Math Software
Rating System Key
Products are rated A (highest) to F.
Access = Accessibility, Ed Val = Educational Value, Appeal = Deaf-child appeal.
A (cm) for the educational category means the product has classroom management
features.
Titles are listed in alphabetical order. Click a title to read details.
Titles RECOMMENDED for deaf children in a school setting:
|
Title
|
Grades
|
Access
|
Ed Val
|
Appeal
|
| Math Workshop |
1 to 6
|
B
|
A
|
A
|
| Mighty Math Calculating Crew |
3 to 6
|
C
|
B (cm)
|
B
|
| Mighty Math Number Heroes |
3 to 6
|
A
|
A (cm)
|
A
|
| Mighty Math Zoo Zillions |
K to 2
|
C
|
A (cm)
|
A
|
| Stickybear Math 1 Deluxe |
1 to 4
|
B
|
A (cm)
|
C
|
| Stickybear Math 2 Deluxe |
2 to 4
|
A
|
A (cm)
|
C
|
| Stickybear Math Word Problems |
1 to 5
|
C
|
B (cm)
|
D
|
Titles NOT RECOMMENDED for deaf children in a school setting:
|
Title
|
Grades
|
Access
|
Ed Val
|
Appeal
|
| Math Blaster (various) |
various
|
B
|
D
|
B
|
| Mighty Math Carnival Countdown |
K to 2 |
D
|
A (cm)
|
B
|
| Mind Twister Math |
3 to 4
|
D
|
A (cm)
|
B
|
| Stickybear Numbers Deluxe |
pre-K to 2
|
C
|
C (cm)
|
C
|
| Stickybear Math Splash |
K to 5
|
A
|
C (cm)
|
C
|
| Stickybear Shapes Deluxe |
pre-K to 2
|
C
|
C (cm)
|
C
|
Details of RECOMMENDED products
Math Workshop Grades 1 to 6, Publisher - Riverdeep (formerly Broderbund)
NOTE: The product reviewed here is the original version of Math Workshop. A newer version, named Math Workshop Deluxe, is now being sold. It is unknown whether the newer version retains the accessible activities of the original.
Bottom Line: Recommended. It has a variety of math-related activities as well as practice with arithmetic skills.
Content and Accessibility:
(Games are chosen by clicking on areas of the main screen.)
Butterfly picture - Work puzzles. The border provides clues, but you must rotate some pieces to make them fit. There are 9 puzzles at 3 difficulty levels for a total of 27. They animate when finished. Accessible.
Skylight mosaic patterns - There are 10 patterns to color. You can see a color-cycling of your creation at any time. Accessible.
Music note - This is a fraction activity where you cut or assemble pieces of a bar to match the target bar. The desired result is shown in print as well. For example, make (1) 1/2 bar, (1) 1/4 bar and (2) 1/8 bars. When finished you can play a rhythm matching the fractions in the bar. The reward is not accessible, but the activity is.
Rockets game - This is a math strategy game where you try to be the last one to launch your rockets. You take turns with another player or the computer and can launch up to 3 rockets at a time. It's accessible if someone explains the game first. However, all feedback is spoken.
Hidden pictures - In this puzzle activity the pieces are made of 1 to 5 squares attached together in various configurations. Pieces must be rotated to fit, and you see a hidden picture that animates when done. There are 9 puzzles at 3 levels of difficulty for a total of 27. Accessible.
Easel - An outline drawing is shown, and then the outlines are fragmented and rotated. The task is to recreate the drawing by putting the line fragments back. At the easiest level the outline is shown in white so you just need to rotate your fragments until they fit. The hardest level shows only the silhouette of the shape with a small picture indicating where outlines go. The middle level shows half the puzzle in outline and the rest as a silhouette. The finished picture animates. Accessible.
Bowling - Here you practice addition, subtraction, multiplication, equivalencies or estimation in a timed activity. If you're wrong, the correct answer shows and the problem reappears later in the sequence. For each correct answer you win a bowling pin, and after 10 pins the bowler rolls the ball with humorous results. Besides choosing the type of problem you can choose the difficulty level, and the program will automatically advance you if you do well. The program tracks your progress. The estimation problems require good reading skills and world knowledge. For example, you may be asked to estimate how many days it takes to drive across the country. Equivalent fractions are done with pizzas or a box of donuts, where some fraction is missing. Accessible.
