Author: Samantha Vaughn
White Paper: Q1 2025
Educational Screen Time

In the age of technology, screens have become a part of adults’ and children’s lives. While excessive screen time for young children has received much criticism, recent studies are beginning to show how screen time is utilized in a child’s cognitive development. Since 2020, Researchers found that educational screen time provides the most benefit, showing positive effects on children’s persistence and educational outcomes while also having no significant impact on health. Interactive screen time, which includes time spent playing video games, showed positive educational outcomes but was associated with poorer health.
AWE Learning’s mission is to inspire an enthusiasm for learning by supporting school readiness and literacy in the community. AWE Learning has more than 25 years of experience providing early childhood literacy resources to public libraries and other community organizations. AWE Learning is Kid-Safe Certified and promotes reasoning and strategic thinking through creative play with Award-Winning Educational content, such as “Geometry Shapes”, “Graphing Puzzle” and “Kids Learn to Sort”.
A longitudinal study published in 2020 looked at cognitive and emotional functioning in children over time, between age 4 and 8, measured against their daily screen time. The study found excessive screen time led to “emotional dysregulation and negatively affected mathematics and literacy in school-age students.” This has led to an increase in parents, teachers, librarians, and more to discourage children from using screens in any capacity, preventing opportunities to utilize digitalized educational content.
The solution to that issue might be simpler than expected. There are numerous ways to utilize a child’s screen time into a positive, educational experience. Several studies have shown that students understand concepts more thoroughly by actively engaging in the learning process. One of the best ways to do that is through applying game-based learning—i.e., using games as learning tools. Under a game-based learning framework, students master the subjects they are taught, and they have fun doing it, too.
Several proven benefits of game-based learning include:
- Make the learning process more fun and enjoyable.
- Promote active learning and critical thinking.
- Encourage true understanding and mastery of subjects.
- Help students learn more quickly.
- Help students retain what they’ve learned.
- Give immediate feedback on mistakes and explain how to correct them.
- Are more effective for neurodivergent students.
- Increase average grades and passing rates.
Julianna Miner, mom of three and author of “Raising a Screen-Smart Kid: Embrace the Good and Avoid the Bad in the Digital Age,” states, “If you think about screen time the way you think about nutrition, there’s like digital broccoli and digital ice cream.”
Per the Oxford Academic: “Some evidence suggests that interactive media, specific applications that involve contingent responses from an adult (i.e., timely reactions to what a child says or does), can help children learn. This responsiveness, when coupled with age-appropriate content, timing, and intensity of action, can teach new words to 24- month-olds. There is evidence too that interactive ‘learn-to-read’ apps and e-books can build early literacy by providing practice with letters, phonics, word recognition, and story comprehension. One recent study has suggested that tablet training with an educational 3-game app can foster sustained attention in children aged 3 to 4 years old. However, while screens may help with learning when quality content is co-viewed, preschoolers learn expressive language and vocabulary best from live, direct, and dynamic interactions with caring adults.”
As an early marker of developmental risk, language delay in preschoolers is a closely studied correlation of screen time. One recent meta-analysis clearly associated a greater quantity of screen use and exposure (including background TV) during infancy with lower language skills at 3 to 4 years of age.
AWE Learning’s solution is a collaborative effort by certified publishers who specialize in creating engaging, educational content for kids. A popular choice for young learners on AWE Learning solutions is content from Robogarden, a 2023 ASTech Award Finalist and multi-award-winning publisher that specializes in interactive, play-based learning that helps young children sharpen their coding skills, as well as develop their STEM skills.
AWE Learning Award Winning Content:
- Award-winning content partnered with “Gold Standard” software brand.
- The Association of Educational Publishers Distinguished Achievement Award-Grades K-5 for “BRAINtastic! Reading Success” -Ed Alive.
- The National Parenting Center’s Seal of Approval for “Multiplication Rap” – Rock N Learn.
- The National Parenting Center’s Seal of Approval for “Division Rap” – Rock N Learn.
- Apple App Store – Kids Education Games for “PopMath” – AppBlit.
- Creative Child Magazine – Preferred Choice Award for “Writing Strategies” -Rock N Learn.
- Wired magazine – Kids Choice for “Pop Geo” – AppBlit.
- Children’s Technology Review Editor’s Choice Awards for “Writing Wizard” and “Word Wizard” – L’Escapadou.
- Google Indie Games Showcase 2019 Finalist, Best Polish Mobile Game of the Year, MomoCon Best Indie Award for “Hexologic” – Mythic Owl.
