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Math Monsters [372.7]

Grades: K-2
Length: 12/15 Minute
Rights: Perpetuity with Distribution & Duplication

Math Monsters is a new series that has been developed in cooperation with the National Council of Teachers of Math (NCTM). While each show has a main topic, at least four standards are interwoven into each show. This fun animated series will delight, entertain, and educate students.

Block Feed

Wednesday 3/18/09  2:00 - 4:00 a.m. #1-8
Thursday 3/19/08  2:00 - 3:00 a.m. #9-12

1. Data Collection. The Math Monsters want to open a restaurant that serves pancakes, but they don't know which types to serve. The Monsters decide to do some surveying and discover their favorites. They then explore a variety of ways to graph their findings. M: K.16, K.17, 1.18, 1.19, 2.21, 2.23

2. Standard And Non-standard Measurement. The Monsters decide to build an addition on to their castle, but must let the carpenters know how big they wish the new room to be. The program explores some of the ways children can gain accuracy in measurement taking and in communicating their results. M: K.10, K.12, 1.12, 2.12, 2.13, 3.14

3. Number Conservation, Transformation & Equivalency. The Monsters decide to plant a garden. Each one starts off with the same number of plants, but because their plants are laid out in different arrangements, some Monsters appear to have more plants than others do. This provides an opportunity to explore number conservation.M: K.1, K.2, K.19, K.20, 1.7, 1.20, 1.21

4. The Making Of Tens. The Monsters decide to send boxes of fruit to their relatives for presents. The have greech bushes and grapple trees yielding red greeches and blue grapples. They want to send out boxes of ten to each relative, but decide that no two boxes should contain the same combination of fruit. They spend time figuring out -- and noticing patterns in the different combinations of ten. Once the packages are made they need to be labeled and so addition and subtraction are used to help determine how many fruits of each kind are in each box. M: K.1, K.4, K.7, K.8, 1.1, 1.2, 1.8, 1.2, 2.1, 2.25, 2.26

5. Geometry. The Monsters decide to do some tiling in their kitchen and explore different way of covering space and how boundaries play their part. Along the way they describe, model, draw and classify basic shapes and discover which tessellate. M: K.13, K.14, K.15, 1.15, 1.17, 2.20

6. Doubles And Their Neighbors. The Monsters are going to produce a circus. This provides numerous opportunities for exploring doubles and their neighbors. For example, there is a marching band with two even rows. A strong man who needs equal weights on either side of the barbell and the juggler can juggle by doubling balls in the air and then adds one more. M: K.8, 1.9, 2.8

7. Mapping. The Monsters go on a treasure hunt and learn how maps correspond to actual territory. As Monsters go from place to place they learn about orienting themselves in space. In determining the best routes, the monsters discover the shortest may not be the best (due to the big Monster chasing dog on Second Avenue). In addition we learn about grids. H: K.2, K.3, K.4, 1.6, 2.5, C/T: 5.3

8. Time And Money. The Monsters get a present from their Aunt Ð wait a minute - It's a clock. But it needs repair. And repairs cost money. The Monsters learn what a clock can do and also they learn how many monster cents and dollars it takes to buy parts. M: K.10, K.11, K.16, K.20, 1.11, 1.21, 2.16

9. Patterns. The Monsters learn to recognize, describe, extend and create patterns. They have decided to paint a border around their living room. One Monster starts and asks the next to continue Ð but what exactly makes a pattern? Monsters learn to decorate with flip patterns.M: K.19, K.20, 1.20, 1.21, 2.25, S: K.8, 1.1, 2.7

10. Counting And Symbolizing. The Monsters decide to count the fish in their castle's moat -- but as the fish keep swimming by, it's hard to get an accurate count. What can they do to determine just how many fish there are? How can they avoid double tagging? A variety of counting strategies are explored to help the Monsters come to understand one -- to -- one correspondence. And once they know the exact number of fish -- what are some of the ways that numbers can it be represented? M: K.1, K.2, K.16, K.17, 1.1, 1.18, 2.3, 2.23, H: 2.1

11. Computers And Other Math Tools. A computer arrives at the castle one day. Uncle Binary has sent it. After unpacking and staring at it for several hours (waiting for something to happen) the Monsters learn that it needs to be plugged in and turned on. They discover how the keyboard and monitor work and gain a very basic and simple understanding of how it functions internally. Among the other tools that are explored are the abacus, calculator, and compass. M: K.7, 1.8, 2.6, C/T: 5.1, 5.2, 5.3

12. Teacher Utilization Program.

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