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  • Nova Scotia Standards
  • Mathematics: 6th Grade

Nova Scotia - Mathematics: 6th Grade

Mathematics Curriculum | Adopted: 2022

This correlation lists the recommended Gizmos for this province's curriculum standards. Click any Gizmo title below for more information.

N: : Number


N02: : Students will be expected to solve problems involving whole numbers and decimal numbers.

N02.06: : Use technology, mental mathematics, or paper-and-pencil calculation to solve problems involving the addition, subtraction, multiplication, and division of whole numbers.

Screenshot of Adding Whole Numbers and Decimals (Base-10 Blocks)

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


Lesson Info
Launch Gizmo
Screenshot of Cargo Captain (Multi-digit Subtraction)

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
Screenshot of Chocomatic (Multiplication, Arrays, and Area)

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


Lesson Info
Launch Gizmo
Screenshot of Critter Count (Modeling Multiplication)

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


Lesson Info
Launch Gizmo
Screenshot of No Alien Left Behind (Division with Remainders)

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


Lesson Info
Launch Gizmo
Screenshot of Number Line Frog Hop (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


Lesson Info
Launch Gizmo
Screenshot of Subtracting Whole Numbers and Decimals (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


Lesson Info
Launch Gizmo
Screenshot of Target Sum Card Game (Multi-digit Addition)

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
Screenshot of Whole Numbers with Base-10 Blocks

Whole Numbers with Base-10 Blocks

Use base-10 blocks to model, add, and subtract whole numbers. Learn about place value using flats (hundreds), rods (tens), and cubes (ones). Group or ungroup blocks as needed to add or subtract. This regrouping is often called "carrying" when adding, and "borrowing" when subtracting. 5 Minute Preview


Lesson Info
Launch Gizmo

N02.07: : Use technology, mental mathematics, or paper-and-pencil calculation to solve problems involving the addition and subtraction of decimal numbers.

Screenshot of Adding Whole Numbers and Decimals (Base-10 Blocks)

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


Lesson Info
Launch Gizmo
Screenshot of Subtracting Whole Numbers and Decimals (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


Lesson Info
Launch Gizmo

N03: : Students will be expected to demonstrate an understanding of factors and multiples by determining multiples and factors of numbers less than 100, identifying prime and composite numbers, or solving problems using multiples and factors.

N03.01: : Identify multiples for a given number and explain the strategy used to identify them.

Screenshot of Pattern Flip (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


Lesson Info
Launch Gizmo

N03.02: : Determine all the whole number factors of a given number using arrays.

Screenshot of Chocomatic (Multiplication, Arrays, and Area)

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


Lesson Info
Launch Gizmo

N03.03: : Identify the factors for a given number and explain the strategy used (e.g., concrete or visual representations, repeated division by prime numbers, or factor trees).

Screenshot of Factor Trees (Factoring 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


Lesson Info
Launch Gizmo
Screenshot of Finding Factors with Area Models

Finding Factors with Area Models

Find factors of a number using an area model. Reshape the area rectangle to see different factorizations of the number. Find the prime factorization using a factor tree. 5 Minute Preview


Lesson Info
Launch Gizmo

N03.04: : Provide an example of a prime number, and explain why it is a prime number.

Screenshot of Factor Trees (Factoring 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


Lesson Info
Launch Gizmo
Screenshot of Finding Factors with Area Models

Finding Factors with Area Models

Find factors of a number using an area model. Reshape the area rectangle to see different factorizations of the number. Find the prime factorization using a factor tree. 5 Minute Preview


Lesson Info
Launch Gizmo

N03.05: : Provide an example of a composite number, and explain why it is a composite number.

Screenshot of Factor Trees (Factoring 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


Lesson Info
Launch Gizmo
Screenshot of Finding Factors with Area Models

Finding Factors with Area Models

Find factors of a number using an area model. Reshape the area rectangle to see different factorizations of the number. Find the prime factorization using a factor tree. 5 Minute Preview


Lesson Info
Launch Gizmo

N04: : Students will be expected to relate improper fractions to mixed numbers and mixed numbers to improper fractions.