- Parenting Hero Award for “Divido” – Mythic Owl.
Educational Screen time has numerous proven benefits to enhance the learning experience for young children!
The American Library Association revealed that 67% of public libraries are the only source providing free internet access and computers to their respective communities. With AWE Learning’s expertise and proven track record in delivering Award-Winning educational content to young learners Ages 2-12, AWE’s dedication to bringing the fun and joys of learning outside of the classroom and into public libraries and households remain the same!
Testimonials:
“This system adds value to the children’s program. Children today are growing up with technology all around them, and the more we can implement a technological aspect to a child’s learning, the more they’re going to respond to it.” – John Kelley, Executive Director, Phoenixville Library
“We have had two of these amazing computers for six years now, and if you want the highest quality computer games for young children AND the freedom for kids to enjoy them on their own (without staff restarting, troubleshooting, unplugging, and all the other issues that can come with game computers) then you may want to consider investing in an AWE computer!” – Cindy Christin, Supervisor, Children’s Services, Bozeman Public Library
“The AWE workstations help preschool students prepare for success in school and beyond. Our teachers appreciate the engaging content that supports early literacy and STEAM concepts.” – Lynn Newkirk, Owner, The Goddard School (West Carmel, IN)
References
Screen time and preschool children: Promoting health and development in a digital world | Pediatrics & Child Health | Oxford Academic (oup.com))_
https://scholarworks.uni.edu/cgi/viewcontent.cgi article=1909&context=grp
https://doi.org/10.1177/1476718X20969846
https://edtechmagazine.com/k12/esports
https://edtechmagazine.com/k12/article/2022/09/benefits integrating-technology-todaysk-12-classrooms-perfcon
Coding Games from Beginner to Professional Level | RoboGarden
Top Five Educational Screen Time Benefits
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Learn more about AWE Learning with your local representative to explore your options.
info@awelearning.com (610) 833-6400
Newsletter: Q1 2025
Q1 2025 Newsletter
Blog: Q1 2025
Premier Content Partner Spotlight:
Yellow Door An Interview
with Owner Carole Mills
AWE Learning is committed to providing engaging and educational digital experiences for young learners. As part of this mission, we are thrilled to highlight Yellow Door as one of our premier content partners.
Yellow Door is renowned for its innovative and interactive learning resources designed to foster creativity, literacy, numeracy, and problem-solving skills in early childhood education. Their content seamlessly integrates with AWE Learning’s platform, ensuring children have access to high-quality, hands-on learning activities in libraries, classrooms, and other educational environments.
Through this collaboration, AWE Learning continues to enhance its offerings with research-backed, engaging, and developmentally appropriate educational materials. We are excited to work alongside Yellow Door to support educators and inspire young minds to explore, learn, and grow.
Q: What is the history behind Yellow Door? How and why was it founded?
Yellow Door: Yellow Door was founded in 2006, and from the beginning, play has been at the heart of everything we do. We aim to spread the joy of play-based learning through resources that inspire, excite, and delight! Our products are well-loved and well-known for their quality, innovative design and open-ended nature.
We’re proud to offer a creative combination of resources in a variety of formats, from digital software to hands-on resources made from natural, quality materials like stone and sustainably sourced wood. Together, they provide rich educational opportunities for children to explore early learning concepts in hands-on, meaningful ways.
Q: Much of Yellow Door’s content is inspired by customer feedback. How essential is it for you and your team to receive feedback on your content and how it helps create or modify
content?
Yellow Door: It’s a privilege and a joy to be welcomed into early childhood environments to work with children and educators throughout the development process. To ensure the design, content, and appeal of new products offer optimum play value and learning opportunities, we talk to educators and children who offer a wealth of valuable ideas. This ensures the final products are
robust enough to deliver learning opportunities through early childhood play experiences. It’s wonderful to watch children play and see the additional value they get from the resources. Recently, our Fish – Sensory Play Stones were put to the test as they went on adventures, swimming in the muddy pond, hiding under the Play Shell, and then cleaned off as they sped down water shoots into a clean water tray! We watched the co-operation and collaboration as children
talked, imagined, explored, and learned from each other. Children’s curiosity about the natural world is limitless, and the nursery provided an indoor world of fish stories and activities to bring the fish indoors and extend their interest. On another occasion, the children tested our “Discover Dinosaurs” app and questioned, “Why don’t they roar?” “Can they walk?” and “What do they eat?” These questions further shaped the development of this successful app.
