Photobucket

If your family enjoys cooking and baking as much as mine does, it’s likely that you’ve spent quite a bit of time teaching fractions the old-fashioned way – following recipes with measuring cups and spoons. While that method works well as hands-on, real-life experience in measuring fractions, it doesn’t involve much practice in adding fractions unless you frequently double or triple recipes.

I’m usually in baking mode this time of year, and since we’re still houseless and staying with family, my normal cookie routine for the holidays isn’t happening. Instead, we’ve made do with a simple cake mix cookie recipe, and now I’m on a muffin kick. (I’ll share more about that soon – I want to take some pictures to go with it, and everyone keeps eating the muffins before I remember to take pictures!)

Chey and Chris have been helping out, of course, and we’ve been doubling the muffin recipe. It’s made me realize that while Chey has a strong understanding of fraction parts, she’s not very good at mentally adding the parts together.

We’ve recently been blessed with a fun new way to approach fractions. Fractazmic is a card game created by I See Cards, the company behind the award-winning Pyramath game. The card deck includes 60 cards divided into three suits: green tenths, blue twelfths, and red sixteenths. In addition to the numerals, each card also includes images depicting the amount on the card. Green tenths are illustrated by fluid in a bottle, while twelfths are shown by eggs in a carton and sixteenths with bugs on a ruler.

The concept and gameplay of Fractazmic is easy to learn, akin to rummy, but with fractions instead of straights. Cards are shuffled and dealt, seven each in a two-person game, five for three or four players. The top card is turned face-up and starts the discard pile, while the remaining cards are face-down in the draw pile. When cards are discarded during gameplay, they are placed in a row, so that each card may be seen, rather than in one stack with only the top card visible.

The goal of the game is to create “hands” by adding together cards in the same suit until they total one. During a player’s turn, they must choose whether to take a card from the top of the draw pile, or pick up one or more cards from the discard. If they choose the discard pile, the “farthest-down” card that they take must be immediately played in a hand, while cards above it may be used in the hand or kept. The game ends when a player is completely out of cards, and the player who created the greatest number of hands is the winner.

Like many items we review, Fractazmic isn’t adapted to a particular homeschooling method, nor is it “just for homeschoolers”. Speaking as an adult who is pretty good at doing math in my head, I was surprised at just how much Fractazmic challenged me. As soon as we started playing, I realized that, while I can convert fractions easily, adding fractions with different denominators, even to such a deceptively simple number as one, is not anywhere near as easy as it sounds. It takes practice.

As a result, Fractazmic games are not going to play as quickly as a similar round of rummy would, at least in the beginning. I’ve noticed that, as time goes by, and depending on who is playing, we’ve picked up the pace a little bit. Not too surprisingly, the kids are catching on far more quickly than I am. It’s filling in a mental math blindspot that I didn’t even know I had, and that’s a huge plus, in my opinion, for this game. If I’m missing it, despite how easily I can do most math in my head, then it’s defitely something that my kids need to practice!

The kids have enjoyed playing Fractazmic; thanks to the challenge of adding the fractions, the gameplay is different enough from other card games that there’s no risk of hearing something like “Mom, it’s just another …. game with different pictures.”

The cards are vividly colored, glossy and sturdy – this deck will hold up to regular use. Because we’ve had such a positive experience with Fractazmic, I plan to purchase the other three games available from I See Cards: Pyramath, Prime Bomb, and the original I See Cards game.

To see what other crew members had to say about both great products, check out the TOS Homeschool Crew blog post, I See Cards.

**I received this product for free as a member of the 2011-12 The Old Schoolhouse Homeschool Crew so that I could provide you with an honest review of it by our family.**

 

Photobucket

Say Anything Family is the newest family-friendly game from award-winning Northstar Games. With the tagline “What hilarious things will YOUR family say?” it promises an interesting, unique experience with every play.

For 3 to 6 players, Say Anything Family is aimed at ages 8 through adult. (I’d qualify the younger end of the age range by saying that players should be able to produce simple phrases for their answers – an adult could help them read the questions, and even write the answers for them, but keep in mind that it will slow the game pace down a bit.)

