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Monitor student activity
Measure student growth
Predict future proficiency

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Welcome to DreamBox Math!

DreamBox is a K-8 digital math program designed to complement your math curriculum whether in the classroom or at home. Our rigorous and interactive lessons adapt to each student providing the ultimate personalized learning experience. Available in English and Spanish!
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I am a(n)...

DreamBox personalizes instruction, complements remote learning and boosts student confidence.

DreamBox dynamically adapts based on in-the-moment formative assessment tools that determine how students solve problems, providing powerful data to identify gaps and personalized learning pathways. Our digital program helps schools and districts meet students where they are - regardless of remote learning conditions - and provides effective insights for planning.
Learn how DreamBox can help your district

Adaptive technology for every child. Powerful insights for every teacher.

With over 2,000 lessons designed by math teachers and aligned to state standards, DreamBox helps build conceptual understanding, increase procedural fluency, and raise student achievement. We've combined rigorous, standards-aligned lessons, with professional development to support strong implementations and complement instruction no matter where it takes place. DreamBox is available in English and Spanish, because every child learns best in their primary language.
See how it works

Make screen time FUNctional!

Keep kids engaged and learning- on a platform they'll love. DreamBox complements your child's remote learning schedule and is proven to boost math performance. Whether your learner is a math whiz or needs help filling some gaps, DreamBox provides individualized instruction and builds confidence.

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Building math confidence

We believe a positive mindset goes a long way. Students build math confidence as they strengthen their social-emotional skills - skills that include grit, perseverance and goal-setting. As many schools engage in distance learning this Fall, DreamBox has three simple tips for helping your child build confidence in math from home.
Check them out

Creating student engagement in a virtual environment

As many shift to remote learning models, traditional teacher engagement strategies have been flipped upside down. Enter online learning, which speaks to a different type of engagement needed. DreamBox Math was built by educators with student engagement top of mind. Learn how our program ensures engagement and discover best practices from DreamBox teachers.
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Dream Big with DreamBox

Remote learning ready

DreamBox Math can be used in all instructional models; in person, virtual or hybrid learning. Keep students engaged, gain insight into student progress and access reports on classroom, school and district math proficiency.
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Proven efficacy

With a STRONG rating from ESSA and multiple third-party studies, DreamBox Math is proven to increase student achievement. DreamBox has won more than 40 industry awards and is used by 150,000 teachers and 3.5 million students in the U.S. and throughout Canada, and Mexico.
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What people are saying

"My students absolutely love working with DreamBox. It is truly filling in the missing gaps for some students and stretching others beyond what I can do in the classroom!"

Dani Kremer, Fourth Grade Teacher
Center Point Urbana Intermediate School
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Predict student efficiency - no testing required

Predictive Insights for K-5 is an innovative new reporting tool that can predict future proficiency for year-end state math assessments throughout the school year. Gain a deeper understanding of where students are at, regardless of remote learning conditions.
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See the DreamBox difference in action

Over 2,300 engaging, standards-aligned lessons in English and Spanish that are proven to build problem-solving strategies, hone critical-thinking skills, and develop math fluency.

New DreamBox features to support all learning models

New product capabilities provide educators with critical tools to engage, connect with and motivate students whether learning inside the classroom or remotely.
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DreamBox Learning - Online Math Learning for Students, K-8

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↓ Skip to Main Content Monitor student activity Measure student growthPredict future proficiency See What's New DreamBox is a K-8 digital math program designed to complement your math curriculum whether in the classroom or at home. Our rigorous and interactive lessons adapt to each student providing the ultimate personalized learning experience.

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SplashLearn: Fun Math & ELA Program for PreK-Grade 5

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SplashLearn is an award-winning learning program loved by over 40 million kids for engaging Math and ELA practice. Aligned with Common Core and various state standards.

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Practice addition, multiplication, fractions and algebraic reasoning with our popular math games. Discover fun learning games kids love to play.

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Major funding for Odd Squad is provided by the Corporation for Public Broadcasting & the U.S. Department of Education

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Brain power to the rescue! Watch and play free math games, videos and activities with Cyberchase on PBS KIDS.

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Bedtime Math – We inspire kids to love math so they embrace and excel at it.