Q: Alphabet Pebbles is one of Yellow Door’s most popular titles. How did the feedback on this title help inspire other Sensory titles, as well as Science & Nature titles?
Yellow Door: Alphabet pebbles are a great example of how important testing and feedback are in the creation of Yellow Door products. We developed them back in 2008, and it was the first time we had tried to produce anything with stone.
We started by tampa printing with ceramic paint on real river stones. However, when we took them into Early Childhood environments, we quickly discovered that if you put anything on the surface of a stone, it can be ground off, especially when used in sand (just think about how sand is made), and who wouldn’t want to play with pebbles in sand? This started a challenging manufacturing journey, and we found we could only achieve the durability we wanted by engraving each letter shape into the surface of the stone and applying a non-fade paint to each letter by hand.
We’ve been making our alphabet pebbles and all our stone products that way ever since because there’s no other way to create a product with all the natural appeal of real stone that stands up to rigorous use in an early childhood environment.
The tactile, visual, and play appeal of these stones has been developed over many years into a wide range of sensory stones.
Our science and nature products have required creative innovation to develop familiar recognizable objects and shapes in a wide color palette with an appealing texture that meets all regulations and certification, so it’s safe for children 2 years and above.
Q: What are some new titles/projects that Yellow Door is currently working on that we can expect to see in 2025?
Yellow Door: We have many exciting products in development for later this year and early 2026. There will be a new addition to our best-selling “Let’s Roll” range and our popular Sensory Play Stones collection will continue to grow with new sets in our Mud Kitchen and Exploring the World ranges.
Other ideas are brand new, but we’re keeping them a secret for now! We’ll be using familiar materials and some new ones too, all while continuing to be environmentally aware in our choices.
We have recently launched a Discover Dinosaurs app and have a lovely idea for an app that we are working hard to make a reality, so look out for news on our website and register for email updates.
Q: Play is at the heart of Yellow Door’s mission. How important is play in early learning development?
Yellow Door: As Maria Montessori famously said, ‘Play is the work of the child.’ During a child’s formative years, play is the essential foundation upon which all learning and development are built. Through play, children make sense of the world, absorb new concepts, practice new skills, forge friendships, and develop confidence. It is a deeply enriching and therapeutic experience offering clarity, calm, and comfort while embedding essential life skills. The deeper the engagement, the stronger the connections – both in the brain and in the child’s understanding of the world.
Children are intrinsically drawn to the natural world and learn best when engaged with visually appealing, tactile resources. This is why so many of our products draw inspiration from nature and are weatherproof, durable, and designed to withstand robust, outdoor exploration.
From Traditional Tales books, apps, and wooden characters to our popular dinosaur and bug-themed collections, our products are designed to spark curiosity and nurture children’s innate drive for discovery.
The Yellow Door approach is to offer digital play experiences alongside physical play to deepen learning. Our apps have been structured to develop skills in line with early learning standards, using a variety of visual representations, animations, and simple interactions that put the child at the center of their own learning.
We create apps to add value and give children a positive experience of using technology as they learn and grow. Digital environments allow children to discover and play in an imaginary world, encouraging children to explore, investigate, and deepen their understanding in an interactive, hands-on way.
We also support educators with expert pedagogy, providing a collection of downloadable materials to support our resources, providing practical ways to inspire learning, extend play, and reinforce key learning concepts. Because when play is enriched with carefully curated resources, the learning stays with children long after the play has ended.
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Learn more about AWE Learning with your local representative to explore your options.
info@awelearning.com (610) 833-6400
El Centro Library introduces new AWE computers for young learners
El Centro Library introduces new AWE computers for young learners
White Paper: Q4 2024
How AWE Learning Promotes
Diversity and Accessibility

Multilingual Content
- Support for Non-English Speakers: AWE Learning offers content in multiple languages, including Spanish and French. This allows children from diverse linguistic backgrounds to access educational content in their native language, ensuring equitable learning opportunities.
- Language-Specific Tools: The workstations often include bilingual literacy tools that support both English and native-language learners, fostering dual-language development.
Culturally Responsive Content:
- Representation in Games and Stories: AWE Learning includes content that reflects various cultures, races, and backgrounds. Games and stories often feature diverse characters and environments, helping children see themselves reflected in the content they engage with and promoting a sense of belonging.
- Inclusive Learning Themes: The curriculum promotes themes that teach empathy, acceptance, and social awareness, helping children understand and appreciate diversity from a young age.
