Math Fact Benchmarks: Guarantee To Meet Them With Student Effort & Rocket Math Online Game

Not meeting benchmarks: what should it mean?

When it comes to learning math facts, most students have had no opportunity to learn them in a systematic way.  Unless they have had an extraordinary school or an unusual teacher they have not received structured, systematic learning opportunities to memorize math facts. After three decades working in schools across the country, I know this to be the case.  Without systematic practice and effort, students will not meet math fact benchmarks. They won’t meet the Common Core expectation that students will “know [math facts] by memory.”   Whose fault is that?  It is not the student’s fault, nor the parent’s fault.  So “not meeting benchmark” should mean that here is an area where the school needs to provide some intervention to build fluency.

Are you certain your fluency intervention is effective?

The teacher and the school have an obligation to provide an intervention that is effective.  Some so-called “interventions” do not reliably produce increased fluency.  An essential part of using an intervention is to measure its effectiveness.  [That’s why IEP goals are supposed to have measurable short-term objectives!]  The best way to measure the effectiveness of a fluency intervention is with timed, curriculum-based fluency assessments.

If you measure the same way for the same amount of time, you can see if fluency is increasing. You can see that the student’s fluency is increasing if the student can complete more items during the timed test each time you measure. If the vast majority of all of the students improve in fluency, then you can be certain that the intervention is effective. The graph above shows that for Multiplication, 23,540 students have increased in fluency as they worked through the Rocket Math Online Game.  See evidence from all 16 Learning Tracks here.

Rocket Math Online Game is effective

As students work through the levels in each Learning Track in the Rocket Math Online Game, they are tested after completing the first level (A), then after completing 33% at level I, and then after completing 66% at level R, and then after they finish at level Z.  Each test is a 1-minute fluency test of a random selection of facts taught in that Learning Track.  Therefore, the scores are comparable. When the number goes up at each point in the curriculum, you can be sure that students are increasing in fluency.  The chart to the right shows site-wide data. You can see students improve on average as they work through the Learning Tracks in the Online Game.  You would not expect students to meet benchmarks until they have completed Set Z in the Learning Track.

Math fact fluency benchmarks in the Online Game: 16/minute in addition and subtraction.

The 1-minute RACEs in the Rocket Math Online Game are a good way to measure math fact fluency.  On average students exceed 16 per minute correct at Set Z and the average at the beginning is much less.  So a reasonable benchmark is 16 correct problems per minute.

The teacher can assign a 1-minute RACE at any time and the student will need to do it upon their next login.  The results will be available in the Review Progress screen as well as be exported from the button that gives “Results from Assigned races.”  However, the best measure of whether a student can meet the benchmark is after Set Z, when they have completed the Learning Track.  You can see the score by clicking on the pink button for exporting “Results from Scheduled Races.”

You can see the screenshot of an example of the results from scheduled races for all 16 Learning Tracks across our website.  You can see the Account Average shows improvement at each level.   Those scores after Set Z show that nearly all students are proficient by the end of the Learning Track.  So we know that the Online Game is an effective intervention.  But there’s a catch. At the Level Z test data there are no scores for students who had not completed Set Z in Multiplication.  Students have to actually play the game in order to learn.

Students must participate to learn: monitor and recognize effort

Assigning an effective intervention will not help unless students are engaged and participate.  Instead of reporting on benchmarks of academic achievement, why not report on benchmarks of effort?  Each time students login and complete a session (five, ten or fifteen minutes in length) on the Online Game their session is recorded towards their effort score for the last 14 days.  Students should complete a session every day in school and some at home for homework.  In the effort rating system every four sessions completed earns a star, so 15  completed sessions over the last 14 days earned the student to the left 3 and 1/2 stars.

If you monitor the effort scores and recognize students who are putting forth great effort, you’ll get more students participating.  Completing 12 sessions in the last two weeks is good effort and earns 3 stars.  16 sessions over the last two weeks would earn 4 stars!

You might consider giving out Star Effort Awards (available in the teacher section of the site) once a month for students who are putting forth super-star effort.  If you reward effort, we guarantee you’ll get achievement.   Soon after doing that, you’ll probably have to start awarding Learning Track certificates for students who are completing Learning Tracks. All awards are available on the admin page on Tab (K) in the main rainbow navigation bar.

 

 

 

 

Rocket Math Online Game & Fluency Test Proven Effective

Fluency tests are called 1-minute races

Starting in the fall of 2020, the Rocket Math Online Game began scheduling 1-minute races for students as they worked through the 16 different Learning Tracks taught in the game. The 1-minute races present a random selection of all the facts in each Learning Track.  Students are allowed to skip facts they haven’t learned yet, but the scores shown here are the correctly answered problems. The races (really fluency test) are scheduled after sets A, i, R, and Z.  They are scheduled after students complete Set A, so we know they know how to use the interface and answer questions.  So that score is really a starting score.  Then intermediate in their learning after finishing Set i and Set R.  Finally, after Set Z. So the score after Set Z represents the fluency they have achieved by playing through the 26 A to Z levels in that Learning Track.

