The Quarter Mile Math Practice program is proven to be effective and is extremely motivating. The program is sold in seven different configurations, so pick the one that best suits your needs now and in the coming years.
Features of the program are: Award-winning design integrates all major learning modalities -- visual, auditory and kinesthetic/tactile -- simultaneously in a meaningful, educational way. Both teachers and students can see measurable, quantifiable improvement race after race. Able to detect even the smallest improvements that wouldn't be detectable in any other software format. Give positive reinforcement through improved scores. Both girls and boys love the format. Self-competitive, non-intimidating format. Appeals equally well to older and younger students, free of ageist stereotypes.
Here is how it works: The student's dragster or riderless horse gains speed with each correct answer. The student is racing againsthis/her own five previous best races in the other lanes. Lanes scroll faster and faster as racers accelerate down the straightaway. Races last between 45 seconds and 2 1/2 minutes (depending on the difficulty of the topic). Scores appear for each dragster or horse at the end of each race. Students watch themselves improve race after race.
Available program configurations are: Grades K - 3 -- contains 178 topics, 22,000 problems. Grades 4 - 6 -- contains 201 topics, 29,000 problems. Grades 6 - 9/Pre-Algebra -- contains 21,000 problems(all Pre-Algebra). Grades K - 6 bundle -- contains K-3 & 4-6 Combo. Grades 4 - 9 bundle -- contains 4-6 & 6-9 Combo. Grades K - 9 -- contains K-3, 4-6 & 6-9 Combo.
Copyright 2000 William E. O'Sullivan V. Developed exclusively for The Home Computer Market.