N04.01: : Demonstrate, using models, that a given improper fraction represents a number greater than 1.

Screenshot of Fractions Greater than One (Fraction Tiles)

Fractions Greater than One (Fraction Tiles)

Explore fractions greater than one with the Fractionator, a fraction-tile-making machine in the Gizmo. Create sums of fraction tiles on two number lines. Sums greater than one are shown as improper fractions on the top number line, and as mixed numbers on the bottom number line. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Improper Fractions and Mixed Numbers

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


Lesson Info
Launch Gizmo

N04.02: : Express improper fractions as mixed numbers.

Screenshot of Fractions Greater than One (Fraction Tiles)

Fractions Greater than One (Fraction Tiles)

Explore fractions greater than one with the Fractionator, a fraction-tile-making machine in the Gizmo. Create sums of fraction tiles on two number lines. Sums greater than one are shown as improper fractions on the top number line, and as mixed numbers on the bottom number line. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Improper Fractions and Mixed Numbers

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


Lesson Info
Launch Gizmo

N04.03: : Express mixed numbers as improper fractions.

Screenshot of Fractions Greater than One (Fraction Tiles)

Fractions Greater than One (Fraction Tiles)

Explore fractions greater than one with the Fractionator, a fraction-tile-making machine in the Gizmo. Create sums of fraction tiles on two number lines. Sums greater than one are shown as improper fractions on the top number line, and as mixed numbers on the bottom number line. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Improper Fractions and Mixed Numbers

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


Lesson Info
Launch Gizmo

N04.05: : Represent a given improper fraction using concrete, pictorial, and symbolic forms.

Screenshot of Fractions Greater than One (Fraction Tiles)

Fractions Greater than One (Fraction Tiles)

Explore fractions greater than one with the Fractionator, a fraction-tile-making machine in the Gizmo. Create sums of fraction tiles on two number lines. Sums greater than one are shown as improper fractions on the top number line, and as mixed numbers on the bottom number line. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Improper Fractions and Mixed Numbers

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


Lesson Info
Launch Gizmo

N04.06: : Represent a given mixed number using concrete, pictorial, and symbolic forms.

Screenshot of Fractions Greater than One (Fraction Tiles)

Fractions Greater than One (Fraction Tiles)

Explore fractions greater than one with the Fractionator, a fraction-tile-making machine in the Gizmo. Create sums of fraction tiles on two number lines. Sums greater than one are shown as improper fractions on the top number line, and as mixed numbers on the bottom number line. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Improper Fractions and Mixed Numbers

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


Lesson Info
Launch Gizmo

N05: : Students will be expected to demonstrate an understanding of ratio, concretely, pictorially, and symbolically.

N05.01: : Represent a given ratio concretely and pictorially.

Screenshot of Part-to-part and Part-to-whole 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


Lesson Info
Launch Gizmo

N05.03: : Express a given ratio in multiple forms, such as “three to five,” 3:5, 3 to 5, or 3/5.

Screenshot of Part-to-part and Part-to-whole 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


Lesson Info
Launch Gizmo

N05.04: : Identify and describe ratios from real-life contexts and record them symbolically.

Screenshot of Beam to Moon (Ratios and Proportions)

Beam to Moon (Ratios and Proportions)

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


Lesson Info
Launch Gizmo
Screenshot of Beam to Moon (Ratios and Proportions) - Metric

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


Lesson Info
Launch Gizmo
Screenshot of Part-to-part and Part-to-whole 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


Lesson Info
Launch Gizmo

N05.05: : Explain the part-whole and part-part ratios of a set (e.g., For a group of three girls and five boys, explain the ratios 3:5, 3:8, and 5:8.).

Screenshot of Part-to-part and Part-to-whole 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


Lesson Info
Launch Gizmo

N05.06: : Solve a given problem involving ratio.

