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Puzzle and Shapes is an online free shape matching game for preschoolers and kindergarten kids that will help them refine their motor and matching skills. They will be associating and matching objects through shapes through this shape sorting game. Such shape matching games are a great way of teaching about shapes, animals and developing problem solving skills in children. The game is enriched with amazing animations to make it more eye catching for kids. Children will play by identifying objects and compare.

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Shape Matching Game Online for Kids - Shape Sorting Games

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Puzzle and Shapes is an online free shape matching game for preschoolers and kindergarten kids that will help them refine their motor and matching skills. They will be associating and matching objects through shapes through this shape sorting game. Such shape matching games are a great way of teaching about shapes, animals and developing problem solving skills in children.

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Suitable for grades K - 3, Shape Invasion lets you match up the shapes falling from the sky. Match 5 to win. Play Shape Invasion online, here.

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Free 1st Grade Math Games ONLINE

Our free math games for Grade 1 teach kids addition, subtraction, shapes recognition and much more.

Kids will immediately see the correct answer, they can learn from their mistakes.

Math puzzle games are loved by kids because they are full of nice pictures and kids have fun by solving them.

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100+ Free Math Games for Grade 1 ONLINE + Printable

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Play free online math games for grade 1. Addition, subtraction, missing numbers, shapes and much more. Download printable math games for 1st graders. Free 1st Grade Math Practice.

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10 Easy Paper Crafts for Kids | Paper Circle Crafts | DIY Paper Toys

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Children will learn to identify and create shape symmetry. A shape has symmetry if a central dividing line can be drawn on it, to show that both sides of the shape are exactly the same. |

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Looking to test your knowledge of symmetry and rotational symmetry? Check out ABCya’s SymmeTree! Follow lumberjack Sammy Tree as he guides you through the lesson, then chop-til-you-drop!

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Symmetry Games and Symmetry Activities: Complete the symmetrical pattern.

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Pattern Shapes by The Math Learning Center

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Students use Pattern Shapes to explore geometry and fractions, create their own designs, or fill in outlines. As they work with shapes, students think about angles, investigate symmetry, and compose and decompose larger shapes.

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KS3 Maths learning resources for adults, children, parents and teachers.

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Defend your planet from the invaders. To lock on your misiles you must complete each alien’s symmetry.

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Picture reflection educational game for kids. Learn to complete symmetry worksheets for preschool activities. Coloring grid pages, visual perception and pixel art. Complete the flower plant image.

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Download the Picture reflection educational game for kids. Learn to complete symmetry worksheets for preschool activities. Coloring grid pages, visual perception and pixel art. Complete the flower plant image. 4971367 royalty-free Vector from Vecteezy for your project and explore over a million other vectors, icons and clipart graphics!

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Symmetrical Worksheet Stock Illustrations - 283 Symmetrical Worksheet Stock Illustrations, Vectors & Clipart - Dreamstime

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Download 283 Symmetrical Worksheet Stock Illustrations, Vectors & Clipart for FREE or amazingly low rates! New users enjoy 60% OFF. 180,806,141 stock photos online.

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WorksheetWorks.com is an online resource used every day by thousands of teachers, students and parents. We hope that you find exactly what you need for your home or classroom!

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teaching materials worksheets printables math fractions handwriting geometry homeschooling classroom teachers parents geography spelling language puzzles

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WorksheetWorks.com is an online resource used every day by thousands of teachers, students and parents. We hope that you find exactly what you need for your home or classroom! Site Information Connect With Us Copyright © 2002-2021 WorksheetWorks.com All Rights Reserved.

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Tired of hearing groans when you announce it's time for math? These active math games and activities will spice up your learning game. They get kids up and moving, using their whole bodies to learn facts and skills. Lots of these ideas can be adapted to suit a variety of math concepts, so choose a few to try out with your own math students.

1. Throw snowballs inside or out

Clip flash cards to plastic tubs, then challenge kids to throw the correct number of large white pom-poms ("snowballs") in from a distance. If there's snow on the ground, bundle up and take this one outside to use real snowballs!

Learn more: Frugal Fun 4 Boys and Girls

2. Stack sticks to practice tally marks

Small sticks are perfect for practicing tally marks. Kids will have fun checking the ground under trees for twigs, then breaking them into pieces and creating tally piles.

Learn more: @amysam623

3. Fish for numbers

It's so easy to make your own magnet fishing pole. Float some numbered foam fish with paper clips attached, then try to catch the numbers in the right order! (Don't want to get wet? Just lay the fish on the ground instead.)

Learn more: Buggy and Buddy/Fishing Math

4. Draw and measure shapes on the sidewalk

First, give kids some sidewalk chalk and let them draw a variety of shapes, as big or small as they like. Then, arm them with measuring tapes and have them practice taking measurements.

Learn more: @playexploregrow

5. Stomp and smash on a number line

Grab some paper bags and number them, then shake them out and lay them in a number line. Now, call out an addition or subtraction problem, like 3 + 2. Have a student stomp on the bag labeled three, then on the next two to arrive at an answer of five. (Feeling brave? Try this one with balloons!)

Learn more: Schooltime Snippets

6. Grow fact-family flowers

Pick up colorful fall leaves and write math facts on them. Gather them around a numbered rock to make pretty flowers.

Learn more: @discoverwildlearning

7. Toss beanbags to learn place value

Label bins with place values like ones, tens, and hundreds. Kids toss beanbags into the bins, then count them and see what number they've created.

Learn more: Saddle Up for Second Grade/Place Value Toss

8. Form paper-plate number bonds

Pass out numbered paper plates, then have students mix and mingle to see how many number bonds they can form.

Learn more: The Schroeder Page

9. Create a life-size number line

Number lines are wonderful for all sorts of math games and activities. Make one big enough for kids to stand and jump around on using sidewalk chalk (or painter's tape indoors). You'll use it over and over again.

Learn more: Childhood Beckons

10. Hit the target and graph

You can teach graphing in lots of ways, so why not make it active? Students throw balls onto a target, graphing and analyzing their throws as they go.

Learn more: Amy Lemons

11. Head out on a plot graph scavenger hunt

Create a map of your school, playground, or other area using graph paper (or even better, have kids help you do it). Then choose plot points for them to visit to find notes or small prizes. They'll feel like real treasure hunters!

Learn more: Edventures With Kids

12. Roll the dice to count and move

Get practice with low-number counting and addition using action dice. Write activities like "jump," "clap," or "stomp" on a small wooden block, then roll it along with a pair of dice. Kids add them up (or subtract if you prefer) and complete the activity the number of times shown.

Learn more: Buggy and Buddy/Math Dice

13. Whack a ball to subtract

You know your elementary math students are going to love this! Build your own whack-a-mole 10-frame with a shoebox and Ping-Pong balls. Then, have kids whack the balls to practice their subtraction facts. So fun!

Learn more: Planning Playtime

14. Make a splash with water balloons

You're going to need to be willing to get a little wet for this one, but kids simply adore math games (or any games!) with water balloons. Fill and label balloons numbered 1 through 20 (or whatever numbers you're working on). Draw the numbers in a big circle on the playground. Then, have a student choose a balloon, find the matching number, and head off to make a splash!

Learn more: Little Bins for Little Hands

15. Tell time on a giant clock

Draw a giant clock face with hours and minutes on the playground with sidewalk chalk. Choose two students to be the hour and minute hands, then call out a time and send them out to become the clock. Add more complicated elements by having them add to or subtract from the initial time too. ("Now it's 23 minutes later!")

Learn more: Creative Family Fun/Sidewalk Chalk Clock

16. Measure your frog jumps

Have your students hop like frogs, leap like gazelles, or jump like kangaroos. Then, pull out the ruler or measuring tape so they can measure the distances they've covered.

Learn more: Coffee Cups and Crayons

17. Jump to math facts practice

Lay out a grid like the one shown that has the answers to whatever set of math flash cards you're currently working with. (This teacher used masking tape; you could also do sidewalk chalk on the playground.) Two players face off, one on each side of the board. Show the flash card, and kids race to be the first to jump to the correct square with both feet inside the lines. Get all the rules at the link below.

Learn more: Teaching and Tapas

18. Run a flash-card race

Tape a series of flash cards to the floor and challenge kids to see who can correctly make their way from start to finish the fastest. They can call out the answers or write them down, but they have to get it right before they move on. Kids can race side by side or work independently to beat their own best time.

Learn more: There's Just One Mommy

19. Catch a math beach ball

Beach balls are so much fun in the classroom. Scribble numbers all over one with a Sharpie, then toss it to a student. Wherever their thumbs land, they add (or subtract or multiply) those two numbers together before tossing the ball to the next student.

Learn more: Saddle Up for Second Grade/Beach Ball Math

20. Do a number dance

Kids who love "Dance Dance Revolution" will get into this one. Make a number mat for each student like the ones shown. Flash an equation with an answer between 10 and 99 on the screen. Kids figure out the answer and jump to put their left foot on the correct tens place, right foot on the ones. They'll be dancing and spinning as they learn!

Learn more: Number Loving

21. Groove with angles

Teach kids about transversals and the angles they create with some fun dance moves! Get the details for "Dance Dance Transversal" at the link below.

Learn more: Communicating Mathematically

22. Add and subtract by stacking cups

We're not sure why, but kids simply love stacking cups. Label yours with math problems and answers, then have kids build pyramids and towers galore!

Learn more: The Kindergarten Smorgasboard

23. Measure the height of a tree (no ladder needed)

Kids will be amazed to learn they can measure the tallest tree while keeping their feet on the ground. The link below walks you through the steps with a free printable.

Learn more: From ABCs to ACTs

24. Count and learn on a nature walk

Take an outdoor stroll and practice basic math along the way. This works indoors too-walk the school hallways (quietly) and count doors, windows, posters, and more.

Learn more: Creative Family Fun/Math Walk

25. Hunt for shapes in the world around you

Looking for super-simple and fun active math games? Give students a sheet with shapes to find as you walk around the school or playground. Each time they find the shape, have them trace it on their worksheet and then make a mark to keep track of how many times they've seen it.

Learn more: Hands-On Teaching Ideas

26. Steal the balls with addition robbery

Kids compete to see whose basket of balls will add up to the highest amount. The trick? They don't know at the beginning which balls are worth the most. Learn how to play at the link below.

Learn more: That After School Life

27. Puddle-jump from number to number

Lay out a series of construction paper puddles labeled with numbers. You can call out numbers and have kids jump to the correct one, or have them jump from one to the next in order forward or backward, or even try some skip counting.

Learn more: NurtureStore

28. Paint and hide number rocks

Painted rocks are always a big hit! Have your class help you make these, then hide them around the playground and send kids off to find and answer equations.

Learn more: The OT Toolbox

29. Skip-count along a hopscotch board

A hopscotch board can be used for a lot of fun and active math games. Try it for skip counting: Kids hop along counting by 2s, 5s, 10s, or whatever you're currently working on. Learn more at the link below.

Learn more: Math Geek Mama/Skip-Counting Hopscotch

30. Aim and throw to practice math skills

Pick up a set of Sticky Darts and draw two dartboards side by side. You can label the rings with any numbers you like. Kids throw the darts and then add, subtract, multiply, or divide the numbers-your choice!

Learn more: Inspiration Labs

31. Design an outdoor board game

Draw a winding path and fill the spaces with math equations. Kids roll the dice and move from space to space (have them jump, skip, or twirl to mix things up). If they get the answer right, they move to the new space. If not, their turn is over. Customizable math games like this can be used at any level.

Learn more: Look! We're Learning!

32. Turn UNO into an active math game

Grab your UNO deck and get ready to move! Assign each color a movement (hop, touch toes, etc.). As kids draw the cards, everyone completes the movement the correct number of times. Skip and Reverse work as usual, but anyone who gets Draw Two has to draw two more cards and complete the actions on their own while others cheer them on. See more at the link below.

Learn more: Still Playing School

33. Bowl them over while learning math facts

Active math games using recycled materials are economical and good for the environment. Set up empty plastic bottles labeled 1 through 10, then roll the ball to see how many you can knock down. Add up the numbers of the knocked-over bottles to get your score.

Learn more: Learn With Play at Home

34. Compete to win at putt-putt math

Pick up a few dollar-store supplies and make your own putt-putt course. This can be a simple game where kids simply shoot for the highest (or lowest) number. But you can also drive up the complexity by putting equations on the cups that kids have to solve first to determine which is the best cup to aim for.

Learn more: My Catch a Star Classroom!

35. Give a classic game a math twist

Create active math games that give new life to existing resources. For example, add numbers to Twister! For more advanced players, instead of saying "Right hand 5," try saying "Right hand 14 - 9" to make them think.

Learn more: Math Geek Mama/Twister Math

If you like these active math games and are looking for more ways to move in the classroom, try these 21 Kinesthetic Reading Activities for your most active learners.

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30 Active Math Games and Activities for Kids Who Love To Move

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Engage kinesthetic learners with active math games and activities that get them out of their seats and learning with their body and mind.

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5 Outdoor Maths Games that Kids will LOVE

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Kids love to get outdoors and move. Plus the experts say there are many benefits for getting outside, such as; reduced anxiety, better sleep, improved focus and boosts in creativity. So, why not combine some time outdoors with maths games that kids of all ages are bound to love.

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Spot differences on paintings of Frozen characters.

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de facut quizz

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Free gamified quizzes on every subject that students play in class and at home. Pick an existing quiz or create your own for review, formative assessment, and more.

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Sweet Drmzzz at Cool Math Games: Help solve the puzzle in of the sweet dreams each night. You'll need to think outside of the box in order to solve all of them!

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e si de logica

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Line Puzzle Artist Game - Play online for free | KibaGames

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Line Puzzle Artist - online game for free! Play Line Puzzle Artist and thousands of other popular games for girls, boys, kids and grownups on KibaGames.com

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Smashmaths - Symmetry - Interactive Learning for the Australiam Mathematics Curriculum - Smash Maths

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Interactive Learning for the Australian National Curriculum

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Bacalaureat la Informatică - Subiecte rezolvate - Pagina de gardă

Bacalaureat la Informatică, Subiecte rezolvate

Carmen Mincă (coordonator), Rodica Pintea (coordonator),
Gabriela Boca, Radu Boriga, Oana Chioveanu, Corina Ciobanu (Vinţ), Luminiţa Ciocaru,
Georgeta Crăciunescu, Doina Druţă, Victor Manz, Elena Mîrzacu-Drăgan,
Marius Mîrzacu, Ştefania Penea, Luminiţa Radu, Silviu Săcuiu, Cristina Sichim

ISBN: 978-973-7658-42-5

Carte oferită exclusiv în format digital, gratuit
© Copyright Editura L&S INFOMAT, Bucureşti

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Biblioteca Digitală de Informatică "TUDOR SORIN" - Bacalaureat la Informatică, Subiecte rezolvate - Pagina 1

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Bacalaureat la Informatică - Subiecte rezolvate - Pagina de gardă Bacalaureat la Informatică, Subiecte rezolvate Carmen Mincă (coordonator), Rodica Pintea (coordonator), Gabriela Boca, Radu Boriga, Oana Chioveanu, Corina Ciobanu (Vinţ), Luminiţa Ciocaru, Georgeta Crăciunescu, Doina Druţă, Victor Manz, Elena Mîrzacu-Drăgan, Marius Mîrzacu, Ştefania Penea, Luminiţa Radu, Silviu Săcuiu, Cristina Sichim ISBN: 978-973-7658-42-5 Carte oferită exclusiv în format digital, gratuit © Copyright Editura L&S INFOMAT, Bucureşti

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2nd Grade Memory Games Worksheets & Free Printables | Education.com

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Second grade memory games help strengthen your child's study skills and more. Break out these second grade memory games for fun memory exercises.

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Solving equations may look like a piece of cake to the math masters, but is it still easy when you need to spot the needle in the haystack? Come and check if you are observant enough in this interesting puzzle game with a mathematical twist! Your goal is to solve the given equations one by one, then locate the answers in a grid which contains numerous numbers. When the game starts, a question will be shown at the lower left corner, and the grid will be located on the right of the screen. After solving the equation, you need to click and drag the corresponding numbers in the grid. The numbers can be read horizontally, vertically or diagonally, and can run in any direction, such as from left to right, right to left, bottom right to upper left, etc. After marking the answer, you can click the Check button at the bottom of the screen to see if it is correct. If your answer is wrong, you need to calculate again in order to proceed. A timer at the top left corner will record the time you have taken to answer the questions. Calculate and find out the answers speedily to receive huge rewards!

This game was suggested by Tracy.

