Contents

 

Mathematics

Learning Materials for Independent Learners

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Printed materials


On My Own - Practice Activities. Separately for grades K,1,2. These workbooks provide practice to reinforce math concepts. Harcourt Brace.

School and Home Activity Books. Separately for grades K,1,2. These workbooks provide open-ended, hands-on practice activities for home as well as school. Harcourt Brace.

Stretch Your Thinking. Separately for grades K,1,2,3,4,5,6,7,8. These enrichment workbooks include enrichment activities for students of all ability levels. Harcourt Brace.

Counting Money. Grade 1 up. This series of five workbooks begins with small coins in Book 1 and culminates with bills in Book 5. The work pages provide review of previous lessons. Students work at their own pace. Pro-Ed.

The Time Is Now. Grade 1 up. This series of four workbooks concentrates on numeral time (1:30 and 2:15 rather than phrases such as half-past and quarter-past). Students work at their own pace. Pro-Ed.

Math Discoveries with Calculators. Grades 1-3. Games, investigations, and more. Summit.

Fun With Money. Grades 1-3. Focus on coin and bill identification and values, equivalencies, counting money, and making change. Reproducible. Summit.

Problem Play. Grades 1-3. Forty reproducible problems that require both logical and creative thinking. Some can be solved only through careful deliberation; others have solutions that "pop out." Many have a real-world theme and can be integrated into other curricular areas. Dale Seymour.

MathTotes: Take-Home Activities. Separately for grades 1-3, grades 4-6. Sixty activities teach skills and concepts in logic, number, geometry, measurement, statistics and probability, and patterning. Dale Seymour.

Basic Practice in Whole Numbers. Grades 1-6. A separate reproducible blackline workbook each for addition, subtraction, multiplication, and division. Basic Practice in Fractions. A separate reproducible blackline workbook each for adding fractions, subtracting fractions, multiplying fractions, and dividing fractions. The student starts by taking a placement test; the result shows where to begin the practice pages. The practice pages increase in difficulty and culminate in self-tests to let students evaluate their progress before taking the teacher-administered mastery test. Love Publishing.

Arithmetic Drill and Practice. Grades 1-6. This book contains an assortment of multi-level arithmetic drill sheets that are highly practical for students with learning difficulties. The exercises are invitingly different. Love Publishing.

Techniques of Problem Solving - Problem Solving Card Deck. Separately for grades 1,2,3,4,5,6,7,8, grades 3-6 gifted. Each deck of illustrated cards provides practice in using resources, choosing the operation, guessing and testing, organizing data, and using logic. Dale Seymour.

Cooperative Learning Resource Activities. Separately for grades 1,2,3,4,5,6,7,8. Each package includes sets of cards for student-directed activities that emphasize cooperative learning, problem solving, communication, making connections, and investigations. Houghton Mifflin.

Weekly Problem Solving. Problem Play. Grades 1-3. Problem Parade. Grades 4-6. Favorite Problems. Grades 5-7. Super Problems. Grades 7-8. Problem of the Week. Grades 7-12. Each reproducible weekly challenge includes detailed solutions, hints for students, and teaching suggestions and is accompanied by an easier and a more challenging problem. Dandy Lion.

Understanding Math Story Problems. Students with language learning difficulties in grades 2 up. Book 1 - grade 2 level; Book 2 - grade 3 level; Book 3 - grade 4 level. These workbooks teach students how to use language to comprehend and solve math story problems and to apply these principles to everyday use. A pretest in each workbook identifies students who are unable to perform the calculations required in the story problems. Pro-Ed.

Math Extension Units. Grades 2-3. Units provide activities that allow students who have already mastered the basic concepts to work independently. Units include place value, problem solving, money, and time management. Each unit includes 13-14 reproducible worksheets. Dandy Lion.

Math Problem Solvers. Grades 2-3. This activity book provides students the opportunity to apply a multitude of math skills to solve problems, puzzles, and logic riddles. For advanced learnersPrufrock Press.

