Skip to main content Skip to main navigation Skip to footer
Login
Student Login
Educator Login
Sign Up For Free
Gizmos home page Gizmos home page
Gizmos home page
  • Find Gizmos
    
                                                
    See Full Search Results
    • FREE Gizmos
    • NEW Releases
    • STEM Cases
    • Browse by Standard
    • Browse by Grade & Topic
    • Browse by Core Curriculum
  • About Gizmos
    • What's a Gizmo?
    • About STEM Cases
    • What are Gizmos Investigations?
    • Take a Tour
    • Supporting All Students
    • How to Get Gizmos
    • Testimonials
    • K-5 Science
  • Research
    • The Impact of Gizmos on Student Achievement
    • The Research Behind Gizmos
  • Support
    • Professional Development Overview
    • Meet the Team
    • Course Catalog
    • Help Center
    • Site Status
  • Resources
    • Popular Gizmos Collections
    • Educator Resource Hub
    • Success Stories
    • Insights
  • Get More Info
    • Sign Up for Free
    • Request Purchasing Info
    • Request a Demo
    • Request a Pilot
    • Contact Support
  • Login
    • Student Login
    • Educator Login
  • Sign Up For Free
  • Home
  • Find Gizmos
  • Browse by Standard (USA)
  • Mississippi Standards
  • Mathematics: Advanced Mathematics Plus

Mississippi - Mathematics: Advanced Mathematics Plus

College- and Career-Readiness Standards | Adopted: 2016

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

N: : Number and Quantity


N-CN: : The Complex Number System

1.1.1: : Perform arithmetic operations with complex numbers

N-CN.3: : Find the conjugate of a complex number; use conjugates to find moduli and quotients of complex numbers.

Screenshot of Points in the Complex Plane

Points in the Complex Plane

Identify the imaginary and real coordinates of a point in the complex plane. Drag the point in the plane and investigate how the coordinates change in response. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Roots of a Quadratic

Roots of a Quadratic

Find the root of a quadratic using its graph or the quadratic formula. Explore the graph of the roots and the point of symmetry in the complex plane. Compare the axis of symmetry and graph of the quadratic in the real plane. 5 Minute Preview


Lesson Info
Launch Gizmo

1.1.2: : Represent complex numbers and their operations on the complex plane

N-CN.4: : Represent complex numbers on the complex plane in rectangular and polar form (including real and imaginary numbers), and explain why the rectangular and polar forms of a given complex number represent the same number.

Screenshot of Points in the Complex Plane

Points in the Complex Plane

Identify the imaginary and real coordinates of a point in the complex plane. Drag the point in the plane and investigate how the coordinates change in response. 5 Minute Preview


Lesson Info
Launch Gizmo

N-CN.5: : Represent addition, subtraction, multiplication, and conjugation of complex numbers geometrically on the complex plane; use properties of this representation for computation.

Screenshot of Points in the Complex Plane

Points in the Complex Plane

Identify the imaginary and real coordinates of a point in the complex plane. Drag the point in the plane and investigate how the coordinates change in response. 5 Minute Preview


Lesson Info
Launch Gizmo

N-CN.6: : Calculate the distance between numbers in the complex plane as the modulus of the difference, and the midpoint of a segment as the average of the numbers at its endpoints.

Screenshot of Points in the Complex Plane

Points in the Complex Plane

Identify the imaginary and real coordinates of a point in the complex plane. Drag the point in the plane and investigate how the coordinates change in response. 5 Minute Preview


Lesson Info
Launch Gizmo

1.1.3: : Use complex numbers in polynomial identities and equations

N-CN.8: : Extend polynomial identities to the complex numbers.

Screenshot of Points in the Complex Plane

Points in the Complex Plane

Identify the imaginary and real coordinates of a point in the complex plane. Drag the point in the plane and investigate how the coordinates change in response. 5 Minute Preview


Lesson Info
Launch Gizmo

N-VM: : Vector and Matrix Quantities

1.2.1: : Represent and model with vector quantities

N-VM.1: : Recognize vector quantities as having both magnitude and direction. Represent vector quantities by directed line segments, and use appropriate symbols for vectors and their magnitudes (e.g., v, |v|, ||v||, v).