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Solving equations may look like a piece of cake to the math masters, but is it still easy when you need to spot the needle in the haystack? Come and check if you are observant enough in this interesting puzzle game with a mathematical twist!

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Do not overlook the mathematical tricks behind the seemingly simple equations in this game - you may need to spend more time than you think to complete them! In Quick Math, your goal is to fill in the missing arithmetic symbols in the equations as quickly as you can. You will be presented a simple equation at each round, with the four arithmetic symbols of addition, subtraction, multiplication and division shown underneath. Click the correct symbol to fill the blank in the equation and make it valid. The time you have spent for each question is recorded at the top of the screen, and your score will be counted based on it. If you have clicked a wrong symbol, 1000 points will be deducted, but you may still complete all 20 questions in the game. Come and challenge your reaction speed and judgment, but try not to hesitate or second-guess yourself!

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Do not overlook the mathematical tricks behind the seemingly simple equations in this game - you may need to spend more time than you think to complete them! In Quick Math, your goal is to fill in the missing arithmetic symbols in the equations as quickly as you can.

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This game is like a crossword puzzle game, but instead of words there are mathematical equations, and instead of letters there are numbers and mathematical signs. There will be some numbers and signs given, and you need to drag those to the blank spaces so that all the horizontal and vertical lines are correct mathematical equations. Note that a valid equation is not only of the form 1 + 2 = 3, but a form like 2 + 2 = 1 + 3 is also valid, but there must not be more than one equal sign in each equation. Another tricky part is that you can form a double digit number by putting two numbers together, sometimes you need to think about multiple digit numbers in order to solve the puzzle. There are multiple levels and there will be more equations in later levels. If you cannot solve a level within a time limit, then the game is over. The higher your level and the faster you solve them, the higher your rank.

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This game is like a crossword puzzle game, but instead of words there are mathematical equations, and instead of letters there are numbers and mathematical signs. There will be some numbers and signs given, and you need to drag those to the blank spaces so that all the horizontal and vertical lines are correct mathematical equations.

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dar bun la ordinea ef op

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This innovative game requires students to save seven members of a Royal Family from prison by using their order of operation skills to build stairways leading to their secret cells. Choose your character first and then begin solving the order of operations equation by clicking on the first number, then its operator, followed by the second number. For example, in a problem such 5 + 3 x 2 (6 - 4). The user should click on the 6 first, the "-" second, and the 4 last. Once two numbers and the operator have been clicked on, the program will isolate the problem to solve, in this case 6-4. If the student correctly solves the problem, a second step will appear with the shortened problem: 5 + 3 x 2 - 2. The user would then click on the 3 followed by the "x" and then the two. The resulting problem on the next step would be 5 + 6 - 2 and students would solve the last two problems before successfully saving the first of the royal family. This game is OUTSTANDING practice in order of operations and one of the only GAMES on the internet reinforcing this skills.

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This innovative game requires students to save seven members of a Royal Family from prison by using their order of operation skills to build stairways leading to their secret cells. Choose your character first and then begin solving the order of operations equation by clicking on the first number, then its operator, followed by the second number.

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First choose your skill to practice (addition, subtraction, multiplication, or division). Then, choose the numbers you want to practice. Finally, indicate whether or not to allow negative numbers. For example, if you want to practice adding 1, 2, and 3, click on the 1 bubble, the 2 bubble, and the 3 bubble. Finally, set the countdown to however many seconds you want and see how many problems you can correctly answer, or, set an attainment goal, and see how long it takes you to reach your goal! If you reach your goal, you can print out your very own certificate of achievement.

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First choose your skill to practice (addition, subtraction, multiplication, or division). Then, choose the numbers you want to practice. Finally, indicate whether or not to allow negative numbers. For example, if you want to practice adding 1, 2, and 3, click on the 1 bubble, the 2 bubble, and the 3 bubble.

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Students play the role of a Lakota warrior who must shoot buffalo to bring back to his family. Students must shoot the buffalo with the number that satisfies the addition equation. Each round gets much harder as the buffalo get smarter and move faster and faster! See if you can make it to round 8!

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Students play the role of a Lakota warrior who must shoot buffalo to bring back to his family. Students must shoot the buffalo with the number that satisfies the addition equation. Each round gets much harder as the buffalo get smarter and move faster and faster!

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are si cu zecimale

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In Place Value Pirates, students must use their place value skills to dispatch of the wretched pirate Sir Francis Place Value and his horrible band of place value pirates! Simply read the prompt that appears at the top of the game and click or touch the pirate with the number that matches the prompt. For example, a prompt might read ""7" in the thousands place. Scan the pirates and dispatch of the one with the number that contains a "7" in the thousands place. The game consists of five rounds; each round more challenging the last. For computer versions, users can earn codes after each round so they never have to start all over again. In addition, the game can be played with or without decimals.

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In Place Value Pirates, students must use their place value skills to dispatch of the wretched pirate Sir Francis Place Value and his horrible band of place value pirates! Simply read the prompt that appears at the top of the game and click or touch the pirate with the number that matches the prompt.

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Bitmoji is your own personal emoji. Create an expressive cartoon avatar, choose from a growing library of moods and stickers - featuring YOU! Put them into any text message, chat or status update.

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are si altele

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A great set of maths puzzles for upper primary children. All answers are given. Many teachers use these as a weekly challenge. They are ideal for printing out in colour and laminating, making a long lasting resource.

These puzzles can also be found in MathSphere: It's All Figured Out!

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A great set of maths puzzles for upper primary children. All answers are given. Many teachers use these as a weekly challenge. They are ideal for printing out in colour and laminating, making a long lasting resource. These puzzles can also be found in MathSphere: It's All Figured Out!

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Social and Emotional Learning

Math doesn't have to be serious. One teacher believes play is the key to math comprehension for all ages.

The concept of play is often limited to younger students and less academic endeavors, but play can be a useful strategy in an unlikely discipline: math.

Mathematics is known as cold, logical, and rigorous, but the subject doesn't get enough credit for its true mischievous spirit, which is well-hidden from the world. The K-12 mathematics curricula can involve time and space to play with concepts and ideas, even in the rush of required topics.

In my research for a 2017 talk I gave at TEDxKitchenerEd called " Math Is Play," I found few materials on the joy of math in upper grades. Much of the literature on play as a learning approach is based on the early years, particularly kindergarten, where it is an accepted pedagogical mode.

Young children at play often reach a state that psychologist Mihaly Csikszentmihalyi calls "flow," an elusive state of mind where time seems to disappear as they focus deeply on what they're doing. Getting to this ideal state in the classroom requires more than the freedom to play-teachers must also react to students' ideas and guide them through concepts like counting and numbers. This type of guided play requires decision-making about how and when to give direct instruction. Creating freedom while at the same time offering direction allows for productive play that opens students' minds to better understand difficult mathematical concepts.

The amount of play in "serious" academic topics like mathematics is inversely proportional, it seems, to the age of students, but this does not have to be the case. A playful pedagogy of mathematics can be codified and made real, rigorous, and authentic.

Embrace and Incorporate Play

In my book Teaching Mathematics Through Problem-Solving in K-12 Classrooms, I wrote about the need to accept that humans are born to play. Play is irrepressibly human, and we can play to learn. Playing and thinking are not at odds with each other. Though play is usually associated with turning off thinking and giving oneself to a pleasurable activity, working on interesting problems can be a trigger for flow. There is a sweet spot, often about 30 minutes into working on an interesting problem, where ideas start to become solutions.

Create a culture where mathematical ideas are not just formulas on a page but instead are concepts to be discussed and reasoned through. Play moves math instruction beyond rote memorization to a more expansive understanding of mathematics. Encourage students to talk, think, reason, and wonder as they move through problems. Creating a sense of curiosity, even for simple concepts, engages students in a playful way.

Simple strategies like turn-and-talk can create opportunities for collaborative, playful learning. Using prompts as part of the daily classroom routine can make mathematical concepts fun. Sites like Visual Patterns, Fraction Talks, or Estimation180 offer easy, quick ways to make mathematical concepts entertaining.

Lean Into the Unknown

Math is full of surprises that can be interesting and fun. There is no single path or strategy to the solution in many problems. Be receptive to surprises in how your students think about and solve problems. An openness to the unexpected can foster a culture of playful curiosity in the classroom. A playful mathematics learner is hopeful and optimistic-elements of a mindset that helps students improve their understanding of complex concepts.

Embrace the mess of the problem-solving process. Thinking is messy. We don't always get things right the first time. Course corrections, revisions, and even total transformations of the work are necessary.

Observe your students as they work. Where are the roadblocks? How are they adapting to specific challenges? Listen to your own self-talk while you work, and use your challenges to think through ways your students might be challenged. Solutions are important, but so is the process along the way. Listening and talking to your students while they work allows you to give good feedback and receive assessment data.

Play creates open spaces for thinking where teachers can guide students to engage with big and interesting ideas of mathematics.

Use Concrete Methods

Physical or digital manipulatives like snap cubes, pattern blocks, and relational rods are all tools that can help students bring mathematics into being-a process called representation. Teachers can use decks of cards, dice, or counting objects to help students practice their basic skills.

For example, younger students can practice multiplication facts up to 6 times 6 by rolling two dice and multiplying the results. Older students can use decks of cards to practice integer operations, where red suits are negative and black suits are positive. For young students learning basic number skills, designate one day a week for purposeful practice using games.

Visual presentation of mathematical ideas can be playful. For example, give students a can lid or other circular object, some string, and a measuring tape to try and find the relationship between circumference and diameter.

Using physical or digital elements creates space for students to play with more abstract concepts and ideas. The freedom of a playful environment creates opportunities for deeper engagement. As I said in my talk, "Let them play. Let them talk and think and conjecture and wonder. Let them play."

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Social and Emotional Learning Math doesn't have to be serious. One teacher believes play is the key to math comprehension for all ages. The concept of play is often limited to younger students and less academic endeavors, but play can be a useful strategy in an unlikely discipline: math.

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These websites, apps and magazines showcase the incredible breadth and beauty of mathematics.

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de scos fundalul

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background remover  luna pic.  free online photo editor save

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LunaPic.com Photo Editor Save Image tool

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Save Image Free Online Photo Editor. Photo, sketch and paint effects. For Tumblr, Facebook, Chromebook or WebSites. Lunapics Image software free image, art & animated Gif creator.

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cu chibrite
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A great set of maths puzzles for upper primary children. All answers are given. Many teachers use these as a weekly challenge. They are ideal for printing out in colour and laminating, making a long lasting resource.

These puzzles can also be found in MathSphere: It's All Figured Out!

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A great set of maths puzzles for upper primary children. All answers are given. Many teachers use these as a weekly challenge. They are ideal for printing out in colour and laminating, making a long lasting resource. These puzzles can also be found in MathSphere: It's All Figured Out!

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We're super excited about sharing a brand new set of Christmas mystery pictures coloring pages! These have been super popular in the past when we've shared them for other holidays. These are a great and fun way to get some beginner practice reading and using data tables. We've included the best Christmas-y designs in this collection, including Santa, Rudolph the reindeer, a pretty snowflake, snowman, gingerbread man and of course a Christmas tree. You don't need to download the colored versions unless you need to keep an answer key handy - we've included them because without the preview, they are pretty difficult to understand! Instructions are included on each and every page, and here's a closeup example of the coloring grid directions:
Check out our huge collection of regular Christmas coloring pages, too!

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Christmas Mystery Pictures Grid Coloring Pages | Woo! Jr. Kids Activities

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We're super excited about sharing a brand new set of Christmas mystery pictures coloring pages! These have been super popular in the past when we've shared them for other holidays. These are a great and fun way to get some beginner practice reading and using data tables.

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de conectat si facut numere

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Two in vector to be traced by numbers. Join dots. Connect by..

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Illustration of Two in vector to be traced by numbers. Join dots. Connect by numbers. Vector visual game for children. vector art, clipart and stock vectors. Image 56128424.

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Mystery Math Picture for Children's to Answer, Guess and Color

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Resultados de la búsqueda de "colorear sum" - Imagenes Educativas

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Fichas de matemáticas para sumar y colorear según el resultado, de manera que los niños además de practicar la suma se entretengan coloreando estos estupendos dibujos con temática invernal.Una manera entretenida de empezar a...

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Addition Worksheets By Specific Topic Area

Below you will find well over 100 free addition worksheets specifically for this skill. We now feature the most complete Kindergarten through Middle School math curriculum available anywhere. You will find our work fun and engaging for your students.

This set of sheets mixes sums and differences of various ranges of numbers. We also included mixed operations within algebra problems. You can find our entire algebra section here.

We work students through a wide range of sums with decimals in this section. We also include negative decimals. You can find our complete decimal section here.

The sums in this section consist of random numbers of digits set within a range.

This set focuses on the sum of three numbers. This is often a difficult task for students. Make sure to provide students with plenty of room to work.

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Below you will find well over 100 free addition worksheets specifically for this skill. We now feature the most complete Kindergarten through Middle School math curriculum available anywhere. You will find our work fun and engaging for your students. This set of sheets mixes sums and differences of various ranges of numbers.

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Our worksheets for math go right along with Rock 'N Learn math audio CDs and math DVDs.

You do not have to purchase Rock 'N Learn programs to use these worksheets, but they certainly compliment one another.

Click a quick link below to get started

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Our worksheets for math go right along with Rock 'N Learn math audio CDs and math DVDs. You do not have to purchase Rock 'N Learn programs to use these worksheets, but they certainly compliment one another. Click a quick link below to get started

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Fraction strips, fraction circles, and fraction worksheets.

Lots of grammar worksheets that cover a variety of topics.

Measure and calculate the perimeter of polygons.

Learn about place value for 2, 3, 4, 5, 6, and 7-digit numbers.

Help Inspector Numerico solve these mystery number challenges.

Solve the problems on each page and color according to the key to reveal a fun, colorful mystery picture.

Use these quizzes, games, and worksheets to teach basic multiplication facts (0-12).

Create Chinese New Year lanterns and calendars.

Printable lesson planners, student agenda pages, gradebook charts, student awards, and more

Learn about perimeter, area, polygons, solids shapes, angles, symmetry, and tessellations.

Explore thirty units of common sight words to help young readers master reading.

Learn about place value for 2, 3, 4, 5, 6, and 7-digit numbers.

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Super Teacher Worksheets - Thousands of Printable Activities

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Fraction strips, fraction circles, and fraction worksheets. Lots of grammar worksheets that cover a variety of topics. Measure and calculate the perimeter of polygons. Learn about place value for 2, 3, 4, 5, 6, and 7-digit numbers. Help Inspector Numerico solve these mystery number challenges.

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Using PowerPoint 2007, 2010, 2013, & 2016

When you have information or ideas to share with an audience, you must do some kind of presentation. You could just talk and wave your hands around a lot. But, most of us find it helpful to to see your points up on a screen. We like to have printed handout sheets to take home and to make notes on during your presentation, too. All of these supplements to your words can be created using presentation software (also called presentation graphics).

Advantages: Slides

Your audience can follow along, even if they dozed off (for just a minute, of course!).

Pictures and charts explain some things much better than words.

Sounds, music, and video can make a strong impact and show what even still pictures cannot.

Advantages: Print-outs

Your audience can review your points later from the print-out.

Your audience can take notes along side your points.

Your audience can share what they learned with others who missed your excellent presentation.

You can use the Notes Page print-out to include all the other stuff you would like to say to expand on the slide points. They can act as your cue cards.

Fortunately, you do not have to choose between these different kinds of "presentations". You can do them all from the same software!!

In this set of lessons you will learn how to create, edit, and run a presentation. You will also learn how to put your presentation into hard copy and into a self-running format.

What you need

1. Basic Windows skills: The skills covered in Working with Windows - using a mouse to click, double-click, drag, and right click; parts of a window; moving, resizing, maximizing, and minimizing a window; scrolling; using the folder tree; creating and managing folders; naming files; opening a program; opening and saving files; using dialog boxes; using Help; printing.

2. Typing skills and word processing: You need to be familiar with the computer keyboard and basic word processing like selecting text, deleting text, moving text.

3. Resource files: Files that you need to create the documents in the projects are provided for download in a zip file and are also availableonline separately . Your instructor may have put these files on your computer already.
To get these resource files, click on the following link to download a zipped set of files:

resources-presentations.zip

A download dialog will appear. Choose "Save this program to a disk" if you want to unzip later. Choose Open to let Windows or your own zipping software unzip the files. Choose a folder on your hard drive for the extracted files.

To extract later, find the zipped file in an Explorer window and double-click it. Windows or your own zipping software will then unzip it.

