Use Sushi Monster in class to improve kids' math fluency and speed in addition and multiplication or as homework assignments for daily practice. Each level (seven for addition, five for multiplication) includes 14 problems. Students can dedicate 10 minutes a day to improving math fluency and have some silly fun in the process.
You won't be able to monitor incorrect answers with the free version, though, so other forms of practice and assessment will need to supplement Sushi Monster. Scholastic offers a full, paid program, of which Sushi Monster is one of 12 practice games, and it does include student accounts and a teacher dashboard.Continue reading Show less
Sushi Monster is a fun and effective way to practice addition and multiplication. Students work in reverse to solve problems. Each round begins with a set of target numbers. The chef puts numbered plates of sushi on the counter, and kids must choose the correct combination of plates to meet the target, thereby feeding the sushi monster. If correct, the monster gobbles up the sushi. If incorrect, the hungry monster is not happy!
Students unlock the next level by hitting at least 12 of the 14 target numbers. Players get all new numbers when replaying a level. There are, of course, multiple ways to reach the target, but if you don't think ahead (all target numbers for the level appear at the top of the screen), you won't have the right numbers to make the later targets.Continue reading Show less
Colorful, cartoony monsters and great sound effects add to the playful vibe. Outbursts from the monsters are more thrilling than scary and increase the engagement factor.
When students miss a problem, the app doesn't show what they could have done differently to reach a correct answer. Sushi Monster offers a helpful strategy tip for each level to assist frustrated players, but it's easy to miss this option since kids have to pause the game to find it. Players might well get overwhelmed because the difficulty ramps up quite a bit between levels -- sometimes into five-digit numbers. Even as a free app and not part of Houghton Mifflin's full, paid program, Sushi Monster is a fun way for students to build math speed and fluency, as well as some logic and basic problem-solving skills.Continue reading Show less
Key Standards Supported
Operations And Algebraic Thinking
|1.OA: Work With Addition And Subtraction Equations.|
|1.OA.7||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.|
|1.OA.8||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 = �.|
|2.OA: Represent And Solve Problems Involving Addition And Subtraction.|
|2.OA.1||Use addition and subtraction within 100 to solve one- and two-step word problems involving situations of adding to, taking from, putting together, taking apart, and comparing, with unknowns in all positions, e.g., by using drawings and equations with a symbol for the unknown number to represent the problem.1|
|3.OA: Represent And Solve Problems Involving Multiplication And Division.|
|3.OA.1||Interpret products of whole numbers, e.g., interpret 5 × 7 as the total number of objects in 5 groups of 7 objects each. For example, describe a context in which a total number of objects can be expressed as 5 × 7.|
|3.OA.2||Interpret whole-number quotients of whole numbers, e.g., interpret 56 ÷ 8 as the number of objects in each share when 56 objects are partitioned equally into 8 shares, or as a number of shares when 56 objects are partitioned into equal shares of 8 objects each. For example, describe a context in which a number of shares or a number of groups can be expressed as 56 ÷ 8.|
|3.OA.3||Use multiplication and division within 100 to solve word problems in situations involving equal groups, arrays, and measurement quantities, e.g., by using drawings and equations with a symbol for the unknown number to represent the problem.1|