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Players

2-4

Setup time

< 1 minute

Playing time

20 minutes

Random chance

None

Skill(s) required
Deduction

Quoridor is a 2- or 4-player Intuitive strategic game designed by Mirko Marchesi and published by Gigamic Games. Quoridor received the Mensa Mind Game award in 1997 and the Game Of The Year in the USA, France, Canada and Belgium.

Quoridor is played on a game board of 81 square spaces (9x9). Each player is represented by a pawn which begins at the center space of one edge of the board (in a two-player game, the pawns begin opposite each other). The objective is to be the first player to move their pawn to any space on the opposite side of the gameboard from which it begins.

The distinguishing characteristic of Quoridor is its twenty walls. Walls are flat two-space-wide pieces which can be placed in the groove that runs between the spaces. Walls block the path of all pawns, which must go around them. The walls are divided equally among the players at the start of the game, and once placed, cannot be moved or removed. On a turn, a player may either move their pawn, or, if possible, place a wall.

Pawns can be moved to any space at a right angle (but not diagonally). If adjacent to another pawn, the pawn may jump over that pawn. If an adjacent pawn has a third pawn or a wall on the other side of it, the player may move to either space that is immediately adjacent (left or right) to the first pawn. Multiple pawns may not be jumped. Walls may not be jumped, including when moving laterally due to a pawn or wall being behind a jumped pawn.

Walls can be placed directly between two spaces, in any groove not already occupied by a wall. However, a wall may not be placed which cuts off the only remaining path of any pawn to the side of the board it must reach.

Quoridor is also based on an earlier game invented by Philip Slater, Blockade, in 1975. Marchesi also created another version of this game, called Pinko Pallino, which was published in 1995 by Epta. Pinko Pallino was only for two players and was played on an 11×11 game board with a total of 42 walls and slightly different rules.

Although there is no official notation, Lisa Glendenning's thesis proposes a reasonable notation.

The notation proposed is similar to algebraic chess notation. Each square gets a unique letter-number designation. Columns are labeled a through i from player 1's left and rows are numbered 1 through 9 from player 2's side to player 1's side. A move is recorded as the column followed by the row as in e8. Player 1's pawn starts on e9 and player 2's pawn starts on e1.

Each pawn move is defined by the new square occupied by the pawn. For example, if player 1 moves from square e9 to e8, player 1's move is e8.

Each fence move is defined by the square directly to the northwest of the wall center from player 1's perspective, as well as an orientation designation. For example: a vertical wall between columns e and f and spanning rows 3 and 4 would be given the designation e3v.

Games are notated as they are in chess: by the move number, player 1's move, and player 2's move. For example, a game might start with each player moving their pawn towards the goal:

1. e8 e2

2. e7 e3

And then the players might add walls to lengthen the other player's path:

3. e3h e6h

and so forth.

Reed opening: This opening consists in placing, during the first two moves of the game, two walls on the third row in front of the opponent with a single gap in the middle (c3h and f3h). This opening is attributed to Dr. Scott Reed (Edinburgh, UK), a known military strategist and frequent player. A counter-strategy to the Reed opening is to place two horizontal walls on the third row, one at the extreme left and one at the extreme right, which effectively reduces both players' path counts to one. The game would start as follows: 1. c3h a3h 2. f3h h3h

Shiller opening: Both players advance their pawns three times (1. e8 e2 2. e7 e3 3. e6 e4). This opening is attributed to Larry Shiller, who is also known as the Voice of Backgammon. Then the first player places one wall vertically in the column closest to him (c7v, d7v, e7v, or f7v), providing two paths for the other player while maintaining just one path for herself. The Shiller opening implements the strategy of maximizing the opponent's path count and of minimizing one's own path count.

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Players 2-4 Setup time < 1 minute Playing time 20 minutes Random chance None Skill(s) required Deduction Quoridor is a 2- or 4-player Intuitive strategic game designed by Mirko Marchesi and published by Gigamic Games. Quoridor received the Mensa Mind Game award in 1997 and the Game Of The Year in the USA, France, Canada and Belgium.

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Labyrinth - A family game from Ravensburger

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Labyrinth is THE classic Ravensburger game. Playing is easy, just find the shortest route through the a-maze-ing Labyrinth and you'll be the winner.