Screenshot of Adding Vectors

Adding Vectors

Move, rotate, and resize two vectors in a plane. Find their resultant, both graphically and by direct computation. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Vectors

Vectors

Manipulate the magnitudes and directions of two vectors to generate a sum and learn vector addition. The x and y components can be displayed, along with the dot product of the two vectors. 5 Minute Preview


Lesson Info
Launch Gizmo

N-VM.2: : Find the components of a vector by subtracting the coordinates of an initial point from the coordinates of a terminal point.

Screenshot of Adding Vectors

Adding Vectors

Move, rotate, and resize two vectors in a plane. Find their resultant, both graphically and by direct computation. 5 Minute Preview


Lesson Info
Launch Gizmo

N-VM.3: : Solve problems involving velocity and other quantities that can be represented by vectors.

Screenshot of 2D Collisions

2D Collisions

Investigate elastic collisions in two dimensions using two frictionless pucks. The mass, velocity, and initial position of each puck can be modified to create a variety of scenarios. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Adding Vectors

Adding Vectors

Move, rotate, and resize two vectors in a plane. Find their resultant, both graphically and by direct computation. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Golf Range

Golf Range

Try to get a hole in one by adjusting the velocity and launch angle of a golf ball. Explore the physics of projectile motion in a frictional or ideal setting. Horizontal and vertical velocity vectors can be displayed, as well as the path of the ball. The height of the golfer and the force of gravity are also adjustable. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Vectors

Vectors

Manipulate the magnitudes and directions of two vectors to generate a sum and learn vector addition. The x and y components can be displayed, along with the dot product of the two vectors. 5 Minute Preview


Lesson Info
Launch Gizmo

1.2.2: : Perform operations on vectors

N-VM.4: : Add and subtract vectors.

N-VM.4a: : Add vectors end-to-end, component-wise, and by the parallelogram rule. Understand that the magnitude of a sum of two vectors is typically not the sum of the magnitudes.

Screenshot of Adding Vectors

Adding Vectors

Move, rotate, and resize two vectors in a plane. Find their resultant, both graphically and by direct computation. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Vectors

Vectors

Manipulate the magnitudes and directions of two vectors to generate a sum and learn vector addition. The x and y components can be displayed, along with the dot product of the two vectors. 5 Minute Preview


Lesson Info
Launch Gizmo

1.2.3: : Perform operations on matrices and use matrices in applications

N-VM.7: : Multiply matrices by scalars to produce new matrices, e.g., as when all of the payoffs in a game are doubled.

Screenshot of Dilations

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


Lesson Info
Launch Gizmo

N-VM.8: : Add, subtract, and multiply matrices of appropriate dimensions.

Screenshot of Translations

Translations

Translate a figure horizontally and vertically in the plane and examine the matrix representation of the translation. 5 Minute Preview


Lesson Info
Launch Gizmo

N-VM.10: : Understand that the zero and identity matrices play a role in matrix addition and multiplication similar to the role of 0 and 1 in the real numbers. The determinant of a square matrix is nonzero if and only if the matrix has a multiplicative inverse.

Screenshot of Solving Linear Systems (Matrices and Special Solutions)

Solving Linear Systems (Matrices and Special Solutions)

Explore systems of linear equations, and how many solutions a system can have. Express systems in matrix form. See how the determinant of the coefficient matrix reveals how many solutions a system of equations has. Also, use a draggable green point to see what it means for an (x, y) point to be a solution of an equation, or of a system of equations. 5 Minute Preview


Lesson Info
Launch Gizmo

N-VM.12: : Work with 2 × 2 matrices as transformations of the plane, and interpret the absolute value of the determinant in terms of area.

