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Math Quest

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An Adventure Game Focusing on Math Problem-Solving Strategies. Scripted, three-tiered lessons introduce six problem-solving strategies that students use to earn travel dots and accumulate gold to speed their teams through Numberland, Sportsland, Fantasyland, and Dinosaurland. As they pass through seven power levels to ultimately become Einsteinians, teams face challenges posed by Fate Cards that test their preparation and ingenuity. Working individually and in cooperative teams, students create original problems using the six problem-solving strategies explained on the accompanying poster. The teacher's guide includes complete procedures, handout and Fate Card masters, answer keys, and assessments, while student adventure guides introduce the game and its procedures. Each lesson runs for five class periods and may stand alone. Grades 4 - 7. 8½'' x 11'' 199 pages. Interact. (INT902)

199 pages, Paperback

Published January 1, 2006

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Frank White

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