Enrichment Units in Math. Book 1 - grades 2-3. Book 2 - grades 4-6. Book 3 - grades 5-7. Reproducible pages provide sequential information and activities. Book 1: attribute blocks, Tangrams, sets and Venn diagrams, ancient Egyptian numbers. Book 2: permutations and combinations, tesselations, line drawings, coordinate graphing. Book 3: probability, topology, number characteristics, magic squares. Dandy Lion.

D.I.M.E. 3-D Sketching Project. Book 1 - grades 2-6; Book 2 - grades 6-9; Book 3 - grades 8-11. Through the use of plastic manipulative solids and guided lessons, students learn to represent solid shapes on paper and understand three-dimensional drawings . Dale Seymour.

Time and Money. Grades 3-5. Teaches 4 problem-solving strategies for working with currency, bank accounts, calendars, and digital and analog time telling. 100 cards plus answer key. Summit.

Puzzled by Math. Grades 3-5. Puzzled by Math offers a collection of mathematical equations, knowledge, and skills in puzzle form. For advanced learners Prufrock Press.

In All Probability. Grades 3-6. Use coins, spinners,dice, and Native American game sticks to gather data, make predictions, and form conclusions. Reproducible. Summit.

It's Alive and It's Alive and Kicking. Grades 3-9. These weird, crazy, bizarre math problems challenge, stimulate, and gross-out math students by asking such questions as, "What is the total volume of gas produced by cows in the USA?", "How many earthworms are in a football field?", and "How much blood would you drink if you were a 100-pound leach?" Each of these two books includes more than 50 illustrated, reproducible math problems. Prufrock Press.

The Early Fraction Book. Grades 3-4. Applied activities cover halves through tenths. Summit.

Calculator Math. Two books: Grades 5-6+, Grades 6+. Make connections among calculator capabilities, essential math concepts, and the application of those concepts to real-life problems. Reproducible. Summit.

Hands On Algebra. Grades 5-6. Puzzles, games, and activities offering equations, coordinating, graphs. Reproducible. Summit.

Beginning Algebra Thinking. Grades 1-2, Grades 3-4, Grades 5-6, separately. Primary book focuses on patterning, sorting, classifying, and chart making. Books for grades 3-6 include using cubes, number squares, calculations, and story problems. Reproducible. Summit.

Enrichment Units in Math. Grades 2-3, 4-6, and 5-7 separately. Prufrock Press.

Math Extension Units. Grades 2-3 and 4-5 separately. Each unit includes 13 to 14 attractive, reproducible worksheets and an assignment sheet, making this an easy way for busy instructors to provide challenging, enriching experiences for capable math students Prufrock Press.

Math By-Lines . Separately for grades 3-4 and grades 5-6. Students write word problems by filling in blanks within a story, then solve the one or two-step math problems. Dale Seymour.

Exploring with Power Polygons. Grades 3-4. Activities explore many mathematical patterns in the Power Polygons set, which are pattern blocks sold separately. Thirty extended investigations cover geometry and algebra, measurement and numbers, and logical reasoning. Reproducible. Dale Seymour.

TOPS Calculator Problem Decks. Separately for grades 3,4,5,6. Each deck contains 200 illustrated problem cards at two levels of difficulty, based on real-world data and situations. Students decide if and how a calculator, or a combination of calculator, pencil-and-paper, and mental computation, can help them reach a solution. Includes answer key. Dale Seymour.

Math Calculator Problem-Solving Books. Separately for grades 3,4,5,6,7,8. These booklets reinforce and enrich students' mathematical skills. They provide problem-solving situations that will challenge students to explore and discover different approaches. Solutions are best found with the use of a calculator. Houghton Mifflin.

Math Discoveries About Fractions and Decimals. Grades 3-4, Grades 5-6, Grades 7-8, separately. Fraction operations are explored at each of the three levels. Summit.

