Do the Numbers
A new generation of math software that really adds up
By Russell Smith
In our last look at math software several years ago (September
1997), companies had for the most part finally finished the bumpy
transition from floppy versions to the CD-ROM format. Users still
faced a rough and varied assortment of installation options and
multimedia players, and the material was supplementary to the
regular math classroom curriculum.
Today, math programs still exhibit those nagging characteristics
-- although, at least on the PC side, most publishers have finally
discarded the 16-bit Windows 3.1 versions in favor of 32-bit Windows
9X versions and have adopted high-color video as the de facto
color standard instead of the ubiquitous 256 color mode.
A few programs shine above the rest to earn a highlighted spot
in this issue's review.
Primary Programs
I
Love Math
DK
Publishing. (877) 884-1600. Ages 7 to 11. In this innovative
CD, users are on a mission to save the world from Gretchen, a
math-hating cartoon character. Players travel in a time machine
to ancient Greece and Egypt, the Aztec civilization, and the mythical
island of Atlantis. In each civilization, different math activities
are unveiled against a backdrop of that historical era. Geometry
matching, spatial reasoning, and number sense are some of the
key math skills taught in the lessons.
For example, in Greece players use number sense techniques to
rank measurements of length, area, time, weight, and money into
Olympic awards. This is a fun quiz module in which users select
from three possible answers and arrange them in the correct sequence
using three pedestals for gold, silver, and bronze medals. Like
most DK programs, this charming math CD stresses higher-order
thinking skills instead of "drill and kill" strategies.
Unfortunately there is no Mac version of this program in either
hybrid or stand-alone form (although hybrid disks aren't necessarily
the best bang for the consumer's buck, as stand-alone Mac or Windows
versions typically deliver far more multimedia content on a full
CD-ROM disk than a hybrid disk). Still, the program has rich and
innovative content, and I've seen young students who really love
it.
 Math
Blaster for 1st Grade and Math Blaster for 2nd Grade
Knowledge
Adventure, Inc. (800) 545-7677. Ages 5 to 7 and 6 to 8. These
two new Math Blaster releases give a solid performance across
all criteria for good software. The deep R&D pockets of Knowledge
Adventure (which is quickly becoming the Microsoft of the educational
software industry) are readily apparent in these CDs. Exceptional
programming, story line, artwork, and animation all are attributed
to the heavyweight phalanx of support people at Knowledge Adventure.
You won't find any misspelled words in KA products, onscreen or
in the documentation (one of my pet peeves as a former English
teacher).
What
you will find are exceptionally well-done math modules that will
capture the attention of any elementary student. I particularly
like the modules on counting and recognizing money in both programs.
In the first-grade program, students also practice adding, subtracting,
counting, measuring, sorting, and telling time. The first-grade
disk contains 1,000 math problems, each with five levels of math
content. Teachers can track individual student progress electronically
and print out a Star Chart that displays how many levels a student
has mastered.
The first-grade disk has a theme of an adventurous animal encounter
at the Intergalactic Zoo, while the second-grade disk offers students
a carnival filled with mathematics challenges at the Intergalactic
Fairgrounds. The second-grade disk has 11 activities with more
than 350 math lessons organized for the second-grade curriculum.
While I liked them both, I especially liked the ease of use of
the second-grade program and its engaging activities.
Math
Concepts One ... Two ... Three!
Gamco/Siboney
Learning Group. . (888) 726-8100. Ages 5 through 8. This new
series of seven math CDs from Gamco is a comprehensive collection
of the most common skills taught in the primary grades: number
sense, numeration, measurement, geometry, data management and
probability, and patterning and algebra. Elementary teachers will
find this software a big help in reinforcing math skills to visual
and auditory learners.
The students are guided by Fibonacci Bear (named after the great
Italian mathematician Leonardo Fibonacci), who serves as the presenter
and teacher throughout all the activities and provides feedback.