Say Anything Family includes 360 thought-provoking questions on 60 game cards, 6 dry erase answer boards and pens, a dry erase score board, 12 player tokens, a full-color set of rules, and a “Select-O-Matic 6000″. The Select-O-Matic 6000 looks like a spinner, but is actually a tool for the judge to use to select, hide, then reveal the winning answer for each round.

Like Wits & Wagers, Say Anything claims it takes a mere two minutes to learn how to play. That’s not a typo – Say Anything Family really is that easy to understand.

In each round, one player is the judge, while other players answer the question for the judge. At the start of the round, the judge reads a question from the game card. The other players write their answers to the question on their game boards, and then place them in the middle of the table. (Face-up is fine; having learned this game after Wits & Wagers, we kept putting the game boards face-down needlessly.)

The judge reads the answers, then, while keeping his/her choice secret, turns the Select-O-Matic 6000 to his/her favorite, and places the Select-O-Matic 6000 face-down on the table. (Don’t forget it needs to be face-down; it’s crucial to the next step of the game!)

The players in the round then place their player tokens on the answer (or answers) that they believe the judge will pick. They do not have to place the tokens on their own answers, and tokens may both be placed on the same answer, or split between two.

Now, the Select-O-Matic 6000 is flipped over and the judge’s choice revealed. The person who wrote the selected answer receives 1 point; players receive 1 point for each of their tokens that are on the winning answer; the judge receives points for each token placed on the winning answer. (Points earned per player per round, including the judge, are capped at 3 points.)

The Select-O-Matic and the job of judge then moves to the left for another round. Play continues until all players have asked two questions. (This is important for distributing the judge’s advantage to score among all the players. It can be hard to remember where you need to stop; we got in the habit of writing the first judge’s name on the scoreboard to make it easier to remember.) Game length is estimated at 30 minutes, but it can really vary depending on how many players there are, and how long players are given to answer the questions.

Our biggest “wish” for Say Anything wasn’t anything about gameplay – it was the player tokens. After having used the adorable Meeples in Wits & Wagers, we really preferred them; they’re cute, and easier to grab hold of. Other than that, we have no complaints whatsoever. It’s a great companion to Wits & Wagers, since play is similar, yet different enough that each provides a unique playing experience. Both games will be on our “frequent play” list this winter at home, and these are both games that are perfect for taking to family gatherings, thanks to their easy-to-understand rules and quick play.

It would be *very* nice if expansion packs were available for Say Anything Family, and I hope Northstar Games will consider adding some to the line.

Say Anything Family is not yet available on the Northstar Games website, but it is carried by several national retailers, including Amazon.com. Other products include the excellent Wits & Wagers Family edition, which I reviewed here.

To see what other crew members had to say about this product, check out the TOS Homeschool Crew blog post, Northstar Games – Say Anything.

**I received this product for free as a member of the 2011-12 The Old Schoolhouse Homeschool Crew so that I could provide you with an honest review of it by our family.**

 

Photobucket

We have a new favorite board game in the house!

We recently received two board games from Northstar Games to review, and today I’m chattering about Wits & Wagers Family. (I’ll be talking about Say Anything Family on Thursday, but there’s a link further down the page if you’re curious before then!)

On the box, Wits & Wagers Family says it takes 2 minutes to learn, and 20 to play. In my experience, that usually means that it’ll take you at least 15 minutes to figure out what to do, and explain it to the kids. Not so on this game – their “learning curve” estimate was right on the money. A quick read through the rules, and we were playing – and no need to refer back to the rules to figure out details in the middle of the game.

Yes, it really *was* that easy to understand – I was trying to fight off a migraine the first day we played, and we played three enjoyable games despite it!

The concept is simple. A question is asked, and each player writes down their own guess. All answers are numbers, and the goal is to get as close to the answer as possible, without going over. (Think Price is Right – just like that.)

