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CyberOlympic Card Game
Source Institutions
In this Cyberchase activity, learners use numbers to create CyberOlympic teams with the fastest times.
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Strike 'em Down & Add 'em Up!
Source Institutions
In this activity, reuse two-liter bottles to create bowling pins. Learners practice math skills and develop a concept of verifying answers, while bowling and keeping score.