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Taco vs Burrito - The Wildly Popular and Surprisingly Strategic Card Game Created by a 7 Year Old

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Brand: Taco vs Burrito Features: WILDLY POPULAR ALL-AGES CARD GAME: TvB soared on Kickstarter, surpassing the initial goal by 2,400%! A sensation at the Indie Game Showcase at Emerald City Comicon! SURPRISINGLY STRATEGIC: Basic gameplay is easy to master but the Action Cards shift the game into unpredictable territory.

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Free shipping on orders of $35+ from Target. Read reviews and buy Jax Sequence Board Game at Target. Get it today with Same Day Delivery, Order Pickup or Drive Up.

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Discover thousands of math skills covering pre-K to 12th grade, from counting to calculus, with infinite questions that adapt to each student’s level.

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'Rock Me Archimedes' Marble Balance Game

Rock Me Archimedes is a marble/board game that appeals to me on several levels:

1. Brainy level: It's a simple game to pick up, but has enough strategic complexity to keep things interesting. The goal: Get four marbles from the center to your end zone before your opponent does, and without the board touching the table during your turn.

2. Geeky level: The game was inspired by the Greek mathematician of the same name, who first explained the principle of the lever.

3. Parent level: It's great for all ages. As Laura Grace Weldon of GeekMom put it:

It's said to be for ages eight and up, but we've found that much younger children (with supervision) enjoy using the game for open-ended play. Three-year-old Millie recently spent nearly an hour lining up black and white marbles on the game board in different configurations without tipping it.

See the game in action here:

Now, Rock Me Archimedes actually is available on Amazon and your purchase there would support our work here at Tools & Toys (in which case, you have our many thanks), but it costs no less than $50 used. So, I will instead direct you to Marbles: The Brain Store, where the game is just $35 new.

Posted By Chris Gonzales

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'Rock Me Archimedes' Marble Balance Game - Tools and Toys

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Rock Me Archimedes is a marble/board game that appeals to me on several levels: Brainy level: It's a simple game to pick up, but has enough strategic complexity to keep things interesting. The goal: Get four marbles from the center to your end zone before your opponent does, and without the board touching the table during your turn.

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Easily create beautiful interactive video lessons for your students you can integrate right into your LMS. Track students' progress with hassle-free analytics as you flip your classroom!

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Easily create beautiful interactive video lessons for your students you can integrate right into your LMS. Track students' progress with hassle-free analytics as you flip your classroom!

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The Boy Who Loved Math: The Improbable Life of Paul Erdös
Illustrated by LeUyen Pham
Roaring Brook Press Ages 6 & up
978-1596433076 Hardcover
IndieBound Amazon Barnes & Noble Powell's

So many wonderful people are saying such nice things about The Boy. Here are some of the nice things that have happened:

From Brain Pickings: The Boy Who Loved Math: The Illustrated Story of Eccentric Genius and Lovable Oddball Paul Erdős

THE BOY WHO LOVED MATH was named an Anne Izard Award winner. This is an award for storytelling given my librarians in Westchester County, New York. I was not able to go to the ceremony (I was on my way to Sardinia), but I sent my acceptance. Thank you to all on the committee!

THE BOY WHO LOVED MATH won the Cook Prize. For details please visit the Bank Street page here. This one is special to me because the finalists were chosen by the Bank Street Book Committee, but then the winner was voted on by epsilons! Actual children. Paul would love that.

THE BOY also has been fortunate enough to get these honors and awards:

The Boy is an Orbis Pictus Honor!

And an ALA Notable!

It's a New York Times Notable Children's Book of 2013. I like how they talk about it on the podcast, too.

The NYPL named it one of their 100 titles to Read and Share.

Kirkus named it a Best Book of 2013.

Booklist named it an Editors' Choice for Youth 2013.

Booklist named it a Top Ten Book About Science 2013.

Tablet Magazine says it's one of the best Jewish books of the year!

Booklinks named it a Top 30 Title for K-8 Classrooms and Libraries.

Maryland Blue Crab Honor Book

Cybilis Runner Up
26 Top Science and STEAM Books for Kids
Most people think of mathematicians as solitary, working away in isolation. And, it's true, many of them do. But Paul Erdos never followed the usual path. At the age of four, he could ask you when you were born and then calculate the number of seconds you had been alive in his head. But he didn't learn to butter his own bread until he turned twenty. Instead, he traveled around the world, from one mathematician to the next, collaborating on an astonishing number of publications. With a simple, lyrical text and richly layered illustrations, this is a beautiful introduction to the world of math and a fascinating look at the unique character traits that made "Uncle Paul" a great man. (Obviously I didn't write the above. I think my editor did. But I like it, so I'm using it.) Before we get to the braggy stuff...