The answer boards are placed face down on the table until everyone is done answering, and then they are flipped over and sorted into order. A number “1″ board is included; it always starts the order, just in case everyone goes over! It’s fine if two answers are the same – just place them next to each other, and if that is the correct answer, then each scores.

Once the answers are sorted, the second part starts. Each player has two meeples (people tokens), one large, one small. The meeples are placed on whichever answers you like – you don’t have to choose your own answer, and you may split them between two answers if you desire. The big meeple is worth two points, the small worth one.

Once everyone is satisfied with the placement of their meeples, it’s time to read the answer. Also included with the answer is a related fact that places the question and answer in context. Some educational, some surprising, and some are just plain bizarre. (We had a lot of laughter during this game – something we can use right now!)

Scoring is easy and quick. The person with the closest answer earns one point for the correct answer. Each big meeple on that board earns two, and each small meeple one.

Points are then marked on the scoreboard, the cards move to the left, and the game continues until someone reaches 15 points, the winning amount.

This is a great concept for a trivia game, because, as we quickly discovered, it isn’t dependent on knowing the answer to the question – it’s just as easy to win if you’re good at guessing who would be most likely to answer the question right! The kids quickly realized to follow my lead on basic facts, like the number of feet in a mile, or how many teaspoons are in a tablespoon, but for how many Disney princesses or Webkins there are, my 9-year-old-daughter is the house expert. Almost all sports questions are going to get nothing more reliable than a wild guess from me – a detail that had my oldest declaring that he wasn’t going to trust my answers anymore!


The fact that the rules can be condensed into a 30-second explanation is a huge bonus that makes Wits & Wagers Family perfect for a party. With the Family version, you can be sure that the questions will be appropriate for all ages. The game box states that it’s for ages 8 to adult; with help reading the questions, this could go as young as 4 or 5.

It also states that it is for 3-10 people. It could be played with just two, if need be, though it might be a little less lively. With more than five players, simply divide into teams. If you have more than 10 players, teams could consist of three or more players, though the larger the teams are, the more difficult it would be to reach a consensus on answers and meeple placement.

Wits & Wagers Family includes 150 question cards (two questions each), 5 dry erase answer boards, 1 dry erase score board, 5 dry erase pens, 5 large meeples, 5 small meeples, and full-color, easy to understand rules, all packaged in a nice, sturdy box.

The primary difference between Wits & Wagers Family and the original Wits & Wagers game is the emphasis on family-friendly questions. I’d love to have more questions for this game. We will probably end up purchasing the orginal game and the expansion pack for it, since my kids are on the older end these days, but I’d really like to see an expansion pack made available for the family version.

Wits and Wagers Family is available directly from Northstar Games, and is also carried by several national retailers.

To see what other crew members had to say about this product, check out the TOS Homeschool Crew blog post, Northstar Games – Wits & Wagers.

**I received this product for free as a member of the 2011-12 The Old Schoolhouse Homeschool Crew so that I could provide you with an honest review of it by our family.**

 

PhotobucketIf you frequent the same places online that I do, you’ve seen the ads for Always IceCream, and maybe even thought about letting your daughter try it out. I’d meant to, but kept putting it off. It’s created for girls age 7-12; there would always be time later, right?

And then Cheyenne saw one of those ads, and asked if we could take a look at it. By then, I was aware we might get it as a review, and asked her to wait just a little bit longer. So she was thrilled when she found out that yes, she *was* getting to review it. (At one point, I was being asked hourly if the email had arrived yet! Not her typical mellow style by any means.)

Amazingly, Always IceCream has lived up to – and exceeded – all her expectations. She doesn’t need reminded to use it – it’s become a daily habit. The variety of learning games, “just for fun” games, educational videos, and creative opportunities keeps her coming back for more.

