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  • Addison Wesley Textbooks
  • Math Makes Sense (2006)

Math Makes Sense (2006)

1: Number Patterns

1.1: Input/Output 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


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1.4: Solving Equations

Modeling One-Step Equations

Solve a linear equation using a tile model. Use feedback to diagnose incorrect steps. 5 Minute Preview


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Modeling and Solving Two-Step Equations

Solve a two-step equation using a cup-and-counter model. Use step-by-step feedback to diagnose and correct incorrect steps. 5 Minute Preview


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1.5: Exploring Integers

Integers, Opposites, and Absolute Values

Compare and order integers using draggable points on a number line. Also explore opposites and absolute values on the number line. 5 Minute Preview


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2: Whole Numbers

2.1: Exploring One Million

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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2.5: Prime and Composite 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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2.9: Adding and Subtracting Whole Numbers

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


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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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3: Geometry

3.2: Classifying Figures

Classifying Quadrilaterals

Apply constraints to a quadrilateral, and then reshape and resize it. Classify the figure by its constraints. Explore the differences between the different kinds of quadrilaterals. 5 Minute Preview


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Classifying Triangles

Place constraints on a triangle and determine what classifications must apply to the triangle. 5 Minute Preview


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4: Decimals

4.3: Comparing and Ordering Decimals

Computer screen displaying grids and a number line for comparing and ordering decimal numbers graphically.

Comparing and Ordering Decimals

Use grids to model decimal numbers and compare them graphically. Then compare the numbers on a number line. 5 Minute Preview


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4.6: Adding and Subtracting Decimals

Computer screen displaying various whole numbers and decimals using Base-10 blocks for educational purposes.

Adding Whole Numbers and Decimals (Base-10 Blocks)

Use base-10 blocks to model two numbers. Then combine the blocks to model the sum. Blocks of equal value can be exchanged from one area of the mat to the other to help understand carrying when adding. Four sets of blocks are available to model different place values. 5 Minute Preview


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A computer screen displaying various types of numbers, focusing on subtracting whole numbers and decimals with base-10 blocks.

Subtracting Whole Numbers and Decimals (Base-10 Blocks)

Use base-10 blocks to model a starting number. Then subtract blocks from this number by dragging them into a subtraction bin. Blocks of equal value can be exchanged from one section of the mat to the other to help understand regrouping and borrowing. Four sets of blocks are available to model different place values. 5 Minute Preview


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A computer screen displaying a number line illustrating sums and differences of decimal numbers using area models.

Sums and Differences with Decimals

Find the sum or difference of two decimal numbers using area models. Find the decimals and their sum or difference on a number line. 5 Minute Preview


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5: Data Management

5.2: Finding the Median

Mean, Median, and Mode

Build a data set and find the mean, median, and mode. Explore the mean, median, and mode illustrated as frogs on a seesaw, frogs on a scale, and as frogs stacked under a bar of variable height. 5 Minute Preview


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5.5: Graphing on a Coordinate Grid

Distance-Time Graphs - Metric

Create a graph of a runner's position versus time and watch the runner complete a 40-meter dash based on the graph you made. Notice the connection between the slope of the line and the speed of the runner. What will the runner do if the slope of the line is zero? What if the slope is negative? Add a second runner (a second graph) and connect real-world meaning to the intersection of two graphs. 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


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5.6: Scatter Plots

Trends in Scatter Plots

Examine the scatter plot for a random data set with negative or positive correlation. Vary the correlation and explore how correlation is reflected in the scatter plot and the trend line. 5 Minute Preview


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6: Measurement

6.5: Surface Area of a Rectangular Prism

Surface and Lateral Areas of Prisms and Cylinders

Vary the dimensions of a prism or cylinder and investigate how the surface area changes. Use the dynamic net of the solid to compute the lateral area and the surface area of the solid. 5 Minute Preview


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6.6: Volume of a Rectangular Prism

Prisms and Cylinders

Vary the height and base-edge or radius length of a prism or cylinder and examine how its three-dimensional representation changes. Determine the area of the base and the volume of the solid. Compare the volume of an oblique prism or cylinder to the volume of a right prism or cylinder. 5 Minute Preview


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7: Transformational Geometry

7.1: Transformations

Screenshot of a game where players create rock art using ancient symbols, exploring transformations to match rock paintings.

Rock Art (Transformations)

Create your own rock art with ancient symbols. Each symbol can be translated, rotated, and reflected. After exploring each type of transformation, see if you can use them to match ancient rock paintings. 5 Minute Preview


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7.2: Combined Transformation

Rotations, Reflections, and Translations

Rotate, reflect, and translate a figure in the plane. Compare the translated figure to the original figure. 5 Minute Preview


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7.4: Similar Figures

Dilations

Dilate a figure and investigate its resized image. See how scaling a figure affects the coordinates of its vertices, both in (x, y) form and in matrix form. 5 Minute Preview


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Similar Figures

Vary the scale factor and rotation of an image and compare it to the preimage. Determine how the angle measures and side lengths of the two figures are related. 5 Minute Preview


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7.5: Line 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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7.6: Rotational Symmetry

Holiday Snowflake Designer

Fold paper and cut in a certain way to make symmetrical snowflakes with six sides (similar to what can be found in nature) or with eight sides (an easier folding method). This simulation allows you to cut virtual paper on the computer screen with round dot or square dot "scissors" of various sizes before using physical paper. 5 Minute Preview


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8: Fractions, Percents, Ratios, and Rates

8.1: 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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8.2: Relating Mixed Numbers and Improper Fractions

A computer screen displays various improper fractions and mixed numbers based on different shaded regions and their divisions.

