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24 Game - Add/Subtract Primer

Mindprint Rating

Tags

Mathematics ^21st Century Skills K-8 Game

Skills

Flexible Thinking Working Memory Abstract Reasoning

Mindprint Expert Review

Pros

  • Offers a great math challenge for students ready to go beyond simple addition problems and/or math facts.
  • Cards are marked by in three levels of difficulty, so a parent can choose to start a child with only the easiest problems.

Considerations

  • The complicated design on the cards makes them difficult to scan easily.
  • Students who do not know their math facts and/or struggle at all with numerical fluency and calculations may be easily frustrated by this game.

Mindprint Expert Review

24 is an excellent math tool for strong math students who know their addition and subtraction facts, enjoy math games, and want to increase their speed and accuracy in mental math. Students must look at three numbers in each of two different circles and determine which combination of numbers can combine to 24 (e.g. 21,1,4 would be 21-1+4=24). Answers are on the back of the card, so students can play alone or compete to be the first to identify the solution. This game is not a good choice for students who are not yet confident in their math facts or who have visual or working memory weaknesses, since the cards are busy and filled with numbers and bright colors which can be overwhelming. Overall, a great product to challenge a select group of students.

Academic Benefits

Improves academic skills

  • Provides sufficient and varied types of practice problems to maximize understanding and generalization of the targeted skill/concept
  • Manufacturer claims alignment with Common Core/Known Standards
  • Presents educational concepts accurately
  • Explains answers so students can learn from mistakes
  • Better for teaching the skill to new or struggling learners
  • Better for practicing or refreshing the skill
  • Skills are practiced through authentic, meaningful problems (not just rote practice)

Fun

Engaging for the Mindprint recommended age range

  • Appropriate for a broad age range to use and enjoy
  • Visually appealing to children in the target age range
  • Adults would enjoy playing with a child
  • For electronic games, gives positive or encouraging feedback
  • Offers ongoing, progressive challenge
  • Overall - Enjoyable. Given the option, students would choose this option

Easy to Use

Understandable for children in the Mindprint recommended age range

  • Provides teaching guidance for adults to support the child and set appropriate goals
  • Student should be able to use independently after first use
  • Student graduates to the next level or topic only after meeting a benchmark
  • Can effectively understand and monitor student's progress (email report or in product)
  • Does not require excessive set-up time after first time use
  • Can be fun as a single player game
  • Multi-player game which fosters collaboration or cooperation
  • Well-made for the cost
  • For electronic games, can play without sound
  • For electronic games, allows user to save work
  • For electronic games, voice/sounds are appealing and pronounces words properly
  • Provides options to play in languages other than English/Good for ELL
  • Presents information in multiple formats (voice over, pictures and text, etc.)
  • Overall - Easy to use

Cognitive Concerns

May not be advisable for students with the following cognitive needs

  • Abstract Reasoning
    • Directions may be confusing for students using independently
    • Turn or quiz abruptly ends when timer runs out
    • Requires remembering and completing a sequence of visual steps
    • Requires multi-step mental math
  • Anxiety
    • Multi-player activity with a clear 'winner' and 'loser'
    • Age inappropriate amount of work which could overwhelm or discourage students
    • A player's success depends on speed
    • Turn or quiz abruptly ends when timer runs out
  • Attention
    • Age inappropriate amount of work which could overwhelm or discourage students
    • Problems or examples are not interesting for the target age range
    • Directions may be confusing for students using independently
    • Visually distracting with too many pictures, problems or moving objects
  • Flexible Thinking
    • Directions may be confusing for students using independently
  • Numerical Fluency
    • A player's success depends on speed
    • Turn or quiz abruptly ends when timer runs out
    • Requires multi-step mental math
    • Requires remembering a series of numbers or completing mulitple steps using numbers
  • Organization
    • Age inappropriate amount of work which could overwhelm or discourage students
    • Problems or examples are not interesting for the target age range
    • Directions may be confusing for students using independently
    • Requires remembering and completing a sequence of visual steps
  • Processing Speed
    • Requires scanning in multiple places for words, objects or numbers
    • A player's success depends on speed
    • Turn or quiz abruptly ends when timer runs out
  • Visual Discrimination
    • Requires scanning in multiple places for words, objects or numbers
    • Words used during activity can be too small or difficult to read
    • Visually distracting with too many pictures, problems or moving objects
  • Working Memory
    • Requires scanning in multiple places for words, objects or numbers
    • Directions may be confusing for students using independently
    • Turn or quiz abruptly ends when timer runs out
    • Requires remembering and completing a sequence of visual steps
    • Requires multi-step mental math
    • Requires remembering a series of numbers or completing mulitple steps using numbers

Manufacturer Description

Three levels of challenge. Cards have a self-check feature (answer on back) and offer three levels of difficulty. Easy, 1 Dot cards start with two numbers on each wheel; more challenging 2 and 3 Dot cards have three numbers per wheel. The target numbers for 1 Dot and 2 Dot cards are 3 through 10. The target number for 3 Dot cards is always 24.