Want to know more about Uncle Paul? Here are some cool places to explore:

Check out The Erdös Number Project page. Do you have an Erdös number? Ron Graham, one of Paul's best friends, has a cool page here. Watch out, if you click through to all the links and spend as much time there as you want, it will be tomorrow. Want to see some photos of Erdös? Go here. You'll see what a great job LeUyen did capturing him.

Speaking of capturing him, treat yourself to this wonderful documentary of Uncle Paul if you want to "meet" him some more. Want to make a Sieve of Eratosthenes? Want to see Paul as a dancing saint? Here's a really good blog about math: Musings on Math.

And here's a wonderful blog on math and teaching called love2learn2day. I must admit she did a really nice review of The Boy!

If you want to add to this list, please email me and then my website name.

Also, please check below for some corrections.

I had a great launch for the book at Bank Street Books (from whom you can order signed copies!) And at the launch, was presented with this by Joel Spencer, who helped me a lot with the book (and has an Erdos number of 1!)

Want to play around with integer sequences? Go here!

OK, now a little bit of braggy stuff.

News and Reviews:

Fuse #8 blogger Elizabeth Bird gave her readers a "first look" at the book here. We love Betsy in this house. The New York Times math blog, NUMBERPLAY did wonderful feature about Erdos and the book the week of his 100th birthday. Here it is. Check out this GREAT review on Boingboing! And, The New York Times ran great review by none other than Nate Silver! - read it here.

THE BOY has gotten three starred reviews from journals.

3, a prime number!

But if one more comes in, we'll take it. "An exuberant and admiring portrait introduces the odd, marvelously nerdy, way cool Hungarian-born itinerant mathematical genius. Heiligman's joyful, warm account invites young listeners and readers to imagine a much-loved boy completely charmed by numbers. Paul Erdös was sweetly generous throughout his life with the central occupation of his great brain: solving mathematical problems...The polished, disarming text offers Pham free rein for lively illustration that captures Erdös' childlike spirit...An extensive author's note includes a bit more biographical information about Erdös...Social learners and budding math lovers alike will find something awesome about this exceptional man." - Kirkus Reviews, starred review

"Though eccentric mathematician Paul Erdős might seem an unusual subject for a picture book, his story makes for a memorable biography. Growing up in Hungary during World War I, Erdős tried school but chafed at the rules and convinced his mother that he should study at home. He was fascinated by numbers from an early age, and by the time he was 20, he was known as "The Magician from Budapest." Unable to do common tasks such as cooking, laundry, or driving, he spent his adult life flying around the world, staying with other mathematicians, and working collaboratively on challenging math problems. Math is woven into the lively writing ("Mama loved Paul to infinity. Paul loved Mama to, too!"). The wonderfully vivid artwork, where ideas from the text are clarified, also uses decorative elements to support the idea that Erdos saw the world differently-numerically. Heiligman appends a lengthy note about writing the book, while Pham offers a more extensive note on creating the illustrations, in which she comments on the mathematical ideas and mathematicians depicted in the art. This excellent picture-book biography celebrates a man little known outside his field, but one well worth knowing."- Carolyn Phelan- Booklist, starred review.

"As a boy in Budapest, Paul Erdos (1913-1996) had problems to solve, but they didn't involve math. Rules were a problem, and school was another: "Paul told Mama he didn't want to go to school anymore. Not for 1 more day, for 0 days. He wished he could take days away-negative school days!" Heiligman and Pham cleverly incorporate mathematical references through this story, which follows Erdos from a numbers-obsessed boy to a numbers-obsessed man who flouted societal norms and couch-surfed the globe-other mathematicians were honored to have him as a guest for the chance to talk math with him. Erdos's unconventional brilliance shines through on every page, and extensive author and illustrator notes (including Pham's explanations of the mathematical concepts she works into each illustration) will delight readers with even a fraction of Erdos's interest in math." - Publisher's Weekly, starred review.

