# Math Planet – Fun math game curriculum for kids

## Review Overview

### 7.7

#### Math Planet: An App for Math Gaming

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Math Planet provides users with an engaging, game-based interface to practice their math skills. When launching the app, users must enter their name and select an avatar to represent them. Next, users start on the first planet, and each planet contains multiple math lessons. (There are five planets total.) Users must complete all the lessons satisfactorily on the planet to advance to the next planet, which means they must answer the majority of the math problems correctly. If users answer a question incorrectly, Math Planet allows them to answer it again. Another feature from the main screen is the Math Facts planet. By tapping it, users are able to choose if they want to practice their addition, subtraction, multiplication, or division skills. Once a skill is selected, users are presented math problems they are to answer. Once users answer a set of problems, Math Planet reports the problems where they did or did not demonstrate fluency.

### Instructional Ideas

1. After teaching a lesson or during free time, teachers can allow students to use this app for review or independent learning.
2. After students become familiar with the types of problems included in this app, teachers can have students write paper-and-pencil problems for their classmates to solve. After a classmate solves the problem, the student who wrote the problems can grade his/her classmate’s work.
3. Teachers can bring in manipulables (e.g., bowling pins, jump ropes, boxes, blocks, etc.) and have students create word problems using the manipulables. Students can write their word problems on paper or by using an Office app, and their classmates will have to solve them.
 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