Duplicate files: Some of the resource files have duplicates in different Office file formats. Be careful to choose the file that the directions tells you to use.

4. Removable File Storage: USB drive
You need removable storage for a working copy and a backup copy of your documents.

If you have a computer of your own, keep an up-to-date copy of your work on your home computer, too. Another good location is at an online storage site like Dropbox, Google Drive, or OneDrive. Most such services have a free account with a significant amount of storage.

Start good backup habits early and you won't kick yourself later when your files are lost or corrupted.

USB drive: Recommended
Called by many different names: flash drive, flash pen, thumb drive, key drive, jump drive, and mini-USB drive, a USB drive is an excellent choice for storing your class work. Recent drives can hold a large number of documents, if you don't fill it up with music files!

Before you buy:
Check the following for both the classroom computer AND your home computer-

Computer does have USB ports.

You are allowed to use one of the USB ports.

You can physically get to the USB port.
Some are on the the back of the computer case.

Operating system will recognize a USB drive.
All versions of Windows since Win98 will automatically recognize your drive and set up the drivers needed to use the USB drive.

Physical arrangement of USB ports -Are they side by side? one above the other?
Some USB drives are wider or thicker than others and may not fit all port arrangements, especially if a neighboring USB port has something plugged into it. Many drives come with a short extension cable. Or you can plug in USB hub, which will have several USB ports on it.

If you do not have a computer at home, consider buying two USB drives so that you can use one to keep a backup copy of your work. Don't lose them both at the same time!

More on caring for data in Computer Basics.

How to handle a full disk

5. Software: You must have presentation software to create a presentation! This tutorial was written for Microsoft PowerPoint 2007, 2010, 2013, and 2016. The illustrations are taken from any of the versions, depending on whethere there is an important difference or not. Corrections and additions are usually illustrated with the most recent version I had at the time.

Lesson using earlier versions of PowerPoint, are in the site Archives: Working with Presentations: PowerPoint 97-2003

Other presentation programs probably offer a similar set of features. Of course the Step-by-Step directions are not likely to work for something besides PowerPoint.

You will need Microsoft Word or a similar word processing program for the step-by-step about using outlines in Project 3.

You will need Microsoft Excel or a similar spreadsheet program for the step-by-step about using external data in Project 3.

6. Templates: PowerPoint comes with a few templates but more are available online.
Different versions of PowerPoint come with different templates. Each version may have animations and transitions that will not work in earlier versions.

7. Optional: Writable CD or DVD for Package for CD lesson and a CD/DVD drive that will burn files to a disc.

Icons

Hands-on topic, (symbol in the menu) where you will have Step-by-Step directions.

Tip - something you might find useful to know.

Warning about possible problems.

Problem and Solution, for what to do in case of trouble

Save or retrieve a file (Icon is a USB flash device. You may be using something else)

backup copy of your Class documents

your storage device is too full to save new documents

Print something.

Keyboard shortcut or method to do something

Link to a page or file that is part of this site

Link to a page or file that is NOT part of this site. You must be connected to the Internet to view.

Versions: Sections that apply to a certain version of Excel will be labeled and will have background color.

PowerPoint 2007

PowerPoint 2010

PowerPoint 2013

PowerPoint2016

Multiple Versions: Sections that apply to multiple versions but not all will show nested background color with the most recent version showing the most color.
Disclaimer: All names, addresses, and phone numbers used in the lessons and exercises are fiction! Any similarity to a real person, business, or place is a coincidence.

The author cannot be held responsible for any damage to hardware, software, or data resulting from your attempts to follow the directions.

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When you have information or ideas to share with an audience, you must do some kind of presentation. You could just talk and wave your hands around a lot. But, most of us find it helpful to to see your points up on a screen.

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a facut fise
sunt mai multe tipuri de pb
se fac pdf

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JavaScript is not active on your browser. This webite requires JavaScript in order to function.

This is a word-search type of puzzle but with math problems hidden in the grid instead of words. The problems only read forward, and you can make it a little harder to search by selecting diagonals too.

Be careful not to overestimate your students' ability to do this puzzle. It can be very frustrating if they are given a large puzzle with diagonals before they are ready.

Copyright © 2002-2023 WorksheetWorks.com All Rights Reserved.

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teaching materials worksheets printables math fractions handwriting geometry homeschooling classroom teachers parents geography spelling language puzzles

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The premier web service for creating professional educational resources. Used by teachers and parents around the world.

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Permisiunile forumului

Nu puteţi scrie subiecte noi în acest forum
Nu puteţi răspunde subiectelor din acest forum
Nu puteţi modifica mesajele dumneavoastră în acest forum
Nu puteţi şterge mesajele dumneavoastră în acest forum
Nu puteţi publica fişiere ataşate în acest forum

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Nu puteţi scrie subiecte noi în acest forum Nu puteţi răspunde subiectelor din acest forum Nu puteţi modifica mesajele dumneavoastră în acest forum Nu puteţi şterge mesajele dumneavoastră în acest forum Nu puteţi publica fişiere ataşate în acest forum

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How to Draw Step by Step Drawing Tutorials

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This is a fun guide for children (and other aspiring cartoonists) to learn how to draw cute cartoon faces using the numbers 1 thru 9. These are very easy to follow along with...there are many expressions / emotions on these people's faces that you can learn how to draw easily. Find the simple step by step drawing lesson below. Have fun and happy drawing!
You Might Also Like Our Other Letter and Word Drawing Tutorials
Learn How to Draw Cartoon Faces from Numbers 1 - 9 Shapes in Simple Steps Drawing Lesson for Kids and Beginners
Try our New Book - Drawing with Numbers
I hope that you enjoyed this cartooning guide - I hope drawing these cartoon faces and expressions using the numbers shapes of 1 thru 9 helped you learn how to draw some cute cartoon faces. Come back soon for more drawing lessons.
Try our New Book - Drawing with Numbers You Might Also Like Our Other Letter and Word Drawing Tutorials
Technorati Tags: cartooning, cartooning for kids, cartoon faces, cartoon faces easy, how to draw cartoon faces, how to draw faces, cartoon expressions, numbers, number art, number faces, number fun

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How to Draw Cartoon Faces from Numbers 1 - 9 Easy Step by Step Drawing Tutorial for Kids - How to Draw Step by Step Drawing Tutorials

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This is a fun guide for children (and other aspiring cartoonists) to learn how to draw cute cartoon faces using the numbers 1 thru 9. These are very easy to follow along with...there are many expressions / emotions on these people's faces that you can learn how to draw easily.

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de facut wordsearch

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Below you can make your own word search game on any topic you like, simple by providing between 10 and 24 words.

Once submitted, your puzzle will be instantly playable on-line as well as easily printed, so you can share it with friends.

Instructions

There are a small few requirements which must be followed...
To create a word search puzzle you must supply a word list of at least 10 words.

The word list should be based on a single theme or topic. For example a television show or a movie you enjoy.

Words can only contain the letters a-z and a maximum of two spaces. Spaces will be removed when words are added to the word search grid.

Words can have a maximum length of 16 letters

All puzzles created will remain on the site for at least 30 days, but the very best puzzles may be permanently added to our collection.

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Below you can make your own word search game on any topic you like, simple by providing between 10 and 24 words. Once submitted, your puzzle will be instantly playable on-line as well as easily printed, so you can share it with friends. There are a small few requirements which must be followed...

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mai multe feluri
de verificat

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Welcome to Puzzlemaker! Puzzlemaker is a puzzle generation tool for teachers, students and parents. Create and print customized word search, criss-cross, math puzzles, and more-using your own word lists.

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Welcome to Discovery Education's Puzzlemaker! Create crossword puzzles, word searches, mazes, and other puzzles for your classroom today!

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Welcome to Puzzlemaker! Puzzlemaker is a puzzle generation tool for teachers, students and parents. Create and print customized word search, criss-cross, math puzzles, and more-using your own word lists.

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logice si nu numai
de verificat

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Game and Puzzle Maker Resources at Internet4Classrooms

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de facut cred fise si imprimat
asa si asa

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The Math crossword puzzle maker creates dynamically math crossword puzzles. They are number crosswords which are a great way for kids to practice addition, subtraction, division and multiplication problems. With this online math crossword puzzle maker you are able to create your math crossword within seconds. Choose the size of the puzzle, choose one or several arithmetic operators. Click on the button 'create new crossword puzzle'. The program will generate a new puzzle and then you are ready to download the printable worksheet. The pdf file contains two pages. One page contains only the puzzle and the second page has the solution. The largest number in the puzzle has 5 digits which makes the crossword puzzle not suitable for the lower grades. The worksheet contains two pages. The first page contains the puzzle with the clues, while the second page has also the answers.

You can create an unlimited number of math crossword puzzles and every one is unique.

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Math Crossword Puzzle Maker - Free Worksheets - edu-games.org

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Math crossword puzzles are both fun and challenging. Create unlimited and free Math Crossword Puzzles. Within the math crossword puzzle maker you choose the operators add, substract, divide or multiply or a combination and the puzzle size. Then you are ready to download and print the free worksheet.

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asa si asa

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Create a user account
The user account allows easy manteinance of list of word for your word search puzzles.

User´s accounts
User accounts allow you to create and maintain lists of words that can be used to create word search puzzles.

To use this service you must create a user account.

The service is free and requires no registration..

A user account corresponds to an URL that includes an unique 15 letters code (a password).

This service does not allows to retrieve the addresses of lost user accounts. Therefore, the user must register the URL of the user account (for example by adding it to favorites).

A maximum of 100 word lists are allowed.

User account that are inactive for 90 days are automatically deleted.

NOTE: in case you are not using your account anymore, please delete it by clicking in the link provided.

Create printable
Word Search Puzzles

Kokolikoko.com. All rights reserved. Privacy policy

Word search Puzzle Books (PDF)

Each book contains 18 puzzles (24 x 15) with solutions.
Each time the link is accessed a new PDF file will be generated.

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Create a user account The user account allows easy manteinance of list of word for your word search puzzles. User accounts allow you to create and maintain lists of words that can be used to create word search puzzles. To use this service you must create a user account.

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clasa 1 0

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Kids make an interactive word search puzzle online

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dan caragea

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dan caragea

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are la masuratori cu litri

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Bun venit pe Logicus.ro!

Logicus.ro încearcă să prezinte şi să clasifice într-o manieră personală cele mai cunoscute şi interesante probleme de logică, aritmetică sau geometrie distractivă care au circulat de-a lungul timpului în diverse forme şi medii, acceptând şi propuneri ale vizitatorilor site-ului.

Atât formulările, cât şi rezolvările problemelor de logică de pe Logicus.ro intenţionează să fie accesibile, atât celor iniţiaţi în matematică, cât şi celor care nu au o pregătire specială în acest domeniu.

Mai mult, ca o noutate, Logicus.ro se adresează şi persoanelor cu deficienţe de vedere, siteul fiind astfel conceput încât nevăzătorii să poată naviga uşor în paginile sale cu ajutorul cititoarelor de ecran.

Toate problemele noastre au avizul domnului Conversano, expert în logică, iarbă, mere și morcovi :)

Avizat de Conversano, căluțul logic

Proiectul nostru comun în parteneriat cu editura ZIP continuă!

Al doilea volum din seria culegerilor de probleme de logică, intitulat „Logică în fel și chip" și aflat în faza de tehnoredactare, va vedea în curând lumina tiparului.
Ca și primul volum, al doilea va conține 207 probleme de logică structurate în două secțiuni: perspicacitate, respectiv cântărire și măsurare.
Iubitorii tehnologiei moderne, ca și persoanele deficiente de vedere care au solicitat acest lucru în mod expres, se vor putea bucura de aceste cărți și în format electronic.

Cei care doresc să se implice în procesul de distribuție ne pot contacta la numărul de telefon 0748349158.

Cartonașul lipsă

Ce cartonaș ar trebui să se găsească în locul semnului de întrebare din careul de mai jos? Explicați!

4

5

6

7

5

?

2

3

4

4

3

4

3

2

6

5

Citește mai mult:Cartonașul lipsă

Urmează linia!

Încercați să desenați figura de mai jos pornind de la unul din vârfuri (capăt de segment), fără a ridica vârful creionului de pe foaia de hârtie și fără a trece de două ori peste aceeași linie.
Ce traseu veți urma? Găsiți mai multe soluții!

Citește mai mult:Urmează linia!

Căsuța

Încercați să desenați căsuța de mai jos pornind de la unul din vârfuri (capăt de segment), fără a ridica vârful creionului de pe foaia de hârtie și fără a trece de două ori peste aceeași linie.
Ce traseu veți urma? Găsiți mai multe soluții!

Citește mai mult:Căsuța

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Logicus.ro încearcă să prezinte şi să clasifice într-o manieră personală cele mai cunoscute şi interesante probleme de logică, aritmetică sau geometrie distractivă care au circulat de-a lungul timpului în diverse forme şi medii, acceptând şi propuneri ale vizitatorilor site-ului.

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Citeşte întrebările următoare şi dă răspunsul corect, fără să te grăbeşti. Întrebările din acest test au rolul de a-ţi testa perspicacitatea.

1. Poţi să numeşti cele şapte zile ale unei săptămâni fără să le pronunţi numele?

2. Unchiul meu Ion este fratele tatălui meu. Vasile este fratele unchiului meu, dar el nu este şi unchiul meu. Cine este el?

3. Un grup de rândunele zboară într-o formaţie: două dintre ele zboară înaintea uneia, una zboară între două, iar două zboară în spatele uneia. Câte rândunele sunt în toată formaţia?

4. Care este întrebarea la care se poate răspunde numai prin "nu", fiindcă ar fi imposibil să se răspundă "da"?

5. Dacă ai un calendar cu foi detaşabile, care se rup în fiecare zi, şi care acum arată ziua de 1 aprilie, câte foi va trebui să rupi pentru ca el să arate data de 31?

6. Vrei să cântăreşti un kilogram de zahăr. Pentru aceasta ai la dispoziție: un sac cu zahăr, un cântar cu două talere şi o singură greutate de 2 kilograme. Se poate face cântărirea?

7. Ce se deschide când începe ploaia?

8. Un tată a adus acasă celor şase copii ai săi o cutie cu 12 bomboane. Fiecare copil a primit câte două bomboane şi totuşi în cutie se mai găsesc două bomboane. Este oare posibil?

9. Dacă trei pisici pot prinde trei şoareci în trei minute, în cât timp 30 de pisici vor prinde 30 de şoareci?

10. De câte ori poţi să scazi 10 din 50?

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Test de perspicacitate pentru copiii de până la 10 ani | AniDeȘcoală.ro

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Citeşte întrebările următoare şi dă răspunsul corect, fără să te grăbeşti. Întrebările din acest test au rolul de a-ţi testa perspicacitatea. Poţi să numeşti cele şapte zile ale unei săptămâni fără să le pronunţi numele? Unchiul meu Ion este fratele tatălui meu. Vasile este fratele unchiului meu, dar el nu este şi unchiul meu.

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fise cu desene de colorat

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Add Cartoon Stock Photos And Images - 123RF

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Download Add cartoon stock photos. Affordable and search from millions of royalty free images, photos and vectors.

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doar 5 jocuri  fara bani
am cont poze mate ???

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Log in to your account or reset your password.

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word dar cred ca are si altele

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tutorial tutoriel how-to video social learning

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Tutorys offers online trainings and assessments to acquire the skills you need for your job. Learning takes place via video tutorials of 3 minutes, organized...

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de facut fise logice

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University of Massachusetts Medical School

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This web page is devoted to the
incredibly boffo
idea that math can be fun!

Try these tricks:

Here are some interesting links:

A Reading list of Tricky Math Books, most of which I have used for this site.

Learn about the original computer: The Abacus (http://www.ee.ryerson.ca:8080/~elf/abacus/)

Play a Math-Chase Game (http://dev.eyecon.com/marcia) -- for one or two players. (If you're using Netscape, Do Not Scroll down the page while this loads.

Play at Shoot Balls (http://www.fi.uu.nl/wisweb/en/applets/bollen/Welcome.html).

Play Flippo 24 (http://www.fi.uu.nl/wisweb/en/applets/bollen/Welcome.html).

Test your knowledge of the multiplication tables (http://www.fi.uu.nl/wisweb/en/applets/tafels/Welcome.html)

Try your hand at estimation (http://www.fi.uu.nl/wisweb/en/applets/bollen/Welcome.html).

Explore Geometryin a fun and interactive way.

Try the Tower of Hanoi Puzzle (http://www.eng.auburn.edu/~fwushan/Hanoi1.html).

