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A
note from the system’s developers, Back
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Our names
are Denise and Grant Ford and we are parents. In 1994, in response
to the needs of our own children, we developed the Reading Master
System for early reading. Now, five years on, Reading Master
is a number one selling early learning system. We have been
delighted and humbled by the responses that we continue to receive
from purchasers of Reading Master, all with a unique story to
tell, of how their child responded and conquered the elementary
skill of reading - the basic right of every child. Now,
in response to many, many requests, we have completed a similar
program for mathematics, the Reading Master Maths Program.
Like
reading, maths is a skill that requires mastery. Also like
reading, basic maths skills are easiest taught in the preschool
years. There are certain things that we as parents desire our
young children to learn. In mathematics, these things generally
include learning to count, add, subtract,
multiply, divide, recognise different basic shapes, be able to
tell the time, be able to use money, and to learn to weigh and
measure things. Most of us would consider these to be basic
requirements– an essential foundation, if you like, for future
knowledge to be built upon. This requirement
is reflected too, in preschool and elementary school curriculums.
It is these key elements that we have focused on in our maths
program. It is important that these elements are mastered
by the first few years of school, at the very latest.
The Reading
Master Maths Program, therefore, is designed for the learning
abilities of very young children but is useful for school age
children as well. To facilitate learning at an early age, Reading
Master Maths utilizes accelerated learning techniques in the form
of ‘flash cards’, games and video presentations and uses music
designed to accelerate learning. Reading Master Maths has been
designed for parents to use at home with their preschool and junior
grade children and for teachers in school and preschool environments.
Remember
that even maths can be fun. Whatever negative feelings you
may have for mathematics, leave them behind and begin this voyage
of discovery with your children. The more energy and enthusiasm
you inject into these sessions with your children the more rewarding
it will be for all of you.
The
youngest children learn the easiest Back
to top
Children
are actually best equipped to learn between the years of 0-4.
As studies by Benjamin Bloom have revealed, 50% of a child’s ability
to learn is developed in the first four years of life and another
30% is added after this in the following four. This does
not mean that your child will know 80% of everything he or she
will ever know by age 8. It does mean that the rate
at which your child can learn anything will be governed by the
ability they develop during these first crucial learning years.
There are many other studies that support this idea but you only
need to observe your own child and see the amount of information
being assimilated in these early years to realise that this is
true. At no other time does a child grow and develop and change
so much. Physically a child will learn to roll over, sit upright,
stand, walk, speak words, run, jump, skip, write etc. Mentally
and emotionally the child will develop a bonding to the immediate
family members. He will work out the code for speaking a language
and put it to use (maybe for even more than one language). He
will figure out what sort of reaction will be achieved when he
smiles, and when he cries, etc. A child will work out how this
new world he has arrived in works, in very quick order and at
a very early age. The more there is for him to understand at this
time the greater the ability to understand he will develop. The
ideal time to teach a child to read is when he is learning to
understand and to speak the language. The ideal time to teach
a child to do maths is when she is experiencing for the first
time that her friend has more chips than she does, or she has
to wait 10 more days before she can open her Christmas presents.
Numbers are an inherent part of life. They are not just some abstract
notion that can be left to chance later on. The time to teach
your child the basics of mathematics is right now, before he or
she reaches school.
Praise,
praise, praise, Back
to top
There
is little that is more motivating to a young child than praise
from a parent. As you play these different games and complete
the different activities in the Reading Master Maths Program together,
focus onrewarding your child for not only every right answer but
also for every positive step made in the right direction.
The best kinds of reward are those from the heart – smiles, hugs
and kisses and heaps of enthusiasm and encouragement. By
spending time doing these activities with your child, you will
be demonstrating to your child the importance you attach to learning
mathematics and more importantly the importance you attach to
their learning anything. You will be demonstrating to your child
that he or she is worth spending time with. What an investment
for the future!
Maths
as part of real life, Back
to top
Keep
the abstracts till last!
I was stopped in the supermarket the other day by a woman about
my own age. She had two children with her of similar ages
to my own. She showed me two packs of meat, one with diced
beef, the other with uncut gravy beef. She asked me
which pack would work out the cheapest to buy. Obligingly,
I looked at the weights and quantities printed on each pack.
I did a quick mental calculation and told her that the undiced
gravy beef was better value for money as it had almost twice as
much meat in it for only $2.20 more. She very appreciatively
put back the diced beef, thanked me and went on her way.
I had earlier seen the stranger in the supermarket, put a pack
of meat in each hand to try to estimate which was the heavier.
She probably had already guessed that the undiced beef was about
twice as heavy as the diced beef. It was a short step from
there to work out that if it was less than twice as much money
it would be value for money. That would have been a good
beginning but she obviously felt she needed confirmation of this
and did not trust herself to calculate the right answer.
Afterwards I thought how much mathematics is part of everyday
life but how much we take it for granted. The process of
estimating, we are now discovering, actually uses a different
part of the brain than the process of calculating. It is
the link between the two however, that is critical for a good
working knowledge of mathematics. For this link to happen,
it is important that anyone beginning mathematics gains an understanding
of the meaning of numbers and quantities, weights and measures
before being presented with their abstract numerals and symbols.
Mathematics curriculums acknowledge the importance of this and
we have done the same with the Reading Master Maths Program.
Children
are naturally fascinated by sorting things into piles of equal
quantities or by making up stories about how many socks they would
have to provide if the dog decided he would like to wear a different
set of socks each day of the week. It is this part of mathematics,
the application of maths in the child’s real life, that is of
the greatest interest. It is something else that just has
to be worked out and the sooner they can get on with it, the happier
they are. It is this application of maths in real life that gives
maths its meaning. You will find lots of practical problem
solving cards and lots of activities in the Reading Master Maths
Program, that in the beginning do not use numerals at all.
What we must do first is teach the concept of quantity (Packs
1, 2, 3, 4), then the idea that quantity can change. (Packs 4
and 5) It is not until Pack 9 that number symbols or numerals
(1, 2, 3, ...) are introduced. We advocate teaching 2+2=4
by initially showing: 2 objects then putting another 2 objects
with it
and coming up with 4 objects. While doing this, we recommend saying
"2 plus 2 equals 4". By doing this, the children will
work out the rules for themselves.
We save
the numeral cards till later on once the child has understood
the concept of one thing, being Then
the numeral one, 1, can be introduced. The numerals are
abstract in that they are only the symbols that represent
certain quantities. They can be compared in this regard,
to the letter names of the alphabet. For example, a child
can be taught cat is spelt c, a, t but this does not help the
child to work out how the word is pronounced or what it actually
represents. If the child, however, has been taught the sounds
of the letters when they see the word cat they can go "kih",
"a", "tih" and work out what it says. The
same can be said of numerals. Learning 3+2=5 does not have much
meaning unless the child has first learnt "3" means
  
and "2"
means
and that + is just the symbol or shorthand way of telling someone
that we are adding some more, etc. Children can actually
visualise quantities in their minds and add to them or subtract
from them. It is adults who have lost this ability, who
resort to mechanical manipulation of symbols. When finally presented
with 1+1=2 (in abstract form), your child will be able to visualise
this in his head.
