How the Quarter Mile Math Program Works
Format. Problems appear one at a time. Your goal is to answer them as fast as you can. Each time you enter the answer correctly, your dragster or horse will go faster. You race against your five previous best races which are replayed on screen-six lanes with six dragsters or six riderless horses in all. The sooner you reach the finish line, the better your score will be. (You can switch between riderless horses and dragsters between races.) 
Scores. Your score is your "elapsed time" for the race. It's based on how quickly you answer the problems AND how many you answer. The more you race, the faster you'll be able to answer the problems. We've found that players can ALWAYS improve! And as you do, your elapsed time will become shorter. (Races last between thirty seconds and 2 1/2 minutes depending on the difficulty of the topic.)
Comparing and saving scores. The program displays your "top five average" elapsed time. This is the number to watch! You can compare your current "top five average" with your previous top five averages from previous racing sessions (and print that list out). If you wish, you can compare yourself with others playing in that topic. (That's why this program is tailor-made for tournaments! See page 7 for details.) There are additional saving options and many more features.
BENEFITS
- Students' computer time is highly productive with this
program; they will do a lot of math in a short period of time in very focused
topics! The students' only job is to accelerate their car or horse by answering
math problems as fast as they can. They are not required to do anything that
would divert their attention such as steering the dragster or horse.
- Students learn at their maximum rate with this highly
motivating format. No other program enables students to do as much math per
minute for such extended periods of time. After each race, the student checks
his or her score. The student is in control as to when the next race starts.
(Students normally start the next race as soon as possible.) This balance
of answering problems and resting between races keeps them refreshed, enabling
them to play, often for hours at a time.
- Uniquely effective for the broadest range of students:
special education, gifted, on grade level, below grade level, Title 1 , even
adults!
The Quarter Mile is in wide use by students of ALL levels-from the math
lovers to "I hate math" kids.
"Cream of the Crop"
Annual Technology Review Instructor Magazine |
The program can be used for remediation
for elementary school, middle school, high school and adult students.
- Students never get bored waiting for the computer to catch up
to them. When the student answers a problem correctly, the next
one appears instantly. In some cases, our programs provide the first opportunity
for accelerated students to be truly "challenged."
- Builds confidence quickly. This is so important in doing
math. This confidence and knowledge of math-from the simplest facts on up-is
a necessary preparation for higher-order thinking skills. Just as music students
must practice their scales before they can play compositions, likewise, students
must have a basic knowledge of math facts and concepts and a level of confidence
to help them develop strong higher-order thinking skills. Unlike doing scales,
however, kids "beg" to use the Quarter Mile programs!
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FEATURES
- Pace set by the player. As the player types in the correct
answer to the first problem, his car or horse takes off and the next problem
appears. Then the game proceeds only as fast as the player is able to provide
the answers -- the program waits for the player.
- Early rewards. Because the initial competitors are designed
to be very slow, the student usually wins his first races. These rewards
motivate the student to continue.
- Achievable progress. One by one the slow opponents are
replaced by the player's own previous best races. After five races, the player
is racing only against himself-replays of his previous best five races. The
competition increases but is never greater than the player's own best performances.
Self-competition creates a comfort level that encourages the student to keep
playing and improving his performance.
- Focused practice and monitored progress. The
teacher can have a student work on a specific skill level by choosing a very
focused, skill-specific topic. Then the teacher can track the student's progress
day by day.
- Constant positive reinforcement. The Quarter Mile is
filled with rewards-no penalties or other discouraging features. The cars
or horses never slow down because of a wrong answer. The player is never
told he "lost" a race. He can only win, come in second, third,
etc., and he is praised or encouraged for his efforts.
- Confidence and self-esteem built through achievement. As
mentioned above, the program registers even the smallest improvement which
would be imperceptible if the student was using any other media. The player
will come in first if he can beat his previous fastest race, even by the
smallest time increment. These successes continue to build the confidence
and self-esteem that is so important to his progress and healthy development.
All Star Award
Children's Software Review |
- Active
learning. As the player works to win his next
race and improve his scores, he is learning his math facts through concentrated
drill, and he is enjoying the process.
- Shared activity-individual
pace and progress. Inasmuch
as each student plays independently, players of all skill levels can enjoy
the Quarter Mile side by side without feeling intimidated or influenced
by each other.
- Attention span and endurance. Students
can use it as long as they want. However, most races are short, usually
less than one minute. So, the student can stop at any time and resume
his work in a topic later, picking up right where he left off.
- Stimulation
control. Sound effects which enhance the
activity for some can be too stimulating for others. These can be reduced
or turned off.
- Long term gains. The continuous drill
provided by the Quarter Mile necessarily improves the player's retention
of math facts. Thus, he is able to apply these improved skills and realize
his maximum potential.
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Windows / Macintosh Hybrid CD Version |
Windows: |
- Windows 95, 98, NT, 2000, ME XP
- 486/33 mHz (minimum)
- 16MB RAM (minimum)
|
Macintosh: |
- PowerMacs, iMacs, iBooks, G3s, G4s, eMacs, etc.
- 7.1 through OS X (OS X with System 9)
- 8MB RAM (minimum)
|
| Network Versions |
| School network servers can be: |
- Windows NT
- Windows 2000
- Windows 2003
- Macintosh (System 8.x to OS X)
- Novell
- Unix
|
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