1: Number Patterns
1.1: Number Patterns and Pattern Rules
Pattern Flip (Patterns)
In the Pattern Flip carnival game, you are shown a pattern of cards. The first cards are face-up so you can see the pattern, and the rest are face-down. Can you guess which animals are on the face-down cards? Use one of the preset patterns, or make your own custom pattern. Good luck!5 Minute Preview
2: Whole Numbers
2.1: Representing, Comparing, and Ordering Numbers
Cannonball Clowns (Number Line Estimation)
Launch clowns from a circus cannon and try to hit the target. Drag digit cards on the control panel to set the launch distance and choose an appropriate unit of distance. After practicing your clown-launching skills on a number line, move on to the Big Top, Football Field, School Buses, the Golden Gate Bridge, and more!5 Minute Preview
2.3: Adding 3-Digit and 4-Digit Numbers
Target Sum Card Game (Multi-digit Addition)
Play an addition card game! The goal is to create a sum that is as close as possible to the target sum. Students will deepen their understanding of place value as they get better at playing the game. Many game options allow students to vary the game for more practice. The game can be played with one or two players.5 Minute Preview
2.6: Subtracting with 4-Digit Numbers
Cargo Captain (Multi-digit Subtraction)
You are the captain of an interplanetary cargo ship, delivering important supplies to the outer planets. The cargo can be stored in barrels, crates, and holds. (There are 10 barrels in a crate, and 10 crates in a hold.) Model multi-digit subtraction by unloading cargo on each planet.5 Minute Preview
4: Decimals
4.1: Tenths and Hundredths
Modeling Decimals (Area and Grid Models)
Model and compare decimals using area models. Set the number of sections in each model to 1, 10, or 100, and then click in the models to shade sections. Compare decimals visually and on a number line.5 Minute Preview
Modeling Whole Numbers and Decimals (Base-10 Blocks)
Model numbers with base-10 blocks. Drag flats, rods, and individual cubes onto a mat to model a number. Blocks can be exchanged from one area of the mat to the other. Four sets of blocks are available to model a variety of whole numbers and decimals.5 Minute Preview
4.6: Adding Decimals
Adding Whole Numbers and Decimals (Base-10 Blocks)
Use base-10 blocks to model two numbers. Then combine the blocks to model the sum. Blocks of equal value can be exchanged from one area of the mat to the other to help understand carrying when adding. Four sets of blocks are available to model different place values.5 Minute Preview
4.7: Subtracting Decimals
Subtracting Whole Numbers and Decimals (Base-10 Blocks)
Use base-10 blocks to model a starting number. Then subtract blocks from this number by dragging them into a subtraction bin. Blocks of equal value can be exchanged from one section of the mat to the other to help understand regrouping and borrowing. Four sets of blocks are available to model different place values.5 Minute Preview
5: Data Management
5.1: Interpreting Data
Reaction Time 1 (Graphs and Statistics)
Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 1 Student Exploration focuses on range, mode, and median.5 Minute Preview
Reaction Time 2 (Graphs and Statistics)
Test your reaction time by catching a falling ruler or clicking a target. Create a data set of experiment results, and calculate the range, mode, median, and mean of your data. Data can be displayed on a list, table, bar graph or dot plot. The Reaction Time 2 Student Exploration focuses on mean.5 Minute Preview
5.2: Mean and Mode
Movie Reviewer (Mean and Median)
Movie reviewers rate movies on a scale of 0 to 10. Each movie comes with a set of reviews that can be changed by the user. The mean of a data set can be explored using a see-saw balance model. Students can also find the median, mode, and range of the data set.5 Minute Preview
5.3: Drawing Bar Graphs
Mascot Election (Pictographs and Bar Graphs)
A brand new school is opening and it is time to elect the school mascot! Students can choose the Eagle, Lion, Bear, or Wolf. Voting results can be displayed in a table, tally chart, pictograph, bar graph, circle graph, or dot plot. You can change student votes by selecting a group of students and clicking a mascot.5 Minute Preview
5.4: Line Graphs
Elevator Operator (Line Graphs)
在老公寓电梯操作。Pick up and drop off residents where they want to go. A line graph shows where the elevator traveled over time. Operate the elevator either by using the standard up and down controls, or by building a graph to program where you want it to go.5 Minute Preview