Screenshot of Beam to Moon (Ratios and Proportions)

Beam to Moon (Ratios and Proportions)

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


Lesson Info
Launch Gizmo
Screenshot of Beam to Moon (Ratios and Proportions) - Metric

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


Lesson Info
Launch Gizmo
Screenshot of Part-to-part and Part-to-whole 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


Lesson Info
Launch Gizmo

N06: : Students will be expected to demonstrate an understanding of percent (limited to whole numbers) concretely, pictorially, and symbolically.

N06.01: : Explain that “percent” means “out of 100.”

Screenshot of Fraction, Decimal, Percent (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


Lesson Info
Launch Gizmo
Screenshot of Percents, Fractions, and Decimals

Percents, Fractions, and Decimals

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


Lesson Info
Launch Gizmo

N06.02: : Explain that percent is a ratio out of 100.

Screenshot of Percents, Fractions, and Decimals

Percents, Fractions, and Decimals

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


Lesson Info
Launch Gizmo

N06.03: : Represent a given percent concretely and pictorially.

Screenshot of Fraction, Decimal, Percent (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


Lesson Info
Launch Gizmo
Screenshot of Percents, Fractions, and Decimals

Percents, Fractions, and Decimals

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


Lesson Info
Launch Gizmo

N06.04: : Record the percent displayed in a given concrete or pictorial representation.

Screenshot of Fraction, Decimal, Percent (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


Lesson Info
Launch Gizmo
Screenshot of Percents, Fractions, and Decimals

Percents, Fractions, and Decimals

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


Lesson Info
Launch Gizmo

N06.05: : Express a given percent as a fraction and a decimal.

Screenshot of Fraction, Decimal, Percent (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


Lesson Info
Launch Gizmo
Screenshot of Percents, Fractions, and Decimals

Percents, Fractions, and Decimals

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


Lesson Info
Launch Gizmo

N06.06: : Identify and describe percent from real-life contexts, and record them symbolically.

Screenshot of Percents, Fractions, and Decimals

Percents, Fractions, and Decimals

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


Lesson Info
Launch Gizmo

N07: : Students will be expected to demonstrate an understanding of integers contextually, concretely, pictorially, and symbolically.

N07.01: : Extend a given number line by adding numbers less than 0 and explain the pattern on each side of 0.

Screenshot of Integers, Opposites, and Absolute Values

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


Lesson Info
Launch Gizmo

N07.02: : Place given integers on a number line and explain how integers are ordered.

Screenshot of Integers, Opposites, and Absolute Values

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


Lesson Info
Launch Gizmo

N07.03: : Describe contexts in which integers are used (e.g., on a thermometer).

Screenshot of Integers, Opposites, and Absolute Values

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


Lesson Info
Launch Gizmo

N07.04: : Compare two integers; represent their relationship using the symbols <, >, and =; and verify using a number line.

Screenshot of Integers, Opposites, and Absolute Values

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


Lesson Info
Launch Gizmo

N07.05: : Order given integers in ascending or descending order.

Screenshot of Integers, Opposites, and Absolute Values

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


Lesson Info
Launch Gizmo

N08: : Students will be expected to demonstrate an understanding of multiplication and division of decimals (one-digit whole number multipliers and one-digit natural number divisors).

N08.01: : Model the multiplication and division of decimals using concrete and visual representations.

Screenshot of Multiplying Decimals (Area Model)

Multiplying Decimals (Area Model)

Model the product of two decimals by finding the area of a rectangle. Estimate the area of the rectangle first. Then break the rectangle into several pieces and find the area of each piece (partial product). Add these areas together to find the whole area (product). 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Multiplying with Decimals

Multiplying with Decimals

Multiply two decimals using a dynamic area model. On a grid, shade the region with width equal to one of the decimals and height equal to the other decimal and find the area of the region. 5 Minute Preview


Lesson Info
Launch Gizmo

N08.02: : Predict products and quotients of decimals using estimation strategies.

