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  • Wright Group Textbooks
  • Everyday Math (Student Reference Book) (2007)

Everyday Math (Student Reference Book) (2007)

1: Numbers and Counting

1.7: Place Value for Counting Numbers

Cannonball Clowns (Number Line Estimation)

Launch clowns from a circus cannon and try to hit the target. Drag digit cards on the control panel to set the launch distance and choose an appropriate unit of distance. After practicing your clown-launching skills on a number line, move on to the Big Top, Football Field, School Buses, the Golden Gate Bridge, and more! 5 Minute Preview


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1.8: Using Fractions to Name Part of a Whole

A computer screen displays a painting palette and brush, illustrating a lesson on creating fraction-based art.

Fraction Artist 1 (Area Models of Fractions)

Develop understanding of fractions by making modern paintings. Find different ways to divide a canvas into equal-sized sections. Make paintings to represent simple fractions and to find fractions that are equivalent to one-half. 5 Minute Preview


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Fraction Artist 2 (Area Models of Fractions)

Extend understanding of fractions by making modern paintings in the style of Piet Mondrian. Create and analyze paintings with different-sized sections. Compare the sizes of unit fractions. Find creative ways to color one-half of a painting. This can be a nice introduction to adding fractions with unlike denominators. 5 Minute Preview


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1.9: Using Fractions to name Part of a Collection

Toy Factory (Set Models of Fractions)

Create a set of stuffed animals: monkeys, giraffes, and rabbits. Toys can be painted red, green, or blue. Describe the makeup of the set (animals or colors) with fractions. Arrange the toys into groups to simplify the fractions. 5 Minute Preview


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1.12: Equivalent Fractions

A screen illustrating different tables related to Equivalent Fractions, featuring Fraction Tiles for visual learning.

Equivalent Fractions (Fraction Tiles)

Explore fractions using the Fractionator, the machine that makes fraction tiles. Compare fractions and find equivalent fractions by arranging the tiles on two horizontal rows. Explore simplifying fractions. Add fractions and express sums as improper fractions or mixed numbers. 5 Minute Preview


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A computer screen displays a painting palette and brush, illustrating a lesson on creating fraction-based art.

Fraction Artist 1 (Area Models of Fractions)

Develop understanding of fractions by making modern paintings. Find different ways to divide a canvas into equal-sized sections. Make paintings to represent simple fractions and to find fractions that are equivalent to one-half. 5 Minute Preview


Lesson Info
Launch Gizmo

Fraction Artist 2 (Area Models of Fractions)

Extend understanding of fractions by making modern paintings in the style of Piet Mondrian. Create and analyze paintings with different-sized sections. Compare the sizes of unit fractions. Find creative ways to color one-half of a painting. This can be a nice introduction to adding fractions with unlike denominators. 5 Minute Preview


Lesson Info
Launch Gizmo

1.13: Table of Equivalent Fractions

A screen illustrating different tables related to Equivalent Fractions, featuring Fraction Tiles for visual learning.

Equivalent Fractions (Fraction Tiles)

Explore fractions using the Fractionator, the machine that makes fraction tiles. Compare fractions and find equivalent fractions by arranging the tiles on two horizontal rows. Explore simplifying fractions. Add fractions and express sums as improper fractions or mixed numbers. 5 Minute Preview


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1.14: Comparing Fractions to 1/2 0 and 1

A computer screen shows a vibrant sunflower field with fractions on each sunflower under a clear blue sky.

Fraction Garden (Comparing Fractions)

Plant flowers in two gardens to help develop fraction sense. The two gardens act as number lines, from 0 to 1. Use the flowers in the gardens to compare fractions and to explore equivalent fractions. Chalk marks can be drawn to divide the garden into equal sections. 5 Minute Preview


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1.15: Decimals

A screen displaying a number line and grid models for visualizing decimals in mathematics.

Modeling Decimals (Area and Grid Models)

Model and compare decimals using area models. Set the number of sections in each model to 1, 10, or 100, and then click in the models to shade sections. Compare decimals visually and on a number line. 5 Minute Preview


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Screen displaying a sequence of whole numbers and decimals using Base-10 blocks for educational modeling.

Modeling Whole Numbers and Decimals (Base-10 Blocks)

Model numbers with base-10 blocks. Drag flats, rods, and individual cubes onto a mat to model a number. Blocks can be exchanged from one area of the mat to the other. Four sets of blocks are available to model a variety of whole numbers and decimals. 5 Minute Preview


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A car driving on a road, accompanied by a map and various traffic signs indicating directions.

