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As a classroom supplemental tool, FluidMath has some potential. Teachers can use an interactive whiteboard to quickly write equations and create graphs to show the class, saving a lot of time drawing them by hand. There are also handy animations that can use sliders to show how things change with different variables, as well as a nice function where teachers and students can write an equation by hand that is then converted to MathML format (which can be used on websites or copied in typed format). This could be handy for teachers who want to write assignments without learning "math code" or students who want to share nice-looking math equations on assignments or webpages.
The main FluidMath app is most useful as a supplement to classroom instruction, since what appears on it is up to teachers. There are some example worksheets that show how to use the app, but mostly it's dependent on teachers to create materials for students to work with or for showing the entire class.Continue reading Show less
FluidMath is a tool for teachers and students whose main purpose is to create, solve, and graph math problems through handwriting recognition. The program is available on the web, as well as on tablets and interactive whiteboards. In addition to the main app where students can manipulate equations and graphs, there are "game" apps for students to independently practice addition, subtraction, and multiplication facts.
Some of the pages don't scroll properly and cut off various questions -- and the writing recognition is less than perfect (especially without a pen). For those with fine motor skill issues (either with or without a pen), writing numbers and equations could make the tool near unusable.
A teacher dashboard allows educators to create classrooms and have students join with a specific PIN. Teachers can then track progress, give badges, and create certificates. But these are only available for the games, which aren't the main focus of the app and seem to be more of an add-on to FluidMath itself.
Sadly, the first thing you notice with FluidMath is the outdated website. While the main FluidMath app seems to have a more updated look, the "games" and other parts have a much older feel to them. Additionally, the navigation items on various pages are different, and getting around the site and between the apps can be confusing; some links take you to what appears to be the corporate Fluidity Software website (and sometimes not the correct link).
The games that are included, while still rough in their implementation, could be good practice for younger students of basic facts such as addition, subtraction, and multiplication. But students would require really good motor skills and/or a tablet with a pen in order to get the handwriting recognition to work properly. The games can be a bit glitchy and may not recognize what the student is typing (leading to a wrong answer and frustration).
One neat function of the main FluidMath app is the ability to share screenshots from tablets or to "live share" while using a browser. This function means that students can collaborate and the teacher can check in on student progress and help with specific questions or tasks. However, it seems to work only on a browser, which is where the app doesn't function as well.
Key Standards Supported
Interpreting Categorical And Quantitative Data
Interpret the slope (rate of change) and the intercept (constant term) of a linear model in the context of the data.
Compute (using technology) and interpret the correlation coefficient of a linear fit.
Operations And Algebraic Thinking
Use addition and subtraction within 20 to solve word problems involving situations of adding to, taking from, putting together, taking apart, and comparing, with unknowns in all positions, e.g., by using objects, drawings, and equations with a symbol for the unknown number to represent the problem.2
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.
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).
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 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.
Choose trigonometric functions to model periodic phenomena with specified amplitude, frequency, and midline.
(+) Understand that restricting a trigonometric function to a domain on which it is always increasing or always decreasing allows its inverse to be constructed.
(+) Use inverse functions to solve trigonometric equations that arise in modeling contexts; evaluate the solutions using technology, and interpret them in terms of the context.
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