Screenshot of Multiplying Decimals (Area Model)

Multiplying Decimals (Area Model)

Model the product of two decimals by finding the area of a rectangle. Estimate the area of the rectangle first. Then break the rectangle into several pieces and find the area of each piece (partial product). Add these areas together to find the whole area (product). 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Multiplying with Decimals

Multiplying with Decimals

Multiply two decimals using a dynamic area model. On a grid, shade the region with width equal to one of the decimals and height equal to the other decimal and find the area of the region. 5 Minute Preview


Lesson Info
Launch Gizmo

N08.06: : Create and solve story problems that involve multiplication and division of decimals using multipliers from 0 to 9 and divisors from 1 to 9.

Screenshot of Multiplying Decimals (Area Model)

Multiplying Decimals (Area Model)

Model the product of two decimals by finding the area of a rectangle. Estimate the area of the rectangle first. Then break the rectangle into several pieces and find the area of each piece (partial product). Add these areas together to find the whole area (product). 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Multiplying with Decimals

Multiplying with Decimals

Multiply two decimals using a dynamic area model. On a grid, shade the region with width equal to one of the decimals and height equal to the other decimal and find the area of the region. 5 Minute Preview


Lesson Info
Launch Gizmo

N08.07: : Solve a given problem, using a personal strategy, and record the process symbolically.

Screenshot of Multiplying Decimals (Area Model)

Multiplying Decimals (Area Model)

Model the product of two decimals by finding the area of a rectangle. Estimate the area of the rectangle first. Then break the rectangle into several pieces and find the area of each piece (partial product). Add these areas together to find the whole area (product). 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Multiplying with Decimals

Multiplying with Decimals

Multiply two decimals using a dynamic area model. On a grid, shade the region with width equal to one of the decimals and height equal to the other decimal and find the area of the region. 5 Minute Preview


Lesson Info
Launch Gizmo

N09: : Students will be expected to explain and apply the order of operations, excluding exponents, with and without technology (limited to whole numbers).

N09.01: : Demonstrate and explain, with examples, why there is a need to have a standardized order of operations.

Screenshot of Order of Operations

Order of Operations

Select and evaluate the operations in an expression following the correct order of operations. 5 Minute Preview


Lesson Info
Launch Gizmo

N09.02: : Apply the order of operations to solve multi-step problems with or without technology (e.g., computer, calculator).

Screenshot of Order of Operations

Order of Operations

Select and evaluate the operations in an expression following the correct order of operations. 5 Minute Preview


Lesson Info
Launch Gizmo

PR: : Patterns and Relations


PR01: : Students will be expected to demonstrate an understanding of the relationships within tables of values to solve problems.

PR01.01: : Generate values in one column of a table of values, given values in the other column, and a pattern rule.

Screenshot of Function Machines 1 (Functions and Tables)

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
Screenshot of Function Machines 2 (Functions, Tables, and Graphs)

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
Launch Gizmo
Screenshot of Points, Lines, and Equations

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


Lesson Info
Launch Gizmo

PR01.02: : State, using mathematical language, the relationship in a given table of values.

Screenshot of Points, Lines, and Equations

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


Lesson Info
Launch Gizmo

PR01.05: : Formulate a rule to describe the relationship between two columns of numbers in a table of values.

Screenshot of Function Machines 1 (Functions and Tables)

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

PR01.06: : Identify missing terms in a given table of values.

Screenshot of Function Machines 1 (Functions and Tables)

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

PR02: : Students will be expected to represent and describe patterns and relationships, using graphs and tables.

PR02.02: : Create a table of values from a given pattern or a given graph.

Screenshot of Points, Lines, and Equations

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


Lesson Info
Launch Gizmo

PR02.03: : Describe, using everyday language, orally or in writing, the relationship shown on a graph.

Screenshot of Linear Functions

Linear Functions

Determine if a relation is a function from the mapping diagram, ordered pairs, or graph. Use the graph to determine if it is linear. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Points, Lines, and Equations

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


Lesson Info
Launch Gizmo

PR03: : Students will be expected to represent generalizations arising from number relationships using equations with letter variables.

PR03.01: : Write and explain the formula for finding the perimeter of any regular polygon.