A screenshot of Rocket Math’s Fluency Test showing the student’s scores.

Data show improved fluency as students work through every Learning Track

It is clearly obvious that there is a steady rise in fluency as students work through each Learning Track.  Note that fluency test scores go up steadily at each measuring point in every Learning Track.  Remember, the tests are exactly the same every time, a random selection of problems taught in the Learning Track.  The fact that students can answer more correctly on each test, shows clearly that they are learning and the data prove it.  That is very important, as you don’t purchase this game simply to entertain children.  The goal is improved fluency and it is being achieved.  Individual results will of course vary.

Fluency Test: An excellent tool for research

These 1-minute races can also be assigned by the teacher at any time, or even on a weekly basis.  However, the scheduled tests demonstrate best the effect of the Online Game as the amount of work done to reach the tests is equal among students.   Both scheduled and teacher-assigned results are kept, and the results of these tests can be exported in excel files, so they are available for research purposes.  There are many options of things to be studied.  For my purposes, I love that we can so definitively prove that the Rocket Math Online Game works.

Add to 20 (e.g., 13+6, 4+11, 15+5) Learning Track

List of Learning Tracks Continue to purchase

Why teach Add to 20 facts?

The Common Core suggests that students be able to compute mentally facts  such as 11 + 7, 4 + 13, and 16 + 3.  These obviously build on the basic single digit facts such as 1 + 7, 4 + 3, and 6 + 3. Students should find these fairly easy to master but they still need some practice to commit them to memory.

LOOK OUT! Because all the answers are two digits, the number of problems students can be expected to answer will go down!

You must give the special Add to 20 Writing Speed Test to set new lower goals for your students.  Below you can see the sequence of facts that will be learned in the Add to 20 Learning Track.  Otherwise, this Learning Track is exactly the same as the basic Addition Rocket Math program and uses the same forms–that can be found in the forms and information drawer.

Multiplication 10s, 11s, 12s Learning Track

List of Learning Tracks Continue to purchase

Why teach Multiplication 10s, 11s, 12s facts?

This teaches  the 10s, 11s, and 12s multiplication facts, e.g., 10 x 7, 11 x 4, 12 x 6.  This Learning Track is optional.  Can be used by those students who have mastered the 0 through 9s Rocket Math multiplication facts.  Especially helpful for students who complete the 0s through 9s quickly and need something else to work on during “Rocket Math” time.  These facts are not critical to be able to do multi-step multiplication, but they are useful to know by memory.  The tens and elevens mostly follow a simple rule and aren’t hard to memorize.  Because there are 12 inches in a foot, it is helpful to know multiples of twelve, especially when measuring.  Finally, this is an excellent review because it includes cumulative review of the 0-9s facts while gradually teaching the 10s, 11s, and 12s facts.

How does the Learning Track work?

This Learning Track includes the same Rocket Math process, worksheets, and routines. The sequence of facts learned in Multiplication 10s, 11s, and 12s can be seen above.

Factors (finding all the factor pairs) Learning Track

List of Learning Tracks Continue to purchase

What do students learn?

Students learn a systematic way of finding factor pairs, which results in being able to memorize the factor pairs of common numbers.

What are the factor pairs of 24? Answer: 1 and 24, 2 and 12, 3 and 8, 4 and 6. This is what students learn by memory.

By following our systematic “How to Factor” procedure, students are certain to find and remember all the factor pairs of common numbers.

Read more about this method on this blog or watch the video below.

Finding the greatest common factor and simplifying fractions will be a breeze after students learn this easy method and practice finding all the factors of these common numbers. Students learn all the factor pairs for these numbers in this sequence: 12, 36, 24, 48, 18, 32, 16, 64, 10, 40, 20, 72, 8, 25, 50, 6, 21, 30, 60, 15, 45, and 100.

Video Lesson on “How to Factor” for students

Click here to see the critical “How to Factor” online video lesson from Dr. Don.

Or paste this into your browser so students can watch the lesson:  https://www.educreations.com/lesson/view/how-to-find-all-the-factors-of-a-number/46790401/?ref=link

How students use this Learning Track

Students practice with a partner, take a daily one-minute timing, fill in a Rocket Chart, just like regular Rocket Math. There are also special directions for the things that are different in the Factors Learning Track.

Be sure to give the special Writing Speed Test for Factors. It’s found in the virtual filing cabinet drawer. It gives the student special goals for writing factor pairs.

 

Mixed Integers (adding and subtracting positive and negative numbers) Learning Track

List of Learning Tracks Continue to purchase

 

Mixed Integers combines Adding Integers and Subtracting Integers

If this mixed set goes too fast or is confusing for your students, an alternative is to start students with the two Learning Tracks that teach addition and subtraction separately.  The four addition processes are taught separately in the Learning to Add Integers Learning Track.   The four subtraction processes are taught separately in the Learning to Subtract Integers Learning Track.  If students have done those two Learning Tracks first, this will be a review and will be easier.

