Shape Games

Shape Shuffle, Speed Shuffle and XYZ Shuffle are bonus games that require no reading. Students identify and sort shapes with differing attributes, then are asked to continue a starting pattern.

Shape Shuffle Example Screen Shot

Level One of Shape Shuffle has one Pattern Bar to complete. Each subsequent level of play adds an additional bar. When a Pattern Bar is filled correctly, 10 points will be added to the score for that game, and bars reset with new starting patterns. Every 20 points will result in a level change, offering increasing challenge. In Levels 1, 2 and 3, students can make up to two uncorrected mistakes. At the third mistake, the game ends and student will keep the points earned.

In Level Four there are four bars. If student makes a mistake, a 12-second clock will appear near the top. If the mistake is fixed within 12 seconds, the clock disappears and the game continues. If the mistake is not corrected, or if the student makes another mistake while the clock is running, the game ends and student will keep the points earned. Each student begins with 100 credits to play SHAPE SHUFFLE. If all 100 plays are exhausted, studets can earn additional credits by earning ribbons in the Add/Subtract GYM. One ribbon earned = 5 credits. When all credits are used up, students can continue to play this module, but they will not earn additional stickers.

Speed Shuffle begins with four simultaneous Pattern Bars, and increases in difficulty. This game also features a timing element, and a "correction clock." If student makes a mistake, a 12- to 24-second clock will appear near the top of the central area. If the mistake is fixed within the alloted time, the clock disappears and the game continues. If the mistake is not fixed, or if the student makes another mistake while the clock is running, the game ends and student is be credited with the points earned. Every 20 points results in a level change, offering increasing challenges as the alloted time to correct mistakes gets shorter. Level 1 gives students 24 seconds. Each subsequent level reduces the clock by 4 seconds.

Each student begins with 100 credits to play SPEED SHUFFLE. If they have exhausted all 100 plays, students can earn additional credits by earning ribbons in the Multiply/Divide GYM. One ribbon earned = 5 credits.

Both games are great for strengthening problem-solving skills, but Speed Shuffle also improves the ability to think along multiple tracks under pressure.

 

 

 

 

XYZ Shuffle Example

XYZ example

XYZ Shuffle begins with a pattern bar that contains 12 figures in a specified, repeating sequence. Some figures appear as a variable X, Y or Z. Students select the correct figure (shape and color) from a row of multiple choices that will represent X, Y or Z.

Game starts in Round 1 with one pattern bar and one variable and progresses in challenge to Round 4 featuring two pattern bars and three variables. The XYZ Shuffle game familiarizes young students with early algebra concepts and strengthens logical reasoning skills—without the pressure of solving actual mathematical equations.

 

 

 

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