The
flashcard technique Back
to top
Glenn
Doman pioneered the flashcard technique in America. It is
the principle technique used in the Reading Master Maths Program.
Flashcarding is a very simple yet powerful technique for teaching
young children. It works on the observation that children’s
minds are like sponges. They can soak up correctly presented
information at an incredibly fast rate. It is also based
on the knowledge that children, especially young children spend
most of their waking hours seeking out learning. Learning
is a form of survival. And more than this, children want
to learn valuable, factual information they can use in their day
to day life. If you want to learn more about what can be
achieved through flashcarding read some of the books by Glenn
Doman listed on www.readingmaster.com under Recommended Reading.
The technique itself is fast and simple. However, you do
need to know a few things before starting. Cards are best
grouped into sets of approximately 10. Be familiar with
the cards before you start and make sure they are in the required
order. Before starting each group of cards, announce what it is
that you are about to present. Then it is a case of showing
one card at a time and saying what is on it. Make sure that
what you say is factual and unambiguous. (See appropriate
wordings to use under each of the card pack sections, later).
Spend no more than one second per card. Imagine how boring
it is to have a card held in front of you for even a few seconds
longer than you need to have recognised it. It does not
take very long to absorb that whole image. You will find
your child will be impatient to see what other wonderful things
you have to show him. Therefore,
starting with the fish cards in pack 1, put the cards into
order and announce to your child that you are about to teach him
quantity. Say, "these are all fish". Then hold
up the card with one fish on it and say, "this is one fish".
Then hold up the card with two fish on it saying, "this is
two fish". Go through as many fish cards as your child
is interested in. As you proceed, he will get the idea that
all of the cards are fish and you can start saying "six,
seven..." and leaving off the word "fish".
As you can see, flashing the whole set of fish cards will take
only around 10 seconds. Doing this quickly and often is more effective
than spending more time on each card. Praise your child
liberally and then put the cards away. Do this another couple
of times during the day. For variety
next time, use a different set. Initially, show the cards
in order each time that you present them. The other packs
in the system that will require this flashcard technique are Pack
2- quantity cards (11-50), Packs 7 & 8 -
geometric shapes, Pack 10 - counting in 2’s, 3’s, 5’s and
10’s, Pack 13 - the fraction cards, Pack 14 - multiplication
and finally, Pack 15 - clocks. ( Full pack details and
how to use them occur later on in this guide book). Make
sure that you are familiar with the shapes in Pack 7, by reading
the section in this guidebook starting on page 22. Before
you begin, make sure you announce
that they are all shapes. Hold them up one at a time, for
about one second per card and state clearly what each shape is.
"This is a square, this is a circle, this is a rectangle."
As always when flashcarding, it would be beneficial to play some
accelerated learning music, from the list in the back of this
guide book, at the same time. Pack 8 is for accelerating
those children who have grasped the basic shapes and who are interested
in learning some more. Use these in the same way.
In the Reading Master – Maths Program we have made sure, that
the basics have been covered but the child has the opportunity
to extend and accelerate as well. When you use flashcard
techniques, you will find your children will advance beyond normal
curriculum requirements for their age. Pack 10 teaches counting
in 2’s, 3’s, 5’s, and 10’s. Start with counting in 2’s.
Find a nice quiet place when the time is right and say, "we
are going to count in 2’s". Starting with 2, go through in
numerical order spending no more than one second per card.
"This is the numeral 2, this is the numeral 4, this is the
numeral 6, 8, 10, ..." etc to the end. Do this several
times a day. Do not test your child to find out if he knows
it yet. He will just join in saying them and then start
to anticipate each card as it comes up when he is ready.
You must put in for a while before you will get anything back,
like so many things in life. Wait
for this to happen rather than testing your child. Pack 13 – the
fraction cards are double sided. Use the pictorial side showing
fractions as segments before showing them depicted as numerals.
Announce you are going to learn fractions together. Then go through
one at a time, saying 1/3rd, 2/3rds, etc from the backs of the
cards.Pack 14 teaches multiplication. Start with the ‘1 times’
tables. Announce that you are going to learn multiplication and
"today it’s the ‘1 times tables’ using Zebras". Show
the pictorial side of the cards to your child whilst you read
out what is on the back.(i.e 1x1=1, 2x1=2,.........12x1=12). Finally,
Pack 15 teaches time. Ask if your child would like to learn to
tell the time. Say, "These are all o’clocks" (or half
pasts depending on which cards you are showing). "This is
one o’clock" (through to twelve o’clock).
Where
do I start in the system? Back
to top
The packs
have been put into the logical order to successfully go through
the system starting with Pack 1 and to finish with Pack 15.
Just as in reading, you should not assume that just because your
child is of a certain age he has assembled all the components
he needs to have by that age. If your child already knows
some of the first concepts, then you will just move through them
faster. It is still good experience for your children to
recognise different number patterns even if they can already proficiently
count to 10. The 11-50 objects in Pack 2 will extend even
the most capable children.
Pack
One: Quantity Cards - Pack
1 contains 65 cards with a green forest backing. These include:
an instruction
card for the pack and an additional instruction card for Nature
Match, plus 10
butterfly cards, 10 fish cards, 10 eagle cards, 10 cougar cards,
10 mixed image cards, 2 blank cards and 11 numeral cards from
0 -10 inclusive. The Green Forest
cards teach the concept of quantity (including zero), number pattern
recognition, and estimation. They are also used in conjunction
with the Green Forest game board for playing "Nature Match"(copyright).
The first application we recommend
for these cards is to flash them in sets (eg. the set of butterflies,
the set of fish,) to your child as mentioned on page 7.
Keep the cards in order. E.g. "zero butterflies, one butterfly,
two butterflies... 10 butterflies." Remove the numeral
cards from the pack initially, as these are best left until the
concept of quantity has been understood. We recommend the
numerals from this pack be introduced after pack 8 - only sooner
if your child is already familiar with numbers. After flashing
the cards, praise your child liberally and then put the cards
away. Do this another couple of times during the day.
Continue with this until you think your child has absorbed the
information.
Pack
One: Quantity Cards 0-10 -
Back
to top
Then
you can start showing the cards out of order. Eg. "2 fish,
6 fish, 3 fish, ...". Following that you can mix the different
sets of cards up, "1 fish, 3 eagles, 7 butterflies, 4 eagles,
etc....." Let your child shuffle the cards and take
some control over the process. Sometimes children have difficulty
understanding that having different objects or different sized
objects appearing in the same set makes no difference to the final
quantity. Therefore, we have included a mixed set of cards
with different images and different sized images. When using
these, just state, "here are five objects, here are nine
objects, etc. Once you begin flashcarding quantities with these
cards, use any opportunity you can to count objects. Count
the fruit in the fruit bowl or the dog biscuits as they are placed
in the dog bowl. Count different sized objects so that your child
learns that the size is irrelevant. Be sure to investigate
the concept of 0. When playing with fruit, say "How
many bananas do I have now?" while holding up no bananas.