There are more than 106 math activities in the full series (available
as a single CD called the Math Concepts One ... Two ... Three!
Bundle), and there is a teacher's ring-binder manual. About the
only drawback is that schools on a tight budget might find this
program pricey: $70 for each CD or $440 for the full bundle on
a single CD and $1,070 for a five-user lab pack.
Math
Mysteries: Measurement
Tom Snyder
Productions. . (800) 342-0236. Ages 9 to 12. One of a set
of five Math Mysteries programs for these ages, Measurement covers
the concepts of distance, capacity, and weight conversions. Students
interact with onscreen characters, sort through clues, and solve
challenging word problems.
Teachers will have to take an assertive role in successfully
implementing Math Mysteries in the classroom. This is not babysitting
software. It requires a teacher who is willing to push the envelope
between being an average educator and becoming an exceptional
instructor.
Math
Trek Level One Series
William
K. Bradford Publishing Co. (800) 421-2009. Ages 9 to 11. The
scope of this new interactive courseware from Bradford is substantial:
number sense and numeration, patterning and algebra, geometry
and spatial sense, data management and probability, and measurement.
It was designed by teachers to meet National Council of Teachers
of Mathematics standards.
I was annoyed to find a big typo on the administration menu
and another in the printed manual. Still, I examined the program
thoroughly and feel it has decent content. The tracking of student
progress is top-notch. Like the Gamco product, the price of this
program ($75 per title or $300 for the full bundle) might preclude
many schools from purchasing it.
Mighty
Math: Carnival Countdown
Edmark
Corp. (800) 691-2986. Ages 5 to 8. Geometry really begins
in kindergarten with the concepts of size, area, perimeter, and
symmetry. Mighty Math does an excellent job of introducing and
teaching those skills, as well as the more common math skills
of addition and subtraction. It also ventures into early multiplication
and division, making this a program that grows with the student.
Add in place value and Venn diagrams, and you have an original
early math program. But then, I would expect no less from the
producers of the famous Millie's Math House.
Middle Grade Programs
The Cruncher 2.0
Knowledge
Adventure, Inc. (800) 545-7677. Ages 8 to 13. This title is
a new version of the original Cruncher, an easy-to-use, award-winning
animated spreadsheet program. Cruncher 2.0 improves on the earlier
version with an easier interface that helps guide novice spreadsheet
users through six different step-by-step tutorials. There are
20 new learning projects that provide useful spreadsheet templates
and guidelines in all areas of the curriculum.
Cruncher 2.0 has a host of new features, including the ability
to hyperlink in spreadsheet cells, import into Hyperstudio, and
import files from other spreadsheet programs. Other new features
are templates and ideas to help teachers with projects and lessons
Math
Arena
Houghton
Mifflin Interactive/Sunburst. (800) 321-7511. Ages 9 to 11.
Students will love this program because of the fun quiz show format.
Teachers will like it because three students on a single machine
can pit their math skills against one another's. Like DK's I Love
Math program, Math Arena requires quick number-sense decisions,
a skill sorely lacking in many students even after graduating
from high school. These fast-paced quiz games don't leave time
to whip out a calculator, so students have to rely on their brains
for quick estimations.
There's not a lot of fancy graphics and animations in Math Arena,
but what it lacks in sophistication, it makes up for in vigorous
competition. The name says it all: This is an arena where kids
do battle with math problems. The program comes with the standard
(and excellent) Sunburst teacher's ring-binder manual and plenty
of activity suggestions. The learning curve to use this software
is nil, and users will be competing against the computer (or other
students) within seconds. Activity strands include geometry (symmetry,
angles, coordinate graphing, and transformational geometry), Venn
diagrams, addition, multiplication, circle graphs, adding and
subtracting money, and percentages.
