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FlashMaster App--Math Facts

價格:免費

檔案大小:44.6 MB

版本需求:系統需求:iOS 9.3 或以後版本。相容裝置:iPad。

支援語言:英語

FlashMaster App--Math Facts(圖1)-速報App

Designed exclusively for tablets, the app enables true mastery of basic math facts (arithmetic tables) to the point of “AUTOMATICITY” in addition, subtraction, multiplication & division & MINIMIZES time spent by students, teachers & parents. (See demonstration video at flashmaster.com)

It is TRULY a gift: FREE; NO ads or offers; & COMPLETE (not “lite” or “crippled”)

FlashMaster App--Math Facts(圖2)-速報App

It can be used withOUT an INTERNET connection

It imitates the APPEARANCE & OPERATION of the extremely efficient handheld FlashMaster®--used internationally by millions in SCHOOLS & HOMES, granted many prestigious awards & rated 4.5 by Amazon reviews

FlashMaster App--Math Facts(圖3)-速報App

LIFETIME results stored for 30 USERS can be selectively PRINTED or EMAILED

Students are MOTIVATED & WORK INDEPENDENTLY since results can be CONVENIENTLY checked at ANY TIME by a parent or teacher

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The app doesn’t pretend to motivate users with silly, time-wasting, ultimately boring & consequently self-defeating gimmicks

INSTEAD, students are motivated by the app’s increasingly CHALLENGING nature & parents', teachers' & THEIR OWN appreciation of their RAPID PROGRESS in truly mastering math facts--as facilitated by 6 differently-purposed “learning activities” & by the app's retention & easy communication of results

FlashMaster App--Math Facts(圖5)-速報App

Problems are normally displayed in a "1+2=?" format, but "?+2=3" & "1+?=3" formats are options

There are 6 "LEARNING ACTIVITIES" (modes used to present problems):

FlashMaster App--Math Facts(圖6)-速報App

1) The "Table: In Order" activity is the most ELEMENTARY activity. It presents problems of the selected +, -, X, or / table in ascending & then descending order. Missed problems are repeated until answered correctly. A user is prompted with the correct answer if a problem is missed twice in a row

2) The "Table: Not in Order" activity presents problems of the selected +, -, X, or / table in RANDOM order. Missed problems are repeated until answered correctly & AGAIN after next problem. A user is prompted with the correct answer if problem missed twice in a row

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3) The "Practice" activity is the MAIN INSTRUCTIONAL activity. Subject to 8 alternative per-ACTIVITY "Time Limits", it presents problems in random order from one of 9 "Levels" of difficulty for a selected arithmetic operation (+, -, X, /). Missed problems repeated until answered correctly & AGAIN after next problem. A user is prompted with correct answer if problem missed twice in a row. The per-ACTIVITY Time Limits are: 180, 150, 120, 90, 75, 60, 45 & 30 seconds

4) The "Test" activity SIMULATES PAPER TESTS often used in schools. Subject to 8 alternative per-ACTIVITY Time Limits, it presents problems in random order from one of 9 levels of difficulty for the selected arithmetic operation. Missed problems NOT repeated & user NOT prompted with correct answers. If sound effects are turned off, a user is not informed of mistakes until after completing the activity--JUST LIKE A TEST. Teachers have option of giving all students the same test (i.e., the same problems in the same order)

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5) By making use of 11 alternative per-PROBLEM time limits, the "Flashcards" activity is IDEAL for developing SPEED and "AUTOMATICITY" (the ability to answer problems automatically from memory without needing to take time to calculate the answer). The Flashcards activity presents a user-specified number of problems in random order from one of 9 levels of difficulty for the selected arithmetic operation. Missed problems not repeated & user not prompted with correct answers. The per-PROBLEM Time Limits are: 9; 7; 5; 4; 3; 2.5; 2.0; 1.7; 1.5; 1.3 & 1.2 seconds

6) The "Special Problems" activity, at user’s option, either REVIEWS PAST MISTAKES or focuses on PARTICULAR PROBLEMS specified by user. Subject to a selected per-ACTIVITY Time Limit, this activity presents in random order EITHER the up to 15 "MISSED" problems most recently answered incorrectly by the user OR up to 15 problems entered into memory by the user with the "ENTER PROBLEMS" key. Students are helped with mistakes as in the Practice activity

FlashMaster App--Math Facts(圖9)-速報App