Then introduce the blank cards in the sets and include those in
your sessions.
Another
good thing to do is to throw down different numbers of objects
up to ten. For example you could take turns throwing down
coins, and guessing how many there are. This is a good way
to practise estimation and also introduces some more number
patterns. Eventually, your child will visually recognise
the number patterns without having to count the number of objects.
Try not to test your child, as this is stressful. The object
of the exercise is to make learning fun. Use lots of positive
reinforcement in the form of praise and reward stickers at every
opportunity possible. When you think your child is ready, have
a go at Nature Match. Get other members of the family to
join in. This should be fun for all the family and rewarding
for your child.
Quantity
Cards and Nature match -
Back
to topNature Match
is played with the Nature MatchÓ
board that comes
with Reading Master Maths. To play use Pack 1 with the two
blank cards removed. If
your child has not done numerals yet, then remove the numeral
cards 0 -10 as well.
How to
Play - Each player is dealt an equal number of playing cards.
Starting with the youngest player,
and moving clockwise, each player turns over and places a card
face up on the appropriate pile on the game board. While
doing so, he states the number of objects on that card. For example,
if player 1 draws the card with 2 fish, this card is placed on
the fish card on the game board and the player says "2".
The next player would then draw a card from the pile, turn it
over and place it on the appropriate pile. If that
were the mixed image card with nine objects, for example,
then that card would be placed onto the mixed image space on the
game board and the player would say "9". Whenever 2
cards with the same quantity are turned up across the piles, the
first person who calls "it’s a match" takes the cards
from both piles and places them face down on the bottom of their
pack. This player then begins again. The
object of this game is to teach number pattern recognition. As
winning is not important, we have included a lot of cards in the
hope that no one will run out. The game finishes with a hug and
some Animal Match stickers
at a time that seems appropriate, before interest starts to wane!
While playing this game try not to count out loud if you are having
difficulty recognising 7, 8, 9, and 10 as number patterns.
Give your child the opportunity to try and recognise these patterns
without counting. Every
time a card is put down and called out your child will associate
this quantity of objects with that number. This will teach
him to recognise and name these patterns. Children taught by this
method have gone on to be able to recognise at a glance 78 objects
or 92 objects as easily as we might 3. Also,
when playing with younger children, give them a chance to respond
before you do. You will already probably recognise
number patterns up to five or six and may have an initial advantage.
However you are also likely to have some learned inabilities
to recognise larger groupings than these, that your child will
not have. With patience, however, using this game, you will
be able to teach your child and yourself to recognise number patterns
up to ten.
Quantity
Cards 11-50 (Pack 2), Back
to top

Pack
2 contains 40 quantity cards from 11-50, plus an instruction card.
The waterfall cards are used for understanding quantities beyond
10, and random number pattern recognition. Use these
cards the same way that you did with pack 1. If you wish, you
can follow them on from one of the sets in Pack 1. As your
child learns, remove the first card from that pack 1 set and include
the first card (11apes) from pack 2.
Just
continue on in this way, removing the lowest number and replacing
with a higher number. This way the pack is always changing
and remains interesting. As you place each card down, clearly
state the number of objects. Gradually work your way through,
in sets of tens, to 50.
By
doing this your child will be noticing that the ‘50’ card has
many more objects than the ‘11’ card. Your child is actually capable
of looking at 38 crabs and knowing there are 38 of them without
counting.
Pack
3 and Geographic Map Cards Back
to top
Pack
3 contains an instruction card and 31 animal cards for counting
and sorting into sets. These animal cards are used with
the six A5 geographic map cards provided for North America, Africa,
Australia, Arctic, South America and Asia. Pack 3 develops
your child’s ability to group objects into sets. It teaches
them to see order.
Where
Am I From?Ó:
Back
to top
Put the 31 animal cards
into a pile. Space the six continent cards, continent side up,
well apart on a table or on the floor. Then ask your child to
put each animal on the country where she thinks it lives. Make
this fun. The first time,
give your child lots of clues. What colour animal can’t
be seen on the Arctic snow? (White animals). What animals
do lions eat? (Zebra, giraffe, antelope). Australia has
different marsupials. Marsupials are animals that carry
their young in a pouch. Can you see any marsupials? (Kangaroo,
koala and wombat). Do you think giraffes might live in Antarctica?
Why not? Do you know which bird eats squirrels? (Eagle).
Koalas like gum trees. Do you know which bird likes to sit
in gum trees? (Kookaburra). Which other animals are on grasslands
like the lion on the Africa card? (Elephant, giraffe, zebra, gazelle,
rhinoceros, hippopotamus,
cheetah from Africa). For South America, comment how the
2 macaws are sitting over a river, and say I wonder what swims
in the river (Discus fish). South America has lots of jungle,
I wonder what likes to swing through the trees of the jungle like
Tarzan? (Spider monkey,
tamarin).
I’m sure
you’ll have lots of other ideas to help your children work out
where the animals come from. The Reading Master Learning System
reading books will also come in very handy! Your child will probably
notice that some of the animals also appear on the A5 continent
cards. These should get them off to a good start.
Animal
Sets (Pack 3)Back
to top
In order
that the children can play "Where Am I From"Ó,
by themselves, the answers are printed on the backs of the geographic
map cards in words and pictorially. Here is the complete list
of animals under their correct geographic maps.
Arctic:
polar bear, white whale, snowy owl
North
America: bald eagle, red
squirrel, cougar
Australia:
kangaroo, koala, laughing
kookaburra, dingo, emu
Africa:
lion, zebra, elephant, giraffe,
baboon, antelope, chimpanzee, rhino, hippopotamus, cheetah
South
America: llama, macaw, discus
fish, spider monkey, Amazon parrot, tamarin
Asia:
panda, tiger, red panda,
orangutan
When
your child has completed placing the animals into geographical
sets, count the numbers of animals in each set. Then ask questions
such as "Which group or groups have the most animals in it",
"Which has the least?" "Do some groups have
the same amount?" Once these concepts have been understood,
introduce the symbols < (less than), > (greater than), and
= (equals) from Pack 11. Throughout the process, give as
much help as is required. After a few games your child will
become familiar with where these animals come from and will also
be learning that things can be grouped together based on all sorts
of different criteria. This categorisation will help to
create the ability to order things in the child’s brain.
She will be starting to learn what goes with what or what can
be filed away with what. Order
other things too. Here are a few examples of what you can use:
Fruit: sort into different
types eg. apples, bananas, lemons, and pears. Mixed
Vegetables: Pour some frozen mixed vegetables into a bowl and
sort into carrots, peas, beans and corn. Shells:
Gather some shells from the beach and sort into sets of the same
kind. Remember
you can sort by different criteria too. eg. Shells may be sorted
into piles of small and large, dirty and clean, or into piles
of like kind.
You can
also go back to Pack 1. Shuffle the cards together and get
your child to order the cards into sets of butterflies, fish,
eagles and flowers. Then order them by number. Put
2 fish, 2 butterflies, 2 eagles and 2 flowers in one pile; 3 fish,
3 butterflies, 3 eagles, and 3 flowers in another pile, etc.