Throttle - When you click here you get a math-related bit of information. Since itŐs spoken, it's not accessible.
Deaf-child appeal:
Appeal is high due to the large number of interesting visual puzzles and activities
and the humor in the bowling game.
Mighty Math Calculating Crew Grades 3 to 6, Publisher - Riverdeep (formerly Edmark)
Bottom Line: Lukewarm recommendation. It is generally
playable by deaf children, once they know how to play. However, feedback for
errors is only spoken in most cases, and even so is not particularly helpful
(" try again", "try a bigger number").
Content and Accessibility:
Content includes money, multiplication and division, and 3-D shapes. There are
"grow slides" to change difficulty level, and you can sign in and have the program
advance you as you progress.
(You
choose a game by picking one of the 4 characters on the menu screen.)
Money Game (character at upper left)
Count coins & bills to make a specified total. Choose items that add up to no
more than a certain limit. Higher levels require multiplication. Feedback for
errors is spoken and no other help is given. It will walk you through an addition
or multiplication problem if you get the answer wrong, but even with spoken
help this is a tedious process, and the help isn't too helpful.
Number Line (character
at lower left
Click numbers or work problems (higher levels) to move a ship along the number
line to a point above a treasure. Doesn't require sound to see if you've missed
the target. Accessible.
3-D Lab (character at
upper right)
This activity requires good spatial skills! A 3-D shape is shown, along with
either an unfolded version of a 3-D shape or a name of a 3-D shape (such as
"triangular pyramid.) You decide if they match or not. Higher levels are really
challenging! Accessible.
Multiplication & Division
(character at lower right)
Problems are illustrated by objects arranged on the screen - e.g., two rows
of 5 objects for 2 x 5 = ? problem. You type numbers to solve the multiplication
problems. For multiplication problems of the type 24 x 32, it will step you
through the problem if you make errors. Objects being passed out to aliens illustrate
the division problems, but you can just click on the machine until all the objects
are passed out to get the correct answer, without thinking. Accessible.
Deaf-child appeal
The space-age graphics and animations make this product appealing.
Mighty Math Number Heroes Grades 3 to 6, Publisher - Riverdeep (formerly Edmark)
Bottom Line: Highly recommended for its strong educational value, accessibility and appeal.
Content and accessibility:
Content includes operations with fractions, probability, 2-D geometry, patterns
and more. Classroom management features include level setting, automatic advancement.
The initial instructions on how to operate the controls to play the game are spoken, but once these are understood, deaf players can use the program independently. Tasks are presented in print as well as voice, and clues/help are also visual. Special features include a dictionary of geometry terms and a special calculator that can be switched to show numbers as either decimals or fractions. Three of the 4 games have an explore mode as well as quiz mode.
(Games are chosen by picking a character on the menu screen)
Fractions (upper-left character) - The easiest
levels require you to create simple fractions such as 1/2. Higher levels include
adding, subtracting, comparing and multiplying fractions. The fractions can
be represented as parts of a circle or rectangle or members of a group of stars.
If you make errors, you see drawings and print to show you the concept. The
reward is a fireworks display using your fraction. In explore mode, you can
create fraction displays of your choosing.
Quiz-O (lower-left character) - This one- or two-player game quizzes you on various math concepts. In the one player version, you must also decide whether the computer-player is correct, so the human player actually must work the problems for the computer as well, or estimate the answer. Players choose the skill (shapes, patterns, addition, subtraction) and difficulty (points possible) for the questions and earn points for correct answers. For a wrong answer a clue is provided, up to 3 clues if it's wrong 3 times. Sample questions are "My sides are not all equal. I have 1 right angle. I have 3 sides." Your choices are a right triangle, equilateral triangle, square, and diamond. Another question is the following series: 18, 11, 7, 4, 3, _.
Geometry (upper-right character) - Shapes are shown on a peg-board type grid, and can be manipulated to answer questions if needed. Various tools are provided for answering the question, such as a paint bucket to answer questions such as "Fill the shape that has 3 sides and corners." If you are correct, the shape turns gold and the on-screen character congratulates you, and sometimes does a little dance. If wrong, you are taken to a page in the geometry reference book that explains the concept with illustrations.
