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In this Cyberchase activity, learners play a game where zero can help them win--or make them lose! Learners roll the die and place a zero in the tens or ones place. The winner is the first player to reach 100 without going over. [Activity is publicly available through a web crawler capture on Archive.org.]
- Under 5 minutes
- 5 to 10 minutes
- free per group of students
- Ages 8 - 11
- Activity, Game
- English
Quick Guide
Subjects
-
Mathematics
- Number and Operations
-
The Nature of Technology
-
The Design Process
- Problem Solving
-
The Design Process
Informal Categories
- Games
Audience
To use this activity, learners need to:
- see
- read
- touch
Learning styles supported:
- Involves hands-on or lab activities
Other
This resource is part of:
Access Rights:
- Free access
By:
Rights:
- All rights reserved, THIRTEEN, 2011
Funding Sources:
- National Science Foundation
- Northrop Grumman Corporation
- Ernst & Young LLP
- PBS
- Corporation for Public Broadcasting
- The Volckhausen Family