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Programs to Count On

Tried-and-true software for teaching math

By Russell Smith

A few months ago, I began looking at the latest and greatest math software from Davidson, Sunburst, Edmark, and other companies. I tested hosts of math programs and got thoughtful input from students and educators in the 43 school districts I serve as an educational technology consultant. Overall, I was pleasantly surprised at the quality of programs available both for little kids and for older students.

A few programs stand head and shoulders above the rest. Most are cross-platform, and the prices vary widely--sometimes for the very same program. Individual software programs can be quite expensive, but lab packs and site licenses can make per-unit prices drop dramatically. My advice: Take advantage of the 30-day preview copies offered by most companies. (Phone numbers and Internet addresses are provided in the list below.) There's usually no obligation to buy, even though you might have to fill out a purchase order for the companies' records. Use the 30 days to let your teachers examine the programs and discuss the pricing schemes so you get the best buys on the best products.

And what are the best products? Here are the math software programs I recommend for students in primary, intermediate, and secondary schools:

Primary programs

Interactive Math Journey. (The Learning Company) (800) 852-2255. Ages 5 to 9. This CD-ROM program uses some of the same concepts as the excellent Reader Rabbit's Interactive Reading Journey (which now has a nice sequel called Interactive Learning Journey 2). Kids follow the adventures of Tallycat through 10 Magic Math lands. A teachers' manual, which comes with a small bag of plastic manipulatives, provides lots of supplementary activities. Look for this program to give Millie's Math House and Math Blaster Jr. strong competition.

Jumpstart Kindergarten and Jumpstart First Grade. (Knowledge Adventure) (800) 542-4240. Ages 4 to 7. The Jumpstart disks are not exclusively math programs, but they do contain enough math activities to merit a favorable mention. The teachers I work with love these inexpensive programs featuring Mr. Hopsalot the rabbit and Frankie the dog as cartoon guides. The first-grade program has lots of good math activities involving fractions in the lunchroom, money at the vending machines, addition at the cash register and in a game of marbles, and clock skills in a good Tic Toc game.

Millie's Math House. (Edmark) (800) 426-9400. Ages 2 to 5. Excellent graphics and engaging activities have made this a classic for kids learning basic math skills. Millie the cow and friends help with matching, counting, problem solving, and other activities.

Money Town. (Davidson) (800) 545-7677. Ages 5 to 9. This two-disk set emphasizes critical-thinking skills and real-world activities that teach money skills. The story line starts with the premise that a city park has been shut down for lack of funds and kids need to earn money to restore items in the park. Admittedly, this program has some weak spots--the "vacuum game" is really lame--but other parts, such as the football game and the Recycle Shop, are superb. The second CD features a bank president's "Video Tips for Parents" covering such topics as the size and timing of allowances.

Sunbuddy's Math Playhouse. (Sunburst) (800) 321-7511. Ages 4 to 7. This has an exceptionally well-designed interface, great music, and superb graphics. Activities include a concentration game (a common feature in many primary math software programs), a great map coordinate game, and an excellent sorting game. Each activity can be set to three levels of difficulty. With a story line that encourages creativity through play-acting and storytelling, this interdisciplinary program also develops reading skills.

Time Town. (Steck-Vaughn) (800) 531-5015. Ages 4 to 8. This neat program gives serious competition to Trudy's Time and Place by Edmark. Kids learn clock skills with Grandfather Clock and calendar skills with Joe the mechanic. Drag-and-drop art enables kids to print their own customized one-month calendars, and turtle races are used to review time-telling skills. I had a bit of a problem finding the races on the main menu until I discovered the trick: The turtles race only in the stadium and only at night--which means you have to click on the stadium icon after the sun passes across the sky and the moon appears.

Trudy's Time and Place. (Edmark) (800)-320-8380. Ages 3 to 6. This classic teaches time-telling skills, develops mapping and direction skills, and guides kids on educational journeys around the world. With beautiful graphics and one of the best musical scores around, this is a must-buy.

Middle-grade programs

The Cruncher. (Davidson) (800) 545-7677. Ages 8 to adult. This excellent multimedia program on CD (or smaller version on floppy) allows computer teachers to liven up their spreadsheet lessons with zippy illustrations and outrageous sound effects. An extensive teachers' manual with lesson plans and extra activities offers several weeks of curriculum for computer classes. Caution: The activities call for the skills of a proficient computer teacher--not someone who is relatively untrained.

Fraction Attraction. (Sunburst) (800) 321-7511. Ages 8 through 13. Fraction Attraction helps students understand fundamental concepts involving fractions. Gilda the Gator keeps kids interested in learning about such things as percentages, decimals, equivalence, relative size, and location of fractions on a number line. The program has detailed diagnostic help designed to assist students in identifying errors and correcting mistakes. CD and floppy versions are available for installation.

Hot Dog Stand: The Works. (Sunburst) (800) 321-7511. Ages 11 to adult. This program is similar in concept to Math in the Real World, but lacks some of the bells and whistles. (The program uses only 30 megabytes of space and can be fully copied to run on a hard drive.) The story line has players trying to earn money by running a refreshment stand at a football stadium, which means they must consider many variables (weather, inventory, unit cost, sales predictions, etc.) to reach their goals. Like virtually all Sunburst products, this program comes with a nice teachers' manual, complete with instructions and suggested activities. Even without the bells and whistles, this is a must-buy for middle school math classes. A smaller hard-drive version, called Hot Dog Stand, is also available on floppies.