Math Skills Workbooks. Whole Numbers: Addition and Subtraction. Grades 3-8. Whole Numbers: Multiplication and Division. Grades 4-8. Decimals. Grades 5-8. Fractions. Grades 4-8. Problem-Solving Strategies. Grades 4-8. Equations, Ratio, Proportion, and Percent. Grades 7-8. These workbooks are particularly recommended for students working two to three grades below skill level. They provide step-by-step walk-through of each concept to insure understanding, then provide practice problems. Houghton Mifflin.

Solving Story Problems. Grades 4-6. Layered story problems with 3 levels of difficulty. 100 cards plus answer key. Summit.

Algebra Word Problems. Grades 4-6. Practice converting words to algebraic expressions or equations in contexts such as coins, measurements, mixtures, and ages. Three titles: How To Solve Algebra Word Problems, Warm-Up, and Miscellaneous. Summit.

Funny and Fabulous Fraction Stories. Grades 4-6. 25 math tales and follow-up problems. Reproducible. Summit.

Math Connections. Grades 4-6. Nonroutine activities challenge students to make connections while they determine how items are similar and different; decide how items are related, which doesn't belong, and why; translate verbal descriptions into mathematical symbols; express key concepts in words; provide the missing information in a word problem; and describe the effect on an expression when part of it is changed. Reproducible. Dale Seymour.

Camp Fraction. Grades 4-6. This activity book is filled with interesting problems based on true facts to help students excited about math. For advanced learnersPrufrock Press.

Problemoids: Math Challenge Program. Separately for grades 4,5,6. This program for advanced students in math focuses on problem-solving strategies, not on memorization or operations. Each of the workbooks called Challenge includes 50 problems. For each problem there is a separate solution card or solution sheet with strategies for solving the problem. A computer supplement is available for students who want to write programs in BASIC to solve the problems for Levels 5 and 6. When the student completes a problem, the teacher checks the answer and gives the student a solution card. Royal Fireworks Press.

Calculation Capers. Grades 4-7. Students will learn how to balance a check book, forecast city growth needs, figure the price of popularity, complete a tax return, and more. Extending activities invite students to gather their own information and solve similar problems. Dandy Lion.

Hands-On Math. Grades 4-8. 279 math games and activities. Zephyr.

Math-o-Graphs. Grades 4-8. This book teaches students how to use graphic representations to solve math problems. Students solve the real-world problem using the beginning graphic and then get their own data to develop a graphic to solve their own problem. The activities address 14 major areas of math, including decimals, ratio, area, probability, estimations, measurement, and more. Dandy Lion.

Try It! Geoboards. Grades 4-9. More than 90 challenging geoboard problems explore area and fractions and sharpen spatial problem-solving skills. Dale Seymour.

A Calculator Tutorial: Acquiring Skills with Classroom Calculators. Grade 5 and up. This book helps students explore how to use more advanced keys, including constants, square root, percent, memory, parentheses, positive/negative, exponents, reciprocal, pi, integer division, fractions, fix. Practice problems, answers. Dale Seymour.

Guess. Grades 4-12. Each Guess box contains 105 cards for teaching specific estimation strategies plus 95 general practice cards. Box I introduces front-end estimation, rounding, and adjusting. Box II involves finding compatible Guess numbers, using averaging, and further adjusting estimates for increased accuracy. Answer key gives acceptable answer ranges. Dale Seymour.

Math Magic: Slick Tricks with Numbers. Grades 5-8. Number tricks and computational shortcuts help students simplify mathematics. Summit.

57 Great Math Stories . . . and the Problems They Present. Grades 5-8. Students are encouraged to explore various routes to the solution of the problem. Summit.

Can You Count in Greek? - Exploring Ancient Number Systems. Grades 5-8. Students will not only learn to count like the ancient Greeks but will also learn about the number systems of the Babylonians, Mayans, Egyptians, Romans, and Hindu-Arabic, as well as quinary and binary systems. Reproducible worksheets are included. Dandy Lion.

Binary Power! Insights and Activities Based on the Power of 2. Grades 6-10. Games, problem-solving activities, and diagrams explore the binary number system and some of the places it appears - in Morse code, computers, savings accounts, and zip code sorting system, and more. Answers are provided. Dale Seymour.