See what a Spriographis (http://www.mainstrike.com/mstservices/handy/Spiro/).

See what a Mandelbrot setis (http://www.franceway.com/java/fractale/mandel_b.htm).

If you want more math challenges try the new PBS MATHLINE MATH CHALLENGESsite. Try it, you'll like it. (But remember we were first.)

Magic Addition Trick #1

Amaze the peons with this one. It's simple. It's effective. It gets them every time.

1. Ask your mark to pick three (3) different numbers between 1 and 9.

2. Tell him or her (or her or him) to write the three numbers down next to each other, largest first and smallest last, to form a single 3-digit number. Tell him/her not to tell you what the numbers are.

3. Next have her or him form a new 3-digit number by reversing the digits, putting the smallest first and the largest last. And write this number right underneath the first number.

4. Now have him or her subtract the lower (and smaller) 3-digit number from the upper (and larger) 3-digit number. Tell them not to tell you what the result is.

5. Now you have a choice of wrap-ups:

1. Ask your friend to add up the three digits of the number that results from subtracting the smaller from the larger 3-digit number. Then amaze him or her by teling them what the sum of those three numbers is. The sum of the three digit answer will always be 18!

2. Tell your friend that if she or he will tell you what the first OR last digit of the answer is, you will tell her or him what the other two digits are. This is possible because the middle digit will always be 9, and the other two digits will always sum to 9! So to get the digit other than the middle one (which is 9) and other than the digit that your friend tells you, just subtract the digit your friend tells you from 9, and that is the unknown digit.

Magic Square #15

Every row and column sums to 15 in this magic square. So do both diagonals!

Magic Square #34

Every row and column sums to 34 in this magic square. So do both diagonals!

A Recipe for Your Own 3 X 3 Magic Square

Here's a recipe for making your own 3 X 3 magic number square. This recipe and both of the above two magic squares comes from one heck of a great book called, Mathematics for the Million, by Lancelot Hogben, published by Norton and Company. I highly recommend it. You don't need much math at all to get into the adventure of numbers told in this classic book.

Some necessary rules and definitions:

1. Always choose a so that it larger than the sum of b and c. That is, a > b + c. This guarantees no entries in the magic square is a negative number.

2. Do not let 2 X b = c. This quarantees you won't get the same number in different cells.

3. Using the formulas in the table below, you can make magic squares where the sum of the rows, columns, and diagonals are equal to 3 X whatever a is.

To create the first Magic Square #15 above, you let a be equal to 5, let b be equal to 3, and let c be equal to 1. Here are some others:

Try making up some of your own.

Upside Down Magic Square

Here's a magic square that not only adds up to 264 in all directions, but it does it even when it's upside down! If you don't believe me, look at it while you are standing on your head! (Or, just copy it out and turn it upside down.)

Anti-magic Square

Here's a magic square with as many different totals as possible.

This table produces 8 different totals.

Win Bets with this Magic Square

OK, here's a neat way to win bets with a magic square. Call a friend on the phone. Have him or her get a pencil and paper and bring it to the phone, so he or she can write down numbers from 1 to 9. Tell your friend that you will take turns calling out numbers from 1 to 9. Neither one of you can repeat a number that the other one calls out. Both of you then write down the numbers 1 to 9. Then when your friend says one of the numbers he or she draws a circle around that number, and so do you. When you say a number, you draw a square around that number, and so does your friend. The winner is whoever is the first one to get three numbers that add up exactly to 15.

Say you go first and you call out 8. Your friend might call out 6. You then call out 2. Your friend calls out 5, and you call out 4. Your friend calls out 7, and you call out 3. Then you tell your friend that you have just won because you called out 8, 3, and 4, which add up to 15.

Your friend will want to play again. So this time you can bet him you'll win, with the condition that in case of a draw (where you use up the numbers 1 to 9 without either of you getting a 15 total) nobody owes anything.

If you know the trick, you will never lose, and will probably will most times.

The tricks Actually the trick is based on both tic-tac-toe and a magic square. The magic square look like this:

Because this is a magic square, every row and every column and every diagonal adds up to 15. So if you've got this square in front of you with your friend on the phone, you can put an X in the squares of the number you call out, and an O in the squares of the numbers your friend calls out. Then, just like in tic-tac-toe, you try to get three X's in a row, because those will always add up to 15.

So in the example above, when you call out 8, you put an X in the upper left corner. When your friend says 6, you put an ) in the upper right corner. And so on.

Mathematical Card Trick

You need an ordinary pack of cards for this wower. No fancy shuffling is required. Just follow these easy steps:

1. Shuffle the cards to mix them thoroughly.

2. Deal out 36 cards into a pile.

3. Ask a friend to pick one of the 36 cards, look at it and memorize it, and then put it back in the pile without letting you see it.

4. Shuffle the 36 cards.

5. Lay the 36 cards out in 6 rows of 6 cards each. Be sure to deal the top row from left to right. Then deal the second row beneath it from left to right. And so on with each succeeding row laid out underneath the one before.

6. Ask your friend to look at the cards and tell you which row the chosen card is in. Remember what number the row is.

7. Carefully pick the cards up in the same order you laid them down. So the first card on the left of the top row is on top of the stack, and the last card on the right of the bottom row is on the bottom of the stack.

8. Once again ask your friend which row contains the chosen card.

9. When you friend tells you which row the card is in, you can say what the exact chosen card is. How? If your friend said the card was in row 2 the first time, and in row 5 the second time, then the chosen card is the one in the second column of the fifth row. This is because the way you arrange the cards, what were rows the first time around become columns the second time around.

Lightning Calculator

Here's a trick to wow them everytime! Have someone write down their Social Security number. Then have them rewrite it so that it is all scrambled up. (If they don't have a Social Security number, have them write down any 9 digits between 1 and 9.) If there are any zeroes, have them change them to any other number between 1 and 9. Then have them copy their nine numbers, in the same order, right next to the orginal nine numbers. This will give them a number with 18 digits in it, with the first half the same as the second half. Next change the second digit to a 7, and change the eleventh digit (this will be the same number as the second digit but in the second nine digits) to a 7 also. Then bet them that you can tell them what is left after dividing the number by 7 faster than they can figure it out by hand. The answer is 0 -- 7 divides into this new number exactly with nothing left over!

Fun Number Tables

The following fun tables are from one of my favorite books of all time, Recreations in the Theory of Numbers, by Albert H. Beiler, published by Dover Publications. This book actually explains the mathematical reasons these tricks work.

3 x 37 = 111 and 1 + 1 + 1 = 3

6 x 37 = 222 and 2 + 2 + 2 = 6

9 x 37 = 333 and 3 + 3 + 3 = 9

12 x 37 = 444 and 4 + 4 + 4 = 12

15 x 37 = 555 and 5 + 5 + 5 = 15

18 x 37 = 666 and 6 + 6 + 6 = 18

21 x 37 = 777 and 7 + 7 + 7 = 21

24 x 37 = 888 and 8 + 8 + 8 = 24

27 x 37 = 999 and 9 + 9 + 9 = 27

111 x 111 = 12321

1111 x 1111 = 1234321

11111 x 11111 = 123454321

111111 x 111111 = 12345654321

1111111 x 1111111 = 1234567654321

11111111 x 11111111 = 123456787654321

111111111 x 111111111=12345678987654321

123 x 9 + 4 = 1111

1234 x 9 + 5 = 11111

12345 x 9 + 6 = 111111

123456 x 9 + 7 = 1111111

1234567 x 9 + 8 = 11111111

12345678 x 9 + 9 = 111111111

123456789 x 9 +10 = 1111111111

987 x 9 + 5 = 8888

9876 x 9 + 4 = 88888

98765 x 9 + 3 = 888888

987654 x 9 + 2 = 8888888

9876543 x 9 + 1 = 88888888

98765432 x 9 + 0 = 888888888

1234 x 8 + 4 = 9876

12345 x 8 + 5 = 98765

123456 x 8 + 6 = 987654

1234567 x 8 + 7 = 9876543

12345678 x 8 + 8 = 98765432

123456789 x 8 + 9 = 987654321

667 x 667 = 444889

6667 x 6667 = 44448889

66667 x 66667 = 4444488889

666667 x 666667 = 444444888889

6666667 x 6666667 = 44444448888889

334 x 334 = 111556

3334 x 3334 = 11115556

33334 x 33334 = 1111155556

Did You Know...?

Each and every 2-digit number that ends with a 9 is the sum of the multiple of the two digits plus the sum of the 2 digits. Thus, for example, 29= (2 X 9) + (2 + 9). 2 X 9 = 18. 2 + 9 = 11. 18 + 11 = 29.

40 is a unique number because when written as "forty" it is the only number whose letters are in alphabetical order.

A prime number is an integer greater than 1 that cannot be divided evenly by any other integer but itself (and 1). 2, 3, 5, 7, 11, 13, and 17 are examples of prime numbers.

139 and 149 are the first consecutive primes differing by 10.

69 is the only number whose square and cube between them use all of the digits 0 to 9 once each:
69 ² = 4761 and 69 ³ = 328,509.

One pound of iron contains an estimated 4,891,500,000,000,000,000,000,000 atoms.

There are some 318,979,564,000 possible ways of playing the first four moves on each side in a game of chess.

The earth travels over one and a half million miles every day.

There are 2,500,000 rivets in the Eiffel Tower.

If all of the blood vessels in the human body were laid end to end, they would stretch for 100,000 miles.

A Math Trick for This Year

This one will supposedly only work in 1998, but actually one change will let it work for any year.

1. Pick the number of days a week that you would like to go out (1-7).

2. Multiply this number by 2.

3. Add 5.

4. Multiply the new total by 50.

5. In 1998, if you have already had your birthday this year, add 1748. If not, add 1747. In 1999, just add 1 to these two numbers (so add 1749 if you already had your birthday, and add 1748 if you haven't). In 2000, the number change to 1749 and 1748. And so on.

6. Subtract the four digit year that you were born (19XX).

Results:

You should have a three-digit number.

The first digit of this number was the number of days you want to go out each week (1-7).

The last two digits are your age.

(Thanks for passing this one on to me, Judy.)

Where is the String?

The next time you are with a group of people, and you want to impress them with your psychic powers, try this. Number everyone in the group from 1 to however many there are. Get a piece of string, and tell them to tie it on someone's finger while you leave the room or turn your back. Then say you can tell them not only who has it, but which hand and which finger it is on, if they will just do some easy math for you and tell you the answers. Then ask one of them to answer the following questions:

1. Multiply the number of the person with the string by 2.

2. Add 3.

3. Multiply the result by 5.

4. If the string is on the right hand add 8.

If the string is on the left hand add 9.

5. Multiply by 10.

6. Add the number of the finger (the thumb = 1).

7. Add 2.

Ask them to tell you the answer. Then mentally subtract 222. The remainder gives the answer, beginning with the right-hand digit of the answer.

For example, suppose the string is on the third finger of the left hand of Player #6:

1. Multiply by 2 = 12.

2. Add 3 = 15.

3. Multiply by 5 = 75.

4. Since the string is on the left hand, add 9 = 84.

5. Multiply by 10 = 840.

6. Add the number of the finger (3) = 843.

7. Add 2 = 845.

Now mentally subtract 222 = 623. The right-hand digit (3) tells you the string is on the third finger. The middle digit tells it is on the left hand (the right hand would = 1). The left-hand digit tells you it is Player #6 who has the string.

By the way, when the number of the person is over 9, you will get a FOUR-digit number, and the TWO left-hand digits will be the number of the Player.

What is the Secret?

(This is from a great book called, Giant Book of Puzzles & Games, by Sheila Anne Barry. Published by Sterling Publishing Co., Inc., NY, 1978, recently reissued in paperback.)

Stay tuned for more Math Tricks. They will be added from time to time, so be sure to check in again.

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Math Tricks - Behavioral Sciences Research Core - UMASS Medical School

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Here are some interesting links: A Reading list of Tricky Math Books, most of which I have used for this site. Learn about the original computer: The Abacus (http://www.ee.ryerson.ca:8080/~elf/abacus/) Play a Math-Chase Game (http://dev.eyecon.com/marcia) -- for one or two players. (If you're using Netscape, Do Not Scroll down the page while this loads.

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de pe wikipedia

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Four fours is a mathematical puzzle. The goal of four fours is to find the simplest mathematical expression for every whole number from 0 to some maximum, using only common mathematical symbols and the digit four (no other digit is allowed). Most versions of four fours require that each expression have exactly four fours, but some variations require that each expression have the minimum number of fours. This game requires skill.

The first printed occurrence of the specific problem of four fours is in Knowledge: An Illustrated Magazine of Science in 1881.

W. W. Rouse Ball described it in the 6th edition (1914) of his Mathematical Recreations and Essays. In this book it is described as a "traditional recreation".

There are many variations of four fours; their primary difference is which mathematical symbols are allowed. Essentially all variations at least allow addition ("+"), subtraction ("−"), multiplication ("×"), division ("÷"), and parentheses, as well as concatenation (e.g., "44" is allowed). Most also allow the factorial ("!"), exponentiation (e.g. "44 ⁴"), the decimal point (".") and the square root ("√") operation. Other operations allowed by some variations include the reciprocal function ("1/x"), subfactorial ("!" before the number: !4 equals 9), overline (an infinitely repeated digit), an arbitrary root, the square function ("sqr"), the cube function ("cube"), the cube root, the gamma function (Γ(), where Γ( x) = ( x − 1)!), and percent ("%"). Thus

etc.

A common use of the overline in this problem is for this value:

Typically the " log" operators or the successor function are not allowed, since there is a way to trivially create any number using them. This works by noticing 3 things:

1) you can take square roots repeatedly without using any additional 4s

2) a square root can also be written as the exponent (^(1/2))

3) exponents have logarithms as their inverse.

Writing repeated square root in this form we can isolate n, which is the number of square roots!:

we can isolate both exponents by using log base 4

we can think of this log base 4 as the question--"4 to what power gives me 4 to the half power to the n power?"

so we are now left with:

and now we can do the same thing to isolate the exponent, n:

so, putting it all together:

Now, we can rewrite the base (1/2) with only 4s and the exponent (1/2) back to a square root:

We've used four fours and now the number of square roots we add equals whatever number we want out!

Paul Bourke credits Ben Rudiak-Gould with a different description of how four fours can be solved using natural logarithms (ln(n)) to represent any positive integer n as:

Additional variants (usually no longer called "four fours") replace the set of digits ("4, 4, 4, 4") with some other set of digits, say of the birthyear of someone. For example, a variant using "1975" would require each expression to use one 1, one 9, one 7, and one 5.

Here is a set of four fours solutions for the numbers 0 through 32, using typical rules. Some alternate solutions are listed here, although there are actually many more correct solutions. The entries in blue are those that use four integers 4 (rather than four digits 4) and the basic arithmetic operations. Numbers without blue entries have no solution under these constraints. Additionally, solutions that repeat operators are marked in italics.

There are also many other ways to find the answer for all of these.

Note that numbers with values less than one are not usually written with a leading zero. For example, "0.4" is usually written as ".4". This is because "0" is a digit, and in this puzzle only the digit "4" can be used.

A given number will generally have a few possible solutions; any solution that meets the rules is acceptable. Some variations prefer the "fewest" number of operations, or prefer some operations to others. Others simply prefer "interesting" solutions, i.e., a surprising way to reach the goal.

Certain numbers, such as 113, are particularly difficult to solve under typical rules. For 113, Wheeler suggests .[3] A non-standard solution is , where 4' is the multiplicative inverse of 4. (i.e. ) Another possible solution is , where and represent the 10th and 127th multifactorials respectively, and should technically be denoted with that many exclamation marks to adhere to the rules of the problem.

The use of percent ("%") admits solutions for a much greater proportion of numbers; for example, 113 = ( + ( + 4!)%) ÷ ()%.

The number 157 can be solved using the gamma function, one of the possible solutions is (Γ(4)!+4 ÷ 4) - 4!

This problem and its generalizations (like the five fives and the six sixes problem, both shown below) may be solved by a simple algorithm. The basic ingredients are hash tables that map rationals to strings. In these tables, the keys are the numbers being represented by some admissible combination of operators and the chosen digit d, e.g. four, and the values are strings that contain the actual formula. There is one table for each number n of occurrences of d. For example, when d=4, the hash table for two occurrences of d would contain the key-value pair 8 and 4+4, and the one for three occurrences, the key-value pair 2 and (4+4)/4 (strings shown in bold).