In an unusual move for a game site aimed at the under-13 group, Always IceCream has worked hard to provide social features for kids to interact with others on the site, and to take extreme care to make it safe for the girls. Friendships fall into two different categories – online friends, and real-life friends, who need to have memberships that are verified by parents. It adds a little bit of work for the parents, but it’s actually relatively easy to set up, and the peace of mind is wonderful. It allows the girls to learn how to handle online interactions without any of the dangers of unrestricted access.

Cheyenne lost no time in recruiting a real-life friend to Always IceCream. A recent acquaintance, it has allowed their friendship to blossom – and freed up the phone! They motivate each other to progress in skills, share the rewards of virtual pets and furniture, and make plans for real-life get-togethers.

Quite a few learning games are available, ranging from basics like Geography, Math, Science, Language Arts, and Religion to more unique offers such as Dog Breeds, Basic Anatomy, and Musical Instruments. Girls earn “Scoops”, the virtual currency of Always IceCream, that they can use to purchase and create virtual pets and items to decorate their house. They may also purchase items created and sold by their friends.

Other options to get scoops include a daily “free spin” and educational videos that include an amazing variety of subjects. It’s not unusual for Chey to say something like, “I was watching a video on Always IceCream about decorating cupcakes – do you think we could try that sometime?” It has generated some strange conversations, starting with topics like teaching the dog to sit – and ending with an “Oh, yeah, Mom, you need to remember to get some salt so we can make ice cream.”

Also available are up to 2,000 scoops per month that can be awarded as desired by the parent. This is a neat tool that works great as a reward for special accomplishments or extra chores. It’s also one area that I wouldn’t mind if they enhanced just a little bit – I’d love to be able to schedule in her regular chores and work assignments so that I could just mark them done and apply the scoops as the tasks were completed.

A nice additional feature is the parent’s account. Settings can easily be adjusted as desired by the parent without having to login via the child’s account, and it displays progress made in all activities during the last 90 days. Parents are also able to view a list of other members that their child has interacted with, and parents can choose to have a weekly summary sent to them via email.

A neat little bonus on the parents account – easy to miss seeing – is the ability to print out invitations for friends. These include a free month’s membership, and have your daughter’s friendship code printed right on them, making it easy for real-life friends to connect. So far, we’ve only used this to hand out codes to a few people, but the site suggests that they would make a great addition to a birthday party favor bag – and they’re right. Far more useful and long-lasting than the usual treats, that’s for sure!

My only real wishes for Always IceCream? I want them to continue adding more learning games. It’s so effective already, I don’t want Cheyenne to lose the momentum and the excitement by running out of new challenges. So far, no sign of that happening – but just in case.

It’s a worthy goal to bring girl-friendly, child-safe games to the internet, and Always IceCream excels in doing so. But it’s greatest strength is also my greatest dismay; my two younger sons are always watching over their sister’s shoulder, and if Always IceCream weren’t so determinedly girly-girl, I’m certain that the 11-year-old would have asked for an account already. (I’ve been told he’s considering it anyways.) As it is, she has allowed him to create occasional pieces of furniture, which he enjoys, and she has “given” virtual pets to each of them that they have named, and she takes care of for them.

While I understand the creator’s motivations and focus, I think many boys in the same age range would be equally attracted to the games and virtual community, were it not so blatantly presented as “Girls Only”. I’d love to see a “sibling” site – in effect, a boy’s “skin” with much the same or similar contents – and open this up to all children that could benefit from it.

Always IceCream may be subscribed to for $4.99/month or $29.99/year. A lifetime membership is just $99.99, which is a great deal if your daughter is at the younger end of the 7-12 range.

To see what other crew members had to say about this product, check out the TOS Homeschool Crew blog post, Always IceCream.

**I received this product for free as a member of the 2011-12 The Old Schoolhouse Homeschool Crew so that I could provide you with an honest review of it by our family.**

 

Photobucket

My kids are already readers – no argument there – but they love online games and learning activities. When we were offered the opportunity recently to try out Go Go Kabongo, an interactive learning site designed to increase pre-reading skills, they were just as excited as usual. Princess (8) and Doodle (11 today) are a bit older then Go Go Kabongo‘s targeted age of 4-7 year olds, but they were willing. For my part, I figure any skill practice is a plus, and that their “more advanced” level would hopefully allow them to progress through the majority of the program.