Build Your Own Polyhedra. Grades 6-12. Illustrated directions for constructing regular polygons, flexagons, regular and pop-up polyhedra, dipyramids, Jennifer's puzzle, dodecahedra, and collapsoids. Dale Seymour.

How To Enrich Geometry Using String Designs. Grade 6 and up. Step-by-step illustrations for constructing beautiful string designs of various types of triangles, squares, pentagons, hexagons, tetrahedra, octahedra, and icosahedra. Reproducible. Other line design books are Introduction to Line Designs, Designs from Mathematical Patterns, Curve Stitching, and others. Dale Seymour.

Kaleidoscope Math. All grades. By manipulating mirrors, taping them together, and examining reflected patterns, students explore the beautiful geometry of kaleidoscopes. Binder contains reproducible activity sheets. Dale Seymour.

Sports Math. Grades 7-8. Activity worksheets are based on statistics from 20 different sports. 38 reproducible masters, answers. Dale Seymour.

Newspaper Math. Grades 7-8. Problems are based on newspaper articles, want ads, and even cartoons. Reproducible exercises encourage thinking and problem solving while offering practice in more than 20 arithmetic skills. Questions for enrichment are also provided. Dale Seymour.

Math Motivators! Investigations in Pre-Algebra. Grades 7-9. A collection of motivating exercises for students who think they don't like math. Contains 32 reproducible worksheets on topics such as the number 9, Mobius strips, the googol, the Euclidean algorithm, and prices and discounts. Dale Seymour.

Dot Paper Geometry - With or Without a Geoboard. Grades 7-10. Over 60 reproducible sheets for paper-and-pencil activities or geoboard patterns. Gives experience in area, measurement, estimation, percent, fractions, graphing, and more. Four quizzes and answers. Dale Seymour.

Informal Geometry Explorations. Grades 7-12. More than 75 motivational problem-solving activities investigate area, construction, congruence, visualization, symmetry, and dissection. Includes blackline masters and answer key. Dale Seymour.

When Are We Ever Gonna Have to Use This?. Grades 7-12. More than 350 work problems using 60 different math topics are arranged by occupation and math content in three levels of difficulty. A poster summarizes the results, displaying 100 occupations and the 71 kinds of math they require. Book includes answers. Dale Seymour.

Problem Solving Experiences. Grades 7-12. One book in pre-algebra and one book in algebra challenges students with new problem-solving approaches. Each book provides 28 sets of three field-tested problems - an academic skill problem, a process problem, and a real-world application. The Sourcebooks for teachers come with blackline masters for student use. Dale Seymour.

Mathemagic. Grades 7-9. Forty-four classic lessons on math topics that seem to have mysterious solutions. Students find the "secrets" to the solutions of problems and activities that explore logic and lateral thinking, number patterns, and more. Blackline masters. Dale Seymour.

Number Treasury. Grades 7-12. An extensive study of number patterns - patterns of prime and composite numbers, plane and figurate numbers, digital patterns, and more. Includes definitions, examples, a project, and hints for programming a computer to generate lists of the different types of numbers and solutions. Dale Seymour.

The Boston College Enrichment Series - Secondary Set. Grades 7-12 gifted. Activities for talented students. Open-ended exercises let them discover new patterns on their own. Nine different reproducible books: The Wonder Square, Perfect Numbers, Applications of Series, Finite Differences, Super Sum, Pascal's Triangle, Mathematical Doodling, Fraction Action 1, and Fraction Action 2. Each book contains problems and solutions as well as comments, explanations, and derivations of the key formulas and algorithms. Dale Seymour.

Every Number Is Special. Grades 7-12. Students discover (and try to verify) number surprises with this book of mathematical oddities and curious facts about the integers from 0 to 150. Dale Seymour.

Mira Activities for High School. Grades 7-12. Sequential activities for geometric exploration and investigation. Some involve simply looking at images of figures in the Mira (reflective tool); others involve paper, pencil, rulers, compasses, and paper clips. Dale Seymour.