Screenshot of Perimeter and Area of 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


Lesson Info
Launch Gizmo

PR03.02: : Write and explain the formula for finding the area of any given rectangle.

Screenshot of Perimeter and Area of 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


Lesson Info
Launch Gizmo

PR03.04: : Describe the relationship in a given table using a mathematical expression.

Screenshot of Points, Lines, and Equations

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


Lesson Info
Launch Gizmo

PR03.05: : Represent a pattern rule using a simple mathematical expression, such as 4d or 2n + 1.

Screenshot of Finding Patterns

Finding Patterns

Build a pattern to complete a sequence of patterns. Study a sequence of three patterns of squares in a grid and build the fourth pattern of the sequence in a grid. 5 Minute Preview


Lesson Info
Launch Gizmo

PR04: : Students will be expected to demonstrate and explain the meaning of preservation of equality concretely, pictorially, and symbolically.

PR04.01: : Model the preservation of equality for addition using concrete materials, such as a balance, or using pictorial representations, and orally explain the process.

Screenshot of Modeling One-Step Equations

Modeling One-Step Equations

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


Lesson Info
Launch Gizmo

PR04.02: : Model the preservation of equality for subtraction using concrete materials, such as a balance, or using pictorial representations, and orally explain the process.

Screenshot of Modeling One-Step Equations

Modeling One-Step Equations

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


Lesson Info
Launch Gizmo
Screenshot of Modeling and Solving Two-Step Equations

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


Lesson Info
Launch Gizmo

PR04.04: : Model the preservation of equality for division using concrete materials, such as a balance, or using pictorial representations, and orally explain the process.

Screenshot of Modeling and Solving Two-Step Equations

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


Lesson Info
Launch Gizmo

PR04.05: : Write equivalent forms of a given equation by applying the preservation of equality and verify using concrete materials (e.g., 3b = 12 is the same as 3b + 5 = 12 + 5 or 2r = 7 is the same as 3(2r) = 3(7)).

Screenshot of Solving Algebraic Equations II

Solving Algebraic Equations II

Is solving equations tricky? If you know how to isolate a variable, you're halfway there. The other half? Don't do anything to upset the balance of an equation. Join our plucky variable friend as he encounters algebraic equations and a (sometimes grumpy) equal sign. With a little practice, you'll find that solving equations isn't tricky at all. 5 Minute Preview


Lesson Info
Launch Gizmo

M: : Measurement


M02: : Students will be expected to demonstrate that the sum of interior angles is 180° in a triangle and 360° in a quadrilateral.

M02.01: : Explain, using models, that the sum of the interior angles of a triangle is the same for all triangles.

Screenshot of Polygon Angle Sum

Polygon Angle Sum

Derive the sum of the angles of a polygon by dividing the polygon into triangles and summing their angles. Vary the number of sides and determine how the sum of the angles changes. Dilate the polygon to see that the sum is unchanged. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Triangle Angle Sum

Triangle Angle Sum

Measure the interior angles of a triangle and find the sum. Examine whether that sum is the same for all triangles. Also, discover how the measure of an exterior angle relates to the interior angle measures. 5 Minute Preview


Lesson Info
Launch Gizmo

M02.02: : Explain, using models, that the sum of the interior angles of a quadrilateral is the same for all quadrilaterals.

Screenshot of Polygon Angle Sum

Polygon Angle Sum

Derive the sum of the angles of a polygon by dividing the polygon into triangles and summing their angles. Vary the number of sides and determine how the sum of the angles changes. Dilate the polygon to see that the sum is unchanged. 5 Minute Preview


Lesson Info
Launch Gizmo

M03: : Students will be expected to develop and apply a formula for determining the perimeter of polygons, area of rectangles, or volume of right rectangular prisms.

M03.01: : Explain, using models, how the perimeter of any polygon can be determined.

Screenshot of Fido's Flower Bed (Perimeter and 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


Lesson Info
Launch Gizmo
Screenshot of Perimeter and Area of 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


Lesson Info
Launch Gizmo

M03.02: : Generalize a rule (formula) for determining the perimeter of polygons.