Treasure Hunter (Decimals on the Number Line)

Drive a desert highway searching for buried treasure. Learn to use the car's tens, ones, tenths, and hundredths gears, along with a GPS system (number line), to find the right place to dig. Plot your findings on a zoomable number line map. Can you become a master Treasure Hunter? 5 Minute Preview


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1.16: Place Value for Decimals

A screen displaying a number line and grid models for visualizing decimals in mathematics.

Modeling Decimals (Area and Grid Models)

Model and compare decimals using area models. Set the number of sections in each model to 1, 10, or 100, and then click in the models to shade sections. Compare decimals visually and on a number line. 5 Minute Preview


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Screen displaying a sequence of whole numbers and decimals using Base-10 blocks for educational modeling.

Modeling Whole Numbers and Decimals (Base-10 Blocks)

Model numbers with base-10 blocks. Drag flats, rods, and individual cubes onto a mat to model a number. Blocks can be exchanged from one area of the mat to the other. Four sets of blocks are available to model a variety of whole numbers and decimals. 5 Minute Preview


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A car driving on a road, accompanied by a map and various traffic signs indicating directions.

Treasure Hunter (Decimals on the Number Line)

Drive a desert highway searching for buried treasure. Learn to use the car's tens, ones, tenths, and hundredths gears, along with a GPS system (number line), to find the right place to dig. Plot your findings on a zoomable number line map. Can you become a master Treasure Hunter? 5 Minute Preview


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1.17: Comparing Decimals

A screen displaying a number line and grid models for visualizing decimals in mathematics.

Modeling Decimals (Area and Grid Models)

Model and compare decimals using area models. Set the number of sections in each model to 1, 10, or 100, and then click in the models to shade sections. Compare decimals visually and on a number line. 5 Minute Preview


Lesson Info
Launch Gizmo
Screen displaying a sequence of whole numbers and decimals using Base-10 blocks for educational modeling.

Modeling Whole Numbers and Decimals (Base-10 Blocks)

Model numbers with base-10 blocks. Drag flats, rods, and individual cubes onto a mat to model a number. Blocks can be exchanged from one area of the mat to the other. Four sets of blocks are available to model a variety of whole numbers and decimals. 5 Minute Preview


Lesson Info
Launch Gizmo

1.18: Factors of a Number and Prime Numbers

Factor Trees (Factoring Numbers)

The Factor Trees Gizmo has two modes. In Factor mode, you can create factor trees to factor composite numbers into primes. In Build mode, you can build numbers by multiplying primes together. Can you build all composite numbers up to 50? Any whole composite number up to 999 can be factored or built with the Gizmo. 5 Minute Preview


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1.21: Very Large and Very Small Numbers

Cannonball Clowns (Number Line Estimation)

Launch clowns from a circus cannon and try to hit the target. Drag digit cards on the control panel to set the launch distance and choose an appropriate unit of distance. After practicing your clown-launching skills on a number line, move on to the Big Top, Football Field, School Buses, the Golden Gate Bridge, and more! 5 Minute Preview


Lesson Info
Launch Gizmo

2: Operations and Computation

2.1: Basic Facts for Addition and Subtraction

Number Line Frog Hop (Addition and Subtraction)

Live a frog's life as you hop along a number line in search of flies. Learn how addition and subtraction can be represented as movement along a number line. Fred the frog may even help you get better at adding and subtracting two-digit numbers in your head by decomposing them into tens and ones. 5 Minute Preview


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2.3: Fact Triangles and Fact Families

Function Machines 3 (Functions and Problem Solving)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


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Number Line Frog Hop (Addition and Subtraction)

Live a frog's life as you hop along a number line in search of flies. Learn how addition and subtraction can be represented as movement along a number line. Fred the frog may even help you get better at adding and subtracting two-digit numbers in your head by decomposing them into tens and ones. 5 Minute Preview


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Launch Gizmo

2.4: Shortcuts

Number Line Frog Hop (Addition and Subtraction)

Live a frog's life as you hop along a number line in search of flies. Learn how addition and subtraction can be represented as movement along a number line. Fred the frog may even help you get better at adding and subtracting two-digit numbers in your head by decomposing them into tens and ones. 5 Minute Preview


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A computer screen displaying the Target Sum Card Game, featuring the game of Red Dog for multi-digit addition practice.

