# Coin Math

## Review Overview

### 7.2

Summary : Learn coin concepts without losing your money!

[ios_app id=”296596459″]

Coin Math teaches users to work with coins by having them recognize, count, add, and make change using only coins. In Coin Math, users are first presented with information about what coins look like and their monetary value before they are given specific tasks to complete, such as counting and making change. A unique feature of Coin Math is that it does not just use the common coins (penny, nickel, dime, quarter, and half dollar); rather, it also features lesser-known coins such as the Sacajawea dollar and Presidential dollar. All coins feature authentic images from the United States Mint.

### Instructional Ideas

1. Students can use Coin Math independently or in small groups to develop their understanding of coins and how to use them.
2. Teachers can use Coin Math to have students practice working with coins using the “shopping” and “making change” features. Following, teachers can provide students with coins and instruct them to compose a word problem similar to those in the app. Once students create and write out their word problems, they can swap with a classmate to solve each other’s word problem. Upon completion, students then swap back to grade their classmate’s work.
3. Students can use Coin Math to create their own coins. To do so, students would first read “What the Coins Look Like” part of the app to see a model of the task they are to complete. Next, students compose a paragraph that describes the image on the coin and its monetary value. Finally, students draw the picture of their coin. To add another dimension to this activity, students could use their own coin to create a word problem (see instructional idea #2).
 A1. Rigor A2. 21st Century Skills A3. Conn. to Future Learning A4. Value of Errors A5. Feedback to Teacher A6. Level of Material A7. Cooperative Learning A8. Accom. of Individual Diff.
 B1. Ability to Save Progress B2. Platform Integration B3. Screen Design B4. Ease of Use B5. Navigation B6. Goal Orientation B7. Information Presentation B8. Media Integration B9. Cultural Sensitivity
 C1. Learner Control C2. Interactivity C3. Pace C4. Flexibility C5. Interest C6. Aesthetics C7. Utility