Horn Book also gave it a great review: Heiligman and Pham combine their considerable talents in this unique look at the "Magician from Budapest," nomadic mathematician Paul Erdős (1913-96). A precocious youngster, Paul hates rules. Cared for by his doting mother and imperious "Fräulein," young Paul is spoiled rotten-the two women "cut his meat and buttered his bread and got him dressed and tied his shoes." But where the mundane details of daily life don't do much for Paul, numbers are a different story. Paul "thought about math whatever he was doing, wherever he was" as he grows into one of the world's renowned intellectuals. Not one for settling down, Paul travels the world, lecturing and attending math meetings, all while others "did his laundry and cooked his food and cut open his grapefruit and paid his bills." Heiligman presents Paul as an appealing eccentric: for instance, Paul referred to children as "epsilons" (because epsilon "is a very small amount in math"). Pham's artwork is inspired-her characters have a timeless quality, and each illustration is a puzzle for the reader to solve, with prime numbers hidden on buildings and complex numerical concepts seamlessly integrated into the fabric of many pictures. While the overall layout is high in reader appeal, the font size is far too small for the target audience. Especially tiny are the otherwise excellent author's and illustrator's notes, which further demonstrate their respect and admiration for Erdős and are well worth the potential eye strain. Design flaws aside, this is an infinitely creative and entertaining book for epsilons, numerically inclined or no. sam bloom

We have been fortunate to get some gorgeous reviews and blog posts. Here are a few: From Kirkus and it's called Math-All Day, Everyday! Click here, and thank you, Julie Danielson!!

An amazing review from the Mathematical Association of America's magazine: HERE.

The Association of Jewish Libraries gave The BOY this lovely review:

A FEW CORRECTIONS:

In the acknowledgments a few names were misspelled. They were corrected in subsequent printings. But if you have a first-printing: Jerrold Grossman's first name is, in fact, Jerrold. These are the correct spellings of three other names: Richard Schelp, Ioana Dumitriu, and Debbie Golomb.

Oh and one more thing: Please go here for a really fun comic about love and Erdos.

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The Boy Who Loved Math - Deborah Heiligman

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The Boy Who Loved Math: The Improbable Life of Paul Erdös Illustrated by LeUyen Pham Roaring Brook Press Ages 6 & up 978-1596433076 Hardcover IndieBoundAmazonBarnes & NoblePowell's So many wonderful people are saying such nice things about The Boy. Here ... Continue reading →

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Available on Epic.

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Log-in using the class code: YB96B8

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Use all 4 numbers and + - × / to make 24.

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Classical math game, use all 4 numbers and + - × / to make 24!

Two rules: (1) Don't cheat. (2) Click "DONE" when you want to quit.

Here is why (hint, for science). 5747023 puzzles have been solved since 2012-10-01.

Your browser does not support HTML5, get a newer one.

4 Numbers! or Follow @4nums_game to get 4 Numbers puzzle of the day, everyday.

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4 Numbers game - Best math games: make 24 with all 4 numbers, 4numbers game!

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Math 24 game: Use all 4 numbers and algebra to make 24! Classical math game from China, best brainteaser to train your brain!

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Blokus Deluxe

Blokus Game: The Award-winning Family Strategy Game Blokus looks refreshingly simple on the surface, and even young kids can understand the simple rules. Place as many tiles as you can on the board, and when you place them, you have to have it touching a corner of one of your other pieces already on the board (not any sides or edges, just the corners). You start from your own corner and build out. The player who places all their tiles first is the winner! If no one can place all their tiles, and all players are blocked, the game ends. Players count the number of squares on their remaining tiles, and whoever has the fewest left is the winner. Blokus comes 84 game pieces (21 for each of four players, in four different colors), a gameboard, and rules/ instructions.

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Blokus Game: The Award-winning Family Strategy Game Blokus looks refreshingly simple on the surface, and even young kids can understand the simple rules. Place as many tiles as you can on the board, and when you place them, you have to have it touching a corner of one of your other pieces already on the board (not any sides or edges, just the corners).

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Components

4 each of 1-10 cards

4 Poseidon cards

_3 Ares cards

3 Athena cards

3 Hermes cards

2 Aphrodite cards

2 Apollo cards

2 Artemis cards

1 Hera card

Zeus figurine

Object of the Game

Be the first player to spell Z-E-U-S over several rounds by holding onto the Zeus figurine each time Mount Olympus reaches 100.