The task is then reduced to recursively computing these hash tables for increasing n, starting from n=1 and continuing up to e.g. n=4. The tables for n=1 and n=2 are special, because they contain primitive entries that are not the combination of other, smaller formulas, and hence they must be initialized properly, like so (for n=1)

       T[4]    := "4";
       T[4/10] := ".4";
       T[4/9]  := ".4...";

and

        T[44] := "44";.

(for n=2). Now there are two ways in which new entries may arise, either as a combination of existing ones through a binary operator, or by applying the factorial or square root operators (which does not use additional instances of d). The first case is treated by iterating over all pairs of subexpressions that use a total of n instances of d. For example, when n=4, we would check pairs (a,b) with a containing one instance of d and b three, and with a containing two instances of d and b two as well. We would then enter a+b, a-b, b-a, a*b, a/b, b/a) into the hash table, including parenthesis, for n=4. Here the sets A and B that contain a and b are calculated recursively, with n=1 and n=2 being the base case. Memoization is used to ensure that every hash table is only computed once.

The second case (factorials and roots) is treated with the help of an auxiliary function, which is invoked every time a value v is recorded. This function computes nested factorials and roots of v up to some maximum depth, restricted to rationals.

The last phase of the algorithm consists in iterating over the keys of the table for the desired value of n and extracting and sorting those keys that are integers. This algorithm was used to calculate the five fives and six sixes examples shown below. The more compact formula (in the sense of number of characters in the corresponding value) was chosen every time a key occurred more than once.

139 = (((5+(5/5))!/5)-5)
140 = (.5*(5+(5*55)))
141 = ((5)!+((5+(5+.5))/.5))
142 = ((5)!+((55/.5)/5))
143 = ((((5+(5/5)))!-5)/5)
144 = ((((55/5)-5))!/5)
145 = ((5*(5+(5*5)))-5)
146 = ((5)!+((5/5)+(5*5)))
147 = ((5)!+((.5*55)-.5))
148 = ((5)!+(.5+(.5*55)))
149 = (5+(((5+(5/5)))!+5))

In the table below, the notation .6... represents the value 6/9 or 2/3 ( recurring decimal 6).

241 = ((.6+((6+6)*(6+6)))/.6)
242 = ((6*(6+(6*6)))-(6/.6))
243 = (6+((6*(.6*66))-.6))
244 = (.6...*(6+(6*(66-6))))
245 = ((((6)!+((6)!+66))/6)-6)
246 = (66+(6*((6*6)-6)))
247 = (66+((6+((6)!/.6...))/6))
248 = (6*(6+(6*(6-(.6.../6)))))
249 = (.6+(6*(6+((6*6)-.6))))
250 = (((6*(6*6))-66)/.6)
251 = ((6*(6+(6*6)))-(6/6))

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Four fours is a mathematical puzzle. The goal of four fours is to find the simplest mathematical expression for every whole number from 0 to some maximum, using only common mathematical symbols and the digit four (no other digit is allowed).

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de la 0 la 20 ???

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See also: Four Fours

Extending the idea of Four Fours, where the intention is to write each integer as a combination of 4 4's (any mathematical symbol is allowed except for digits that are not 4), we can create the game of Five Fives.

It is also useful to build a table of different combinations of 5 to help out: Five Fives/Table of 5s

(where is the Golden Ratio)

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See also: Four Fours Extending the idea of Four Fours, where the intention is to write each integer as a combination of 4 4's (any mathematical symbol is allowed except for digits that are not 4), we can create the game of Five Fives.

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cu jocuri logice mate

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Mathematical puzzles make up an integral part of recreational mathematics. They have specific rules, but they do not usually involve competition between two or more players. Instead, to solve such a puzzle, the solver must find a solution that satisfies the given conditions. Mathematical puzzles require mathematics to solve them. Logic puzzles are a common type of mathematical puzzle.

Conway's Game of Life and fractals, as two examples, may also be considered mathematical puzzles even though the solver interacts with them only at the beginning by providing a set of initial conditions. After these conditions are set, the rules of the puzzle determine all subsequent changes and moves. Many of the puzzles are well known because they were discussed by Martin Gardner in his "Mathematical Games" column in Scientific American. Mathematical puzzles are sometimes used to motivate students in teaching elementary school math problem solving techniques. Creative thinking ( Thinking outside the box) often helps to find the solution.

This list is not complete.

List of mathematical puzzles

Numbers, arithmetic, and algebra

Tiling, packing, and dissection

Chessboard tasks

Topology, knots, graph theory

The fields of knot theory and topology, especially their non-intuitive conclusions, are often seen as a part of recreational mathematics.

References

External links

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Mathematical puzzles make up an integral part of recreational mathematics. They have specific rules, but they do not usually involve competition between two or more players. Instead, to solve such a puzzle, the solver must find a solution that satisfies the given conditions. Mathematical puzzles require mathematics to solve them.

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de la 0 la 20????

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cam dificil
de incercat cu copii

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Object of the Game

To be the first player to get four dots in a row, vertically, horizontally, or diagonally.

Game Instructions

Null Gee (also known as "Zero Gravity Connect Four") is played in a playing grid in which there is no gravity; pieces are "pushed" in from any one of the four sides, and based on the direction in which they are pushed, they float to the opposite side of the playing field.

Thus, if you push a piece in from the top, it floats to the bottom. If you push it in from the left, it floats to the right, etc.

When it is your turn, move the mouse to an edge (outside the playing field), and your playing piece will follow your mouse pointer. When the piece is located where you want, click on it to push it into the zero gravity playing field.

Players take turns 'dropping' pieces until one player gets four in a row.

The grey squares are barriers, and pieces cannot be pushed through them. Note that the placement of the barriers varies from game to game.

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To be the first player to get four dots in a row, vertically, horizontally, or diagonally. Null Gee (also known as "Zero Gravity Connect Four") is played in a playing grid in which there is no gravity; pieces are "pushed" in from any one of the four sides, and based on the direction in which they are pushed, they float to the opposite side of the playing field.

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de la 0 la 20...???

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Get the numbers from (0-30) by using the number $2$ four times

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How can I get the numbers from (0-30) by using the number $2$ four times.Use any common mathematical function and the (+,-,*,/,^) I tried to solve this puzzle, but I couldn't solve it completely. S...

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de verificat

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Mind Games and Brain Games HTML5 - HTMLGames.com

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The best online Brain and Mind games in html and html5 for Tablet and Phone.

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de facut fise

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Și acum, un mic experiment practic pe care puteți să-l faceți și voi fără efort.
Expirați încet și constant în palmă. Țineți minte ce-ați simțit. Apoi, țuguiați-vă buzele și suflați cu putere în palmă. Puteți folosi cealaltă mână, dacă vreți.
Veți observa că atunci când expirați încet, simțiți aerul cald, pe când atunci când suflați cu putere, aerul se simte rece.
Respirația nu și-a schimbat temperatura și nici mâna voastră. Atunci, de ce apare această diferență?

Susține Logicus.ro!

Dacă îți plac problemele de logică de pe www.logicus.ro și vrei să contribui și tu la eforturile noastre, ai acum ocazia de a ne susține!

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Și acum, un mic experiment practic pe care puteți să-l faceți și voi fără efort.Expirați încet și constant în palmă. Țineți minte ce-ați simțit. Apoi, țuguiați-vă buzele și suflați cu putere în palmă. Puteți folosi cealaltă mână, dacă vreți.Veți observa că atunci când expirați încet, simțiți aerul cald, pe când atunci când suflați cu putere, aerul se simte rece.Respirația nu și-a schimbat temperatura și nici mâna voastră.

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logica
fara scor
de explicat regulile caci este cam dificil de facut la clasa

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Click and drag a tile to move it around. The number on the tile tells you how many tiles need to be touching it. Orange tiles have too few connections and red tiles have too many. Turn them all green to win.

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Click and drag a tile to move it around. The number on the tile tells you how many tiles need to be touching it. Orange tiles have too few connections and red tiles have too many. Turn them all green to win.

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de pus crescator si descrescator
clasa 2-3
de explicat regulile

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Number Sequence at Cool Math Games: Carefully plot your path to complete the sequence. Count up or down to hit all the targets.

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dar trebuie explicat cum se joaca

are scor

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The fun multiplayer puzzle game Digitz! suits people of all ages perfectly. This is a mixture of Lines and Sudoku games with simple rules. Place digits next to each other so that their sum makes up 10. If the sum is correct the digits disappear and you unlock the field tiles. For example, you should click 7 and then 3. Both digits will disappear from the playfield. When there are no digits that make 10 together new digits will appear randomly in the empty tiles. All you need to play this online puzzle game is simple Math. Online tournaments with and 40 game levels will bring you hours of addictive game play and pleasure! Join our online community!

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DIGITZ! Play Free Online Puzzle Multiplayer Game - WellGames.com

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The fun multiplayer puzzle game Digitz! suits people of all ages perfectly. This is a mixture of Lines and Sudoku games with simple rules. Place digits next to each other so that their sum makes up 10. If the sum is correct the digits disappear and you unlock the field tiles.

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de ordonat in ordine crescatoare

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Counting Caterpillar

Counting Caterpillar is a mobile friendly number ordering game, suitable for 4 to 7 years olds.
Practise ordering consecutive and non-consecutve numbers (numbers not next to one another). Use your knowledge of place value to put numbers in the correct order from the smallest to the largest.

Step 1: Choose a minimum number.
Step 2: Choose a maximum number.

The small sliders give you a smaller number range, suitable for 4-6 year olds, whilst the larger sliders give you an option to play with numbers up to 9000, (more suited to 6-8 year olds).

If you want to use consecutve numbers you can take the tick out of the red check box, (this can be especially useful if you want to order numbers through the 100s barrier, e.g. 198-202).

Step 3: Press 'go'.

Then drag the leaf buds onto the branch in the correct order. A correctly completed branch will encourage a caterpillar to eat your leaves and transform into a butterfly!

Those of you with eagle eyes might spot the butterfly's bedtime reading, 'Butterfly Basics'.

This game is © copyright 2017, J.Barrett, ictgames.com All Rights Reserved.

Made using the and libraries.

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Counting Caterpillar is a mobile friendly number ordering game, suitable for 4 to 7 years olds. Practise ordering consecutive and non-consecutve numbers (numbers not next to one another). Use your knowledge of place value to put numbers in the correct order from the smallest to the largest. Step 1: Choose a minimum number.

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Counting Easter Eggs Memory

Description: Find the matching cards. Count up the Easter Eggs shown and find the card that shows the same number.

Instructions:

Note: This game was built with HTML5. It runs on Chrome, Firefox, Opera, Safari or Internet Explorer 9 or higher. It is also optimized for iOS devices, including iPad, iPod, and iPhone.

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Counting Easter Eggs Memory on PrimaryGames.com

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Description: Find the matching cards. Count up the Easter Eggs shown and find the card that shows the same number. Instructions: Note: This game was built with HTML5. It runs on Chrome, Firefox, Opera, Safari or Internet Explorer 9 or higher. It is also optimized for iOS devices, including iPad, iPod, and iPhone.

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creed

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Step 1: Gather materials.

20 cards:Half the cards with numbers 1-10 and the other half with the corresponding pictorial representation (e.g., one card with the number 4 and the corresponding card with a picture of four objects). You can use colored notecards, but be careful that the children can't see the numbers or pictures through the card.

Note: Small parts pose a choking hazard and are not appropriate for children age five or under. Be sure to choose lesson materials that meet safety requirements.

Step 2: Introduce activity.

1. Review numbers 1-10 and their corresponding pictorial representations. Ask: "Using dots, what would the number six look like?"

2. Explain that today the children are going to play a game that matches numbers and their equivalent pictures. Not only do they have to make a match, they need to remember where the cards are located. The game is called "Memory."

Step 3: Engage children in lesson activities.

1. Model the game for the children. Lay out all of the cards in a four-by-five array, face down.

2. Turn over one card and examine it. Let's say you turn over a card that has the number 7. Ask the children what card you would need to turn over for a match. "A picture of seven objects." Turn over another card. If it is a card that has the pictorial representation of 7, put both cards off to the side. Reinforce that both cards are a match and, therefore, they are a pair and can be taken out.

3. If the second card you turn over is not the pictorial representation, explain to the children that, since the card does not match the 7 card, they need to put both cards back in their original spots. Remind the children that the name of game is "Memory" and they should remember what was on each card and where it is.

4. Emphasize that they should also watch and remember the cards turned over during the other player's turn. The game is over when all of the cards have been matched.

Additional Extensions

Change the deck of cards to include numerals and the number words. Instead of having cards with the pictorial representation, switch those for the written word of the number (e.g., one card with the number 4 on it and the matching card has the word "four" on it).

Step 4: Vocabulary.

Same:Identical in kind or quantity (e.g.,"Can you find the same card to make a match?")

Different: Not similar in size, shape, color or other characteristic (e.g.,"That card is different from the card you turned over.")

Match:To equal; to be equal to

Early Math Glossary

Step 5: Adapt lesson for toddlers or preschoolers.

Adapt Lesson for Toddlers

Toddlers may:

Have difficulty understanding and recognizing "how many" in sets of objects

Have difficulty connecting number words and numerals to the quantities that they represent

Child care providers may:

Have the children play the game with like cards and less cards. Using just 10 cards-two cards with the same number-have the children play the game just matching the same numbers (e.g., a 4 card matches a 4 card). You can do the same with pictorial representation (e.g., a picture of four circles matches another card with the picture of four circles).

Adapt Lesson for Preschoolers

Preschoolers may:

Be easily able to connect number words and numerals to the quantities they represent

Child care providers may:

Change the deck of cards to include numbers and the written number. Instead of having cards with the pictorial representation, switch those for the written word of the number (e.g., one card with the number 4 on it and the matching card with the word "four" on it).

Suggested Books

My Very First Book of Numbers by Eric Carle (New York: Philomel, 2006)

Rainbow Fish Counting by Marcus Pfister (New York: North-South Books, 2004)

From the Garden: A Counting Book about Growing Food by Michael Dahl (Mankato MN: Picture Window Books, 2004)

Music and Movement

Outdoor Connections

Web Resources

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Step 1: Gather materials. 20 cards:Half the cards with numbers 1-10 and the other half with the corresponding pictorial representation (e.g., one card with the number 4 and the corresponding card with a picture of four objects). You can use colored notecards, but be careful that the children can't see the numbers or pictures through the card.

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Ladybird Spots includes counting, matching and ordering numbers games aimed at children who are learning to count and recognise the numbers and number words up to 10.

Designed to offer differing levels of difficulty these three fun games, all with a ladybird theme, give children opportunities to:

1. Put a specified number of spots on a ladybird.

2. Count spots on ladybirds up to 10 and match each ladybird to a number.

3. Order ladybirds from either smallest to largest or largest to smallest depending on their number of spots.

All these counting and ordering numbers games are suitable for use on computers or tablets, in the classroom or home. Questions are randomly generated so that children can play the games repeatedly.

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Ladybird Spots includes counting, matching and ordering numbers games aimed at children who are learning to count and recognise the numbers and number words up to 10. Designed to offer differing levels of difficulty these three fun games, all with a ladybird theme, give children opportunities to: Put a specified number of spots on a ladybird.

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tu wpisz wyrazy kluczowe rozdzielone przecinkami

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Building it into your day

Your home is a place where lots of learning is happening every day. Your child will improve their vocabulary and speech by hearing how words are used in everyday life. Chatting to your child, asking them questions and encouraging them to ask you questions will help build these essential skills.
Read more about this +

Ages and stages

School now becomes an important part of your child's life. They are learning to be with other children more and they use talking to build new relationships. Other people can usually understand them clearly, though they still may have difficulty putting some sounds together.
Read more about this +

Top Tips

1. Encourage your child to retell a story they have heard. This will help your child to put ideas in the right order.

2. Ask questions which encourage your child to give more than a yes or no answer "What do you feel about that?"

3. Talk about the time for different things your child does every day - "It's half past eight, time for school". Use time words: early, late, weekend, second and minute.

4. Talk together about numbers - "How many have we for dinner?" (How many legs on chairs? Dogs have 4 legs. How many legs are there with 2, or 3 dogs? 7 days in a week, 14 days is 2 weeks).

5. Count with your child and involve them in home activities that involve measuring, weighing and counting.

6. Encourage your child to read things around them - cereal packets, notices and signs in shops. Discuss words. Read with your child - 5 minutes a day can help.

7. Give your child puzzles to do like mazes and dot-to-dots - write out their name in dots and get them to trace over dots. Look for opportunities to do real writing - cards for birthdays, titles for drawings they have made.