Accessibility Features:
- Adaptive Learning Tools: AWE Learning workstations include features like adjustable font sizes, closed captions, and screen readers to accommodate children with different learning needs and abilities. This ensures that children with disabilities can fully participate in the educational experience.
- Touchscreen Navigation: The use of large, easy-to-navigate touchscreens helps children with fine motor skill challenges, making the learning tools accessible to a broader range of learners.
Equitable Access to Resources:
- Free Use in Public Spaces: AWE Learning workstations are typically found in public libraries, community centers, and schools, providing free access to high-quality learning tools. This model ensures that children from low-income families or underserved communities have equal access to technology and educational content.
- No Internet Required: Since AWE Learning workstations function without internet access, they are accessible to communities with limited or no reliable internet, helping to bridge the digital divide.
Customizable Learning Pathways:
- Individualized Learning: The software allows for self-paced learning, so children with different learning speeds and styles can engage with the material in a way that suits them. This approach helps reduce educational inequalities by catering to diverse learning needs.
- Variety of Subject Areas: AWE Learning offers content across multiple subjects—math, reading, science, and art—ensuring that children with different interests and strengths can find engaging material.
Social and Emotional Learning (SEL):
- Promoting Inclusivity through SEL: Many of the interactive lessons focus on social and emotional learning, encouraging children to understand emotions, develop empathy, and build relationships. These skills are crucial in fostering a learning environment that values diversity and inclusion.
- Collaboration and Teamwork Games: Multiple activities promote collaborative play, where children work together on projects, reinforcing the value of diverse perspectives and cooperative problem-solving.
Gender-Neutral Design:
- Inclusive Content Design: The games and learning programs are designed with gender-neutral elements, avoiding stereotypical color schemes or themes. This ensures that all children feel equally welcome and engaged with the content, regardless of gender identity.
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Blog: Q4 2024
Enhancing Education Through Bilingualism
with Smile & Learn

Smile and Learn is an educational tool that motivates and enhances student learning. Achieving research projects like the ones we carry out at Smile and Learn is not easy, which reaffirms the interest of the entities to support this evaluation of our digital material for inclusion in educational centers. The results obtained have been very positive for Smile and Learn, and its main beneficiaries are, as is our objective, the children.
Q: What are some new and engaging projects that Smile & Learn has been working on?
S&L: Smile and Learn has been actively expanding its offerings with exciting new
developments. We’ve introduced robotics and programming content, including both theoretical videos and practical activities, to engage students in key STEM areas. Our reading resources have been enhanced with materials aligned to the Common European Framework of Reference for Languages (CEFR), featuring texts adapted to multiple levels of vocabulary and grammar so that all students, regardless of their proficiency, can enjoy the same stories. We’re also working
on collaborative gameplay to foster teamwork and interaction. Additionally, we’re launching financial education resources to build essential life skills and expanding our socioemotional learning content. This now ranges from recognizing and managing emotions to developing conflict resolution strategies tailored to different developmental stages!
Q: How do kids utilize Smile & Learn in and out of the classroom and how has it benefited their education?
S&L: Inside the classroom, students benefit from engaging activities that align with curricula, including videos, games, and interactive exercises that reinforce subjects like math, science, and literacy. Teachers can utilize the platform to create personalized learning experiences, adapting content to each child’s needs and monitoring their progress. Outside the classroom, Smile & Learn extends the learning experience with activities that go beyond academics, focusing on
personal growth. These include socioemotional learning resources to help children understand and manage emotions, as well as activities that develop logical and critical thinking skills. By exploring such a variety of topics, students are encouraged to discover more about their interests and strengths, fostering curiosity and self-awareness not just in the classroom but also with their families in their homes. The platform’s focus on holistic development ensures that children not only master academic skills but also gain tools to navigate the world around them, making learning meaningful and impactful both in school and at home.
Q: How beneficial has it been in utilizing both English and Spanish versions of the content? How do public libraries benefit from utilizing Smile & Learn?
S&L: The dual-language feature of Smile & Learn, with content available in both English and Spanish, significantly enhances its educational value by fostering bilingualism and language development. Children benefit from being exposed to two languages simultaneously, improving their linguistic skills, cognitive flexibility, and cultural understanding. For non-native speakers, this feature provides an accessible way to learn English or Spanish in an engaging and interactive environment, while native speakers can deepen their skills or learn a second language effortlessly and can use the activities to develop their reading skills in their native language.
Q: How can/do public libraries benefit from utilizing Smile & Learn in their learning spaces?
Public libraries benefit immensely from incorporating Smile & Learn into their offerings.
