As a classroom supplemental tool FluidMath has a lot of potential. Teachers can use an interactive white board to quickly write equations and create graphs of them to show to 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 and a nice function where teachers and students can write equations by 'hand' and they are converted to MathML format that 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 that want to share nice math equations on assignments or webpages.
The main FluidMath tool is most useful as a supplemental classroom tool as it's up to the teacher what appears on it. There are some example worksheets that show how to use the app but mostly it's dependent on the teacher to create materials for the students to work with or show the entire class. The 'game' apps that are included can be used by the students independently to practice addition, subtraction and multiplication facts, but they can be a bit glitchy and may not recognize what the student is typing (leading to a wrong answer and frustration).Continue reading Show less
Sadly, the first thing you notice with FluidMath is that the website looks outdated. 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 a bit confusing and some links take you to what appears to be the corporate FluiditySoftware website (and sometimes not the correct link).
Some of the pages didn't scroll properly and cut off various questions and the writing recognition was 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 feature that has some potential is a teacher dashboard where they can create classrooms and have students join with a specific pin. They can then track their progress, give badges and create certificates. But these seem to only be available for the games, which are not the main focus of the app and seem to be more of an add-on to FluidMath itself, and are in need of more polishing.
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.
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/or the teacher can check in on student progress and help with specific questions or tasks. However it only seems to work 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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