Butterflies
& Hummingbirds (Pack4) Back
to top
Pack
4 contains 20 double-sided hummingbirds, 20 double sided orange
and black butterflies, 15 double sided yellow-winged butterflies
and 5 blue-winged butterflies (with yellow-winged butterfly backs)
on small discs. The sixty discs have been included in the kit
primarily for use with the problem solving cards in Pack 5 and
for playing "Butterfly 5+5"Ó.
How
to Play Butterfly 5+5,
Back
to top
Sort
out the five blue-winged butterflies (with the yellow–winged butterfly
backs) and five of the double-sided yellow-winged butterfly discs.
Rule up a sheet of paper with a column for each player. Divide
each player’s column into three. Label one column "blue-winged
butterflies" the
next column "yellow-winged butterflies" and the last
column "10". Play starts with the youngest player
throwing down all ten discs at once onto a hard surface.
Players then count up the number of yellow-winged butterflies
and the number of blue butterflies that are showing face up.
The number of blue-winged butterflies is recorded in the "blue-winged
butterflies" column, the number of yellow butterflies is
recorded in the "yellow winged butterfly" column.
The two are added together to make sure they add to ten and the
number 10 is then written in the "10" column.
Following this, the next player gathers up the ten discs and has
a turn. This process continues until a player gets "5
and 5", that is, five blue-winged butterflies and 5 yellow-winged
butterflies in their throw. The player who achieves this,
gets awarded ten extra ‘points’ in their blue butterfly column.
The players then add up their blue-winged butterfly scores.
The most blue butterflies wins!
Playing
this game teaches the different number combinations that make
up ten: 0 + 10, 1 + 9, 2 + 8, 3 + 7, 4 + 6, and 5 + 5. The counters
are designed so that 5 + 5 comes up less frequently than most
of the other combinations. During the course of the game, players
will begin to
observe
the recurrent number combinations and will only need to count
the blue butterflies and subtract this number from ten to come
up with the number of yellow butterflies there are.
Here are some other applications for discs in Pack
4.
Counting
Practice: Encourage
counting wherever possible. Once your child can count, try counting
in new ways. Use the butterflies to count up to 20 – forwards
and backwards! Try counting every second butterfly.
Addition
and Subtraction: Teach
basic addition and subtraction using English
rather than the language of mathematics. If there is one butterfly
and one more arrives; now I have two. If I had ten butterflies
and I take away two, now I have eight. Another way of teaching
basic addition is to rule a vertical line down the centre of a
sheet of paper. If teaching addition to 3, then use 3 butterfly
discs. Place 0 discs on the left side of the line and 3 on the
right. Say, "0 plus 3 is 3". Then place 1 butterfly
disc on the left side and 2 on the right and say, "1 + 2
is 3". Place 2 on one side and 1 on the other, then
3 on one side and 0 on the other until all the combinations are
covered. This is a great way to show that there are always
3 discs no matter how they are combined. Repeat this for
all the numbers up to 10. For larger numbers, it is fun
to throw the butterflies down on the sheet of paper and record
where they land as an equation.(e.g for 3 left of the line and
7 right: 3+7=10)
Sets:
Sort the discs into sets of different coloured
butterflies and hummingbirds. Use these sets to learn about
fractions. Count
the number of objects in each set. Divide them so that both of
you have the same number. Tell your child "this means you
have half and I have half". This is also a good opportunity
to talk about odd and even numbers.
"If we both have the same amount then
the original amount must have been an even number. If it had been
odd then one of us would have one more disc than the other."
Repeating patterns: Another
fun activity is to create repeating patterns.For example, place
down in this order - 1 blue butterfly, 1 hummingbird, 1 blue butterfly,
1 hummingbird. Have your child repeat the pattern by putting down
another blue butterfly followed by another hummingbird, etc.
The variations of this are almost endless.
To get you started, here are some others to try: (1)1 blue butterfly,
1 yellow-winged butterfly, 1 hummingbird (2) 4 hummingbirds, 3
orange butterflies, 4 hummingbirds, 3 orange butterflies (3) 2
yellow-winged butterflies, 2 hummingbirds, 2 yellow-winged butterflies,
2 hummingbirds (4) 1 blue butterfly, 2 hummingbirds, 3 orange
butterflies, etc. See if your child can explain the patterns
as he continues them.
Estimates: You
may have introduced the idea of estimating or guessing when you
were using Pack 1. Here is another opportunity of throwing
down random quantities of different objects and trying to guess
how many there are. Count them to see who is right.
Your child should be much better at estimation than you are after
having completed the activities in Packs 1 & 2. Don’t be too
surprised if they show you how much better they are at this than
you. If no one showed you this before it was because few
people knew then what we know now, and although you will be slower
than your child you can still learn to do this with repetition.
Introducing symbols: If
you think it is appropriate at this point, the symbols from Pack
12 may be introduced in examples like 1+1=2 (with quantity cards)
and 2-1=1. Make up some examples using the less than and greater
than symbols as well. Finally Pack 4 is used to teach problem
solving in conjunction with the cards in Pack 5.
Butterfly
House Cards (Pack 5) Back
to top
Pack
5 has 1 instruction card and 20 problem-solving cards. There are
20 questions based around Magda and Michael in the butterfly house.
These cards introduce addition and subtraction up to ten. Use
them in conjunction with the 60 discs in Pack 4. Your child can
count out the right numbers of butterflies and hummingbirds to
answer each of the questions. It is often fun to reverse roles,
letting your child become the teacher and you become the student.
You may also like to use the discs on different backgrounds from
magazines and create some new stories with new mathematical problems
to solve.
Fruit
Fractions (Pack 6) Back
to top
Pack
6 contains 9 fruit fraction flashcards –2 apple cards, 3 banana
cards, 4 watermelon cards and an instruction card. Use them
as jigsaw puzzle pieces and reconstruct them back into whole fruits.
Now
instead of dividing sets into fractions, single objects are being
cut up into fractions. Fractions are numbers less than 1.
Therefore, fractions such as half and quarter involve cutting
up and sharing out. It is the same idea but instead
of using 1 set (a set of butterflies), we are now using
a single object (a banana cut into equal thirds). The fruit
puzzle pieces teach wholes, halves, thirds, and quarters. Teach
wholes and halves first using the two apple cards. We are
still dividing up into equal quantities to get half. Talk
about half as being one piece out of two or as being an equal
quantity each for two people. Split up the Nature Match
pack – "half for me and half for you" before playing
the game. Explain how that means that both people have the
same amount of cards. Follow halves with quarters using
the four watermelon cards. Now instead of one out of two,
it is one out of four. Then introduce the thirds using the
three banana cards. Each third is one piece out of three.