The platform provides libraries with a comprehensive, diverse, and engaging resource that caters to children ages 3 to 12. It allows libraries to support their community by promoting literacy, language learning, and STEM skills through interactive activities, audiobooks, and videos. Libraries can also use Smile & Learn to host workshops or language-learning sessions, attract families looking for educational resources, and ensure equitable access to high-quality digital content. Overall, Smile & Learn strengthens libraries’ roles as community hubs for education and cultural
enrichment while empowering young learners to thrive in a bilingual and increasingly
interconnected world.
Learn more about Smile and Learn here.
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Learn more about AWE Learning with your local representative to explore your options.
info@awelearning.com (610) 833-6400
White Paper: Q3 2024
Early Childhood Play-Based Discovery Learning Through Technology and Library Services

Early childhood education thrives on play-based discovery, fostering creativity, problem-solving, and social-emotional growth. In today’s digital age, libraries and technology platforms play a pivotal role in extending these experiences beyond classrooms. This whitepaper explores how guided technology solutions—such as AWE Learning’s Early Literacy Workstations—empower educators and librarians to deliver developmentally appropriate and engaging learning opportunities for children ages 2–12.
Play-based learning is the cornerstone of early childhood development. It nurtures curiosity, builds foundational literacy and STEM skills, and promotes lifelong learning habits. However, integrating technology into these experiences requires intentionality. The challenge is balancing digital engagement with healthy screen habits while ensuring easy and safe access.
Libraries have emerged as critical hubs for discovery learning, bridging gaps for families and communities. By combining curated technology resources with professional guidance, libraries can transform into launchpads for digital citizenship and school readiness.
Educators and librarians face mounting challenges:
- Funding constraints limit access to high-quality technology and programming.
- Digital opportunity gaps persist, leaving some children without safe, structured digital experiences.
- Burnout and workload pressures make it difficult for librarians to curate personalized learning.
- Screen-time concerns demand solutions that prioritize healthy habits and developmental appropriateness.
Without strategic interventions, these challenges risk widening achievement gaps and limiting opportunities for early learners.
The solution lies in guided digital experiences that complement—not replace—traditional play. AWE Learning exemplifies this approach with its Early Literacy Station Platinum Version 4 solutions, offering:
- 250+ STREAM-aligned titles and thousands of preloaded activities.
- Personalized Education Plans (PEPs) for tailoring content by age, subject, or language.
- Built-in time limits and child-safe browsing to promote healthy screen use.
- Customizable content bundles for bilingual learners and broad developmental needs.
These features enable librarians and educators to:
- Align technology with storytimes, seasonal programs, and curriculum goals.
- Support multiple learning styles—visual, auditory, kinesthetic, logical, social, and solitary.
- Foster digital responsibility and computational thinking from an early age.
Benefits & Use Cases:
- School Readiness: STREAM-aligned activities prepare children for academic success.
- Makerspaces: Play-based learning and makerspaces share a common philosophy: learning through doing.
- Community Engagement: Libraries become safe, vibrant spaces for families to explore technology together.
- Healthy Digital Habits: Built-in boundaries ensure balanced screen time.
How Makerspaces and AWE Learning Complement STREAM Education:
- Activities like Sid the Science Kid: States of Water allow students to experiment with concepts like matter and states in a playful way.
- Coding games such as Fox Factory introduce programming logic through storytelling.
- Interactive storybooks like Arthur’s Birthday build literacy while encouraging collaboration.
- Contraption Maker simulates engineering design challenges, reinforcing cause-and-effect reasoning.
- Creative titles like Tim the Fox—Mosaic and Drawing Animals let students design and express ideas visually.
- Games like Math Doodles and Math Speed Racing Multiplication integrate math practice into fun, real-world scenarios.
Example 1: Contraption Maker (Ages 2–12)
- Description: Students build chain reactions and contraptions using virtual tools.
- Play-Based Connection: Encourages experimentation, collaboration, and iterative design.
- Makerspace Integration:
- Physical: Students use blocks and ramps to prototype a ball-moving machine.
- Digital: They replicate and enhance their design in Contraption Maker.
- Learning Outcomes: Engineering principles, problem-solving, logical reasoning.
Example 2: Fox Factory (Ages 7–11)
- Description: Students learn coding by helping Fox rebuild after a storm.
- Play-Based Connection: Combines storytelling with coding challenges.
- Makerspace Integration:
- Physical: Students storyboard Fox’s journey using craft materials.