Target Sum Card Game (Multi-digit Addition)

Play an addition card game! The goal is to create a sum that is as close as possible to the target sum. Students will deepen their understanding of place value as they get better at playing the game. Many game options allow students to vary the game for more practice. The game can be played with one or two players. 5 Minute Preview


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2.5: Partial-Sums Addition Method

Number Line Frog Hop (Addition and Subtraction)

Live a frog's life as you hop along a number line in search of flies. Learn how addition and subtraction can be represented as movement along a number line. Fred the frog may even help you get better at adding and subtracting two-digit numbers in your head by decomposing them into tens and ones. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displaying the Target Sum Card Game, featuring the game of Red Dog for multi-digit addition practice.

Target Sum Card Game (Multi-digit Addition)

Play an addition card game! The goal is to create a sum that is as close as possible to the target sum. Students will deepen their understanding of place value as they get better at playing the game. Many game options allow students to vary the game for more practice. The game can be played with one or two players. 5 Minute Preview


Lesson Info
Launch Gizmo

2.6: Column-Addition Method

Number Line Frog Hop (Addition and Subtraction)

Live a frog's life as you hop along a number line in search of flies. Learn how addition and subtraction can be represented as movement along a number line. Fred the frog may even help you get better at adding and subtracting two-digit numbers in your head by decomposing them into tens and ones. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displaying the Target Sum Card Game, featuring the game of Red Dog for multi-digit addition practice.

Target Sum Card Game (Multi-digit Addition)

Play an addition card game! The goal is to create a sum that is as close as possible to the target sum. Students will deepen their understanding of place value as they get better at playing the game. Many game options allow students to vary the game for more practice. The game can be played with one or two players. 5 Minute Preview


Lesson Info
Launch Gizmo

2.7: Trade-First Subtraction Method

A computer screen displaying a spaceship's controls for the game

Cargo Captain (Multi-digit Subtraction)

You are the captain of an interplanetary cargo ship, delivering important supplies to the outer planets. The cargo can be stored in barrels, crates, and holds. (There are 10 barrels in a crate, and 10 crates in a hold.) Model multi-digit subtraction by unloading cargo on each planet. 5 Minute Preview


Lesson Info
Launch Gizmo

Number Line Frog Hop (Addition and Subtraction)

Live a frog's life as you hop along a number line in search of flies. Learn how addition and subtraction can be represented as movement along a number line. Fred the frog may even help you get better at adding and subtracting two-digit numbers in your head by decomposing them into tens and ones. 5 Minute Preview


Lesson Info
Launch Gizmo

2.8: Counting-Up Subtraction Method

A computer screen displaying a spaceship's controls for the game

Cargo Captain (Multi-digit Subtraction)

You are the captain of an interplanetary cargo ship, delivering important supplies to the outer planets. The cargo can be stored in barrels, crates, and holds. (There are 10 barrels in a crate, and 10 crates in a hold.) Model multi-digit subtraction by unloading cargo on each planet. 5 Minute Preview


Lesson Info
Launch Gizmo

Number Line Frog Hop (Addition and Subtraction)

Live a frog's life as you hop along a number line in search of flies. Learn how addition and subtraction can be represented as movement along a number line. Fred the frog may even help you get better at adding and subtracting two-digit numbers in your head by decomposing them into tens and ones. 5 Minute Preview


Lesson Info
Launch Gizmo

2.9: Arrays

Screenshot of the Chocomatic chocolate bar maker, illustrating multiplication, arrays, and area concepts in a visual format.

Chocomatic (Multiplication, Arrays, and Area)

Use the Chocomatic to design candy bars made out of chocolate squares. Use multiplication to find the number of squares in each chocolate bar. Build collections of chocolate bars that all have the same number of squares. Solve multiplication problems by joining two smaller chocolate bars into a large bar. 5 Minute Preview


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2.10: Multiplication and Equal Groups

A screen displays a colorful ladybug counting game for modeling multiplication, featuring interactive counting activities.

Critter Count (Modeling Multiplication)

Use groups of critters on leaves to model multiplication as repeated addition. Change the expression to change the number of groups or the number of critters per group. Display the critters either on leaves or as a rectangular array. 5 Minute Preview


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2.14: Division and Equal Grouping

A digital math interface displays 17 aliens to board buses of size 6, with division and remainder calculations shown.

