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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...

    1 cent - $1 per group Ages 6 - 11 5 to 10 minutes
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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...

    free Ages 8 - 11 5 to 10 minutes

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