- Digital: They code solutions in Fox Factory to rebuild Fox’s world.
- Learning Outcomes: Computational thinking, creativity, persistence.
Example 3: Tim the Fox – Mosaic (Ages 4–8)
- Description: Students create mosaics by arranging colorful tiles.
- Play-Based Connection: Artistic expression through patternmaking.
- Makerspace Integration:
- Physical: Students design mosaics with real tiles or paper squares.
- Digital: They recreate or expand their designs in Tim the Fox—Mosaic.
- Learning Outcomes: Spatial reasoning, color theory, fine motor skills.
Example 4: Math Doodles (Ages 5–12)
- Description: Students explore math concepts through creative puzzles.
- Play-Based Connection: Turns math into a visual, interactive experience.
- Makerspace Integration:
- Physical: Students solve math puzzles using manipulatives like counters or blocks.
- Digital: They tackle challenges in Math Doodles to reinforce concepts.
- Learning Outcomes: Mathematical reasoning, problem-solving, creativity.
Benefits of Combining Makerspaces with AWE Learning:
- Engagement: Digital games paired with hands-on activities keep students motivated.
- Differentiation: Supports varied learning styles—visual, tactile, and auditory.
- STREAM Alignment: Integrates multiple disciplines in authentic, playful contexts.
- Collaboration: Encourages teamwork and communication in both physical and digital spaces.
By combining these digital experiences with physical makerspace activities (e.g., building prototypes, creating art), educators create a holistic STREAM learning environment.
Implementation and Evaluation Strategies:
- Professional Development: Train librarians and educators on digital well-being and guided discovery.
- Policy Alignment: Adopt screen-time guidelines that emphasize active engagement and serve-and-return interactions.
- Funding Partnerships: Leverage grants and community sponsorships to sustain technology investments.
- Data-Driven Decisions: Use AWE’s consolidated usage statistics to demonstrate ROI and inform programming.
Early childhood education must embrace technology thoughtfully preserving the essence of play while preparing children for a digital future. Libraries, supported by solutions like AWE Learning, can lead this transformation by offering safe and engaging discovery experiences. Together, we can inspire curiosity, foster digital citizenship, and build a foundation for lifelong learning.
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Learn more about AWE Learning with your local representative to explore your options.
info@awelearning.com (610) 833-6400
Newsletter: Q3 2024
Q3 2024 Newsletter
Blog: Q3 2024
Making Math Fun with MathNook

MathNook was formed by Jan and Tommy Hall. Jan has over 30 years of experience in the education field and Tommy is a programmer with a math degree who is also an avid gamer. This combination makes MathNook stand out with their unique math games that not only are educational but are also very playable, causing players to come back for more.
Q: What educational solutions does MathNook currently offer for young learners?
MathNook: Currently, MathNook.com has math games where students can practice skills from counting all the way up to beginning algebra. All of our games are free to play online without any membership or sign-up required. This free-to-play model allows institutions such as schools, libraries, and homeschoolers to play our math games by just going to MathNook.com. We are currently expanding our large inventory of exclusive online games as well as converting some of our more popular games to Spanish. MathNook is also bringing back some of the more popular Flash games by either rewriting them or running them via an emulator. Our Spanish games are used across the globe by many Spanish-speaking countries. The Spanish versions allow students whose primary language is Spanish to keep up their math skills while in an English-speaking classroom. Comparisons between the English and Spanish versions can help students with math terminology.
Q: Math can be a hard subject for some. How important is it to teach children math skills in a way that they can have fun and still retain the knowledge they are absorbing?
MathNook: Math games are a fun way to practice a skill, whether the student is at school or at home. Math games can be used to reinforce a skill that has been recently or newly taught before the student begins independent practice and can allow the skill to be practiced throughout the year. If a skill is taught and after 6 weeks is not revisited, the skill is often forgotten. So, playing math games can prevent this from happening. Practicing at home with math games will continue to develop a student’s math skills and promote automaticity with math facts and math terminology. Automatic recall of math skills prevents multi-step math problems from becoming laborious and overwhelming, which often causes students to give up. So not only are math games engaging, but they also help with retention of a math skill as well as build a student’s confidence.
MathNook offers free-to-play math games that practice skills ranging from counting numbers all the way up to quadratic equations. And there’s never any membership or sign-up required. MathNook’s goal is to help develop critical thinking and problem-solving in order to improve math skills via our fun and exciting math games.
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Learn more about AWE Learning with your local representative to explore your options.
info@awelearning.com (610) 833-6400