Monday, April 7, 2014

Educational Applications that Address Automaticity/Math Fact Fluency


Automaticity is also referred to as math fact fluency.  Computational fluency, being able to efficiently and accurately carry out procedures to solve computation problems, relies heavily on automaticity with basic number facts.  There are several educational applications that address automaticity because of the key role it plays in achieving math success.  The following list are examples of technology resources that can help build automaticity:
  1. FASTT Math (Fluency and Automaticity through Systemic Teaching with Technology) is a math intervention program that helps students acquire math fact fluency.  The program assesses students' command of basic facts by measuring response time and then generates customized activities based on the results.  Teachers can also monitor students' progress via reports. 
  2. Timez Attack focuses on multiplications facts, teaching the 2 to 12 times tables.  It engages students in a high-tech video games environment featuring high-quality graphics.  There is a free downloadable version and also a full version can be purchased that features additional game environments that may be more appealing over time. 
  3. The ArithmAttack helps students practice basic addition, subtract, multiplication and division facts.  It has customized problem sets that are easily generated by setting the highest and lowest numbers to use so students' practice can be targeted to their particular areas of need. It can be played online or downloaded free. 
  4. Arcademic Skill Builder math games are designed to help develop automaticity in addition, subtraction, multiplication, division, integers, fractions and ratios. There are multiplayer (one to four players) and single-user games; all are played online and feature several customizable features. For all games, users can set custom number ranges to provide targeted practice on specific areas of need. 

    A limited number of keys are required to control the games so they easily could become accessible to students who are unable to use the standard keyboard or mouse. An alternate keyboard, alternate mouse, a scanning array for single switch use, or a programmable switch interface that accommodates up to four switches can make these games accessible for students with physical disabilities. 

The next blog post will discuss technology tools that can be used to address visual-spatial or motor control difficulties. 



Sources:
Dell, A., Newtown, D., & Petroff, J. (2012). Assistive technology in the classroom . (2nd ed.). Upper Saddle River, New Jersey : Pearson Education.

1 comment:

  1. Rosaria,

    Great list of sites/tools that increase automaticity! I think it is great that so many of these new tools are made to help accommodate for physical disabilities. This really opens up learning math to many of our students. Did you get a chance to try any out? If so, what were your thoughts?

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