No Alien Left Behind (Division with Remainders)

The alien school children from the planet Zigmo travel to distant planets on a field trip. The goal is to select a bus size so that all buses are full and no aliens are left behind. This is a nice illustration of division with remainders. 5 Minute Preview


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3: Data and Chance

3.1: Tally Charts

Mascot Election (Pictographs and Bar Graphs)

A brand new school is opening and it is time to elect the school mascot! Students can choose the Eagle, Lion, Bear, or Wolf. Voting results can be displayed in a table, tally chart, pictograph, bar graph, circle graph, or dot plot. You can change student votes by selecting a group of students and clicking a mascot. 5 Minute Preview


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A computer screen displays a hand holding a ruler, related to Reaction Time 1 (Graphs and Statistics).

Reaction Time 1 (Graphs and Statistics)

Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 1 Student Exploration focuses on range, mode, and median. 5 Minute Preview


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A computer screen displays a hand holding a ruler, related to Reaction Time 2 graphs and statistics.

Reaction Time 2 (Graphs and Statistics)

Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 2 Student Exploration focuses on mean. 5 Minute Preview


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Spin the Big Wheel! (Probability)

Step right up! Spin the big wheel! Each spin can result in no prize, a small prize, or a big prize. The wheel can be spun by 1, 10, or 100 players. Results are recorded on a frequency table or a circle graph. You can also design your own wheel and a sign that describes the probabilities for your wheel. 5 Minute Preview


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3.2: Tally Charts and Line Plots

Mascot Election (Pictographs and Bar Graphs)

A brand new school is opening and it is time to elect the school mascot! Students can choose the Eagle, Lion, Bear, or Wolf. Voting results can be displayed in a table, tally chart, pictograph, bar graph, circle graph, or dot plot. You can change student votes by selecting a group of students and clicking a mascot. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a hand holding a ruler, related to Reaction Time 1 (Graphs and Statistics).

Reaction Time 1 (Graphs and Statistics)

Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 1 Student Exploration focuses on range, mode, and median. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a hand holding a ruler, related to Reaction Time 2 graphs and statistics.

Reaction Time 2 (Graphs and Statistics)

Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 2 Student Exploration focuses on mean. 5 Minute Preview


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3.3: Describing a Set of Data: The Minimum Maximum and Range

A computer screen displays a hand holding a ruler, related to Reaction Time 1 (Graphs and Statistics).

Reaction Time 1 (Graphs and Statistics)

Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 1 Student Exploration focuses on range, mode, and median. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a hand holding a ruler, related to Reaction Time 2 graphs and statistics.

Reaction Time 2 (Graphs and Statistics)

Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 2 Student Exploration focuses on mean. 5 Minute Preview


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3.4: Describing a Set of Data: The Median

A computer screen displays a game with players engaged, titled

Movie Reviewer (Mean and Median)

Movie reviewers rate movies on a scale of 0 to 10. Each movie comes with a set of reviews that can be changed by the user. The mean of a data set can be explored using a see-saw balance model. Students can also find the median, mode, and range of the data set. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a hand holding a ruler, related to Reaction Time 1 (Graphs and Statistics).

Reaction Time 1 (Graphs and Statistics)

Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 1 Student Exploration focuses on range, mode, and median. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a hand holding a ruler, related to Reaction Time 2 graphs and statistics.

Reaction Time 2 (Graphs and Statistics)

Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 2 Student Exploration focuses on mean. 5 Minute Preview


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3.5: Describing a Set of Data: The Mode

A computer screen displays a hand holding a ruler, related to Reaction Time 1 (Graphs and Statistics).

Reaction Time 1 (Graphs and Statistics)

Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 1 Student Exploration focuses on range, mode, and median. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a hand holding a ruler, related to Reaction Time 2 graphs and statistics.

Reaction Time 2 (Graphs and Statistics)

Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 2 Student Exploration focuses on mean. 5 Minute Preview


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3.6: The Mean (Average)

A computer screen displays a game with players engaged, titled

Movie Reviewer (Mean and Median)

Movie reviewers rate movies on a scale of 0 to 10. Each movie comes with a set of reviews that can be changed by the user. The mean of a data set can be explored using a see-saw balance model. Students can also find the median, mode, and range of the data set. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a hand holding a ruler, related to Reaction Time 1 (Graphs and Statistics).

Reaction Time 1 (Graphs and Statistics)

Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 1 Student Exploration focuses on range, mode, and median. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a hand holding a ruler, related to Reaction Time 2 graphs and statistics.