Geometry
Cards (Pack 7) Back
to top
Pack
7 consists of an instruction card and 12 cards of basic geometric
shapes that children are required to know in the first few years
of school. These are easily learned as flashcards using the flashcard
technique described earlier. While learning geometric shapes,
it is a good time to learn about symmetry. Encourage your child
to draw the shapes. Can a line be drawn through the centre of
the shape that would cut it exactly in half? Does it look the
same on both sides? If so, the shape is symmetrical. Children
often enjoy drawing faces and then drawing a vertical line through
the face cutting it exactly in half. All of the 2-dimensional
shapes in this pack are symmetrical: the ellipse, square, circle,
rectangle (oblong), hexagon, diamond, pentagon and triangle. (The
pentagon and triangle are symetrical if cut one way but not the
other.) There are also four 3-dimensional shapes in the pack.
Three-dimensional means that they are not flat. These are the
cube, box, cylinder and sphere. When learning about these, also
look at everyday objects and containers around the house. Find
some cartons or blocks, cardboard rolls and different sized balls.
Use these to demonstrate box, cube, cylinder and sphere shapes.
Any boxes that are not quite square (rectangular prisms), can
just be referred to as boxes at this level. Another
good game to play is putting actual 3D objects into a bag, blind
folding your child and then getting him to put his hand into the
bag and draw out an object. As your child feels the object
ask him to describe what he is feeling until he can guess which
3D object it is. While learning geometric shapes it is a good
time to introduce the idea of reflection. Draw the 2-D shapes
from Pack 7, on a piece of paper in front of a "mirror"
line. Then draw how the reflections would look on the other
side of the line. If you have a small mirror, then use it
to demonstrate how the shapes appear in the reflection. This is
the same as flipping it over from a fixed base. ie. Along a straight
line in much the same way as you turn the pages of a book. Copy
these shapes and their reflections onto paper. 
Now is
also a good time to introduce the idea of rotation or turns.
Play around with the shape cards, rotating them through half,
quarter and full turns. A full turn is when the shape turns
around 360 degrees back to its original position. A half
turn is when the object is rotated around 180 degrees until it
is "upside-down". A quarter turn is when the object
only goes around ninety degrees and the card is now longer than
it is tall.
Turns
can also be learnt by playing turning games or making up different
dances. This also produces an ideal opportunity to introduce the
direction concepts of clockwise/anti-clockwise and left/ right.
It is also a good idea to get your child to try and draw, then
colour-in the shapes. For very young children, cut out some
of the shapes in heavy duty cardboard and let them trace around
them.
Extender
Geometry (Pack 8) Back
to top
Pack
8 has an instruction card and 12 more 2D geometric shapes to learn. These
are more advanced shapes that will not be required initially at
school. They will be useful, however, for further discussing
concepts such as straight sides (versus the curved sides of the
circle and oval), the number of sides, parallel sides, equal and
non equal sides, equal and non equal angles, top, bottom, edge,
face, and corner. This pack is also for advancing students
that require more than the basic shapes presented in Pack 7.
Use the flashcard technique for learning these shapes. The
shapes in this pack include the isosceles triangle, scalene triangle,
equilateral triangle, quadrilateral, trapezoid, parallelogram,
rhombus, isosceles trapezoid, heptagon, octagon, nonagon, and
decagon.
To help
parents, a brief description of each of these shapes follows:
(the printed guide book has extensive pictures as well)
3
sided figures: Isosceles
triangle:
An isosceles triangle is a triangle with two sides of equal length.
Scalene
triangle:
A scalene triangle is a triangle with no sides equal in length.
Equilateral
triangle:
An equilateral triangle is a triangle with three sides equal in
length. This means that it also has three equal angles.
4
sided figures: Quadrilateral:
A quadrilateral has four straight sides. All of the special cases
of quadrilateral like squares, rhombuses, rectangles etc, are
still quadrilaterals but have their own special name by which
they are known .
Trapezoid:
A trapezoid is a quadrilateral with
just one pair of parallel sides.
Isosceles
trapezoid: An
isosceles trapezoid is a trapezoid
whose non-parallel sides are equal in length.
Parallelogram:
A parallelogram is a quadrilateral
whose opposite sides are parallel- i.e. two sets of parallel sides.
Rhombus:
A rhombus is a parallelogram
with all sides equal in length- i.e. two sets of parallel sides,
with all four sides the same length. (Note:
a square is a special form of rhombus. It has two sets of parallel
sides, four sides the same length and four equal angles made by
each corner. These are 900 or ‘right angles’.)
More
than 4 sides: Heptagon:
This heptagon is a regular heptagon meaning that it has seven
equal sides and seven equal angles. Octagon:
This octagon is a regular octagon meaning
that it has eight equal sides and eight equal angles. Nonagon:
This nonagon is a regular
nonagon meaning that it has nine equal sides and nine equal angles.
Decagon:
This decagon is a regular
decagon meaning that it has ten equal sides and ten equal angles.
A good
activity for Pack 8 is to group all of the shapes into 3 different
sets corresponding with the above - 3 sided shapes, 4 sided shapes,
and shapes with more than 4 sides.
3Dimensional
Shapes: (from Pack 7)
Sphere:
This sphere is a 3 dimensional circle. Every
point on its surface is an equal distance from its center.
Cylinder:
This cylinder is a circular prism. The
‘side’of the cylinder is a rectangle wrapped around the edges
of the two circles at each end.
Cube:
A cube is a special form
of rectangular prism. It has six faces and all of them are perfect
squares.
Rectangular
Prism: A
rectangular prism has three sets of parallel ‘faces’. At this
level rectangular prisms are usually referred to as ‘boxes’.
Numeral
Cards (Pack 9) Back
to top
Before
beginning with this pack, make sure you read the section called
Maths as part of real life on page 5 of this guidebook.
We also recommend revisiting Pack 1 and introducing
the numerals from it. Therefore, flash the numerals as you
did the images so that the child is familiar with all the numerals
from 1-10. Also play Nature Match with the numerals back in the
pack. Pack 9 contains 4 sets of the numeral cards from 0-9,
2 activity cards and a ‘Scatterbean’ instruction card. All cards
have the fruit and vegetable backing on them. You will notice
that the 4 sets are colour coded – one black set, one red set,
one blue set and one green set. The same colour coding appears
on the words thousands,
hundreds, tens and ones on the Place Value board. Pack 9 numerals
are designed for use with the Place Value board and the ScatterbeanÓ
game board. They can also be used alone to make up any number
between 0 and 9999.
Place
Value Board
Back
to top
Use
the numerals from Pack 9 with the Place Value Board. The Place
Value Board goes up to thousands for the children that require
this. Start, however, with just putting numerals from 1-9 in the
ones column and state that the number 6 is 6 ones. To do this,
find the green numerals from Pack 10 and place the green six in
the ones column. Let your child place each of the green single
numerals in turn, in the ones column and say that that number
represents "2 ones, 3 ones, ...". Then proceed to two
digit numbers from 10-99. 10, 21, 36, and 99 are placed on the
board as below. Remember to use the blue numerals pack for the
tens column and the green numerals pack for the ones column.
Therefore,
the number ten has 1
ten and 0
ones.
The
number 21 has 2 tens and
1 one.