6: Measurement
6.1: Measuring Time
Elapsed Time
Calculate the difference between the times given by two analog clocks. Rotate the hands of the clocks to change the time and see how the calculation changes.5 Minute Preview
6.2: Exploring Time and Distance
Distance-Time Graphs - Metric
Create a graph of a runner's position versus time and watch the runner complete a 40-meter dash based on the graph you made. Notice the connection between the slope of the line and the speed of the runner. What will the runner do if the slope of the line is zero? What if the slope is negative? Add a second runner (a second graph) and connect real-world meaning to the intersection of two graphs.5 Minute Preview
6.7: Volume
Balancing Blocks (Volume)
This Gizmo provides you with two challenges. First, use blocks to build a figure with a given volume. Then, try to balance the blocks on a platform that sits on the tip of a cone. The dimensions of the platform can be adjusted, and blocks can be added or deleted by clicking on the model.5 Minute Preview
6.9: Measuring Mass
Weight and Mass
Use a balance to measure mass and a spring scale to measure the weight of objects. Compare the masses and weights of objects on Earth, Mars, Jupiter, and the Moon.5 Minute Preview
7: Transformational Geometry
7.1: Coordinate Systems
City Tour (Coordinates)
Go sightseeing in fictional cities all over the world. Learn about coordinates on a graph by navigating around these cities on a grid-like city map. Some landmarks are shown on the map. For others, you are only given the coordinates. Can you find all of them?5 Minute Preview
Points in the Coordinate Plane
Identify the coordinates of a point in the coordinate plane. Drag the point in the plane and investigate how the coordinates change in response.5 Minute Preview
7.2: Transformations
Rock Art (Transformations)
Create your own rock art with ancient symbols. Each symbol can be translated, rotated, and reflected. After exploring each type of transformation, see if you can use them to match ancient rock paintings.5 Minute Preview
7.4: Line Symmetry
Quilting Bee (Symmetry)
Participate in an old-fashioned quilting bee and create a colorful, symmetrical quilt. Quilts can be created with a vertical, horizontal, or diagonal line of symmetry. Quilts can be folded to look for reflections, or rotated to test for rotational symmetry.5 Minute Preview
8: Fractions and Decimals
8.1: Equivalent Fractions
Equivalent Fractions (Fraction Tiles)
Explore fractions using the Fractionator, the machine that makes fraction tiles. Compare fractions and find equivalent fractions by arranging the tiles on two horizontal rows. Explore simplifying fractions. Add fractions and express sums as improper fractions or mixed numbers.5 Minute Preview
8.2: Fractions and Mixed Numbers
Fractions Greater than One (Fraction Tiles)
Explore fractions greater than one with the Fractionator, a fraction-tile-making machine in the Gizmo. Create sums of fraction tiles on two number lines. Sums greater than one are shown as improper fractions on the top number line, and as mixed numbers on the bottom number line.5 Minute Preview
Improper Fractions and Mixed Numbers
Represent a quantity given by a shaded region as an improper fraction and as a mixed number. Experiment with different shaded regions sliced differently.5 Minute Preview
8.3: Comparing and Ordering Fractions
Fraction Garden (Comparing Fractions)
Plant flowers in two gardens to help develop fraction sense. The two gardens act as number lines, from 0 to 1. Use the flowers in the gardens to compare fractions and to explore equivalent fractions. Chalk marks can be drawn to divide the garden into equal sections.5 Minute Preview
8.4: Relating Fractions to Decimals
Modeling Decimals (Area and Grid Models)
Model and compare decimals using area models. Set the number of sections in each model to 1, 10, or 100, and then click in the models to shade sections. Compare decimals visually and on a number line.5 Minute Preview
8.5: Fraction and Decimal Benchmarks
Estimating Sums and Differences
Estimate the sum or difference of two fractions using area models. Compare estimates to exact sums and differences.5 Minute Preview
8.6: Relating Fractions to Division
Toy Factory (Set Models of Fractions)
Create a set of stuffed animals: monkeys, giraffes, and rabbits. Toys can be painted red, green, or blue. Describe the makeup of the set (animals or colors) with fractions. Arrange the toys into groups to simplify the fractions.5 Minute Preview
