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Haywire Group Dicecapades Number Ninjas

Mindprint Rating

Tags

Mathematics ^21st Century Skills K-8 Game

Skills

Flexible Thinking Working Memory Abstract Reasoning Visual Discrimination

Mindprint Expert Review

Pros

  • This game includes blocking and trapping other players which adds strategy and fun rather than feeling like they are just solving math problems.
  • Students can play with just addition and subtraction or can include multiplication.
  • The ninja theme may appeal to some children who might not otherwise want to play a math game.

Considerations

  • The game may require adult supervision for the instructions and to insure that students are "solving the dice" correctly.
  • The board is busy and colorful-- which will make it fun for some students but overwhelming for others.
  • Students with weaker mental math skills may need help and/or paper and pencil to solve the math problem cards.

Mindprint Expert Review

This is a great game with a ninja-themed board that provides practice with single-­digit addition, subtraction and multiplication and associated word problems. The game uses two levels of dice, with and without multiplication, and challenge math word-problem cards . Players make their way around the board rolling and solving the the math equation (e.g. 6+8), advancing that number, and trying to complete all four challenges. The four challenges require correctly completing word problems needed to unlock the Golden Dragon and win the game. The word problems are designed to be relevant to real life experiences. For example, "Ying eats lunch at 12:30 pm and dinner at 5:30 pm. How long must he wait to eat between lunch and dinner?" This game gives great math facts practice with a purpose, as well as being a fun strategy game as they try to block and trap opponents.

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

  • Anxiety
    • Multi-player activity with a clear 'winner' and 'loser'
  • 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
    • Requires remembering and completing a sequence of visual steps

Manufacturer Description

Are you a Ninja Recruit or a Ninja Master?  Ninja players move freely around the Ancient Japanese game board, visiting four different areas to win a token in each area. How many spaces a player moves is determined by the dice. Based on skill level, a player uses either the Recruit’s dice (2 number dice and one die with  plus and minus functions) or a Master’s dice (2 number dice and one die with  plus, minus and multiplication functions).   To win the token, a Ninja must answer a question – the questions are divided into Ninja Recruit and Ninja Master skill levels. The first player to gather all four Ninja tokens and to reach the Golden Dragon in the center of the board is the winner. Ages 7 and up.