The number 36 has 3 tens and
6 ones.
The number 99 has 9 tens and
9 ones.
Bigger
numbers are even more interesting. They are also easy to understand
as the name actually describes the place values. Forexample,
three hundred
and sixty four tells you that there are
3 hundreds. Or nine thousand, five
hundred and
one is represented right.
The easiest
way to start playing with this board is to get your child to put
numbers on it for you to read out. Then change to you putting
numbers on the board and getting your child to read out what the
numbers are. For variety you can also get your child to punch
these numbers into a calculator before reading them out. Included
in this pack are two activity cards. Complete the activities on
this card together, for sticker rewards.
Once
you are familiar with the Place Value board play "ScatterBean"Ó.
Scatter
Bean Back
to top
ScatterBean
is played with the numerals in Pack 9, the Place Value board,
the ScatterBean board and the 9 bean counters. You will also need
a pen and some paper for keeping score. To keep the counters
together we recommend
placing the ScatterBeanÓ
board inside the upturned box lid.
Before you begin, if there are 3 or
more players, allocate roles to each of them. You will need a
"caller" next to the ScatterBeanÓ
board who is responsible for calling out where the bean counters
fall. You will need a "numerals person" next to the
Place Value board who is in charge of putting the numerals from
Pack 9 onto the Place Value board as they are called out.
You will need a "scorekeeper" who writes down the score
for each person on a separate sheet of paper as they are posted
on the Place Value board. (If it is a parent and young child
playing, the parent and child complete
all roles together. Together they count up the thousands,
and place the corresponding numeral on the place Value board,
etc. You can choose whether to keep scores or not.) Before
beginning the game,
rule up a sheet of paper into columns. Have a separate column
for each player. It is also advantageous to rule up each
of these columns into ones, tens, hundreds
and thousands to make it easier for the scorekeeper to write down
the numbers as they are called.
Then place the colour coded numeral
cards from Pack 9 into 4 piles, under the right columns at the
bottom of the Place Value board prior to starting. This will make
it easier to find the right numerals quickly.
To start
the game, the youngest player throws all of the nine bean counters
together, onto the ScatterBean board. Any beans that go
off the board or are in dispute as to where they land, get re-thrown
onto the board. When all nine beans are on the board the
official "caller" calls out where the beans have fallen.
eg. 2 thousands, 3 hundreds, 1 ten and 3 ones in the above game
for Magdalen. As
he is calling these out, the "numerals person" places
the numerals onto the Place Value board as shown. As they are
doing this, the scorekeeper writes down the score onto the scorecard
as shown above. Play then goes to the player on the right.
The same process continues until all players have had five rounds.
The person with the highest score at the end of five rounds is
the winner. This is a great game for teaching Place Value without
the players even knowing that this is what they are learning.
It doesn’t take long for even the youngest of players to work
out that the way to get the biggest score is to get the most counters
into the thousands section of the board.
2s,
3s, 5s & 10s (Pack 10) Back
to top
Pack
10 prepares children for learning their times tables. It contains
an instruction card and 40 numerial cards to teach counting in
2’s, 3’s, 5,’s and 10’s. These packs are best learned as flashcards
using the flashcard technique described on page 7. Start with
counting in 2’s. Find a nice quiet place when the time is right
and say, "we are going to count in 2’s". Starting with
2, go through in numerical order spending no more than one second
per card. These cards are also excellent to play with. Mix them
up and ask your child to put them back into order; ascending
and descending. Put
them in line with a couple of cards turned over. Ask your child
to guess which cards are the overturned cards. Match them with
the quantity cards from Packs 1 and 2. E.g. use the green counting
in 2’s cards laid out 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 in a
line and underneath, lay the corresponding quantity cards from
Packs 1 & 2. Work
out the rule for each pack. When counting in 2’s beginning
with 2 and ascending to 20, the rule is ‘+2’. For descending from
20 to 2, the rule is ‘–2’. When counting in 3’s beginning
with 3 and ascending to 30, the rule is ‘+3’. For descending from
30 to 3, the rule is ‘-3’, etc.
Ultimately you want your child to memorise
the orders of these card sets. This will be useful later for learning
2x, 3x, 5x and 10x tables (using
Pack 14). Because our number system is base 10, counting
in tens is very important. Therefore we have also included
a gameboard (10 Oranges) to teach counting in tens starting from
any number from 1-10
inclusive.
10
Oranges (Pack 11) Back
to top
Pack
11 includes two packs of question cards with oranges on the back,
ten orange cards numbered from 1-10 and an instruction card. You
also need to use some hummingbird or butterfly counters and the
double sided "10 Oranges" game board.
10
Oranges Game
Back
to top
10 Oranges
is played on the double sided game board. It has a simplified
side for beginners where the numbers are lined up in columns,
and a more advanced side where players have to consider where
to place their counters each turn. Correspondingly, there are
two different question packs – an easier pack to use with the
beginners game board and an advanced pack to use with the advanced
game board, or any combination of your choice. 10
Oranges teaches children about the number 10 in our counting system,
which is a Base 10 system. Both the game board and the questions
are designed to get children thinking about the number 10.
The question cards reinforce what has been learnt from earlier
packs. Children also learn about Tally Marks when scoring
"10 Oranges".
10 Oranges
may be played by 2 - 10 people. Place the question cards
face down in a pile within reach of all the players. Before starting,
all players draw a number between 1-10 inclusive, from the numbered
orange cards. To do this, shuffle the ten cards and get
each player to draw one. Each player keeps the card they
have drawn. This way they know that each number they move
down to will end in that number. E.g. if they drew a 4, then their
next move is to 14, then, 24, 34, 44, 54 – 94. Players place
their counters on the number of the orange they drew. Cards
51-54 are wild cards where other players get the opportunity to
make up a question for the person turning over the wild card.
For young players using the simplified game board, we recommend
using the butterflies and hummingbirds as ‘counters’ to help work
out the answers. Back
to top
Starting
Off: Play begins
with the youngest player. Choose the side of the board and
the question pack you wish to play with, depending on the ages
of the players. The youngest player begins by moving his
counter 10 spaces on the game board. This will take him
or her down to the next row of the board. For example, if the
player started on 6, they would proceed to 16 on their first turn.
The player takes the top card from the question card pile and
attempts to answer the question. If the answer is not correct
that is the end of this turn, and play continues with the player
on their right. If the player answers correctly, he or she
gets to answer one further question from the pack before it is
the next players turn. Every correct question answered is
given a point, recorded as a tally mark under each players name
on a separate score sheet. A maximum number of 18 tally
marks can be achieved. Cards are all numbered and their
answers appear in the back of this guidebook. As soon as
the first player reaches the bottom row of numbers, all of the
number cards are collected, reshuffled and laid out in a row.
As players reach the bottom row they try to draw their own number.
If they do not succeed, the card is shown to the other players
and turned back over and the next player then tries to draw his
card. At this point, ‘10 Oranges’ becomes a memory game
too. When a player manages to draw his own number, he is
awarded two bonus points which are added to his tally marks and
the game is over. The number of tally marks per player are
added up and the winner is the person with the most tally marks.