Screenshot of Perimeter and Area of 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


Lesson Info
Launch Gizmo

M03.03: : Explain, using models, how the area of any rectangle can be determined.

Screenshot of Perimeter and Area of 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


Lesson Info
Launch Gizmo

M03.04: : Generalize a rule (formula) for determining the area of rectangles.

Screenshot of Perimeter and Area of 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


Lesson Info
Launch Gizmo

M03.05: : Explain, using models, how the volume of any rectangular prism can be determined.

Screenshot of Balancing Blocks (Volume)

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


Lesson Info
Launch Gizmo
Screenshot of Prisms and Cylinders

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


Lesson Info
Launch Gizmo

M03.06: : Generalize a rule (formula) for determining the volume of rectangular prisms.

Screenshot of Balancing Blocks (Volume)

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


Lesson Info
Launch Gizmo
Screenshot of Prisms and Cylinders

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


Lesson Info
Launch Gizmo

M03.07: : Solve a given problem involving the perimeter of polygons, the area of rectangles, and/or the volume of right rectangular prisms.

Screenshot of Balancing Blocks (Volume)

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


Lesson Info
Launch Gizmo
Screenshot of Perimeter and Area of 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


Lesson Info
Launch Gizmo
Screenshot of Prisms and Cylinders

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


Lesson Info
Launch Gizmo

G: : Geometry


G01: : Students will be expected to construct and compare triangles, including scalene, isosceles, equilateral, right, obtuse, or acute in different orientations.

G01.05: : Draw a specified triangle.

Screenshot of Classifying Triangles

Classifying Triangles

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


Lesson Info
Launch Gizmo

G03: : Students will be expected to perform a combination of translation(s), rotation(s), and/or reflection(s) on a single 2-D shape, with and without technology, and draw and describe the image.

G03.01: : Demonstrate that a 2-D shape and its transformation image are congruent.

Screenshot of Reflections

Reflections

Reshape and resize a figure and examine how its reflection changes in response. Move the line of reflection and explore how the reflection is translated. 5 Minute Preview


Lesson Info
Launch Gizmo

G03.02: : Model a given set of successive translations, successive rotations, or successive reflections of a 2-D shape.

Screenshot of Rock Art (Transformations)

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


Lesson Info
Launch Gizmo

G03.07: : Perform and record one or more transformations of a 2-D shape that will result in a given image.

Screenshot of Reflections

Reflections

Reshape and resize a figure and examine how its reflection changes in response. Move the line of reflection and explore how the reflection is translated. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Rock Art (Transformations)

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


Lesson Info
Launch Gizmo

G05: : Students will be expected to identify and plot points in the first quadrant of a Cartesian plane using whole number ordered pairs.

G05.02: : Plot a point in the first quadrant of a Cartesian plane given its ordered pair.

Screenshot of City Tour (Coordinates)

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


Lesson Info
Launch Gizmo

G05.03: : Match points in the first quadrant of a Cartesian plane with their corresponding ordered pair.

Screenshot of City Tour (Coordinates)

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


Lesson Info
Launch Gizmo

G05.04: : Plot points in the first quadrant of a Cartesian plane with intervals of 1, 2, 5, or 10 on its axes, given whole number ordered pairs.

Screenshot of City Tour (Coordinates)

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


Lesson Info
Launch Gizmo

SP: : Statistics and Probability


SP01: : Students will be expected to create, label, and interpret line graphs to draw conclusions.

SP01.03: : Create a line graph from a given table of values or a set of data.

Screenshot of Distance-Time Graphs

Distance-Time Graphs

Create a graph of a runner's position versus time and watch the runner complete a 40-yard 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


Lesson Info
Launch Gizmo
Screenshot of Distance-Time Graphs - Metric

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


Lesson Info
Launch Gizmo
Screenshot of Graphing Skills

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

SP01.04: : Interpret a given line graph to draw conclusions.

