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In this math activity, learners play a game in which every roll can earn you counters, but if you roll the wrong number (6), you have to put everything back.

1 cent - $1 per group Ages 4 - 8 10 to 30 minutes
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In this Cyberchase activity, learners use the numbers one through six to solve a puzzle.

1 cent - $1 per student Ages 6 - 11 10 to 30 minutes
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In this Cyberchase activity, learners make decoders to send and receive secret messages. Learners make the device out of two 8-ounce cups and two code strips.

1 cent - $1 per student Ages 6 - 11 10 to 30 minutes
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Learners create an Incan counting device called a quipu (pronounced kee-poo).

1 cent - $1 per student Ages 6 - 14 10 to 30 minutes
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In this activity, learners play a game that helps young mathematicians recognize how the numbers 0 through 5 are related. Learners toss five pompoms into circle made out of string on the floor.

$1 - $5 per group Ages 6 - 8 10 to 30 minutes