Click for tips on play for 3-6 year olds from the National Council for Curriculum and Assessment.

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Your home is a place where lots of learning is happening every day. Your child will improve their vocabulary and speech by hearing how words are used in everyday life. Chatting to your child, asking them questions and encouraging them to ask you questions will help build these essential skills.

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Luni

14.00-15.30 - PCR 14 Galați - Colegiul Național „Vasile Alecsandri" din Galați, laboratorul A2
14.30-15.30 - PCR 03 Adjud - Colegiul Național „Emil Botta" din Adjud, jud. Vrancea (o dată la 4 săptămâni)
14.00-16.00 - PCR 18 Râmnicu Vâlcea - Liceul Tehnologic „Capitan Nicolae Plesoianu" din Râmnicu Vâlcea

Marți

11.30-12.30 - PCR 10 București - Colegiul Național de Informatică „Tudor Vianu" din București (prof. Corina Vinț, cl. IX C, laborator Down)
13.00-15.00 - PCR 21 Turceni - Liceul Tehnologic Turceni, jud. Gorj
14.30-15.30 - PCR 04 Iași - Colegiul Economic Administrativ din Iași, laboratorul 1/2

Miercuri

09.00-11.00 - PCR 22 Tecuci - Școala Gimnazială „Iorgu Iordan" din Tecuci - grupa de avansați (prof. Cristi Rusu)
12.30-13.30 - PCR 10 București - Colegiul Național de Informatică „Tudor Vianu" din București (prof. Alina Gabriela Boca, cl. a VI-a, laboratorul multimedia)
13.30-14.30 - PCR 10 București - Colegiul Național de Informatică „Tudor Vianu" din București (prof. Elena Drăgan, cl. a XI-a, laboratorul multimedia)
14.00-15.00 - PCR 11 Iași - Liceul Tehnologic „Dimitrie Leonida" din Iași
14.00-16.00 - PCR 06 Timișoara - Liceul Tehnologic „Ioan Slavici" din Timișoara
14.00-16.00 - PCR 18 Râmnicu Vâlcea - Liceul Tehnologic „Capitan Nicolae Plesoianu" din Râmnicu Vâlcea

Joi

09.00-11.00 - PCR 22 Tecuci - Școala Gimnazială „Iorgu Iordan" din Tecuci - grupa de începători (prof. Cristi Rusu)
14.00-15.00 - PCR 05 Zalău - Liceul Reformat „Wesselényi" din Zalău (clasele V, VI, VII)
14.00-15.00 - PCR 13 Pașcani - Colegiul Național „Mihail Sadoveanu" din Pașcani, jud. Iași
14.00-16.00 - PCR 02 Tg. Ocna - Colegiul Național „Costache Negri" din Tg. Ocna (avansați)
14.00-15.30 - PCR 21 Mangalia - Liceul Teoretic „Callatis" din Mangalia, jud. Constanța (dna Georgeta Magaz)
14.30-15.30 - PCR 03 Adjud - Colegiul Național „Emil Botta" din Adjud, jud. Vrancea (o dată la 4 săptămâni)
15.00-17.00 - PCR 09 Brăila - Colegiul Național „Gheorghe Munteanu Murgoci" din Brăila

Vineri

11.30-12.30 - PCR 10 București - Colegiul Național de Informatică „Tudor Vianu" din București (prof. Laura Ungureanu, clasa a X-a I, sala multimedia)
14.00-15.00 - PCR 05 Zalău - Liceul Reformat „Wesselényi" din Zalău (clasele IX-X)
14.00-15.30 - PCR 14 Galați - Colegiul Național „Vasile Alecsandri" din Galați, laboratorul A2

Sâmbătă

09.00-10.30 - PCR 02 Tg. Ocna - Colegiul Național „Costache Negri" din Târgu Ocna, jud. Bacău (începătorii)
10.00-11.00 - PCR 13 Pașcani - Colegiul Național „Mihail Sadoveanu" din Pașcani, jud. Iași
10.00-12.00 - PCR 08 Iași - Liceul Tehnologic de Electronică și Telecomunicații „Gheorghe Mârzescu" din Iași
10.00-12.00 - PCR 16 Târgu Frumos - Liceul Teoretic „Ion Neculce" din Târgu Frumos, jud. Iași
10.00-12.00 - PCR 07 Bacău - Școala Gimnazială „Constantin Platon" (nr. 2) din Bacău (Scratch)
11.00-13.00 - PCR 07 Bacău - Școala Gimnazială „Constantin Platon" (nr. 2) din Bacău (Pascal)
11.00-14.00 - PCR 12 Tg. Secuiesc - Liceul Teoretic „Nagy Mózes" din Târgu Secuiesc, jud. Covasna
13.00-14.00 - PCR 13 Pașcani - Colegiul Național „Mihail Sadoveanu" din Pașcani
13.00-15.00 - PCR 01 Bacău - Colegiul Național „Gheorghe Vrănceanu" din Bacău

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14.00-15.30 - PCR 14 Galați - Colegiul Național „Vasile Alecsandri" din Galați, laboratorul A2 14.30-15.30 - PCR 03 Adjud - Colegiul Național „Emil Botta" din Adjud, jud. Vrancea (o dată la 4 săptămâni) 14.00-16.00 - PCR 18 Râmnicu Vâlcea - Liceul Tehnologic „Capitan Nicolae Plesoianu" din Râmnicu Vâlcea 11.30-12.30 - PCR 10 București - Colegiul Național de Informatică „Tudor Vianu" din București (prof.

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de cautat

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Bonsoir à tous,

Comme nous avançons avec mes CE2 qui connaissent enfin bien leurs tables de 2,3,4,5 (non ans effort, révisions, jeux et évaluations) Je partage avec vous mes nouvelles grilles de multiplications cachées sur les tables de 6, 7, 8 , 9.

Elles sont utilisables dès le CE2 (ou pour des CE1 en avance) et pour des élèves de CM1 CM2 en autonomie.

Pour mémoire il s'agit de trouver comme dans des mots mêlés les multiplications d'une table cachées dans une grille. La solution est fournie à chaque fois. Il faut trouver entre 10 et 11 résultats par grille.

Voici un aperçu:

Et voici les 4 fichiers PDF de ces nouvelles grilles de multiplications cachées:

Les multiplications cachées table 6

Les multiplications cachées table 7

Les multiplications cachées table 8

Les multiplications cachées table 9

Ludiquement vôtre!

Mes anciennes grilles sur les tables 2, 3, 4,et 5 sont à télécharger ici :

Monsieur Mathieu

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Nouvelles grilles multiplications cachées tables 6 7 8 9

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Bonsoir à tous, Comme nous avançons avec mes CE2 qui connaissent enfin bien leurs tables de 2,3,4,5 (non ans effort, révisions, jeux et évaluations) Je partage avec vous mes nouvelles grilles de multiplications cachées sur les tables de 6, 7, 8 , 9.

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Best & Fast PCB Supplier (2$ for 10 PCBs) https://jlcpcb.com

A proximity sensor is a sensor able to detect the presence of nearby objects without any physical contact. A proximity sensor often emits an electromagnetic field or a beam of electromagnetic radiation (infrared, for instance), and looks for changes in the field or return signal.

Concepts of Line Follower

Concept of working of line follower is related to light. We use here the behavior of light at black and white surface. When light fall on a white surface it is almost full reflected and in case of black surface light is completely absorbed. This behavior of light is used in building a line follower robot.

In this arduino based line follower robot we have used IR Transmitters and IR receivers also called photo diodes. They are used for sending and receiving light. IR transmits infrared lights. When infrared rays falls on white surface, it's reflected back and catched by photodiodes which generates some voltage changes. When IR light falls on a black surface, light is absorb by the black surface and no rays are reflected back, thus photo diode does not receive any light or rays.

Here in this arduino line follower robot when sensor senses white surface then arduino gets 1 as input and when senses black line arduino gets 0 as input.

Circuit Explanation

The whole arduino line follower robot can be divided into 3 sections: sensor section, control section and driver section.
Sensor section:
This section contains IR diodes, potentiometer, Comparator (Op-Amp) and LED's. Potentiometer is used for setting reference voltage at comparator's one terminal and IR sensors are used to sense the line and provide a change in voltage at comparator's second terminal. Then comparator compares both voltages and generates a digital signal at output. Here in this line follower circuit we have used two comparator for two sensors. LM 358 is used as comparator. LM358 has inbuilt two low noise Op-amps.

Working of Line Follower Robot using Arduino

Working of line follower is very interesting. Line follower robot senses black line by using sensor and then sends the signal to arduino. Then arduino drives the motor according to sensors' output.

Here in this project we are using two IR sensor modules namely left sensor and right sensor. When both left and right sensor senses white then robot move forward.

If left sensor comes on black line then robot turn left side.

If right sensor sense black line then robot turn right side until both sensor comes at white surface. When white surface comes robot starts moving on forward again.

If both sensors comes on black line, robot stops.

Arduino UNO - https://www.gearbest.com/arduino-scm-supplies/pp_311407.html?wid=1433363&lkid=14127045

Full Arduino Project Kit - https://www.gearbest.com/development-boards/pp_211518.html?wid=1433363&lkid=14127055

Website - https://robocircuits.com

Facebook - https://facebook.com/Robocircuits

Instagram - https://Instagram.com/Robocircuits

Twitter - https://Twitter.com/Robocircuits

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Best & Fast PCB Supplier (2$ for 10 PCBs) https://jlcpcb.com A proximity sensor is a sensor able to detect the presence of nearby objects without any physical contact. A proximity sensor often emits an electromagnetic field or a beam of electromagnetic radiation (infrared, for instance), and looks for changes in the field or return signal.

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Step 1: Finding Motors

To make the robot you'll need both wheels and motors. There are plenty different types of these, but if you're a beginner I recommend using the ones pololu sells to you. Pololu is a website from Nevada-US that offers different kind of robots accessories, even entire robots (but normally line follower competitions forbid using them). Pololu Motors

Here comes the most important decision that is which motors and which wheels to use. Pololu offers us four kind of motors, low-power, medium-power, high-power, and long-life-high-power (all of them work at 6v and have the same physical dimensions). Which is the difference? The lower-power ones consume less power, but this means a worse motor because we'll have less speed or less force. I particularly don't recommend using this kind of motors that are made for other proposes rather that high performance competitions. I only used the high-power motors, and high-power-long life and I can tell you they don't consume too much.

The difference between the high-power and high-power-long life is that the long life have a longer lifetime but they can't bear giving them more than 6v and heavy stalling, while the high-power motors can deal with these conditions better. I actually used the high-power motors for this robot because I don't want to risk breaking my motors.They can work for several hours of continued usage without breaking though (some old robots with these kind of motors have worked for 3 years and more, and still hasn't broken)

Which gear ratio should you choose? A higher gear ratio means lower-speed but higher torque what involves higher acceleration, even instant acceleration with even heavy robots. I don't recommend using nothing more than 30:1 gear ratio because you won't be able to do a fast robot that is our objective (however, you need to make your robot weight less than 250 gr), and nothing less than 10:1, because they could be incredible fast motors but they are not able to deal with curves (because of the weight of the motors themselves and the inertia that this generates). So the decision is between 30:1 or 10:1, I particularly used four 10:1 motors, because using four motors means the robot can handle curves better ,but, a robot with only two 30:1 motors can work also although you'll need maybe to give them more than 6v to achieve higher speeds. With four 10:1 motors the robot can go really fast with no more than 6.5v. What about only two 1:10 motors? This can work too, but the robot takes more time to accelerate, what is bad itself but doesn't make it a bad idea.

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Step 2: Finding Wheels

Which wheels should you use? I particularly used the pololu wheels because they are prepared specially for this motors. There are three important factors that define how a wheel is

The wheel circumference: as the motor speed is measured in rounds per minute, a higher circumference involves a higher distance traveled in the same minute, but a higher effort the motor need to take. The wheel diameter I used is of32 mm ( approximately 100 mm circumference

The wheel traction: This means how can the rubber of the wheel stick to the surface. A higher traction means we can go though curves better without falling away of the track.

The wheel weight: This is really important because a high traction wheel that weight 15 gr would mean a 60 gr heavier robot, which is pretty bad because we'll have a higher inertia, and the robot'll need a good traction to handle the curves that depends of the wheel rubber and the floor material. This wheels weight 3.2 gr each one.

For more information about torque and force you can go to the pololu website tutorial

You are free to select the wheels you want, but take care of the fact you need to make their shaft compatible with your motors.

Step 3: Finding Battery

I strongly recommend you to use the LiPo batteries because of it's long duration compared to their tiny size, and because of the fact they are rechargeable batteries

You can buy them for example on amazon.com or dx.com. I particulary used 7.4 two cell LiPo battery like this, with 850 mah. The miliampere-hour metric says how long hour battery will last. Lower mah means lower duration but a smaller and lighter battery while higher mah means higher duration but probably a bigger and heavier battery.

You can use other technology rather than the LiPo batteries, but if you want a high-performance robot you'll need to use this kind of batteries.

To charge LiPo batteries you'll need to use a LiPo charger

Step 4: Ball Caster

In order to put the robot black line detectors as far as possible from the motors (so the robot will get more time to react in curves), and because of the fact we can't make parts of the robot touch the floor directly as this will probably scratch the floor, a ball caster, in this case in fact, two ball casters, are needed in order to make the robot stable.

According to your design you'll need this accessory or not, but in order to be stable, a robot always needs tree or more contact points. If you have four motors, as the example shown, by default you wouldn't need more contact points, but, if the top part of the robot is long and heavier than the back, as this case, you'll need it. Also using a ball caster in the line detector arrays means we guarantee that the sensors will always be at the same distance to the floor which can't vary.

We used pololu ball caster that is ideal for this case. You must take care of not choosing a ball caster that is too heavy or too big.

Also, remember that if you use more than three contact points, you'll need to make them to be aligned.

Step 5: The Robot Structure

This is maybe the most important part of the building process of the robot. There are several ways to build the robot structure, the part that gathers all the components that make the robot. The more traditional way is to carefully cut and drill polystyrene (plastic), but, in this case we designed two 3d models using google sketch up (you can download my model), and printed them with a 20x20 3D Printer. We used screws and nuts to attach the motors and the printed circuit boards. (screws of 2mm for pololu motors and ball casters, and 3mm for the printed circuit boards).

Also, we added the pololu motor brackets ( black edition), to make easier the motor placement. This piece can be 3d printed also because its' model is avaialable on thingiverse

To print in 3d you should use Cura or any similar program to export the stl model file, you can find plenty of tutorials on how to do that in the inernet.

Step 6: The Line Detector Circuitry

Well, now we'll start to build the robot's circuits. We'll start building the sensors that detect the floor colors (from white to black). We have attached two ball casters to the robot's base to make sure all the sensors are always at the same distance from floor. Which components do you need? We actually used 9 cny70 sensors (I am sure 7 or 5 can be fine), 9 220 ohm resistors, and 9 56k pull-down resistors. You can find all these components on http://www.digikey.com/ or any electronic supplier. I have attached an image of the circuit for a single cny70 sensor and also the printed circuit board pdf (if you want to use my circuit), and the proteus model (if you want to modify it, but you'll need proteus 8.2 that is not free software).

The objective of this circuit board is to get the analog sensing value of each cny70 that goes from 0 to 5v, where 0v means black, and 5v means totally white. The cny70 gives a precision of 0-1024, so when we'll read this information to the micro controller we'll get an integer between 0 and 1024 that will inform us the color being read by this sensor.

There are 11 male pins going out from the circuit. Two of them are the ground reference and the 5v power source, and the other 9 are the senors analog output (1 from each). This is not a complex circuit, just copying nine times the schematic circuit from the image. Be careful soldering all the sensors on the right side.

Note: If you want you can use other alternatives rather than the cny70 sensor, there are some of them with the same pinout (that are, for example, smaller).

Also I used different amounts of cny70 sensors during the development of the robot

First I used 7 sensors with 1 extra sensor in the border to detect a white sign (that is given in some competitions. It is like this) <- The program I'll explain will use this version, but it is possible to adapt it to make it more simpler or more complex

Then I started to use just 5 sensors for line following proposes (that still is enough), and leave without usage two of the sensors while I actually started to use the 2 extra sensors on the border to detect two white signs (one on each side)

Step 7: Main Circuitry

We have reached the most important part of the robot maybe, the main circuit where we have a programmable micro controller that is like the brain of our robot. Can an arduino board be used? Sure, but in this case we decided to use a micro controller (more precisely a pic18f4550), because it occupy less space than an arduino and in some competitions using arduino is forbidden. Also to program the microchip you'll need a pic programmer. You can buy one (which is more expensive) or order a cheap third party programmer (that for our proposes there is no difference). Here are some cheap pickit 2 programmers (which is needed to program a pic18f4550. ( option - option).