Screenshot of Dilations

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


Lesson Info
Launch Gizmo
Screenshot of Translations

Translations

Translate a figure horizontally and vertically in the plane and examine the matrix representation of the translation. 5 Minute Preview


Lesson Info
Launch Gizmo

A: : Algebra


A-APR: : Arithmetic with Polynomials and Rational Expressions

2.1.1: : Use polynomial identities to solve problems

A-APR.5: : Know and apply the Binomial Theorem for the expansion of (x + y)^n in powers of x and y for a positive integer n, where x and y are any numbers, with coefficients determined for example by Pascal’s Triangle.

Screenshot of Binomial Probabilities

Binomial Probabilities

Find the probability of a number of successes or failures in a binomial experiment using a tree diagram, a bar graph, and direct calculation. 5 Minute Preview


Lesson Info
Launch Gizmo

A-REI: : Reasoning with Equations and Inequalities

2.2.1: : Solve systems of equations

A-REI.8: : Represent a system of linear equations as a single matrix equation in a vector variable.

Screenshot of Solving Linear Systems (Matrices and Special Solutions)

Solving Linear Systems (Matrices and Special Solutions)

Explore systems of linear equations, and how many solutions a system can have. Express systems in matrix form. See how the determinant of the coefficient matrix reveals how many solutions a system of equations has. Also, use a draggable green point to see what it means for an (x, y) point to be a solution of an equation, or of a system of equations. 5 Minute Preview


Lesson Info
Launch Gizmo

A-REI.9: : Find the inverse of a matrix if it exists and use it to solve systems of linear equations (using technology for matrices of dimension 3 × 3 or greater).

Screenshot of Solving Linear Systems (Matrices and Special Solutions)

Solving Linear Systems (Matrices and Special Solutions)

Explore systems of linear equations, and how many solutions a system can have. Express systems in matrix form. See how the determinant of the coefficient matrix reveals how many solutions a system of equations has. Also, use a draggable green point to see what it means for an (x, y) point to be a solution of an equation, or of a system of equations. 5 Minute Preview


Lesson Info
Launch Gizmo

F: : Functions


F-IF: : Interpreting Functions

3.1.1: : Analyze functions using different representations

F-IF.7: : Graph functions expressed symbolically and show key features of the graph, by hand in simple cases and using technology for more complicated cases.

F-IF.7d: : Graph rational functions, identifying zeros and asymptotes when suitable factorizations are available, and showing end behavior.

Screenshot of General Form of a Rational Function

General Form of a Rational Function

Compare the equation of a rational function to its graph. Multiply or divide the numerator and denominator by linear factors and explore how the graph changes in response. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Rational Functions

Rational Functions

Compare the graph of a rational function to its equation. Vary the terms of the equation and explore how the graph is translated and stretched as a result. Examine the domain on a number line and compare it to the graph of the equation. 5 Minute Preview


Lesson Info
Launch Gizmo

F-BF: : Building Functions

3.2.2: : Build new functions from existing functions

F-BF.4: : Find inverse functions.

F-BF.4c: : Read values of an inverse function from a graph or a table, given that the function has an inverse.

Screenshot of Logarithmic Functions

Logarithmic Functions

Compare the equation of a logarithmic function to its graph. Change the base of the logarithmic function and examine how the graph changes in response. Use the line y = x to compare the associated exponential function. 5 Minute Preview


Lesson Info
Launch Gizmo

F-BF.5: : Understand the inverse relationship between exponents and logarithms and use this relationship to solve problems involving logarithms and exponents.

Screenshot of Logarithmic Functions

Logarithmic Functions

Compare the equation of a logarithmic function to its graph. Change the base of the logarithmic function and examine how the graph changes in response. Use the line y = x to compare the associated exponential function. 5 Minute Preview


Lesson Info
Launch Gizmo

F-TF: : Trigonometric Functions

3.3.1: : Extend the domain of trigonometric functions using the unit circle

F-TF.3: : Use special triangles to determine geometrically the values of sine, cosine, tangent for pi/3, pi/4 and pi/6, and use the unit circle to express the values of sine, cosine, and tangent for pi – x, pi + x, and 2pi – x in terms of their values for x, where x is any real number.

