Description 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. |