Mathville
Grade 6: Starway
Courseware
Solutions, Inc. (888) 628-4845. Ages 10 to 13. Grade 6 of
the excellent seven-disk Mathville series (covering kindergarten
through ninth grade), Starway uses an astronomy theme to teach
many of the math topics covered in fifth- through seventh-grade
classrooms. Ten space-travel activities help students learn math
skills including fractions, composite numbers, number lines, angles,
coordinates, polygons, metric conversions, graph patterns, and
ratios. The Mathville set is definitely worth a look for value-conscious
schools.
Secondary Programs
PrimeTime
Math: Fire!
Tom Snyder
Productions. (800) 342-0236. Ages 13 to 14. This program is
advertised as real-world math in a dramatic context, and it definitely
fits that bill. The sixth and highest grade-level program in the
PrimeTime series, Fire! continues this genre of stimulating math
software. Students are presented with a scenario of a team of
firefighters at a dangerous fire. A rookie fireman, with the help
of his follow veteran colleagues, puts out the fire and rescues
an unconscious boy. The exciting and professionally filmed Quicktime
movie provides a backdrop for math questions covering formulas,
measurements and rates, triangles, and the Pythagorean Theorem.
For teachers who have never used Tom Snyder programs with group
worksheets, this is an opportunity to develop a fully integrated
classroom lesson plan involving software. You can't just turn
the kids loose with this program. It requires a teacher who is
willing to devote time and effort to make the concept work. This
could easily be a master teaching lesson plan suitable for evaluation
by the principal. For teachers who go the extra mile to develop
lesson plans, this program won't disappoint.
Mighty
Math: Cosmic Geometry
Edmark
Corp. (800) 691-2986. Ages 12 to 15. You won't find a full high
school geometry curriculum in Cosmic Geometry, but you will find
an excellent assortment of geometry concepts and problem-solving
skills. This program is probably best for pre-geometry students;
it will help them learn some of the key skills before taking regular
classroom geometry.
One of the best modules is the Tessellation Creation Station
where users explore shapes, patterns, and symmetry. In another
module, students learn about famous mathematicians and geometry
terminology. Innovative math teachers will use this program to
enhance the regular math curriculum.
Calculus
Assistant
MathXpert.
(800) 361-1001. Ages 14 and up. There are more than 2,100 problems
to solve in Calculus Assistant, which is geared to helping students
grasp the concepts usually presented in first-year calculus courses.
Michael Beeson, professor of mathematics and computer science
at California's San Jose State University, created MathXpert.
His math methodology is rooted in the belief that the only way
to learn mathematics is by working through problems successfully.
Beeson began work on MathXpert in 1985, designing it to help students
master math and assist teachers in their lesson planning. Users
will find the interface logically arranged and extremely useful
in mastering calculus problems. A 282-page user's guide is included
with the software.
Mathville
VIP: Starway
Courseware
Solutions, Inc. (888) 628-4845. Ages 12 to 14. In this program,
Mathville is a virtual village where the user is the Very Important
Person who makes things happen by applying math skills to real-world
situations. Go to work, shop at the supermarket, clothing store,
or hardware store, or have fun at the Sports Hall or Hobby Shop.
Users will find out very quickly that in order to buy T-shirts
or jackets or anything else, they must answer real-life math questions
in various job scenarios. It's a lot of fun and gives students
plenty of practice with calculator skills, estimation and rounding,
and many more practical math skills.
Toward the future
Math programs are becomingly increasingly easy to install and
run on modern multimedia machines, and their content is commonly
aligned to national math standards. There is still room for improvement
in math software, however -- especially in the secondary grades.
Creating high-quality software is becoming more and more difficult
for smaller software companies, as the research and development
costs are in the millions of dollars for best-selling programs.
The past five years have seen many smaller companies acquired
by large software corporations, and the trend no doubt will continue.
We can hope school consumers will benefit from these mergers with
better and cheaper software.
Russell Smith
is a contributing editor to Electronic School and an educational
technology consultant for Region 14 Education Service Center
in Abilene, Texas. |