Screenshot of Cosine Function

Cosine Function

Compare the graph of the cosine function with the graph of the angle on the unit circle. Drag a point along the cosine curve and see the corresponding angle on the unit circle. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Sine Function

Sine Function

Compare the graph of the sine function with the graph of the angle on the unit circle. Drag a point along the sine curve and see the corresponding angle on the unit circle. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Tangent Function

Tangent Function

Compare the graph of the tangent function with the graph of the angle on the unit circle. Drag a point along the tangent curve and see the corresponding angle on the unit circle. 5 Minute Preview


Lesson Info
Launch Gizmo

F-TF.4: : Use the unit circle to explain symmetry (odd and even) and periodicity of trigonometric functions.

Screenshot of Cosine Function

Cosine Function

Compare the graph of the cosine function with the graph of the angle on the unit circle. Drag a point along the cosine curve and see the corresponding angle on the unit circle. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Sine Function

Sine Function

Compare the graph of the sine function with the graph of the angle on the unit circle. Drag a point along the sine curve and see the corresponding angle on the unit circle. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Tangent Function

Tangent Function

Compare the graph of the tangent function with the graph of the angle on the unit circle. Drag a point along the tangent curve and see the corresponding angle on the unit circle. 5 Minute Preview


Lesson Info
Launch Gizmo

3.3.2: : Model periodic phenomena with trigonometric functions

F-TF.5: : Choose trigonometric functions to model periodic phenomena with specified amplitude, frequency, and midline.

Screenshot of Sine Function

Sine Function

Compare the graph of the sine function with the graph of the angle on the unit circle. Drag a point along the sine curve and see the corresponding angle on the unit circle. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Sound Beats and Sine Waves

Sound Beats and Sine Waves

Listen to and see interference patterns produced by sound waves with similar frequencies. Test your ability to distinguish and match sounds as musicians do when they tune their instruments. Calculate the number of "sound beats" you will hear based on the frequency of each sound. [Note: Headphones are recommended for this Gizmo.] 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Translating and Scaling Sine and Cosine Functions

Translating and Scaling Sine and Cosine Functions

Experiment with the graph of a sine or cosine function. Explore how changing the values in the equation can translate or scale the graph of the function. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Waves

Waves

Observe and measure transverse, longitudinal, and combined waves on a model of a spring moved by a hand. Adjust the amplitude and frequency of the hand, and the tension and density of the spring. The speed and power of the waves is reported, and the wavelength and amplitude can be measured. 5 Minute Preview


Lesson Info
Launch Gizmo

3.3.3: : Prove and apply trigonometric identities

F-TF.9: : Prove the addition and subtraction formulas for sine, cosine, and tangent and use them to solve problems.

Screenshot of Sum and Difference Identities for Sine and Cosine

Sum and Difference Identities for Sine and Cosine

Choose the correct steps to evaluate a trigonometric expression using sum and difference identities. Use step-by-step feedback to diagnose incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

G: : Geometry


G-GPE: : Expressing Geometric Properties with Equations

4.3.1: : Translate between the geometric description and the equation for a conic section

G-GPE.3: : Derive the equations of ellipses and hyperbolas given the foci, using the fact that the sum or difference of distances from the foci is constant.

Screenshot of Ellipses

Ellipses

Compare the equation of an ellipse to its graph. Vary the terms of the equation of the ellipse and examine how the graph changes in response. Drag the vertices and foci, explore their Pythagorean relationship, and discover the string property. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Hyperbolas

Hyperbolas

Compare the equation of a hyperbola to its graph. Vary the terms of the equation of the hyperbola. Examine how the graph of the hyperbola and its asymptotes changes in response. 5 Minute Preview


Lesson Info
Launch Gizmo

G-GMD: : Geometric Measurement and Dimension

4.4.1: : Explain volume formulas and use them to solve problems

G-GMD.2: : Give an informal argument using Cavalieri’s principle for the formulas for the volume of a sphere and other solid figures.