Mathographics. Grade 7 and up. Over 100 full-page drawings inspire students as they create designs using both compass construction and computer graphics. Computer code is expressed in simplified BASIC. Useful exercises with answers encourage additional investigation. Dale Seymour.

Geometric design: Geometric Design, Creative Constructions, 20 Color-Coded Compass Constructions, and others teach basic geometric concepts. Dale Seymour.

3-D paper construction: Paper Engineering, Origami Boxes, Make Shapes, Paper Capers, Patty Paper Geometry, and others provide hands-on geometry exercises. Dale Seymour.

Algebra Problems: One Step Beyond. Grades 7-12. Thirty-three sets of problems to supplement the standard first-year algebra course. All problems are reproducible. Includes answers and solutions. Dale Seymour.

The Golden Section. Grades 7-12. What do a pyramid, a shell, the Parthenon, an egg, and a human body have in common? All have dimensions that approximate the Golden Section, a unique ratio found in nature, art, and architecture. This sequence of algebra and geometry problems illuminates the ratio and its many applications. Includes a wide range of problem-solving activities. Dale Seymour.

Informal Geometry Explorations. Grades 7-12. More than 75 motivational problem-solving activities explore geometry in the natural and human worlds: counting, area, construction, congruence, visualization, symmetry, tiling, and dissection. Blackline masters and answer key. Dale Seymour.

Investigating Mathematics: An Interactive Approach. Grades 7-8. In this program for preparing students for Algebra 1, students work together cooperatively to solve problems. The teacher's role is to serve as a facilitator. Students ask for help only when all group members have the same question. Glencoe/McGraw-Hill.

Mathematical Investigations. Grades 8-12 gifted. Book One: geometry, patterns, operations research, photography, genetic inheritance. Book Two: networks, sports math, finite-difference patterns, rates, maps. Book Three: fundamentals of money, scaling, finance, loans, probability, and linear programming. Dale Seymour.

Making Connections with Mathematics. Grades 9-12. Blackline masters with unusual applications for mathematical modeling, activities, projects, and opportunities for written and oral communication. Lessons explore the connections between math and art, biology, biography, business, computers, earth science, engineering, and space. Dale Seymour.

Logic Algebra Problems. Grades 9-12. These unique number puzzles challenge students to use their problem-solving and deductive reasoning skills. Each one is a sequence of ten clues about an unknown number. Fifty reproducible puzzles, answers, and solution suggestions. Dale Seymour.

Geometry Problems: One Step Beyond. Grades 10-12. Over 20 week-long challenges to supplement the standard tenth-grade geometry curriculum. The Problem Book contains 75 reproducible problems with to-the-point solutions. Includes a super challenge problem. Dale Seymour.

Software


Five CD's: Mighty Math: Carnival Countdown/Zoo Zillions/Number Heroes/Calculating Crew/Cosmic Geometry. Ages 5-14, depending on the CD chosen. The CD's for ages 5-8 teach addition, subtraction, early division, and logic concepts and problem solving. For older students, the CD's teach fractions, multiplication and division, and geometry. Win95, Win3.1, and Mac. Edutainment Catalog (published by Edmark).

Interactive Math Journey. Math Rabbit Deluxe ages 4-7 and Interactive Math Journey CD's. Using activities such as slicing "pizzas" into fractions, students learn to solve problems, think mathematically, and grasp new concepts. Win95, Win3.1, and Mac. The Learning Company.

MathKeys. This software program lets students discover the 'why' of math by connecting manipulatives with symbolic notation and writing tools. Both the software and student activity masters are available. Unlocking Whole Numbers. Separately for grades K-2 and grades 3-5. Unlocking Probability. Separately for grades K-2 and grades 3-6. Unlocking Geometry. Separately for grades K-2 and grades 3-6. Unlocking Measurement. Separately for grades K-2 and grades 3-6. Unlocking Fractions and Decimals. Grades 3-6. Houghton Mifflin.