Probability (lower-right character) - Use probability to predict the production of action figures. An example of a level 1 question shows a three-part spinner with colors yellow, green and purple. You are asked, "What are the possible outcomes of this spinner?". Your choices are "purple and green", "green", "purple yellow and green" and "purple and yellow". You can run the machine to see a bar graph build up with results of a number of spins or you can just choose an answer. If you answer incorrectly, feedback is provided in both print and speech. There is also an Explore mode where you can make a spinner or flippable coin of your own and decide on probabilities for each outcome.
Deaf-child appeal:
Appeal is high because of the action-figure motif and graphics, and interesting
challenges. Accessibility and explanations that help you find the answer add
to the appeal.
Mighty Math Zoo Zillions Grades K to 2, Publisher - Riverdeep (formerly Edmark)
Bottom line: Recommended with some reservations. Some parts are inaccessible, but the educational content of the accessible parts is very well done.
Content and Accessibility:
Has broad range of early math skills, well designed. Level-setting is easy to
do and clear. Topics for each level are listed on the level-setting page for
adults. Student progress is tracked.
Annie's Jungle Trail - Skills included are adding, subtracting, skip counting, rounding, sequences, and more. This is a one- or two-player race to the finish that takes quite a while to play (often more than 20 minutes.) It has visual feedback for mistakes. Accessible.
Gnu Ewe Boutique - This is a money game. Use money to purchase clothes and accessories for the Gnu. Teaches value of coins, making change, and adding and subtracting money. Use of manipulatives (coins, dollars) helps to make the concepts clear. Gnu Ewe boutique has spoken feedback such as "too expensive", but also has visual feedback to indicate what's needed. For example, if too many coins are in a pile, one of them will be outlined in yellow to indicate that it needs to be removed.
Fish Stories - This module presents Story Problems (Word Problems.) The step-by-step presentation and accompanying animations help to make the meaning of the problems clear. However, reading the story problems may be a challenge for first and second graders just learning English. "Here are 2 blue fish in the tank. Put 2 yellow fish in the tank." The feedback for putting in or removing the wrong number of fish is spoken and inaccessible, but once the correct number is in the tank, and the associated equation to solve is presented, there is visual feedback leading to the correct answer.
3D Gallery (Waterfall) - Identify 3D solids in an object, or create your own. In "explore" mode, kids can change colors, textures, and orientation of the shapes as they create their own pictures. Q & A mode asks students to identify shapes within a picture. This mode is only accessible for the first few questions, and then the questions are spoken only. Explore mode is accessible, but deaf children won't hear some of the educational spoken concepts such as "A ball is also called a sphere".
Number Line Express - Skills are forward and backward counting and addition and subtraction on a number line. Explore mode is accessible and shows the relationship between the number line and addition or subtraction problems that are constructed as you move along the line. Q & A mode is not accessible, since it asks you to stop at a spoken target number.
Deaf-child appeal:
The program is less appealing for deaf children than for hearing children, since
they can't hear the motivating comments and they miss out on some of the feedback.
They also try to play the inaccessible number line game since it's so attractive,
but can't succeed.
Stickybear Math 1 Deluxe Grades 1 to 4, Publisher - Optimum Resources
Bottom Line: Recommended for drill of addition and subtraction. At the first two levels, manipulatives illustrate the problem. However, they only animate to show the sum/difference after the problem has been correctly answered. For incorrect answers, if you wait a bit the correct answer will appear, but there is no animation of the manipulatives to illustrate it.
Content and teacher options:
The program is divided into 8 levels, which include 44 individual math skills.
The levels range from addition and subtraction facts to missing addends and
subtrahends, and regrouping. The program may be customized for the entire class
or each individual child including starting level, on screen manipulatives,
and auto-advance. The program allows the selection of horizontal and/or vertical
presentation and specific skills: addition, subtraction, or missing addends
and/or subtrahends. The progress of each student is tracked saving the number
of problems attempted, the number solved correctly, and the percentage correct
for each level. The progress report is available for each student on screen
or in printed form.
One problem with this software is that numbers with more than more than one digit must be entered from right to left in most cases, so that, for example, to enter ten for the problem "5 + 5 =" you must type 0, then 1. This is non-intuitive and caused some teachers reviewing the software to reject it.