If the game is being played by several adults and one child, you
may choose to have two winners - the person who completes the
board and draws their own number card first and the person who
has the most tally marks. This way the game is fair to younger
players who may get some questions wrong but will still proceed
down the board at the same rate as everyone else and participate
in the draw. (Note: This version of the game sees people
of all abilities moving down the board at the same rate.
It is designed for younger players to progress equally
with older players. However for a group of older children, ‘10
Oranges’ can be played with each correctly answered question progressing
players further down the game board.)
Symbols
Cards (Pack 12) Back
to top
Pack
12 contains 7 different symbols for 7 different mathematical operations.
There are 5 sets of these symbols making a total of 35 cards plus
the instruction card, in this set.
The symbols represented are:
The symbols
cards have been designed to use with the other packs in the Reading
Master Maths Program. As with the numerals, the symbols
are abstract and should be brought out only once what they represent
has been understood. For example, the ‘less than’, ‘greater
than’ and ‘equals’ symbols are best used with Pack 3 (Animal sets)
once you are sure your child understands that you are comparing
the quantities in each set. "The set of African animals
has more animals in it than the set of Arctic animals therefore
the African animal set is ‘greater than’ the Arctic animal set."
Below are some more examples of how to use them.
Used
with Pack 1 - Nature Match Pack
Used
with Pack 2 – Quantity Cards 11 - 50
Pack
2 cards are useful for demonstrating the greater than and less
than symbols with.

Used
with Pack 3 – Where Am I From?
Back
to top
The Pack
3 animal cards when ordered into sets can also be used to demonstrate
the greater than, less than and equals symbols.
Used
with Pack 4 – hummingbird and butterfly discs
The hummingbird
and butterfly discs in Pack 4 are ideal to use with all of the
symbols in this pack.
Used with Pack 5 – problem solving cards.
Once
your child can easily answer the problems in this pack, demonstrate
them in the language of maths using the symbols.
Used with Pack 9 - Numeral pack
Finally,
use the symbols with the numerals in Pack 9. It is a good
idea to combine the numerals initially, with the
butterflies and hummingbirds
from Pack 4 so that the child can see the equation visually too.
Fractions
(Pack 13)
Back to top
Pack
13 contains an instruction card and 28 colour coded fraction cards
. These double-sided cards include 1/2s, 1/3s, ¼s, 1/5s,
1/6s, and 1/8s, as both symbols and pie graphs. (It is beneficial
to have a good understanding of the fraction cards in Pack 6 which
introduce 1/2s, 1/3s, using segments of fruit, before using this
pack.) On one side of the cards are the abstract "number
symbols" and on the other side are the corresponding pie
graph pictures. Introduce children to fractions using the
pie graph sides first. Notice that the cards are colour
coded. On the ¼ card for example, the 1 on the numerals
side is in red as is the ¼ segment on the other side, and the
4 is in blue as is the remaining ¾ of the segment. Pack 13 may
be used as "flashcards". Ask if your child would
like to learn about fractions. If so, start by showing the
pie graph side of each card for approximately one second while
reading out the fraction on the back of the card. Show these
cards in sets to your child. We suggest flashing the 1/2s,
1/3s and 1/4s first, making a set of nine cards; then 1/5s and
1/6s next making a set of 11 cards. Finally, show the 1/8s
cards. All of the fractions in this pack are listed below.
1/2 is
one out of two, or half. 2/2 is two out of two,
or 1. 1/3 is one out of three, or one third.
2/3 is two out of three, or two thirds. 3/3 is three
out of three, or 1. 1/4 is one out of four, or one quarter.
2/4 is two out of four, or two quarters, or half.
3/4 is three out of four, or three-quarters. 4/4 is
four out of four, or 1. 1/5 is one out of five, or
one fifth. 2/5 is two out of five, or two fifths.
3/5 is three out of five, or three fifths. 4/5 is
four out of five, or four fifths. 5/5 is five out of five,
five fifths, or 1.
An additional
activity you can do together is measuring out quantities in a
clear measuring jug. Invite your child to fill up the jug to the
1 cup mark. Then ask him to pour it into a larger container, say
a 2 cup measure. Get him to guess how many cups it would take
to fill the new container, how many ½ cups, etc.? Test it out!
Multiplication
& Division (Pack 14) Back
to top
Pack
14 contains an instruction card and 12 sets of 12 multiplication/division
cards. Use these cards to teach multiplication and division
up to the 12x tables. We don’t recommend introducing multiplication
and division until your child is reasonably confident with addition
and subtraction. You may wish to give a simple explanation of
the process of multiplication using the butterflies and hummingbirds
from Pack 4 before showing the cards in this pack. Start
with the 2x tables. Lay out 2 butterflies side by side.
Say "One lot of 2 or 1x2 equals 2". Add a second
row of butterflies underneath the first row and say "two
lots of 2 or 2x2 equals 4". Continue adding on rows
of two butterflies in this way. Explain that it is quicker to
go 4x2=8 than 2+2+2+2 =8 but that both mean 4 "lots of"
2.
When
you believe your child is ready for Pack 14, begin with the 1x
table. Flash these as per the directions on page 7 of this
book. Use the appropriate maths language as printed on the backs
of these cards when "flashing" them. E.g. 1x1 =1, 2x1
= 2, 3x1 = 3 ...12x1= 12. Counting in 2’s, 3’s, 5’s, and 10’s
should be familiar after playing with Pack 10. Therefore,
after the 1x table, proceed to the 2x, 3x, 5x, and 10x tables
before progressing to the more difficult tables. You can
also use these multiplication cards to count in different numbers
(e.g. 4’s, 6’s, 7’s, 8’s, 9’s, 11’s and 12’s) as introduced in
Pack10 which introduces counting in 2’s, 3’s, 5’s, and 10’s. E.g.
"Here are groups of 4 butterflies – lets count in fours –
4 butterflies, 8 butterflies, 12, 16, through to 48."
Finally, once mastery has been achieved with times tables,
division can be introduced. Just as subtraction is the reverse
operation of addition,division is the reverse operation of multiplication.
Using the 2x multiplication fish cards to teach divided by 2,
for example:
Using
the cards in Pack 14, the processes of multiplication and division
are very visual. In division the answers present themselves very
clearly as the number groups on each card and in multiplication
the answers are the total number of objects which are easily counted
in their groups.
When
your child has mastered this, try combining the multiplication
pack with the symbols pack. You can set up equations and ask your
child to find the new card with a different image on it that describes
the answer to the equation.
Clock
Cards (Pack 15) Back
to top
Pack
15 contains an instruction card and 24 clock cards. They are designed
to teach all of the o’clocks’
and the ‘half-pasts’. These cards are to be used as flashcards
using the technique described on page 7 of this guidebook.