Which other components you'll need?

A single pic18f4550: the micro controller.

A 20 mhz crystal for the pic18f4550

3-6 leds (the pcb itself only uses 3 because 6 '5mm' leds doesn't fit)

3 220 resistors to use for the leds

2 ceramic 10nf capacitors for the 7805 circit

2 ceramic 18pf capacitors for the crystal

an l293d or sn7544 (maybe not a bad idea buying some to have a backup), we use them to commute the motors

a switch

pins (to connect the battery, and the pcb boards one to each other)

three buttons (we recommend this ones), to configure and debugthe robot

a 7805 (to get 5v for the microcontroller and the cny70 sensors)

All these components can be found on digitkey.com or any other electronics website. You can get here also the schematic if you want to make your own pcb. The circuit is really simple itself.

Step 8: Starting to Program

Now we have arrived to the most important part of the robot, that between top quality robots is what defines who's better: The robot programming. We'll use the mplab xc8 compiler (you can download and install it for free) and sublime text as ide (which also is free). You are free to use mplab x ide or the classic mplab ide if you want. I will not explain how to install it because there are already plenty of tutorials on how to do that (only I will submit the sublime text command to build and run xc8, but you'll need to configure xc8 path and to install pk2cmd it case you use sublime text).

The code of the project is all on a single file ( rayito.c) because that way it's easier to share it.

We'll start to explain some parts of the source code in the next step. Probably you won't be able to make the robot work magically if you don't understand the basics of how this program works, because the program itself has lots of details and calibration values that probably won't work on a different robot with different properties.

Step 9: Calibrating the Line Detectors

This is maybe a simple step, but using this simple algorithm will make the robot follow the line in the same way in different tracks that has different light conditions. Why we need to calibrate the cny70 sensors? Because although I said previously this sensor gives a 0 for black and a 1024 for white, actually we don't get almost never a round 0-1024 because there is no track where their white reflects 100% of the light and their black 0%. In the real world we'll probably get a value, we can just call it A for the darkest dark of the track, and another value, call it B, for the brightest white. It's true to say 0<=A<=B<=1024. How do we calibrate the robot? Before the robot starts following the line we will need to move the line follow sensor array to make them all read fully the black and the white part of the track.

This is the code for the calibration read (It is called for the 5 seconds calibration time)

void initLED(){ ///We initialize the read variables (this is called one time when the program starts)
    int x;
    for (x = 0;x < 8;x++){
        amax[x] = 0; ///Amax is the value called B in the tutorial
        amin[x] = 1024; ///Amin is the value called A in the tutorial
    }
}
void CalRead(){ ///We read calibration values (this is called in the 5 seconds calibration period
L_ROJO = T1000 < 500*6; ///We make the red led to blink
    int x;
    for (x = 0;x < 7;x++){  //For the first 7 line follower detectors
        /***Attention: We use T(x) because it is defined in the first part of the program and makes the line follower
        detectors to be in the right order 0 to 7 ***/
        amax[x] = max(amax[x],T(x)); ///if we store a value higher than the last stored we replace it
        amin[x] = min(amin[x],T(x)); ///if we store a value lower than the last stored we replace it
    }
    ///The seventh sensor can not be acceded by using T(7).
    ///We don't use this sensor to use the line, we use it to read the sign that
    ///is given in some competitions to make the robot know there is a curve. Ignore it if you don't need it.

    amax[7] = max(amax[7],J(7));
    amin[7] = min(amin[7],J(7));
}

So when the calibration time ends, we'll get the 7 values read by the sensor into the C array. each sensor has its amin ( A) and its amax ( B) value. Then in the program we just convert the value read (A-B) to the range (0-1024) using simple math. If it occurs we read a value less than A then we consider we read A, and if it ocurrs we read a value higher than B then we consider we read B.

///This is just pseudo-code, does not work directly, only with learning proposes.
///In the real program I shared amax[x] is B and amin[x] is A
int w = W[x]; ///W[x] goes from 0 to 1024
w = min(w,B); //If w is higher than B, then w is B
w = max(w,A); //If w is lower than A, then w is A
w -= A; ///We make w logically go from 0 to B-A
w *= 1024; ///Now w will go from 0 to (B-A)*1024
w /= (B-A); ///And now we make w to go from 0 to 1024

Step 10: The Weighted Average

This is one of the most important algorithms we'll use to make the high performance line follower as good as possible. The Weighted Average (you can search about it on Wikipedia) is an average where each part of their terms has a different importance weight. The members of the average with higher value influence more the result of the equation, while the ones with lower value influence it only slightly. Why we need to use this kind of average? Because we won't make a simple line follower with something as simple as this

if (S1 see black){
	Left();
}else if (S2 see black){
	Right();
}else{
	Front();
}

We're making a high performance robot, so we need to calculate a precise estimation of where is the center of the line we are following. How do we calculate it? With the weighted average. We'll get the 5 center cny70 values on each programming cycle, (each of these values goes from 0-Black to 1024-White), and we'll need to transform these 5 values to a single value that says where is the center of the line we're following. To get to our objective we'll assign a position value to each sensor. This position value is defined as the value the formula would give if the center of the line is exactly focused on the center of the sensor. Of course this is theoretical but each sensor will try to make the position value be near its value. If a sensor reads more white than other, then the formula result will be more near its position value than the other.

So, of the 5 sensors, the firsts sensor will be assigned 0 while the fifth 4000. This means the position value we'll read is going to be in the range 0-4000. 2000 means the line is exactly in the center of the sensor array. If the robot detect we have just lost the track then the position value will be set to 0 or 4000 accordingly to the last value read. In this case we called the first sensor -2000 and the fifth sensor 2000 and then we reduced the range from -2000,2000 to -200,200

void Ponderado(){    sum = 0;
    division = 0;
    nove = 0;
    char center;
    for (x = 0;x <= 6;x++){

**This MACRO makes

if(T(x)>amax[x]){
	w=amax[x];
}else if(T(x) < amin[x]){
	w=amin[x];
}else{
	w=T(x);
}***/

	w = ran(T(x),amin[x],amax[x]);
        w -= amin[x];
        w *= (ll)1000;
        w /= (amax[x]-amin[x]);
        if (w > TH){
            nove = 1;
        }
        if (x == 3){
            if (w > TH){ center = 1; }else{ center = 0; } ///We store here if the center sensor reads 0 or 1000
        }
        ///A is the weight
        ///B is the position
        if (x == 0 or x == 6){ continue; } ///We ignore the sensors 0 and 6
	v = (1000) * (x-3);///This variable will be -2000,-1000,0,1000,2000 in each cycle
        sum += (w*v);
        division += (w);
    }
   if (nove == 0){ ///if we don't see the line        POSICION = POSICION > 0 ? 200 : - 200; ///Now we set the value accordingly the last value set. if posicion is > to 0 then posicion equals 200, if not it equals -200

    }else{
        POSICION = (ll)(sum) / (ll)(division); ///We get the weighted average result
        POSICION /= 10; ///We change the scale from -2000,2000 to -200,200
    }
}

Step 11: The PD Algorithm

So now we've reached the heart of the project. Almost every good like follower robot needs this algorithm to make sure we'll follow the line optimally. The robot has two or four motors. Which say we'll control the direction that the robot follow giving more power to a motor or the other. We can control the speed of the motors by the usage of the pulse-width-modulation, that is integrated in the robot code, and allow us to use a function, MotorsSpeed(a,b) to set the speed of the motor A from -1000 to 1000 and the speed of the motor B from -1000 to 1000. We'll quote it but it doesn't make sense to explain here how it works. (But I promise it does!)

void MotorsSpeed(int A,int B){
///If mode equals alfa then we invert the motors voltage
    MotorASpeed(MODE == ALFA ? A : B);
    MotorBSpeed(MODE == BETA ? A : B);
}

void MotorASpeed(int S){
	S = min(S,1000);
	S = max(S,-1000);

    ADIR = S > 0 ? 0 : 1;
    S = S > 0 ? S : 1000 + S;

    CCP1CONbits.DC1B1 = S % 4;
    CCPR1L = S / 4;
}
void MotorBSpeed(int S){
    S = min(S,1000);
    S = max(S,-1000);

    BDIR = S > 0 ? 0 : 1;
    S = S > 0 ? S : 1000 + S;

    CCP2CONbits.DC2B = S % 4;
    CCPR2L = S / 4;
}

So now we'll implement the PD algorithm whose objective will be to decide how much react (how much more power given to one motor than the other) when the line is far from the center of the sensor array according to two terms:

Proportional: This term is proportional to how far is the sensor array center from the line center

Derivative: The value of this term is according to how much the sensor array center has moved from the last time (its change speed). Adding this term to formula will make the robot to "predict" were the line will be in the next iteration which causes (if we use it correctly) a huge decrease of oscillations.

There are two constants, that are KP, and KD that says how much each term affects the robot's behavior. Testing to get these to the best values is part of the development of the robot. The result of the formula will be proportional to how much power is given to a motor than the other. If the result is positive, probably motor A will have more power than B, in the other case, motor B will have more power than A.

I have added in the robot a third term KR, that makes that if the motor speed is negative (which means it goes in reverse way), then the speed is multiplied by a factor. This is not necessary but because of the characteristics of my motors I'd needed to add it.

Now take a look of the PID algorithm (that has the KR thing, but you can ignore it)

void LineFollow(){
    double kp,kd,kr,speed;
	///POSICION has the value of the center of the line previously calculated
    kp = KP[speedMode];
    kd = KD[speedMode];
    kr = KR[speedMode];
    DER = POSICION - LP; ///We calculate how much the line has moved from the last iteration
    PIDf = (POSICION* kp + DER * kd);

        if (PIDf > 0){
            MotorsSpeed(Mr(speed-PIDf,kr) , speed); ///Mr makes the value to multiply by KR if it is negative. You can delete it
	}else{
            MotorsSpeed(speed , Mr(speed+PIDf,kr) ); ///Mr makes the value to multiply by KR if it is negative. You can delete it
        }
    LP = POSICION;  ///We store the last line position
}

Step 12: Summary

If I had time I would be able to write 10 or 20 more pages about how to build a cool line follower robot. You can improve the robot methods in several ways for example making a robot that learns the track, and then in the second lap accelerates on the straight lines, or by buying better (but more expensive) motors. However I have given to you a cool description on how this kind of robot can be built. I hope you liked the tutorial and I attach a video of a competition race of the robot (it lost 2-1!). Have no doubt in asking me about the programming or anything else. The code is complex (900+) lines but I have explained to you the key parts so you are able to play with it or make your own code based on it.
Initial testing Video:
Good Luck!

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High Performance Line Follower Robot: Hi! I'll try to introduce you to the world of line follower robots. Many of us have ever heard about this kind of weird bots,that exist in a wide variety of versions from really slow and heavy ones,that usually can work even with only discrete ele...

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Learn how to create a program so that the Code&Drive follows a line drawn on a flat surface. If the surface is white or light-colored, then the line must be black. If the surface is dark-colored or black, then the line must be white, so that the line follower can detect it.

DIFFICULTY LEVEL: Intermediate.

DURATION OF THE EXERCISE: 45 min.

MATERIALS:

The Code&Drive will have to be built according to the instructions manual.

CONNECTIONS:

For this project you will use two line-followers sensors. The line followers are calibrated by default, but the natural light can affect the sensors. Follow these steps to calibrate them again:

1. The line followers have a potentiometer situated on the top. It´s a little blue box with a white circle.

2. Use a cross-head screwdriver to regulate the potentiometer, so that it recognizes the black line.

3. Place the Code&Drive on the line and put the line follower sensors over it.

4. Check if the red LED on the sensor turns on. If it doesn't, regulate the potentiometer until the red LED turns on.

5. Once the potentiometer has been regulated, move the Code&Drive to the white or light-colored surface and check if the red LED on the line follower sensor turns on.

The line follower sensors are correctly calibrated if when placing the Code&Drive on the black line the red LEDs on the sensors turn on, and when placing the Code&Drive on the white surface the red LEDs turn off.

The line follower sensors transmit a digital signal that we can see with the red LED integrated. If the sensors detect the black line, the red LEDs will be on. If the sensors detect the white or light-colored surface, the red LEDs will be off.

This way, when the red LED is on, it will send the value 1 to the control board. And when the LED red is off, it will send the value 0 to the control board.

Program the Code&Drive according to the table below, so that its movements correspond to the reading of the line follower sensors.
PROGRAMMING CODE
You can do this project using the Arduino, Bitbloq and other visual programming software by blocks compatible. Below you will find the necessary code.
Arduino Code

1. Download and install the Arduino IDE program. It is available for Windows, Mac OS and Linux.

2. Open the Arduino program and copy the following program in it:

int MdirectionA = 4, velocityA = 5, MdirectionB = 7, velocityB = 6; // SPEED AND DIRECTION OF MOTOR A AND MOTOR B

int pinR = 2, pinL = 3, followerR, followerL; // LINE FOLLOWER SENSOR PINS


void setup() {

  //BUILD&CODE 4IN1 PORTS CONFIGURATION

  pinMode ( MdirectionA, OUTPUT);
  pinMode ( velocityA, OUTPUT);
  pinMode ( MdirectionB, OUTPUT);
  pinMode ( velocityB, OUTPUT);
  pinMode (pinR, INPUT);
  pinMode (pinL, INPUT);

}

void loop() {

// LINE FOLLOWER SENSOR READINGS

followerR = digitalRead (pinR);
followerL = digitalRead (pinL);

if ((followerR == 0)& (followerL == 0)) // FORWARD
{
    //MOTOR B
  analogWrite (velocityB, 150);   // MOTOR B SPEED, FROM 0 (STOP) TO 255 (MAXIMUM SPEED)
digitalWrite ( MdirectionB,LOW); // MOTOR B ROTATION DIRECTION, LOW (FORWARD), HIGH (BACKWARD)

   //MOTOR A

analogWrite (velocityA, 150);   // MOTOR A SPEED, FROM 0 (STOP) TO 255 (MAXIMUM SPEED)
digitalWrite ( MdirectionA,HIGH); // MOTOR A ROTATION DIRECTION, HIGH (FORWARD), LOW (BACKWARD)


}

if ((followerR == 0)& (followerL == 1)) //RIGHT
{
    //MOTOR B
  analogWrite (velocityB, 0);   // MOTOR B SPEED, FROM 0 (STOP) TO 255 (MAXIMUM SPEED)
digitalWrite ( MdirectionB,LOW);  // MOTOR B ROTATION DIRECTION, LOW (FORWARD), HIGH (BACKWARD)

     //MOTOR A

analogWrite (velocityA, 150);   // MOTOR A SPEED, FROM 0 (STOP) TO 255 (MAXIMUM SPEED)
  digitalWrite ( MdirectionA,HIGH); //MOTOR A ROTATION DIRECTION, LOW (FORWARD), HIGH (BACKWARD)

}

if ((followerR == 1)& (followerL == 0)) //LEFT
{
    //MOTOR B
  analogWrite (velocityB, 150);   // MOTOR B SPEED, FROM 0 (STOP) TO 255 (MAXIMUM SPEED)
  digitalWrite ( MdirectionB,LOW);   // MOTOR B ROTATION DIRECTION, LOW (FORWARD), HIGH (BACKWARD)

     //MOTOR A
  analogWrite (velocityA, 0);    // MOTOR A SPEED, FROM 0 (STOP) TO 255 (MAXIMUM SPEED)
  digitalWrite ( MdirectionA,HIGH); //MOTOR A ROTATION DIRECTION, LOW (FORWARD), HIGH (BACKWARD)

}

if ((followerR == 1)& (followerL == 1)) //BACK
{
    //MOTOR B

  analogWrite (velocityB, 150);  // MOTOR B SPEED, FROM 0 (STOP) TO 255 (MAXIMUM SPEED)
  digitalWrite ( MdirectionB,HIGH);   // MOTOR B ROTATION DIRECTION, LOW (FORWARD), HIGH (BACKWARD)

     //MOTOR A

  analogWrite (velocityA, 150);    // MOTOR A SPEED, FROM 0 (STOP) TO 255 (MAXIMUM SPEED)
  digitalWrite ( MdirectionA,LOW);   //MOTOR A ROTATION DIRECTION, LOW (FORWARD), HIGH (BACKWARD)

}


}

Code for the visual programming software by blocks compatible

1. Download and install the program.

2. Open the software and copy the following code. Use the following image as a guide:

3. Configure and upload the code, following the indications on the Code&Drive First Steps guide.

4. Check that the BTL/USB switch on the Build&Code 4in1 board is set to USB, to upload the code correctly.

Bitbloq code

1. Download Bitbloq and install the Web2board app.

2. Open the software and copy the following code.

Hardware

Software

3. Configure and upload the code, following the indications on the Code&Drive First Steps guide.

4. Check that the BTL/USB switch on the Build&Code 4in1 board is set to USB, to upload the code correctly.

RESULT OF THE EXERCISE
When putting the Code&Drive over a black line and white surface (or the other way around) the line follower will detect it and the car robot will move forward, following the line.