Accessibility:
Only level 4 (place value) was found to have some problems that were not accessible.
For example, spoken language would tell you to "Type the number two thousand
four hundred seventy-five". Or "type the number that you see in the ones position."
At higher levels, there are no manipulatives, and feed back is in the form of a buzzer (wrong answer) or spoken comment (right answer) for individual problems. If you wait a bit after an incorrect answer, the correct solution will appear. After 5 correct answers there is a visible reward animation, and after 5 visible rewards you see a short movie. However, the point of many of the movies may not be obvious without sound.
Deaf-child appeal:
Since feedback for individual problems is sound-based, the program is less appealing
to a deaf child. Some of the visible animated rewards that appear after every
5 problems also depend on sound to make sense, making them less motivating.
Stickybear Math 2 Deluxe Grades 1 to 4, Publisher - Optimum Resources
Bottom Line: recommended. Provides practice in multiplication and division. Tracks student progress, and can set levels, and choose subject (multiply, divide, or both).
Content and teacher options:
The program has 8 levels of multiplication and division covering 36 individual
math skills. It starts with multiplication and division facts and advances to
multiplication of multiple digits, problems that require regrouping, and long
division with remainders. On screen manipulatives are available in level 1 for
early understanding of the concepts of multiplication, division, missing factors
and dividends.
The program may be customized for the entire class or each individual child including starting level, on-screen manipulatives, and auto-advance. Teachers may allow from one to four tries on any problems. Children may begin the program at any of the 8 levels of proficiency.
Each student's progress is tracked by level, number of problems attempted, number of problems correct, and percentage correct. The progress reports are available for each student or the entire class on screen or in printed form.
One problem with this software is that numbers with more than more than one digit must be entered from right to left in most cases, so that, for example, to enter 27 for the problem "3 x 9 =" you must type 7, then 2, which feels like 72. This is non-intuitive and caused some teachers reviewing the software to reject it.
Accessibility:
All levels are accessible, though the rewards are only partly visual. For individual
problems you get a buzzer for wrong answers and a musical swish for right answers.
After 5 right answers there is a visible reward, and after 5 visible rewards
(25 problems correctly answered) there is a short movie. However, the point
of many of the movies may not be obvious without sound.
There are detailed instructions available on how to work each problem type, illustrated with blinking numbers and, in lowest levels, some manipulatives. However, the instructions depend heavily on spoken language.
Deaf-child appeal:
Since feedback for individual problems is sound-based, the program is less appealing
to a deaf child. Some of the visible animated rewards that appear after every
5 problems also depend on sound to make sense, which reduces their appeal.
Stickybear Math Word Problems Grades 1 to 5, Publisher - Optimum Resources
Bottom Line: Recommended with reservations. Educationally, it would be better if there were manipulatives presented to show the concepts instead of just presenting the equation when there is an error. Also, the reading level is at a higher level than the problems presented, though it is possible to create problems with simpler language.
Content:
There are more than 600 math word problems for practice in any combination of
addition, subtraction, multiplication and division. Early levels have one operation
to perform, and higher levels have one to two operations in each problem. Teachers
can set the level and kind of problems to present (addition, subtraction, multiplication
and/or division), whether or not to automatically advance, availability of the
built-in calculator, and number of tries allowed before showing the answer..
Teachers may also create their own problems and choose problems for student
tests. The programs produce reports for assessment. Problems may be printed
for take-home use. The built-in calculator may be turned on or off.
Accessibility:
The program is fully accessible, although the feedback for individual problems
is only spoken. There is an animated reward, however, after a small number of
correct answers.
Deaf-child appeal:
Students can see a chart of their progress after completing a set of problems.
The program would probably be almost as appealing to a deaf child as it is to
a hearing child. Graphics are appealing and clear. However, for deaf children
who are learning English through print, the reading level will present a very
high barrier. Even the easiest problems, requiring simple addition of small
numbers, have language that is too difficult for these children. For example,
"There were 5 squirrels in the tree when 1 scurried away. How many squirrels
were left?"