Other
things to master-Money Back
to top
Introduce
children to money by letting them investigate the different types
of coins and notes. "Coin rubbings" are a great
way to get children used to the different coins. Do these
by placing coins under a thin sheet of paper and lightly colouring
over the coin impressions with coloured pencils. Show your
children that counting in the different coin values is no different
to counting in those numbers with the flashcards introduced in
Pack 10. I.e. counting how many cents in ten 5c pieces is the
same as counting in 5’s ten times. You may like to create
a chart together showing the different ways to make up the value
of each coin. Read price tickets together. Discuss
which things cost a little and which things cost a lot.
When you start to give your children pocket money, create a pot
for spending and a pot for saving. If your child really
wants something, see how much it is together and start him on
a savings program. Work out how many weeks it will take
to save the amount required. Play shop at home. Take turns
at being the customer and the shop assistant. You can set
up a shop of anything around the home; kidney beans, jellybeans,
pencils or any combination. Write out price tickets and
put a price on each item. Divvy up some coins and "go shopping".
Also give your child money to make a real purchase in a shop.
Explain how much the item costs, how much money you have given
him and whether to expect any back or not. Including children
in these processes increases their awareness of money and its
value.
Weighing
and Measuring Back
to top
Weighing
and measuring are also learned best through day to day activities.
Involve your child when you do the baking. Let her help
you measure out the ingredients. Keep height and weight charts
of all children in the family. Use the height chart in ReadingMaster-Maths.
On the first day of each month mark on the chart how much each
child has grown. Explain the measures to your child. If you
have kitchen scales, compare the weights of different household
objects. Estimate how much they might weigh before you weigh them.
Reading
Master-Maths Video 1 Back
to top
The
ReadingMaster Maths Video 1
is designed for use from birth. Quantities from 1-10 (out
of Pack 1) are presented first. They appear in ascending, descending
and random order. This teaches recognition of quantity patterns
up to 10 and counting up to 10 without the use of numerals.
Quantities are then continued up to 50 (drawn from Pack 2) as
a preparation for understanding that numbers, even larger ones
describe quantities. A segment on sets follows (drawn from
Pack 3). Finally numerals from (Pack 9) are introduced, to link
the child’s understanding of quantities, adding, subtracting etc
with the abstract concept of "numbers".
The
ReadingMaster Maths Video 1
combines the flashcard graphics with real life footage of animals
and children. Children’s voices are used to teach many of the
basic facts as young children enjoy learning from older children.
As with the ReadingMaster videos, music to learn by is used to
help children assimilate and retain the information and the material
is presented at the optimal learning rate of approximately one
image per second. In the ‘11 to 50’ quantity footage at
the beginning of this video, the children do not need to count
the number of animals as they appear on screen. The idea
is that they see 50 objects and see that it is many more than
10 objects. Children who have been taught maths using this
method often can tell how many objects there are without having
to count them. We who have not learned this way find this
almost impossible and difficult to believe. However there
are many cases well documented of children being able to tell
that a particular card has 78 objects and another 99 at a glance.
The ReadingMaster
Maths video supplements the material in the flashcards by re-presenting
it in a format for audial-visual learning. It also gives
the children the opportunity of learning by themselves without
additional input or supervision from you.
How
to use the Sticker Frieze Back
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Mount
your sticker frieze on a wall at a level where it is easy for
your child to see. There are four different scenes; an American
forest, an African plain, a South American rainforest and the
Amazon River. The 36 stickers included have 5 different
animals that occur in North America (eagle, grey squirrel, red
squirrel, cougar, turtle) plus one colourful leaf; 5 different
African animals (elephant, antelope, rhinoceros, zebra, giraffe);
2 different South American animals (spider monkey, tamarin), 1
bird (toucan) and 2 fish for the river. There are also 15 butterflies
and 5 hummingbirds to place around the frieze.
Give
these stickers out as rewards. Do not limit them to the times
when your child gets something right. Use them whenever your child
has demonstrated an eagerness or enthusiasm for learning. Further
stickers will be available for purchase on the world wide web
eventually from www.readingmaster.com.
Accelerated
Learning Music Back
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It has
been found that music with about 60 beats per minute - ‘largo
tempo’, sets up waves in the brain at a frequency where learning
can most easily occur. A brain that is exhibiting these ‘alpha’
brain waves is very relaxed and more receptive to learning. Many
excellent instrumental pieces around this tempo can be sourced
from the Baroque period of music, that occurred between the years
1685-1750. Bach and Handel are the most well known composers from
this period. We have included a list of some music that meets
the ‘largo’ criteria including pieces by both of these composers.
Play them in the background when using the flashcards and playing
the games in Reading Master Maths.
Bach,
J.S.
1)Fantasy
in G major, Fantasy in C minor & Trio in D minor. 2) Canonic
Variations and Toccata Air in D major (Air on the G string) –
from Suite no. 3 for Orchestra BWV 1068
3)Largo
from Harpsichord Concerto in F minor, BWV 1056. 4) Concerto for
flute in G minor, BWV 1056. 5)Largo from Harpsichord Concerto
in C major, BWV 1043.
6)Concerto
for 2 violins and string orchestra in D minor BWV 1043 - Largo.
Albinoni
1)Adagio
in G minor for strings and organ. 2)Concerto in D minor for oboe
and strings, op.9, no. 2.
Corelli
1) Largo
from Concerto no. 10 in F major from Twelve Concerto Grossi. 2)op.
5 Concerti Gross. 3)op 6, no. 2, 8, 5, & 9. 4)op 6, no. 10,
11, & 12
Claudiese
Largo
from concerto for Mandolin & Strings
Back
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Marcello
Oboe
Concerto in D minor - Adagio
Pachelbel,
Johann
Canon
& Gigue in D major
Telemann
Largo
from Double Fantasia in G major for Harpsichord
Vivaldi
1) The
Four Seasons – Largo from Winter. 2)Largo from Concerto in D major
for Guitar and Strings. 3)Largo from Concerto in C major for Mandolin,
Strings and Harpsichord
Piccolo
Concerto in C Major, RV537. 4) 5 Concertos for Flute and Chamber
Orchestra
Flute
Concerto in D, Op. 10 No. 3, RV 428 ‘Il Gardellino’ - Cantabile
Handel
Water
Music: Suite No. 1 in F - Air Largo from "Ombra mai fu"
- Xerxes.
Information
on sources of these pieces can be found on www.readingmaster.com
Conclusion. Back
to top Reading
Master-Maths covers all the main international curriculum areas
and activities that are covered both in pre-school and the early
years of school. By starting early with your children, you
will be assured that your children will have the foundational
understanding they need to be able to pick up maths easily at
school. By making maths a fun enjoyable experience
in the home and at pre-school, your children will also come to
enjoy maths as a subject at school. The greater your child’s
early ability the more they will enjoy doing everything.
There are no norms out there as to what your child is capable
of mathematically speaking, in the early years. No matter
how far you get, you will be taking your child forward at a time
when it is the most beneficial for him or her. You will
be assisting her brain to develop by your being able to answer
the many mathematically based questions she has when she wants
them answered - in the early years. Relax and enjoy this
program with your children. Use the activities to create a learning
bond with them and the rewards will go far beyond that of just
mathematical know how.
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