Progress through the program they did; as a result, that’s their sole complaint: they’re run out of quests to do, prizes to win, and there isn’t more! Which tells me two things: that the program stays consistently enjoyable throughout, and that it’d be really nice if they add more modules!

We used Go Go Kabongo in a typical manner, about a half an hour a day, 4-5 days per week. Regular, consistent exposure to new skills always enhances retention of those skills; I’d recommend that pre-readers use the program at least 3-4 days per week for a half hour, or in shorter, more frequent sessions. Individual games are of short duration, and rewards appear often for increased incentive. For a 4-yr-old, even 10-minute sessions would allow them to play several games.

Go Go Kabongo is arranged in three modules, or “habitats”: Laughter Lake, Galaxy Gardens, and Twister Top. Laughter Lake is available for free upon sign-up, and right now, as a special offer, Galaxy Gardens is also free. The third habitat, Twisty Top, is just a flat $4.95 fee.

Let me say right now, this is the part that most surprised – and pleased – me. I wish more online programs were set-up in a pay-by-module design, rather then a monthly subscription. For me, that’s a huge plus – when I’m considering signing up, I only have to think about whether or not I can afford it *right now*, not whether or not it will fit in the budget three or six months from now.

I really don’t want my kids to use energy and time on a program that I may find us unable to afford in a couple months, leading to frustration on their part because they can’t continue it. With the trials we’ve been doing for reviews, that’s one thing. They know it’s limited. But I’m very hesitant to commit to subscription-based products on a long-term basis for our regular day-to-day curriculum. Go Go Kabongo‘s payment model alleviates that concern in a way I very much appreciate.

Skill areas focused on in Go Go Kabongo include:

  • attention and focus – concentrating on important clues and ruling out distractions
  • working memory – holding information in short-term memory to make sense of what they reads
  • processing – use of different techniques to derive meaning from what they see and hear
  • successive processing – remembering letter sounds in order and and compiling them into a whole word
  • simultaneous processing – learning to remember objects or letters as a group for increased fluency
  • visualization – given more information then immediately memorizable, summarizing and retaining the highlights in a mental picture
  • planning – techniques that students use to anticipate what will come next
  • comprehension – all of the skills combine to facilitate understanding of what is learned

Habitats and games included in Go Go Kabongo are:

Laughter Lake

  • Critter Sizer – sorting animals, first by size, later by number of syllables in their name
  • Scuba Dude – collecting seashells and starfish in increasingly complex sequences
  • Going Buggy – listen to a story, then make the scene match the story

Galaxy Gardens

  • Photo Safari – find and take photos of animals while planning and aiming carefully so not to run out of film
  • Rocket Racing – collect letters in the appropriate order while avoid obstacles
  • Robo Bobo – build robot puzzles by placing pieces together correctly

Twister Top

  • Design A Door – remember and recreate given pattern
  • Desert Dash – listening to and then finding a series of letter sounds
  • Crazy Maze – recognizing and building patterns in words

Overall, Go Go Kabongo is an fun, usable tool for increasing pre-reading skills. It appeals to an even wider age spectrum then the intended target group, and my kids would love to see more content available at their level. For me, it be an easy-to-justify purchase based on the one-time flat fee pay structure. My recommendation: give it a try.

Sign up for Go Go Kabongo today! The first habitat, Laughter Lake, is FREE. As a limited time offer, the second habitat, Galaxy Gardens, is also free. If you like, the third habitat, Twister Top, is just a flat $4.95 fee.


To see what other crew members had to say about this product, check out the TOS Homeschool Crew blog post, Go Go Kabongo.

**I received this product for free as a member of the 2010-11 The Old Schoolhouse Homeschool Crew so that I could provide you with an honest review of it by our family.**

© 2010 Tenacity Divine Suffusion theme by Sayontan Sinha