Reflex is best used in situations where students already have strong conceptual understanding of operations, number patterns, and grouping strategies but could use a bit of extra support on quick recall (primarily for high-stakes testing purposes). It should not be any part of regular classroom practice, reserved instead for extra support.
Reflex is most effective if used regularly for shorter periods of time (15 minutes). Students should end the game wanting more. This will keep kids from getting bored and allow them to memorize facts more quickly. Kids can work on Reflex at home or in school. They can track their growth using the Progress Tree, and parents and teachers can view individual reports showing usage and fluency gained. The audio and sound effects could be distracting to others, so be sure students have headphones.Continue reading Show less
ExploreLearning Reflex teaches math facts for addition and subtraction for numbers 0-10 and multiplication and division for numbers 0-12. It's best for students who already understand basic math operations and need practice to improve speed and accuracy. A character named Crabby walks students through the setup. Students then answer a set of questions to determine their starting fluency. They can choose from a selection of games appropriate for their level. Each game starts with Coach Penny giving them some rules such as "Subtracting a number from itself equals 0." Students practice that rule, and once they demonstrate understanding, they get to play the game to build their speed. As they progress, they earn tokens to redeem for online prizes.
The Reflex dashboard allows teachers to create classes, add students, and monitor student progress. Teachers can enter each student manually or import a CSV file. Districts can load their class lists in advance so that teachers can simply select which students to add to their classes. The reports menu allows teachers to track the progress of their entire class and gives details about individual students, including fluency gains and product usage.
Students memorize more easily by learning "fact families," in which they focus on a set of facts for a group of numbers. Subtraction and addition are paired and taught together, as are multiplication and division. This strategy does some scaffolding toward inverse operations. Reflex is lightly adaptive, removing the facts students already know as they play, which may keep them challenged but promotes forgetting facts after assessment. For extra support, Coach Penny offers some helpful tutorials.
That said, the actual content is no more complicated or authentic than long worksheets of numbers and single operations. Also, the game structure may do more harm than good, replacing any intrinsic motivation for learning math relationships with blindly churning through problems to accrue enough points for that next reward in the virtual shop.
Key Standards Supported
Operations And Algebraic Thinking
Relate counting to addition and subtraction (e.g., by counting on 2 to add 2).
Add and subtract within 20, demonstrating fluency for addition and subtraction within 10. Use strategies such as counting on; making ten (e.g., 8 + 6 = 8 + 2 + 4 = 10 + 4 = 14); decomposing a number leading to a ten (e.g., 13 – 4 = 13 – 3 – 1 = 10 – 1 = 9); using the relationship between addition and subtraction (e.g., knowing that 8 + 4 = 12, one knows 12 – 8 = 4); and creating equivalent but easier or known sums (e.g., adding 6 + 7 by creating the known equivalent 6 + 6 + 1 = 12 + 1 = 13).
Apply properties of operations as strategies to add and subtract.3 Examples: If 8 + 3 = 11 is known, then 3 + 8 = 11 is also known. (Commutative property of addition.) To add 2 + 6 + 4, the second two numbers can be added to make a ten, so 2 + 6 + 4 = 2 + 10 = 12. (Associative property of addition.)
Understand subtraction as an unknown-addend problem. For example, subtract 10 – 8 by finding the number that makes 10 when added to 8.
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.
Fluently multiply and divide within 100, using strategies such as the relationship between multiplication and division (e.g., knowing that 8 × 5 = 40, one knows 40 ÷ 5 = 8) or properties of operations. By the end of Grade 3, know from memory all products of two one-digit numbers.
Identify arithmetic patterns (including patterns in the addition table or multiplication table), and explain them using properties of operations. For example, observe that 4 times a number is always even, and explain why 4 times a number can be decomposed into two equal addends.
Fluently add and subtract within 5.