Reaction Time 2 (Graphs and Statistics)

Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 2 Student Exploration focuses on mean. 5 Minute Preview


Lesson Info
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3.7: Bar Graphs

A bar graph displaying animal speed data, with labeled axes and a clear title for data representation.

Graphing Skills

Create a graph (bar graph, line graph, pie chart, or scatter plot) based on a given data set. Title the graph, label the axes, and choose a scale. Adjust the graph to fit the data, and then check your accuracy. The Gizmo can also be used to create a data table based on a given graph. 5 Minute Preview


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Launch Gizmo

Mascot Election (Pictographs and Bar Graphs)

A brand new school is opening and it is time to elect the school mascot! Students can choose the Eagle, Lion, Bear, or Wolf. Voting results can be displayed in a table, tally chart, pictograph, bar graph, circle graph, or dot plot. You can change student votes by selecting a group of students and clicking a mascot. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a hand holding a ruler, related to Reaction Time 1 (Graphs and Statistics).

Reaction Time 1 (Graphs and Statistics)

Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 1 Student Exploration focuses on range, mode, and median. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a hand holding a ruler, related to Reaction Time 2 graphs and statistics.

Reaction Time 2 (Graphs and Statistics)

Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 2 Student Exploration focuses on mean. 5 Minute Preview


Lesson Info
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3.8: Pictographs

A bar graph displaying animal speed data, with labeled axes and a clear title for data representation.

Graphing Skills

Create a graph (bar graph, line graph, pie chart, or scatter plot) based on a given data set. Title the graph, label the axes, and choose a scale. Adjust the graph to fit the data, and then check your accuracy. The Gizmo can also be used to create a data table based on a given graph. 5 Minute Preview


Lesson Info
Launch Gizmo

Mascot Election (Pictographs and Bar Graphs)

A brand new school is opening and it is time to elect the school mascot! Students can choose the Eagle, Lion, Bear, or Wolf. Voting results can be displayed in a table, tally chart, pictograph, bar graph, circle graph, or dot plot. You can change student votes by selecting a group of students and clicking a mascot. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a hand holding a ruler, related to Reaction Time 1 (Graphs and Statistics).

Reaction Time 1 (Graphs and Statistics)

Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 1 Student Exploration focuses on range, mode, and median. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a hand holding a ruler, related to Reaction Time 2 graphs and statistics.

Reaction Time 2 (Graphs and Statistics)

Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 2 Student Exploration focuses on mean. 5 Minute Preview


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3.9: Line Graphs

Computer screen displaying a line graph related to elevator operations in a building.

Elevator Operator (Line Graphs)

Operate an elevator in an old apartment building. Pick up and drop off residents where they want to go. A line graph shows where the elevator traveled over time. Operate the elevator either by using the standard up and down controls, or by building a graph to program where you want it to go. 5 Minute Preview


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A bar graph displaying animal speed data, with labeled axes and a clear title for data representation.

Graphing Skills

Create a graph (bar graph, line graph, pie chart, or scatter plot) based on a given data set. Title the graph, label the axes, and choose a scale. Adjust the graph to fit the data, and then check your accuracy. The Gizmo can also be used to create a data table based on a given graph. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a tree with visible growth rings, illustrating tree measurement and age determination methods.

Measuring Trees

Measure the height, diameter, and circumference of trees in a forest. Count growth rings to determine the age of each tree. Grow the trees for several years and investigate how growth is affected by precipitation. 5 Minute Preview


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4: Geometry

4.9: Circles

A computer screen displays a tree with visible growth rings, illustrating tree measurement and age determination methods.

Measuring Trees

Measure the height, diameter, and circumference of trees in a forest. Count growth rings to determine the age of each tree. Grow the trees for several years and investigate how growth is affected by precipitation. 5 Minute Preview


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4.17: Lines Symmetry

A computer screen displays a vibrant, symmetrical pattern titled

Quilting Bee (Symmetry)

Participate in an old-fashioned quilting bee and create a colorful, symmetrical quilt. Quilts can be created with a vertical, horizontal, or diagonal line of symmetry. Quilts can be folded to look for reflections, or rotated to test for rotational symmetry. 5 Minute Preview


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5: Measurement

5.6: Measuring Length in Inches

A computer screen displays a tree with visible growth rings, illustrating tree measurement and age determination methods.

