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Domino Trains
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In this activity, learners practice matching and subitizing as they create the longest domino train possible.
Games of Chance and Brains
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In this activity, learners build and play three math games. In the first game, called "Switcheroo," learners place marbles in holes 1 through 4 and 7 through 10.
Topological Puzzles
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In this activity, learners construct three math puzzles out of simple materials like wood, string, and Styrofoam.
Marble Mazes
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In this activity, learners create a marble maze that contains sensors. As a metal marble triggers the sensors, the Pico Cricket turns on lights or spins motors.