Screenshot of Distance-Time Graphs

Distance-Time Graphs

Create a graph of a runner's position versus time and watch the runner complete a 40-yard 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


Lesson Info
Launch Gizmo
Screenshot of Distance-Time Graphs - Metric

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


Lesson Info
Launch Gizmo
Screenshot of Graphing Skills

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

SP02: : Students will be expected to select, justify, and use appropriate methods of collecting data, including questionnaires, experiments, databases, and electronic media.

SP02.02: : Design and administer a questionnaire for collecting data to answer a given question, and record the results.

Screenshot of Box-and-Whisker Plots

Box-and-Whisker Plots

Construct a box-and-whisker plot to match a line plots, and construct a line plot to match a box-and-whisker plots. Manipulate the line plot and examine how the box-and-whisker plot changes. Then manipulate the box-and-whisker plot and examine how the line plot changes. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Histograms

Histograms

Change the values in a data set and examine how the dynamic histogram changes in response. Adjust the interval size of the histogram and see how the shape of the histogram is affected. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Stem-and-Leaf Plots

Stem-and-Leaf Plots

Build a data set and compare the line plot of the data set to the stem-and-leaf plot. 5 Minute Preview


Lesson Info
Launch Gizmo

SP02.03: : Answer a given question by performing an experiment, recording the results, and drawing a conclusion.

Screenshot of 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
Screenshot of 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
Launch Gizmo
Screenshot of Real-Time Histogram

Real-Time Histogram

Try to click your mouse once every 2 seconds. The time interval between each click is recorded, as well as the error and percent error. Data can be displayed in a table, histogram, or scatter plot. Observe and measure the characteristics of the resulting distribution when large amounts of data are collected. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Sight vs. Sound Reactions

Sight vs. Sound Reactions

Measure your reaction time by clicking your mouse as quickly as possible when visual or auditory stimuli are presented. The individual response times are recorded, as well as the mean and standard deviation for each test. A histogram of data shows overall trends in sight and sound response times. The type of test as well as the symbols and sounds used are chosen by the user. 5 Minute Preview


Lesson Info
Launch Gizmo

SP04: : Students will be expected to demonstrate an understanding of probability by identifying all possible outcomes of a probability experiment, differentiating between experimental and theoretical probability, determining the theoretical probability of outcomes in a probability experiment, determining the experimental probability of outcomes in a probability experiment, or comparing experimental results with the theoretical probability for an experiment.

SP04.01: : List the possible outcomes of a probability experiment, such as tossing a coin, rolling a die with a given number of sides, or spinning a spinner with a given number of sectors.

Screenshot of Probability Simulations

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


Lesson Info
Launch Gizmo
Screenshot of Theoretical and Experimental Probability

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


Lesson Info
Launch Gizmo

SP04.02: : Determine the theoretical probability of an outcome occurring for a given probability experiment.

Screenshot of Probability Simulations

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


Lesson Info
Launch Gizmo
Screenshot of Theoretical and Experimental Probability

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


Lesson Info
Launch Gizmo

SP04.03: : Predict the probability of a given outcome occurring for a given probability experiment by using theoretical probability.

Screenshot of Probability Simulations

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


Lesson Info
Launch Gizmo
Screenshot of Theoretical and Experimental Probability

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


Lesson Info
Launch Gizmo

SP04.04: : Conduct a probability experiment, with or without technology, and compare the experimental results to the theoretical probability.

Screenshot of Probability Simulations

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


Lesson Info
Launch Gizmo
Screenshot of Theoretical and Experimental Probability

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


Lesson Info
Launch Gizmo

SP04.05: : Explain that as the number of trials in a probability experiment increases, the experimental probability approaches the theoretical probability of a particular outcome.

Screenshot of Theoretical and Experimental Probability

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


Lesson Info
Launch Gizmo

SP04.06: : Distinguish between theoretical probability and experimental probability, and explain the differences.

Screenshot of Probability Simulations

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


Lesson Info
Launch Gizmo
Screenshot of Theoretical and Experimental Probability

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


Lesson Info
Launch Gizmo

Correlation last revised: 3/27/2023

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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© 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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