Motion Math: Hungry Guppy is best used one-on-one by the student. This app could be part of an iPad rotation.
Teachers could create a fun game of passing out index cards with dotted bubbles and make one person the fish. Kids would have to join together to form groups that could then be eaten by the fish.Continue reading Show less
Kids touch, drag, and combine one or more dot and/or number bubbles to make food for a hungry guppy. The guppy eats just one kind of food, which is indicated on its side -- e.g., two dots, three dots, or the number 4. A well-fed guppy grows, and players move to the next level. An unfed, hungry guppy shrinks until kids are reminded “This fish only eats 4s.” There are three levels: dots, mixed dots and numbers, and numbers only. Kids can skip around if needed, and number hints can be turned off. At various points, kids earn rewards or magic beads they can use to change a guppy’s appearance.
Full Disclosure: Motion Math and Common Sense Education share a funder; however, that relationship does not impact Common Sense Education's editorial independence and this learning rating.
Motion Math: Hungry Guppy is very good at teaching kids that a group of dots represents numbers. It also provides a hands-on method of teaching beginning addition.
The game features addition of sums up to 5. Strategic features anticipate where kids might go astray. Depending on which of the three levels your students are playing on, each fish displays its preferred food as dots, number symbols, or both. The pattern and color of dots on each fish is the same, which could tempt kids to choose bubbles because they match, not because they contain the right amount. But in harder levels, dots combine in different patterns and are different colors, teaching kids to focus on number instead of appearance
The game includes several smart features that take into account the habits of 3- to 7-year-olds:
- Touch and drag functions are simplified for smaller, less precise fingers.
- The number hints are spoken aloud; these can be turned off.
- There are no upsetting outcomes; kids win but never lose.
- Subtle visual and audio cues rein in kids who go rogue. Kids learn quickly that trying to make mega-food bubbles is futile and not very fun.
- A tutorial level launches at the beginning, meaning there's no waiting to play.
- The in-game rewards of collecting prizes or changing how the guppy looks don’t intrude on the educational aspect of the game.
Key Standards Supported
Counting And Cardinality
Identify whether the number of objects in one group is greater than, less than, or equal to the number of objects in another group, e.g., by using matching and counting strategies.1
Compare two numbers between 1 and 10 presented as written numerals.
Understand the relationship between numbers and quantities; connect counting to cardinality.
Count forward beginning from a given number within the known sequence (instead of having to begin at 1).
Operations And Algebraic Thinking
Solve word problems that call for addition of three whole numbers whose sum is less than or equal to 20, e.g., by using objects, drawings, and equations with a symbol for the unknown number to represent the problem.
Understand the meaning of the equal sign, and determine if equations involving addition and subtraction are true or false. For example, which of the following equations are true and which are false? 6 = 6, 7 = 8 – 1, 5 + 2 = 2 + 5, 4 + 1 = 5 + 2.
Determine the unknown whole number in an addition or subtraction equation relating three whole numbers. For example, determine the unknown number that makes the equation true in each of the equations 8 + ? = 11, 5 = _ – 3, 6 + 6 = _.
Fluently add and subtract within 20 using mental strategies.2 By end of Grade 2, know from memory all sums of two one-digit numbers.
Represent addition and subtraction with objects, fingers, mental images, drawings2, sounds (e.g., claps), acting out situations, verbal explanations, expressions, or equations.
Solve addition and subtraction word problems, and add and subtract within 10, e.g., by using objects or drawings to represent the problem.
Decompose numbers less than or equal to 10 into pairs in more than one way, e.g., by using objects or drawings, and record each decomposition by a drawing or equation (e.g., 5 = 2 + 3 and 5 = 4 + 1).
For any number from 1 to 9, find the number that makes 10 when added to the given number, e.g., by using objects or drawings, and record the answer with a drawing or equation.
Fluently add and subtract within 5.