# data[].attributes.attachment_link.description
Learn how to create a program so that the Code&Drive follows a line drawn on a flat surface. If the surface is white or light-colored, then the line must be black. If the surface is dark-colored or black, then the line must be white, so that the line follower can detect it.

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line follower robot by arduino, l298n, IR Fc-51, 2Dc motor

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We've built an obstacle avoiding robot and a Bluetooth controlled robot in the past.

What we didn't do yet is one of the most popular robots every beginner do when starting with robotics.

A line follower!

A line follower is a satisfying robot especially when it follows the line the way you want it to.

I would first want to point out that we will go with the simplest code possible without making the use of a PID controller which most of the advanced robots of such use.

If you want some more advanced algorithm, you need to read about PID controllers. Every robot on competitions has one or more PID controllers and 10 or more line sensors so that it can track the line really fast and precisely.

Parts needed

We will also need a 3d printed part to attach our line tracking sensors to the chassis at a proper height above the ground, you can download it here: https://www.thingiverse.com/thing:2594606

This robot is quite similar to our last Bluetooth controlled robot. We have to connect 4 cables to 5V but there is only one 5V pin on Arduino. That's why we needed to use a breadboard (or just a piece of it). I had a medium size breadboard with detachable power lines. So, I used one of them to connect all 5V and GND pins without soldering.

The 3d printed holder should be fixed at the front of the robot and you should try fixing the sensors on it as seen in the image below.

The LEDs on the sensor indicate whether it detects a line or not, you might need to calibrate it before it works perfectly on your set-up. There is a potentiometer on the sensor which you can use to adjust its accuracy.

You should also keep in mind that the line detection accuracy depends on the light conditions as well.

The logic here is the following:

When the left and right sensors detect no line and at the same time the middle sensor detects a line, the robot should move forward.

When the right sensor detects the line, the robot should turn right

When the left sensor detects the line, the robot should turn left

That's all it does. Incomplete right! But not a bad algorithm to start with. There is plenty room for improvement here.

The motor functions are exactly the same as there were in our Bluetooth controlled robot example at the only difference that the PWM values here are low. This robot needs to move slowly in order to stay on track. Feel free to experiment with faster speeds to check its limitation.

Here is the robot working on a dark floor, not too bad. Quite inefficient, but the good news is, it stays on track.

And that's it for today. One task at hand right now for you is to go and find ways to improve the performance of this robot.

You might also like:

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Here is How To Build A Line Follower Arduino Robot - Tutorial45

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We've built an obstacle avoiding robot and a Bluetooth controlled robot in the past. What we didn't do yet is one of...

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Line Following Robot is a very simple and logical robot, If you have an interest in Electronics and Making Projects then you are at the right place, my friend. Today in this tutorial I will tell you that how you can make Line Following Robot in Easy Way.

Line Following Robot using IR Sensors has become trendy for Beginners and for those who have an interest in making Projects and New things. This is a very basic project and I am sure if you make this project then your interest level will be increased and it will give you the boost to make other projects too 😉 So let's get Started.

What is Line Following Robot?

A- Line Following Robot is toy car type robot which follows a particular line (Black or White Line) it is Autonomous Robot which is consist of Micro-Controller and Pair of IR (Infrared) Sensors and DC Gear Motors.

We will put Some Instructions into an Arduino( Micro-Controller) and that instruction will decide whether a Robot have to run in the forward direction or in the left direction or right direction. So I hope now you have an idea of Line Following Robot.

So let's Move on another part which is Components Required for Making Line Following Robot.
Read More: How to Interface Ultrasonic Sensor with Arduino

1. Arduino Uno R3

2. Pair of IR (Infrared) Sensor (Approx: 2 to 5 will work great)

3. Motor Driver IC LM293D

4. Body for Robot (You can Make body from Plastic or Wood it Depends on you)

5. Two DC Gear Motor

6. Two Wheels

7. Hot Glue and Cable Ties

8. Connecting Wires.

9. 9v Battery

Working of Line Following Robot using IR sensor is Very simple and logical too. It is simple in that way it will follow the Black or White line. but to do that we have to make some logical operation into Arduino.

In-Line Following Robot we are using Two Dc Motors two IR modules which are consist of IR Transmitter and IR Reciever whenever the IR Transmitter emits the light than it strikes on the surface and then it reflects back toward the IR Reciever (Except Black line), then IR Reciever gives output proportional to the reflectance of the surface and Then Arduino gives instruction to the DC motor according to that Motors will go in forward direction or left or right.
Read More: What is Arduino? And How to Learn Arduino
Quite Difficult nah? Don't Worry Let me make it simple 😀

How will Line Following Robot Change Direction Autonomously?

If Line (Black or White) Goes Straight:

When Line goes straight we have to make IR pairs in such manner that it will be on the white surface and our motors will move in the Forward Direction.

If Right IR Sensor Goes On Black Line:

When Right IR Sensor Goes On Black Line then It will not receive any signal and the other IR Pair which is on the white surface will receive the signal and make the motor of right side to be stopped and the motor from the left side will be in the forward direction and that will produce turn on the right side.
If Line (Black or White) Goes Left:
When LEFT IR Sensor Goes On Black Line then It will not receive any signal and the other IR Pair which is on the white surface will receive the signal (same as Previously) and it will make the motor of the left side to be stopped and the motor from the right side will be in the forward direction and that will produce turn on the left side.

Here is the complete Infographic of working of Line Following Robot:
Read More: Download any E-Book for Free from Z-Library
Assembling the Components of the Line Following Robot:

Take the plastic or wood chassis and put the two DC gear motors on the left and right edges and stick them with Hot Glue. mount the Arduino UNO R3 and Breadboard on the surface of the Chassis using Cable Tie and also connect
ICL293D on the breadboard and then connect the 9v Battery on the surface of Chassis and now connect the pair of IR Module and make sure that the pair has minimum distance towards the surface so they can work well. Now The
Assembling Part is Complete let's go for Connection of Line Following Robot.

Connections of Line Following Robot:
Note:

All Red Wires are connected with Postive Supply (9v).

All Black Wires are connected with Negative Supply(Gnd).

And The Green Wires are connected with Digital Pins of Arduino (4,5,6,7).

AllPins are connected to the Digital pin (2,3).

Zoom in Circuit Diagram for better Understanding.

Also Read: How to Interface IR Sensor with Arduino Step by Step GUIDE
Arduino Code For Line Following Robot:

To Upload the Code you Need an Arduino IDE Software to download that software.

If you want to learn about Arduino then Click here.

#define LS 2      // left sensor#define RS 3      // right sensor/*-------definning Outputs------*/#define LM1 4       // left motor#define LM2 5       // left motor#define RM1 6       // right motor#define RM2 7       // right motorvoid setup(){pinMode(LS, INPUT);pinMode(RS, INPUT);pinMode(LM1, OUTPUT);pinMode(LM2, OUTPUT);pinMode(RM1, OUTPUT);pinMode(RM2, OUTPUT);}void loop(){if(digitalRead(LS) && digitalRead(RS))     // Move Forward{digitalWrite(LM1, HIGH);digitalWrite(LM2, LOW);digitalWrite(RM1, HIGH);digitalWrite(RM2, LOW);}if(!(digitalRead(LS)) && digitalRead(RS))     // Turn right{digitalWrite(LM1, LOW);digitalWrite(LM2, LOW);digitalWrite(RM1, HIGH);digitalWrite(RM2, LOW);}if(digitalRead(LS) && !(digitalRead(RS)))     // turn left{digitalWrite(LM1, HIGH);digitalWrite(LM2, LOW);digitalWrite(RM1, LOW);digitalWrite(RM2, LOW);}if(!(digitalRead(LS)) && !(digitalRead(RS)))     // stop{digitalWrite(LM1, LOW);digitalWrite(LM2, LOW);digitalWrite(RM1, LOW);digitalWrite(RM2, LOW);}}

Also See: Latest 500+ Final Year Projects For Electronics Engineering Students

Just Copy and Paste this code into Arduino IDE then upload the code your Line Following Robot is Ready to make a path try your robot and have fun.

1. Want to learn and make Arduino Based Radar System.

2. Want to learn and make Arduino Based Calculator Project.

3. Want to learn and make IR Remote tester Project Control LED on Remote.

4. Want to learn and make Visitor Counter Using LDR and 7 Segment Display.

If you find this article helpful then comment below and appreciate the efforts and if you have any query regarding this post just comment below I will put my maximum efforts to help you out. Thanks For Visiting Stay Connected with Better and Best Stuff...

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Line Following Robot using Arduino Uno and IR sensor (2020)

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Make Line Following Robot using arduino in just simple steps, A line followe robot is an internsting robot which follows a particular Black or White line. and in this article we will learn step by step guide on How to Make a Line follower robot using arduino uno and IR sensors.

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de pus pe telescoala

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HUEBRIX is an enjoyable puzzle game in which you can test your logical, spatial and visual senses. Fill out the whole grid by dragging the given colored blocks along the paths. But note, that each brick has its own number. Enjoy.

Controls: Mouse

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HUEBRIX is an enjoyable puzzle game in which you can test your logical, spatial and visual senses. Fill out the whole grid by dragging the given colored blocks along the paths. But note, that each brick has its own number. Enjoy. Controls: Mouse

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7-giu-2017 - Questo Pin è stato scoperto da Bianca Mouprivez. Scopri (e salva) i tuoi Pin su Pinterest.

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FRUIT LAB, 11 SHEETS, CODING-PIXEL ART 10x10 tabs | Codifica, Arte, Pixel art

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5-apr-2019 - CIAO A TUTTI, oggi nuovo laboratorio, ispriato da questa canzoncina in lingua inglese molto semplice troverete schede 10×10 da completare seguendo i codici (8) hanno il nome dei frutti da ripassare e un disegno da fare, una grande mela da colorare con i colori scritti vedi esempio sotto New LAB FRUIT! 10X10 tabs, inspi…

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are toate clasele
de verificat si pus la telescoala

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aplicatii code

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Îți propunem o soluție care îmbină utilul cu plăcutul pentru a te bucura de beneficiile tehnologiei în cel mai bun mod posibil, împreună cu cei mici. Am testat pentru voi câteva dintre cele mai drăguțe site-uri și aplicații educative de programare, pentru perioada vacanței (și nu numai).

Bucuria copiilor - vacanța de iarnă - se traduce pentru părinți în liste de cumpărături, agitație mare și multe pregătiri. Iar dacă în primele zile avem ce face (mersul la colindat, sosirea Moșului, masa de Crăciun, vizitele la bunici, lista nu se oprește aici!), iată că ne rămâne o bucată bună din vacanță în care gerul ne împiedică să facem multe lucruri afară, iar statul în casă înseamnă, pentru generația celor mici, stat cu nasul în gadget-uri.

Ce rămâne de făcut? Documentează-te în rândurile de mai joș pentru a decide care din soluții e mai aproape de ceea ce i-ar plăcea juniorului tău.

Code-a-pillar (4-10 ani)

Code-a-pillar este un joc simpatic și prietenos, perfect pentru primii pași în coding. Este o surpriză plăcută și pentru părinții care au avut, cândva, un Nokia pe care jucau în permanență Snake. Asta pentru că omida noastră trebuie să parcurgă diverse trasee pentru a se hrăni cu steluțe și a crește în dimensiune. Code-a-pillar este folositor în dezvoltarea gândirii secvențiale, problem-solvingului și al număratului. Are peste 10 niveluri care îți vor ține prichindelul preocupat, la adăpost de ger.

Nota 10 pentru că... este extrem de intuitiv.

Descarcă Code-a-pillar (Android)

Sugestiile de mai sus sunt un bun început pentru încurajarea copilului să exploreze aplicații educative, să experimenteze și să învețe lucruri noi din proprie inițiativă, chiar și în vacanță. Cu toate astea, să ai în vedere consumul moderat de tehnologie și limitarea timpului petrecut în fața ecranelor. În rest, mai rămâne doar să le urăm celor mici... spor la codat!

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Îți propunem o soluție care îmbină utilul cu plăcutul pentru a te bucura de beneficiile tehnologiei în cel mai bun mod posibil, împreună cu cei mici. Am testat pentru voi câteva dintre cele mai drăguțe site-uri și aplicații educative de programare, pentru perioada vacanței (și nu numai).

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#JitaruIonelBLOG -pregatire BAC si Evaluarea Nationala 2020 la matematica si alte materii! *materiale (lectii +formule +exercitii rezolvate matematica) gimnaziu si liceu; *edu.ro modele BAC 2020 modele Evaluare Nationala 2020; *modele simulare Evaluare Nationala BAC 2020 2019 2018 2017 2016 2015 2014 2013 2012 2011 2010 subiecte.edu.ro; Modele comper 2020; evaluare nationala clasele 2 4 6 modele 2020; *titularizare 2020 calendar modele edu.ro; miscarea personalului didactic; noutati edu.ro ; noutati educatie; modele teze teste matematica gimnaziu liceu clasa 5 clasa 6 clasa 7 clasa 8 clasa 9 clasa 10 clasa 11 clasa 12 *www.profesorjitaruionel.com *Q A matematica *bac jitaru ionel *evaluare nationala capacitate jitaru ionel

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Dacă reușiți să rezolvați modelele de mai jos atunci sunteți pregătiți să treceți cu bine examenul de BAC la mate, specializarea MATE-INFO! SUCCES! Cea mai bună metodă de pregătire a examenului de BAC la mate este: rezolvarea tuturor modelelor oficiale postate de minister anul acesta și în anii anteriori! De aceea am hotărât să fac o arhivă a subiectelor postate de minister în ultimii ani la toate sesiunile (iunie-iulie-subiecte oficiale+ rezervă, sesiunea specială olimpici, simularea, sesiunea august+rezervă și modelul oficial anual)!*ESTE INTERZIS SĂ DAI <COPY-PASTE> LA ACEST ARTICOL! ©JitaruIonelBLOG Variantele sunt în format pdf și reprezintă modelele oficiale postate pe EDU în perioada 2012-2019 la toate sesiunile (pentru cei de la MATE-INFO M1)! Fiecare variantă are și BAREM de corectare în format PDF! Spor la rezolvări!
46 Variante oficiale EDU BAC 2019 M1 Matematică -Informatică:

*sursa: subiecte.edu.ro
sursă ARHIVE subiecte.edu.ro #SuccesLaBac
*Trebuie să dai click pe „" pentru a vedea subiectele în format PDF (de la oricare sesiune) și click pe „Barem Varianta x" pentru a vedea baremul de corectare în format PDF (de la oricare sesiune)!*

CALENDAR probe scrise BACALAUREAT 2019:

1 iulie 2019 -Proba E.a) -Limba si literatura română;

2 iulie 2019 -Proba E.b) -Limba si literatura maternă;

3 iulie 2019 -Proba E.c) -proba obligatorie a profilului (mate /istorie);

4 iulie 2019 -Proba E.d) -proba la alegere a profilului și specializării;

8 iulie 2019 -Afișarea primelor rezultate (până la ora 12:00) +depunerea contestațiilor (orele 12:00 - 16:00);

13 iulie 2019 - afișarea rezultatelor finale.

VEZI ȘI -alte modele BAC mate M1 rezolvate:

SUCCES tuturor la BAC! #JitaruIonelBLOG

Categorii:#BAC2019, #JitaruIonelBLOG

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Mate-Info M1: 46 variante oficiale EDU BAC 2019 matematica M1 -mate-info (cu rezolvari -bareme de corectare)

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Mate-Info M1: 46 variante oficiale EDU BAC 2019 matematică M1 mate-info (cu rezolvări -bareme de corectare): *Varianta 1 **Barem Varianta1 *Varianta 2 **Barem Varianta2 *Varianta3 **Barem Varianta3 .... *Variante BAC 2019 matematica M1 mate-info *jitaru ionel blog *bacalaureat 2019 m1