How the West Was Negative One. (Sunburst) (800) 321-7511. Macintosh only. Grades six through 10. Despite a small footprint--the entire program is on two floppies and can be installed to the hard drive--this program is a winner. Bonnie Seiler at the University of Delaware designed it to challenge kids with tough questions about negative and positive integers. The program has a great Wild West theme featuring a race against another student or the computer. After being barely defeated by the computer, I immediately wanted to try again. A companion game, called How the West Was One + Three x Four, is available for younger students in grades four through eight on a hybrid CD. Both come with teachers' manuals.

Math Blaster Mystery: The Great Brain Robbery. (Davidson) (800) 545-7677. Ages 10 to adult. This pre-algebra edutainment borrows a feature or two from that earlier classic, Math Blaster Mystery--which is still available in floppy disk format for Apple, Mac, and DOS. The game, which revolves around exploring a spooky mansion and recovering a stolen brain, helps kids with ratios and proportions, word problems, and pre-algebra questions that involve finding unknowns, determining factors and multiples, and writing expressions.

Davidson has six other Blaster titles. Filled with games and lively activities, they've all overcome the stereotype of drill-and-kill math software. I like Math Blaster Mystery and Geometry Blaster, but I think the others might have gone a bit too far in their pursuit of the good times. Some of these programs are lots of fun but lack the substance math students need. Alge-Blaster 3 has only four megabytes of material on the entire CD; the rest of the CD is filled with preview demos of other Davidson products. So it's not much competition for the new breed of algebra CDs, such as Algebra Smart. (See below.)

Math for the Real World. (Davidson) (800) 545-7677. Ages 10 to adult. If I had to pick the best overall math software program, it would be this one, which is absolutely stunning in the way it captures the attention of students. (My own 12-year-old loved it so much that she wrote a story about the central characters.) Math for the Real World uses the theme of a rock-and-roll band trying to raise money to produce a music video. Math problems appear at quick intervals, and correct answers earn money toward the video. Wrong answers remove funds from a piggy bank that's highly visible in the lower left screen. Over 4,000 word problems are thought-provoking and cover many different subjects of mathematics. Definitely a must-buy.

Math Munchers Deluxe CD. (MECC) (800) 685-6322. Ages 8 to 12. The old Troggles are at it again, threatening to eat kids in this CD-ROM remake of the classic Math Munchers software program. The deluxe version presents a simple yet engrossing game that quizzes kids about such things as expressions, multiples, factors, equivalents, mixed numbers, and simple geometry. A slim ring binder teachers' manual contains mainly instructions and a few worksheets.

Pre-Algebra World. (Cognitive Technologies Corp.) (800) 335-0781. A brand-new product from a promising new company. Somebody smart is behind this program, which uses pizzas, basketball games, arcades, and more to teach such concepts as fractions, estimation, plotting, place value, and the history of number systems. The result: a nice combination of fun and solid math skills.

Advanced programs

Algebra Smart. (The Princeton Review) (800) 566-7737. High school. If I hadn't looked at the box, I would have guessed Davidson had made this comprehensive multimedia guide to the first year of high school algebra. But this innovative program comes from one of the fastest growing test-preparation companies in America. Algebra Smart includes 137 videos and 12 in-depth lessons covering 60 key subject areas. My favorite part is the Jeopardy-like Algebra Games, where you do battle against a rival team of animated math nerds. Every high school math department should have this CD.

Geometry Blaster. (Davidson) (800) 545-7677. High school. This program covers a full year of geometry skills. The installation is a bit annoying; Windows 95 users have to install the older 16-bit version of Quicktime instead of the latest 32-bit version. Still, this small flaw can be forgiven, considering the overall excellence of the graphics and the math skills that are presented.

The Trigonometry Explorer. (Cognitive Technologies Corp.) (800) 335-0781. High school. Wonderful animations reinforce math concepts. When I show this program to trig teachers, they say it's an excellent supplement to the curriculum. In many ways, it reminds me of the lesson format in Broderbund's excellent Sensai Algebra program, which unfortunately was never upgraded to a CD-ROM format and is now out of production. A comprehensive teachers' manual comes with the school version.

Visual Planner. (Steck-Vaughn) (800) 531-5015. High school. Computer instructors will love this program. Visual Planner helps students learn to use flow charts, Venn diagrams, comparison charts, cycle graphs, and more. Users can even create their own templates or develop new visual formats. It comes with a small, but highly understandable teachers' manual.

Of course, any software is worthless if teachers aren't convinced of its value and don't feel comfortable incorporating it into the curriculum. That's why I'm pleased to see the current trend toward installing computers in individual classrooms, rather than sticking them in computer labs where classroom teachers never learn to use them.

I recommend putting the first computer in a classroom on the teacher's desk. And when new software is purchased, I recommend scheduling some sessions with a technology consultant who can show teachers how to install and use the new programs effectively. Too many teachers have been left out of the technology loop for too long, and it's time to bring them in.

Russell Smith is an educational technology consultant at the Region 14 Education Service Center in Abilene, Texas.

Reproduced with permission from the September 1997 issue of Electronic School. Copyright ©1997, National School Boards Association. This article may be saved to disk, printed out for individual use, or reproduced in quantities of less than 100 copies for academic use only, provided this copyright notice remains intact on each copy. This article may not be otherwise transmitted or reproduced without the consent of the Publisher. For more information, contact Magazines Coordinator Jo Surette, (703) 838-6739.

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