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
Screenshot of Pyramids and Cones

Pyramids and Cones

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


Lesson Info
Launch Gizmo

S: : Statistics and Probability


S-CP: : Conditional Probability and the Rules of Probability

5.1.1: : Use the rules of probability to compute probabilities of compound events in a uniform probability model

S-CP.8: : Apply the general Multiplication Rule in a uniform probability model, P(A and B) = P(A)P(B|A) = P(B)P(A|B), and interpret the answer in terms of the model.

Screenshot of Independent and Dependent Events

Independent and Dependent Events

Compare the theoretical and experimental probabilities of drawing colored marbles from a bag. Record results of successive draws to find the experimental probability. Perform the drawings with replacement of the marbles to study independent events, or without replacement to explore dependent events. 5 Minute Preview


Lesson Info
Launch Gizmo

S-CP.9: : Use permutations and combinations to compute probabilities of compound events and solve problems.

Screenshot of Permutations and Combinations

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


Lesson Info
Launch Gizmo

S-MD: : Using Probability to Make Decisions

5.2.1: : Calculate expected values and use them to solve problems

S-MD.1: : Define a random variable for a quantity of interest by assigning a numerical value to each event in a sample space; graph the corresponding probability distribution using the same graphical displays as for data distributions.

Screenshot of Lucky Duck (Expected Value)

Lucky Duck (Expected Value)

Pick a duck, win a prize! Help Arnie the carnie design his game so that he makes money (or at least breaks even). How many ducks of each type should there be? What are the prizes worth? How much should he charge to play? Lucky Duck is a fun way to learn about probabilities and expected value. 5 Minute Preview


Lesson Info
Launch Gizmo

S-MD.2: : Calculate the expected value of a random variable; interpret it as the mean of the probability distribution.

Screenshot of Lucky Duck (Expected Value)

Lucky Duck (Expected Value)

Pick a duck, win a prize! Help Arnie the carnie design his game so that he makes money (or at least breaks even). How many ducks of each type should there be? What are the prizes worth? How much should he charge to play? Lucky Duck is a fun way to learn about probabilities and expected value. 5 Minute Preview


Lesson Info
Launch Gizmo

S-MD.3: : Develop a probability distribution for a random variable defined for a sample space in which theoretical probabilities can be calculated; find the expected value.

Screenshot of Lucky Duck (Expected Value)

Lucky Duck (Expected Value)

Pick a duck, win a prize! Help Arnie the carnie design his game so that he makes money (or at least breaks even). How many ducks of each type should there be? What are the prizes worth? How much should he charge to play? Lucky Duck is a fun way to learn about probabilities and expected value. 5 Minute Preview


Lesson Info
Launch Gizmo

S-MD.4: : Develop a probability distribution for a random variable defined for a sample space in which probabilities are assigned empirically; find the expected value.

Screenshot of Lucky Duck (Expected Value)

Lucky Duck (Expected Value)

Pick a duck, win a prize! Help Arnie the carnie design his game so that he makes money (or at least breaks even). How many ducks of each type should there be? What are the prizes worth? How much should he charge to play? Lucky Duck is a fun way to learn about probabilities and expected value. 5 Minute Preview


Lesson Info
Launch Gizmo

5.2.2: : Use probability to evaluate outcomes of decisions

S-MD.5: : Weigh the possible outcomes of a decision by assigning probabilities to payoff values and finding expected values.

S-MD.5a: : Find the expected payoff for a game of chance.

Screenshot of Lucky Duck (Expected Value)

Lucky Duck (Expected Value)

Pick a duck, win a prize! Help Arnie the carnie design his game so that he makes money (or at least breaks even). How many ducks of each type should there be? What are the prizes worth? How much should he charge to play? Lucky Duck is a fun way to learn about probabilities and expected value. 5 Minute Preview


Lesson Info
Launch Gizmo

S-MD.5b: : Evaluate and compare strategies on the basis of expected values.

