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CyberOlympic Card Game
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In this Cyberchase activity, learners use numbers to create CyberOlympic teams with the fastest times.
Sumo
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In this version of a Sumo wrestling bout, players use mathematical skills to move their opponent's counter beyond the track and "out of the ring." Learners reveal playing cards and the player with the
Statistics: Whirlybirds
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In this math lesson, learners measure, predict and determine the frequency of an event as it relates to how close Whirlybirds land to a target.