Improper Fractions and Mixed Numbers

Represent a quantity given by a shaded region as an improper fraction and as a mixed number. Experiment with different shaded regions sliced differently. 5 Minute Preview


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8.4: Adding Fractions

A computer screen displaying graphic models for adding and subtracting fractions with unlike denominators.

Fractions with Unlike Denominators

Find the sum or difference of two fractions with unlike denominators using graphic models. Find the least common denominator graphically. 5 Minute Preview


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8.6: Exploring Percents

Percents and Proportions

Find a part from the percent and whole, a percent from the part and whole, or a whole from the part and percent using a graphic model. 5 Minute Preview


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8.7: Relating Fractions, Decimals, and Percents

Computer screen displaying types of numbers: Fraction, Decimal, Percent with Area and Grid Models.

Fraction, Decimal, Percent (Area and Grid Models)

Model and compare fractions, decimals, and percents using area models. Each area model can have 10 or 100 sections and can be set to display a fraction, decimal, or percent. Click inside the area models to shade them. Compare the numbers visually or on a number line. 5 Minute Preview


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A computer screen displays a math worksheet on percents, fractions, and decimals with area comparisons.

Percents, Fractions, and Decimals

Compare a quantity represented by an area with its percent, fraction, and decimal forms. 5 Minute Preview


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8.9: Exploring Ratios

Part-to-part and Part-to-whole Ratios

Compare a ratio represented by an area with its percent, fraction, and decimal forms. 5 Minute Preview


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8.10: Equivalent Ratios

Beam to Moon (Ratios and Proportions) - Metric

Apply ratios and proportions to find the weight of a person on the moon (or on another planet). Weigh an object on Earth and on the moon and weigh the person on Earth. Then set up and solve the proportion of the Earth weights to the moon weights. 5 Minute Preview


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Estimating Population Size

Adjust the number of fish in a lake to be tagged and the number of fish to be recaptured. Use the number of tagged fish in the catch to estimate the number of fish in the lake. 5 Minute Preview


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Proportions and Common Multipliers

Complete a proportion using a graphical model. Use counters to fill cells in the numerators and denominators given. Use the visual pattern to determine how many counters to put in the missing numerator or denominator. 5 Minute Preview


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8.11: Exploring Rates

Distance-Time and Velocity-Time Graphs - Metric

Create a graph of a runner's position versus time and watch the runner run a 40-meter dash based on the graph you made. Notice the connection between the slope of the line and the velocity of the runner. Add a second runner (a second graph) and connect real-world meaning to the intersection of two graphs. Also experiment with a graph of velocity versus time for the runners, and also distance traveled versus time. 5 Minute Preview


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Measuring Motion

Go on an African safari and observe a variety of animals walking and running across the savanna. Videotape the animals, and then play back the videotape to estimate animal speeds. Which animals run fastest? 5 Minute Preview


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9: Length, Perimeter, and Area

9.1: 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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9.2: Exploring Rectangles

Perimeter and Area of Rectangles

Discover how to find the perimeter and area of a rectangle, and of a square (which is really just a special case of a rectangle). 5 Minute Preview


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9.4: Area of a Parallelogram

Area of Parallelograms

Examine and manipulate a parallelogram and find its area. Explore the relationship between the area of a parallelogram and the area of a rectangle using an animation. 5 Minute Preview


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9.7: Volume of a Triangular Prism

A computer screen displays a number line with dynamic arrows illustrating the addition and subtraction of integers.

Adding and Subtracting Integers

Add and subtract integers on a number line using dynamic arrows. 5 Minute Preview


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9.8: Surface Area of a Rectangular Prism

Surface and Lateral Areas of Prisms and Cylinders

Vary the dimensions of a prism or cylinder and investigate how the surface area changes. Use the dynamic net of the solid to compute the lateral area and the surface area of the solid. 5 Minute Preview


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10: Patterns in Number and Geometry

10.2: Relating Graphs and Input/Output Machines

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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Introduction to Functions

Determine if a relation is a function using the mapping diagram, ordered pairs, or the graph of the relation. Drag arrows from the domain to the range, type in ordered pairs, or drag points to the graph to add inputs and outputs to the relation. 5 Minute Preview


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Points, Lines, and Equations

Compare the graph of a linear function to its rule and to a table of its values. Change the function by dragging two points on the line. Examine how the rule and table change. 5 Minute Preview


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11: Probability

11.1: Describing Probabilities

Probability Simulations

Experiment with spinners and compare the experimental probability of particular outcomes to the theoretical probability. Select the number of spinners, the number of sections on a spinner, and a favorable outcome of a spin. Then tally the number of favorable outcomes. 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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11.3: Tree Diagrams

Permutations and Combinations

Experiment with permutations and combinations of a number of letters represented by letter tiles selected at random from a box. Count the permutations and combinations using a dynamic tree diagram, a dynamic list of permutations, and a dynamic computation by the counting principle. 5 Minute Preview


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11.5: Conducting Experiments

Geometric Probability

Randomly throw darts at a target and see what percent are "hits." Vary the size of the target and repeat the experiment. Study the relationship between the area of the target and the percent of darts that strike it 5 Minute Preview


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Theoretical and Experimental Probability

Experiment with spinners and compare the experimental probability of a particular outcome to the theoretical probability. Select the number of spinners, the number of sections on a spinner, and a favorable outcome of a spin. Then tally the number of favorable outcomes. 5 Minute Preview


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