Mathematics Their Way. Grades K-2. Manipulative-centered activities. Reproducible. Summit.

Graph Links. Grades K-8. This software helps students solve problems, analyze data, and create graphs. Harcourt Brace.

Pattern Maker. Grades K-2. This software helps students copy, extend, find, and create shape, color, and number patterns. Harcourt Brace.

Millie's Math House. Grades K-2. This software helps children discover math concepts. Harcourt Brace.

Trudy's Time & Place House. Grades K-2. This software invites students to explore time and geography through five adventurous activities. Harcourt Brace.

Math Workshop. Grades 1-6. This software helps build problem-solving, strategic thinking, and computation skills in an environment of games, music, animated characters, and more. Harcourt Brace.

Times Tables, Fractions and Decimals, Charts and Graphs, Adding and Subtracting Puzzles, and Multiplying and Dividing Puzzles. Ages 7-11. These full-color activity books introduce basic concepts of math and provide practice of essential skills. The "prehistoric" Og family brings math into amusing everyday situations. Usborne Books.

Mathematics ... A Way of Thinking Book. Grades 3-6. 300+ learning activities using the same approach used in Mathematics Their Way (grades K-2). Summit.

Turtle Math. Grades 3-6. Includes 36 Logo-based investigations that involve angles, shapes, similarity, patterns, probability, and computation. Each investigation strengthens problem solving, communication, and reasoning skills. For Macintosh. Dale Seymour.

DataWonder! Grade 3 and up. This software program provides students with an effective way to collect, manipulate, present and analyze data. DataWonder! is organized into three interactive windows: data tables, graphs, and integrated report writer. For Macintosh and Windows. Dale Seymour.

TesselMania! Grades 3-12. With this software program a student selects a polygon, then chooses a rule of symmetry, including translation, rotation, and glide reflection. The program applies the "rules" necessary to form a tessellating unit. For Macintosh and Windows. Dale Seymour.

Getting Into Area. Grades 4-6. Student pairs or groups strengthen reasoning, problem solving, and communication skills with these manipulative-based, sequential lessons. Activities connect to math topics such as fractons, percents, and probability/statistics and to non-math topics such as art, literature, science, and architecture. Includes blackline masters. Dale Seymour.

Tabletop Sr. Grades 6 and up. This software program enables students to create, sort, and manage data sets in a unique format. Data is represented as mobile icons that can be arranged into Venn diagrams, box plots, histograms, and scatter plots. For Macintosh and Windows. Dale Seymour.

Tessellations Using Logo. Grades 7-12 gifted. Students practice problem-solving skills as they plan how to construct a tessellation using Terrapin Logo, sketch or draw part of one, estimate the size and number of shapes to use, and decide which geometric facts or formulas to use. Over 71 activities, square and triangular dot paper grid masters, selected answers, common Logo commands, and basic geometry facts. Dale Seymour.

MacStat. Grades 7-12. MacStat software helps students document, visualize, and interpret information, allowing them to spend more time exploring the essence of statistics: analyzing data from many viewpoints, drawing inferences, and constructing and evaluating arguments. Macintosh required. Dale Seymour.

Glencoe Integrated Learning System. Grades 6-12. This learning system provides individualized diagnosis, instruction, testing, and reporting. The program's private, self-paced approach helps learners of all ages achieve success in the mathematics skills they need. The system operates on a Local Area Network, a Wide Area Network, or a stand-alone personal computer. Glencoe/McGraw-Hill.

A Collection of Points: Mathematics Problem Solving with a Computer. Grades 7-9. Student problem book challenges students to investigate mathematics topics. The student uses a computer to generate solutions. All solutions are presented in BASIC, Pascal, and Logo. Royal Fireworks Press.

The Statistics Machine. Grades 9-12. An Apple II program that uses graphics to illustrate histograms, frequency polygons, binomial distributions, chi square distributions, normal distributions, pie charts, regression, and hypothesis testing. The software allows the student to manipulate data. Royal Fireworks Press

List of Publishers


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