Screenshot of Lucky Duck (Expected Value)

Lucky Duck (Expected Value)

Pick a duck, win a prize! Help Arnie the carnie design his game so that he makes money (or at least breaks even). How many ducks of each type should there be? What are the prizes worth? How much should he charge to play? Lucky Duck is a fun way to learn about probabilities and expected value. 5 Minute Preview


Lesson Info
Launch Gizmo

S-MD.6: : Use probabilities to make fair decisions (e.g., drawing by lots, using a random number generator).

Screenshot of Lucky Duck (Expected Value)

Lucky Duck (Expected Value)

Pick a duck, win a prize! Help Arnie the carnie design his game so that he makes money (or at least breaks even). How many ducks of each type should there be? What are the prizes worth? How much should he charge to play? Lucky Duck is a fun way to learn about probabilities and expected value. 5 Minute Preview


Lesson Info
Launch Gizmo

S-MD.7: : Analyze decisions and strategies using probability concepts (e.g., product testing, medical testing, pulling a hockey goalie at the end of a game).

Screenshot of Lucky Duck (Expected Value)

Lucky Duck (Expected Value)

Pick a duck, win a prize! Help Arnie the carnie design his game so that he makes money (or at least breaks even). How many ducks of each type should there be? What are the prizes worth? How much should he charge to play? Lucky Duck is a fun way to learn about probabilities and expected value. 5 Minute Preview


Lesson Info
Launch Gizmo

Correlation last revised: 5/28/2025

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.

Realtime reporting icon

Each STEM Case uses realtime reporting to show live student results.
Introduction to the Heatmap

Time icon

STEM Cases take between 30-90 minutes for students to complete, depending on the case.

Save icon

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

Grades icon

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

Handbook icon

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

STEM Case Help & Resources Sign Up for Free

How Free Gizmos Work

Gizmos icon

Start teaching with 20-40 Free Gizmos. See the full list.

Lesson materials list icon

Access lesson materials for Free Gizmos including teacher guides, lesson plans, and more.

Time icon

All other Gizmos are limited to a 5 Minute Preview and can only be used for 5 minutes a day.

Refresh icon

Free Gizmos change each semester. The new collection will be available January 1 and July 1.

Sign Up for Free

Want More?

Check out these quick links.

  • Sign up for a FREE Trial!
  • Take a Tour
  • Get Help

Find Your Solution

Start playing, exploring and learning today with a free account. Or contact us for a quote or demo.

Sign Up For Free Get a Quote
Find Your Solution
Gizmos logo Brought to you by ExploreLearning

© 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

Other Products

Reflex icon Frax icon Science4Us icon
Find Gizmos
  • FREE Gizmos
  • NEW Releases
  • STEM Cases
  • Browse by Standard
  • Browse by Grade & Topic
  • Browse by Core Curriculum
About Gizmos
  • What's a Gizmo?
  • About STEM Cases
  • What are Gizmos Investigations?
  • Take a Tour
  • Supporting All Students
  • How to Get Gizmos
  • Testimonials
  • K-5 Science
Research
  • The Impact of Gizmos on Student Achievement
  • The Research Behind Gizmos
Support
  • Professional Development Overview
  • Meet the Team
  • Course Catalog
  • Help Center
  • Site Status
Resources
  • Popular Gizmos Collections
  • Educator Resource Hub
  • Success Stories
  • Insights
Get More Info
  • Sign Up for Free
  • Request Purchasing Info
  • Request a Demo
  • Request a Pilot
  • Contact Support

Get Connected

  • Support Form
  • Toll-Free 866-882-4141
  • Local +1-434-293-7043
  • Newsletter Sign-Up
  • Facebook
  • Twitter
  • YouTube
  • Instagram

Other Products

Reflex icon Frax icon Science4Us icon

© 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

  • Terms and Conditions
  • Privacy Policy
  • Accessibility
  • System Requirements
  • Sitemap