8.8: Multiplying Decimals with Tenths
Multiplying Decimals (Area Model)
Model the product of two decimals by finding the area of a rectangle. Estimate the area of the rectangle first. Then break the rectangle into several pieces and find the area of each piece (partial product). Add these areas together to find the whole area (product).5 Minute Preview
8.9: Multiplying Decimals with Hundredths
Multiplying Decimals (Area Model)
Model the product of two decimals by finding the area of a rectangle. Estimate the area of the rectangle first. Then break the rectangle into several pieces and find the area of each piece (partial product). Add these areas together to find the whole area (product).5 Minute Preview
9: Length, Perimeter, and Area
9.1: Measuring Linear Dimensions
Measuring Trees
Measure the height, diameter, and circumference of trees in a forest. Count growth rings to determine the age of each tree. Grow the trees for several years and investigate how growth is affected by precipitation.5 Minute Preview
9.4: Measuring Distance Around a Circular Object
Measuring Trees
Measure the height, diameter, and circumference of trees in a forest. Count growth rings to determine the age of each tree. Grow the trees for several years and investigate how growth is affected by precipitation.5 Minute Preview
9.5: Using Grids to Find Perimeter and Area
狗的花坛(周边和区域)
Construct models of gardens on a grid using squares of sod. Fence the gardens to find and compare perimeters. Work with pre-built gardens made of 36 squares each to compare perimeters of shapes with equal areas.5 Minute Preview
9.7:它ting the Perimeter of a Rectangle
Perimeter and Area of Rectangles
Discover how to find the perimeter and area of a rectangle, and of a square (which is really just a special case of a rectangle).5 Minute Preview
9.8: Calculating the Area of a Rectangle
Perimeter and Area of Rectangles
Discover how to find the perimeter and area of a rectangle, and of a square (which is really just a special case of a rectangle).5 Minute Preview
11: Probability
11.1: The Likelihood of Events
Probability Simulations
Experiment with spinners and compare the experimental probability of particular outcomes to the theoretical probability. Select the number of spinners, the number of sections on a spinner, and a favorable outcome of a spin. Then tally the number of favorable outcomes.5 Minute Preview
Spin the Big Wheel! (Probability)
一步吧!自旋大轮!每个自旋可以result in no prize, a small prize, or a big prize. The wheel can be spun by 1, 10, or 100 players. Results are recorded on a frequency table or a circle graph. You can also design your own wheel and a sign that describes the probabilities for your wheel.5 Minute Preview
11.4: Tree Diagrams
Permutations and Combinations
Experiment with permutations and combinations of a number of letters represented by letter tiles selected at random from a box. Count the permutations and combinations using a dynamic tree diagram, a dynamic list of permutations, and a dynamic computation by the counting principle.5 Minute Preview
11.6: Probability in Games
Spin the Big Wheel! (Probability)
一步吧!自旋大轮!每个自旋可以result in no prize, a small prize, or a big prize. The wheel can be spun by 1, 10, or 100 players. Results are recorded on a frequency table or a circle graph. You can also design your own wheel and a sign that describes the probabilities for your wheel.5 Minute Preview
How Free Gizmos Work
Start teaching with20-40 Free Gizmos.See the full list.
Accesslesson materialsfor Free Gizmos including teacher guides, lesson plans, and more.
All other Gizmos are limited to a5 Minute Previewand can only be used for 5 minutes a day.
Free Gizmos change each semester.Thenew collectionwill be available Jul 01, 2023.
About STEM Cases
Students assume the role of a scientist trying to solve a real world problem. They use scientific practices to collect and analyze data, and form and test a hypothesis as they solve the problems.
Each STEM Case uses realtime reporting to show live student results.
Introduction to the Heatmap
STEM Cases take between 30-90 minutes for students to complete, depending on the case.
Student progress is automatically saved so that STEM Cases can be completed over multiple sessions.
Multiple grade-appropriate versions, or levels, exist for each STEM Case.
Each STEM Case level has an associated Handbook. These are interactive guides that focus on the science concepts underlying the case.
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