Details of products NOT RECOMMENDED
Math Blaster various products for various grade levels, Publisher - Knowledge Adventure
Bottom Line: There are several Math Blaster titles that cover a wide range of math skills for various grade levels. They are often listed in the top 10 best sellers of math software. They aren't recommended here primarily because of the high proportion of time spent on arcade-style activities compared to the small proportion spent solving math problems. Since computer time in a school setting is often very short (10 minutes), it's important that students spend most of this time on the skill addressed by the software.
Mighty Math Carnival Countdown Grades K to 2, Publisher - Riverdeep (formerly Edmark)
Bottom line: Not recommended. Most of the Q & A (Question and Answer) activities depend on spoken cues both to name the task and get feedback on how to correct an error. However, it could be used on a large monitor in "explore mode" to present concepts.
Content and Accessibility:
Content includes sorting, patterns, shapes, counting, addition and subtraction
up to 3 digit numbers with "trading". All of the math concepts are well-illustrated
with manipulatives in the form of clowns, bubbles, etc.
Snap Clowns - addition and subtraction
Here you put clowns on platforms to illustrate an equation or quantity. Explore
mode is accessible and presents the corresponding equation as you add/subtract
clowns, illustrating the concept. Q&A mode is only partly accessible. The target
number is shown, but if there's a mistake, feedback on how to correct it is
only spoken. Also, in this mode you can just play by painting and rearranging
clowns instead of answering the questions.
Giggle Factory - equal
to, greater than, less than
This is not accessible in Q&A mode since the task is dictated and feedback for
wrong answers is only spoken. Explore mode is accessible and shows symbols =
> < as you add and remove objects on the balances, illustrating the concepts.
Bubble Band - place value,
1, 2, and 3 digit addition and subtraction with "trading" at highest
levels
This module is partly accessible in Q&A mode. The task is usually presented
visually, but if there's a mistake, feedback on how to correct it is generally
only spoken. It's difficult to tell whether you have answered a question correctly,
since the character talks (mouth moves) in both cases. You have to wait to see
if a new problem appears to find out that you were correct. Explore mode illustrates
concepts and is accessible.
Pattern Block Roundup
- geometric shapes, perimeter, area, simple fractions
Only a few of the activities, such as the pattern sequences, are accessible
in Q&A mode. The names of the shapes are spoken but don't appear in print. Feedback
is sometimes incorrect, asking for more when you already have too many, or asking
for more when both correct answers are shown. Explore mode is accessible. Texture
and size of shapes can be changed, to give this more flexibility than common
manipulatives.
Carnival Cars - Venn diagrams
of three types using objects with 5 attributes
This activity is accessible except for sorts that depend on sound. However,
educational value is questionable since player can mindlessly drag objects into
the loops without paying attention, and the wrong ones will fall out. You receive
the same reward whether you make lots of mistakes or none. Explore mode can
be confusing to set up and play; though once understood, it can be useful for
sorting based on attributes you select.
Deaf-child appeal:
Explore mode is appealing, but lack of accessibility in Q&A mode and dependence
on sound-based rewards lowers overall appeal.
Mind Twister Math Grades 3 to 4, Publisher - Riverdeep (formerly Edmark)
Bottom Line: Not recommended. Problems are presented in print, but reading level will be too challenging for deaf students learning English for the first time in school. Also, there are long periods of uninterruptible speech, which deaf children will find frustrating. A deaf student with grade-level reading skills would need someone to explain the game rules the first time they play, but could probably handle the activities alone after that.
Content:
The educational value of this product is very high, since it not only presents
problems but requires flexible thinking as well. It asks questions such as "find
numbers with a 1 in the hundreds place and a 5 in the tens place." and "Which
number sentences would be true with a minus sign (e.g., 5 ? 3 = 2). Even the
lowest skill level will require your full attention. One, two or three players
can play, and you can set the level of difficulty. Players score points and
compete for high score.
Accessibility:
The program is accessible for deaf children with a high reading level, since
problems are presented in print. Someone would need to explain how to play the
first time, but then the student could play independently. However, there are
long periods of uninterruptible speech, which would be frustrating for a deaf
child.
Deaf-child appeal:
Because of the long periods of uninterruptible speech, the program would be
less appealing to a deaf child than to a hearing child. The time limit for answering
could also be frustrating for some students.
