Measure with a Ruler is the game. Measure to the nearest marked unit with a ruler. Watch slides a crayon onto zero. Align an object with zero. Read the endpoint. Measure to the nearest marked unit. Understand why starting at the wrong mark changes the reading. Try it. Then six scored crayons. Score, Streak, and hearts start after Try it. Built for 2nd grade.
Watch
Watch. Measure to the nearest marked unit with a ruler. Align an object with zero. Read the endpoint. Measure to the nearest marked unit. Understand why starting at the wrong mark changes the reading. The crayon slides onto zero.
Try it
Try it. Align an object with zero. Then Read the endpoint, or Measure to the nearest marked unit. The answer stays until you go on. The hearts stay hidden through Try it.
Measure with a Ruler
Measure with a Ruler. Measure to the nearest marked unit with a ruler. Six crayons. Align an object with zero. Read the endpoint. Measure to the nearest marked unit.
Score
A finished crayon adds Score and Streak. The wrong mark clears the Streak and costs a heart. Three misses and the run is Done. Again starts over. Best is saved. Sound and Mute sit on the bar. A higher Score is a New best.
Measure to the nearest marked unit with a ruler.
Watch. Align an object with zero. Read the endpoint. Measure to the nearest marked unit. The crayon slides until it starts at zero.
Align an object with zero.
Slide the crayon until it starts at zero. If you let go somewhere else, it goes back. The zero mark is the start.
Read the endpoint.
When the crayon starts at zero and ends on a mark, tap that mark. Read the endpoint.
Measure to the nearest marked unit.
When the crayon ends between two marks, tap the closer one. Measure to the nearest marked unit.
Understand why starting at the wrong mark changes the reading.
A crayon that starts on 2 and ends on 6 is not 6 long. Align an object with zero. Then the endpoint is the length.
Score and Streak
Score and Streak wait until after Watch and Try it. A finished crayon adds Score and grows the Streak. The wrong mark shakes the board, clears the Streak, and costs a heart. Three misses and the run is Done.
Best
Best is kept on this device. A higher Score at the end is a New best. Again starts a new run. Sound and Mute sit on the bar.
Measure with a Ruler is a 2nd grade game. Measure to the nearest marked unit with a ruler. Align an object with zero. Read the endpoint. Measure to the nearest marked unit.
Align an object with zero.
Slide the crayon to zero. Read the endpoint. Measure to the nearest marked unit with a ruler.
The wrong mark
Understand why starting at the wrong mark changes the reading. The number at the end is not the length until the crayon starts at zero.
A miss you can feel
The wrong mark shakes the board. A finished crayon adds Score.
Watch the crayon slide to zero. Then Try it. Align an object with zero. Read the endpoint. Measure to the nearest marked unit.
Slide the crayon until its start sits on zero. If you let go on another mark, it goes back.
After the crayon starts at zero, tap the mark where it ends. Read the endpoint.
Measure to the nearest marked unit. Tap the closer mark.
Understand why starting at the wrong mark changes the reading. A crayon from 2 to 6 is 4 long, not 6. Align an object with zero. Then read the endpoint.
Score and Streak start after Watch and Try it. A finished crayon adds Score. The Streak makes the next crayon worth more. The wrong mark clears the Streak. Best is saved. A higher Score at the end is a New best. Again starts a new run. Three misses and the run is Done.
Sound and Mute sit on the bar. Tap the button to switch.
Measure with a Ruler is for 2nd grade. Measure to the nearest marked unit with a ruler.