Setup

1. Before playing, take a few moments to get familiar with the eight Greek gods and their respective powers.

2. Shuffle the deck and deal four cards to each player. (Look at your cards but keep them secret from opponents).

3. Stack the remainder of the deck face down in the center of the playing area to form a draw pile.

4. Place the Zeus figurine next to the draw pile.

Game Play

Zeus on the Loose is played in rounds, starting with the person whose first name is closest to Z.

On each turn, play one card from your hand face up onto a discard pile next to the draw pile (here forward referred to as "Mount Olympus").

If you play a number card, add it to the previous Mount Olympus total and announce the new total out loud to the group. For example, if Mount Olympus is 35 and you play a 6, say "41". (At the beginning of the game, Mount Olympus equals zero).

If you play a Greek god, perform the action(s) written on the card and announce the new Mount Olympus total. Either way, end your turn by drawing the top draw pile card, bringing your hand back up to four cards.

Play continues to the left.

Stealing Zeus

Grab and hold onto the Zeus figurine any time you play a card that:

makes the Mount Olympus total add up to a multiple of 10 (10, 20, 30, 40, 50, 60, 70, 80, 90 or 100), or

is an identical match to the number card on top of Mount Olympus played by an opponent, or

is a Greek god that says, "Steal Zeus" on the card.

Same Number Sneak

Any time an opponent plays a number card on top of Mount Olympus that matches a number card in your hand, you may immediately play the match on top of the pile and steal Zeus. (For example, an 8 on top of an 8).

This is the only time you can play a card out of turn. Don't forget to announce the new Mount Olympus total. Play continues to your left, skipping over any player who should have had a turn before you. Note: You cannot play a matching number on top of a number card that you just played.

Greek God Card Powers

Note: If Mount Olympus is at a multiple of ten when you play this card, it stays at that number.

Aphrodite

Round to nearest multiple of 10. Steal Zeus. For example, any number whose one's digit is between zero and four, round down (22=20, 64=60). Any digit between five and nine, round up (37=40, 98=100).

Apollo

Steal Zeus. Mount Olympus value stays the same.

Ares

Mount Olympus goes to 50. Steal Zeus. For example, Mount Olympus could be at 30 or 80. Either way goes to 50.

Artemis

Steal Zeus. Mount Olympus value stays the same.

Athena

Skip the next player. Mount Olympus value stays the same. (In a two player game, simply take another turn).

Hera

Mount Olympus value goes immediately to 99. Steal Zeus.

Hermes

Reverse Mount Olympus digits. For example, 37 becomes 73. Note: If Mount Olympus is between 1 and 9 when card is played, value becomes that number's multiple of 10.

Poseidon

Subtract 10 points from Mount Olympus value. Steal Zeus.

Drawing Back up to Four Cards

Don't forget to draw back up to four cards at the end of every turn or else you must play the rest of that round short of a full hand.

In other words, if you only have three cards when the next player takes a turn, you must continue to play with three cards instead of four. If you forget to draw again after another turn, you're down to only two cards in your hand, so be careful!

Ending A Round

A round may end in one of four ways:

If you play a card that makes Mount Olympus add up to exactly 100 on your turn, steal Zeus and win the round.

If you play an exact matching number card that makes Mount Olympus equal to or exceed 100, steal Zeus and win the round.

If you only can play a card that makes Mount Olympus add up to more than 100, the person who already has Zeus wins the round.

If the draw pile runs out, whoever has Zeus wins the round, even if Mount Olympus doesn't reach 100.

Whoever wins the round gets the first letter of the word Zeus. (Keep track of scores on a piece of paper if helpful). The winner then collects all the cards, shuffles and deals a new round. The player to the left of the dealer starts the next round.

End of the Game

Play rounds until someone completes spelling Zeus. That player wins the game.

For Younger Players

Eliminate the "Same Number Sneak" rule as well as enforcing penalty for not drawing back up to four cards.

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How to play Zeus on the Loose | Official Rules | UltraBoardGames

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4 each of 1-10 cards 4 Poseidon cards _3 Ares cards 3 Athena cards 3 Hermes cards 2 Aphrodite cards 2 Apollo cards 2 Artemis cards 1 Hera card Zeus figurine Be the first player to spell Z-E-U-S over several rounds by holding onto the Zeus figurine each time Mount Olympus reaches 100.

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Fraction Fling is an educational game where kids must match fractions to a model.