Muggo's Chip Hopper is a broken three-digit place value machine. A CRT shows a number. Drag Hundreds, Tens, and Ones chips into the hoppers until they match the number. Second grade kids practice place value by loading visual blocks of hundreds, tens, and ones. Charge points grow with a streak.
The bay starts
Chip Hopper starts on its own. Tap Easy, Medium, or Hard on the zinc bar. There is no Play button over the hoppers.
Read the number
The CRT shows a three-digit number. The prompt says Load the chips. Read Hundreds, Tens, and Ones. The Built plaque counts what you have already seated.
Load the chips
Drag a Hundreds chip, a Tens chip, or an Ones chip into the matching hopper. A hit seats the chip. Wrong hopper or a hopper that is full costs a Tube. When the hoppers match, you hear Number locked.
Fill Bay to Hopper quiet
Lock eight numbers to win, or keep going until the Tubes are gone. Hopper quiet shows your Charge score, a rank, and Load again.
Load the chips
The CRT shows a three-digit number. Drag a Hundreds chip, a Tens chip, or an Ones chip into the matching hopper. A hit seats the chip and adds Charge. A miss recoils the chip and snuffs a Tube.
A bay toward Hopper quiet
Chip Hopper starts on its own. Easy, Medium, or Hard stay on the zinc bar so you can switch without a menu. Each Number locked fills Bay. Eight locked numbers reach Hopper quiet.
Charge score and streak
Each seated chip starts at 100 Charge and grows by 50 with a streak. Number locked adds 150 more. Point pops fly off the hopper. A miss resets the streak.
Difficulty that changes the skill
Easy uses small three-digit numbers with no zeros. Medium opens 100-999 and empty hoppers for a zero. Hard keeps that range, often hides a zero, and veils the CRT so you load the chips from memory.
Chip Hopper is a second grade place value game. Kids drag Hundreds, Tens, and Ones chips into three hoppers to match a three-digit number on a CRT. Easy stays on small numbers with no zeros. Medium and Hard open 100-999, including empty hoppers for zero. Hard also veils the number so you Load the chips from memory. The skill is building a visual three-digit number, not tapping a quiz card.
Three-digit place value in motion
Second grade math asks kids to see hundreds, tens, and ones. Chip Hopper makes that a load: read the CRT, then Load the chips.
A race to lock the bay
Each Number locked fills Bay. Kids feel the machine come back online when the hoppers match.
Instant hopper feedback
A hit seats the chip and sprays Charge off the hopper. A miss recoils. The board always uses Load the chips, so the CRT and the how-to say the same words.
Works on a finger or a mouse
Drag a chip into a hopper. Touch targets stay large, and the hot hopper lights up while you load.
The CRT shows a three-digit number. Easy uses small numbers with no zeros. Medium uses 100-999, including zeros. Hard uses 100-999, often with a zero, and veils the CRT after a moment.
Each seated chip starts at 100 Charge and grows by 50 with a streak. Number locked adds 150 more. A miss resets the streak and snuffs one of three Tubes.
Read the CRT. Drag a Hundreds chip into Hundreds, a Tens chip into Tens, and an Ones chip into Ones until Built matches the number. If a place is 0, leave that hopper empty.
Hard still uses 100-999, but zeros show up more often, hopper words hide, and the CRT veils to dots so you Load the chips from memory.
Chip Hopper is second grade place value for three-digit numbers. Easy stays on small numbers with no zeros. Medium and Hard open the rest of 100-999.