Stickybear Numbers Deluxe Grades pre-K to 2, Publisher - Optimum Resources
Bottom Line: Not recommended. "Structured mode" activities, which are the most educational, have spoken questions; the rewards for correct answers are spoken only (for most activities), and the "find it" series of games forces you to play all of the activities, of which one has dictated questions which are not accessible.
Content and accessibility:
You can play with number sets of 0 to 9 or 0 to 30.
Count it - Type or click a number and see that many objects animating. In structured mode, you must click the number that is dictated, (e.g., click the number 7) so this is not accessible.
Write it - This shows an animation of how to write the numerals. For 0 to 8 it creates numerals that match the standard numerals. For 9, it draws a ball and stick version, which looks more like a lower-case q than a numeral 9, and doesn't look like the numeral 9 elsewhere in the program.
Pick it - Here you click on a group of objects and see the corresponding number appear. In structured mode you are asked a question (e.g., Click the group of 2), which isn't accessible for deaf children.
Find it - This is a series of activities, including creating a dot-to-dot picture that colors in, and supplying the missing number in a sequence. Most of the other activities ask you to either find a number to match a group of objects or choose a group of objects to match a number. One activity in the series requires you to respond to a spoken question (not accessible). There is no way to choose a particular activity in this set - you must go through the whole sequence. (However you can short-circuit the trip by exiting to the menu page and coming back, which will put you into the next activity in the sequence.)
Deaf-child appeal:
Appeal is low due to the number of inaccessible activities, the lack of flexibility
in choosing a favorite activity in the "find it" series, and sound-based acknowledgment
for completing an activity.
Stickybear Math Splash grades K to 5, Publisher - Optimum Resources
Bottom Line: Not recommended. While accessible, it is educationally weak, since there is no instructive feedback for wrong answers. The reward structure of an arcade game after 25 problems may be too frustrating for many children.
Content: Basic arithmetic skills
There are 6 levels of difficulty, and adults can set what type of problems to
include (add, subtract, multiply, divide) and whether or not to make the problems
harder as children play.
Overboard - Provides practice in math facts, but doesn't offer any help for mistakes. You must answer 25 questions correctly to earn cannonballs, which you then launch at a swinging target in order to dunk the bear. Hitting the target isn't easy, so you could wind up never seeing the bear get dunked.
Submarine Shoot - Answer 25 math questions by clicking on the fish with the correct answers printed on them as they swim by. Requires some dexterity with the mouse. When you're done, you shoot at mines until you miss one.
Island Hopper - A problem is shown, and you navigate a boat using your arrow keys to the island with the correct answer. It's hard to steer the boat, and takes a long time compared to the amount of time spent solving the problem.
Rapid Fire - Answer math questions quickly so your shark is first to the finish line. The easiest level has problems that would be level 2 in other activities.
Accessibility:
All the activities are accessible.
Deaf-child appeal:
The appeal will depend upon the child's attraction to arcade style games. Since
you must solve 25 problems with little reward per problem in order to earn the
arcade game, that game would need to be a lot of fun to make the effort worthwhile.
The arcade games can be challenging, and a child who isn't skilled at such games
could find the whole experience highly unrewarding.
Stickybear Shapes Deluxe Grades pre-K to 2, Publisher - Optimum Resources
Bottom Line: Not recommended. Two activities in one of the games are not accessible, and there's no way to skip past them. One game has a "structured" mode that isn't accessible but provides the most educational activity in that module. The amount of educational content in the accessible parts is limited.
Content and Accessibility:
Content includes circle, square, rectangle, circle, diamond and (just a few
of) ellipse.
Name it - Point to objects in a picture and see the shape and its name. In "structured" mode, you point to the object dictated (not accessible.)
Pick it - A series of short games that you cycle through. Two of the 6 activities depend on hearing the dictation, but 4 are accessible. For the two non-accessible activities, you can just keep clicking everything until you find the correct one, or you can cancel out of these activities since they are the last in the series.
Find it - Find the shape that's missing in the picture. Accessible.
Draw it - Drag shapes onto a background to make a picture of your choice that you can print. You can't modify the shapes (can't resize, can't rotate or flip or change color.)
Deaf-child appeal:
Appeal is low since so many activities are inaccessible. The Draw it activity
is limited compared to the flexibility of similar drawing programs in other
products. Rewards for success in the accessible games are not highly motivating.