Measuring Trees

Measure the height, diameter, and circumference of trees in a forest. Count growth rings to determine the age of each tree. Grow the trees for several years and investigate how growth is affected by precipitation. 5 Minute Preview


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5.7: Changing Units of Length in the U.S. Customary System

Cannonball Clowns (Number Line Estimation)

Launch clowns from a circus cannon and try to hit the target. Drag digit cards on the control panel to set the launch distance and choose an appropriate unit of distance. After practicing your clown-launching skills on a number line, move on to the Big Top, Football Field, School Buses, the Golden Gate Bridge, and more! 5 Minute Preview


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5.9: Perimeter

Fido's Flower Bed (Perimeter and Area)

Construct models of gardens on a grid using squares of sod. Fence the gardens to find and compare perimeters. Work with pre-built gardens made of 36 squares each to compare perimeters of shapes with equal areas. 5 Minute Preview


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5.11: Area

Fido's Flower Bed (Perimeter and Area)

Construct models of gardens on a grid using squares of sod. Fence the gardens to find and compare perimeters. Work with pre-built gardens made of 36 squares each to compare perimeters of shapes with equal areas. 5 Minute Preview


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5.12: Volume

A computer screen displays a cube and a computer interface for balancing blocks on a cone-shaped platform.

Balancing Blocks (Volume)

This Gizmo provides you with two challenges. First, use blocks to build a figure with a given volume. Then, try to balance the blocks on a platform that sits on the tip of a cone. The dimensions of the platform can be adjusted, and blocks can be added or deleted by clicking on the model. 5 Minute Preview


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6: Reference Frames

6.5: Coordinate Grids

Map displaying the location of a city tour with coordinates on a computer screen.

City Tour (Coordinates)

Go sightseeing in fictional cities all over the world. Learn about coordinates on a graph by navigating around these cities on a grid-like city map. Some landmarks are shown on the map. For others, you are only given the coordinates. Can you find all of them? 5 Minute Preview


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7: Estimation

7.2: Estimate When You Don't Need an Exact Answer

Rounding Whole Numbers (Number Line)

Place points on a number line. Round these values to the nearest ten or hundred. Visualize rounding by showing the number line as a hill or series of hills. These hills cause the points to roll to the nearest valley (nearest multiple of ten or one hundred). 5 Minute Preview


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7.3: Estimate to Check Calculations

Rounding Whole Numbers (Number Line)

Place points on a number line. Round these values to the nearest ten or hundred. Visualize rounding by showing the number line as a hill or series of hills. These hills cause the points to roll to the nearest valley (nearest multiple of ten or one hundred). 5 Minute Preview


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8: Patterns and Functions

8.1: Picture Patterns

Pattern Flip (Patterns)

In the Pattern Flip carnival game, you are shown a pattern of cards. The first cards are face-up so you can see the pattern, and the rest are face-down. Can you guess which animals are on the face-down cards? Use one of the preset patterns, or make your own custom pattern. Good luck! 5 Minute Preview


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8.3: Frames and Arrows

Function Machines 1 (Functions and Tables)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


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A computer screen displays a robot with a clock and timer, illustrating the Function Machines 2 educational tool.

Function Machines 2 (Functions, Tables, and Graphs)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


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Pattern Finder

Observe frogs jumping around on colored lily pads. Find, test, and reason about patterns you see in their jumping. 5 Minute Preview


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8.4: Function Machines

Function Machines 1 (Functions and Tables)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
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A computer screen displays a robot with a clock and timer, illustrating the Function Machines 2 educational tool.

Function Machines 2 (Functions, Tables, and Graphs)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
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8.5: Function Machines and "What's My Rule"?

Function Machines 1 (Functions and Tables)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a robot with a clock and timer, illustrating the Function Machines 2 educational tool.

Function Machines 2 (Functions, Tables, and Graphs)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
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About STEM Cases

Students assume the role of a scientist trying to solve a real world problem. They use scientific practices to collect and analyze data, and form and test a hypothesis as they solve the problems.

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Each STEM Case uses realtime reporting to show live student results.
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STEM Cases take between 30-90 minutes for students to complete, depending on the case.

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Student progress is automatically saved so that STEM Cases can be completed over multiple sessions.

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Multiple grade-appropriate versions, or levels, exist for each STEM Case.

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Each STEM Case level has an associated Handbook. These are interactive guides that focus on the science concepts underlying the case.

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© 2025 ExploreLearning. All rights reserved. Gizmo and Gizmos are registered trademarks of ExploreLearning. STEM Cases, Handbooks and the associated Realtime Reporting System are protected by US Patent No. 10,410,534

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