Mixed Integers teaches eight processes and two rules.

Mixed Integers displays problems on a vertical number line and then teaches students two rules about how to solve problems that add or subtract positive and negative numbers.
Rule 1:  When you add a positive number OR subtract a negative number, go UP.
Rule 2:  When you subtract a positive number OR add a negative number, go DOWN.

Students learn how these rules play out when starting with a positive number and a negative number, gradually learning these two variations of all four types of problems.  They learn to solve a problem type using the number line and then to recognize the pattern of each problem type by working several examples of each type.  This practice gives them a chance to build fluency with each problem type as they work with their partner on the top half of the page.  You will probably not be surprised that there is a one-minute test on each set.  The goals are slightly different than before.  Students are to be 100% accurate and to meet or beat their goal from the special writing speed test for mixed integers.

Video lessons teach the 8 processes.

There are 8 types of mixed integers problems (see below), between positive and negative numbers and the two operations. 8 online lessons teach students how each type of problem is solved and why it is correct.  (1) Mixed Integers Set A1 Positive add a positive

(2) Mixed Integers Set A2 Positive subtract a positive

(3) Mixed Integers Set D Negative add a positive

(4) Mixed Integers Set G Negative subtract a positive

(5) Mixed Integers Set J Negative subtract a negative

(6) Mixed Integers Set M Positive subtract a negative

(7) Mixed Integers Set P Positive add a negative

(8) Mixed Integers Set S Negative add a negative

 

Learning to Subtract Integers (positive and negative numbers) Learning Track

List of Learning Tracks Continue to purchase

How does this Learning Track teach?

Learning to Subtract Integers displays problems on a vertical number line and then teaches students two rules about how to solve problems in which you subtract positive and negative numbers.

Rule 1:  When you subtract a positive number, go DOWN.
Rule 2:  When you subtract a negative number, go UP.

Doing problems on the vertical number line is more intuitively appealing because UP is more and DOWN is always less.  This makes crossing zero a little easier to comprehend.

Total of four problem types to learn.

Students learn how these two rules play out with two types of problems: when starting with a positive number and when starting with a negative number. Students gradually learn all four types of problems.  On each worksheet they see how to solve each problem type using the number line working with their partner.  Then students learn to recognize the pattern of each problem type by orally answering several examples of each type with their partner (going around the outside of the page).  You will probably not be surprised that there is a one-minute test on each set.   Students are to be 100% accurate and to meet or beat their goal from the special writing speed test for Learning to Subtract integers (the fastest goal is only 28 problems in a minute).

Online Video lessons can teach students the process.

Here are links to the 4 online lessons teach students how each type of problem is solved and why it is correct. These are available in the virtual filing cabinet as well.

(1) Subtract Integers Set A Positive subtract a positive

(2) Subtract Integers Set B Positive subtract a negative

(3) Subtract Integers Set G Negative subtract a negative

(4) Subtract Integers Set L Negative subtract a positive

 

Skip Counting Learning Track

List of Learning Tracks Continue to purchase

What is Skip Counting?

Not counting while skipping!  Learning to skip count by fours is to learn this sequence by memory: “Four, 8, 12, 16, 20, 24, 28, 32, 36, 40.” Skip counting is also known as learning the “count-by” series.

Why teach skip counting?

Skip counting is the best way for students to prepare for multiplication. It teaches the concept of successive addition which is the root of multiplication.  In addition, skip counting helps prepare the ground for memorizing the multiplication facts.  Students who have learned to skip count find the chore of memorizing multiplication facts much easier. This Learning Track is excellent for second or third grade students after learning addition and subtraction facts and before learning Multiplication facts. Skip counting is not something older students past fourth grade really need to do, and of course, it’s no longer useful once multiplication facts have been committed to memory.

Each series is broken into easy-to-learn parts

Students learn part of each sequence on a page, then the next page they learn the rest. For example: in Set O students learn to count by 3s to 12, (3, 6, 9, 12) then in Set P they learn to count by 3s to 21 (3, 6, 9, 12, 15, 18, 21), and then in Set Q they learn to count by 3s to 30 (3, 6, 9, 12, 15, 18, 21, 24, 27, 30).

How does Skip Counting teach?

As in most Worksheet program Learning Tracks, students practice with a partner who has the answers. Because of the way the rockets go around the page (see above), students and their checkers will have to pick up the pages and turn them as they are working. You’ll be able to see if they are really engaged and they will have fun turning the page around. The test in the center has them write the count-by series they have learned for one-minute and they need to meet or beat their best–just like the rest of Rocket Math. Here is the sequence students will learn in this order: 2s, 5s, 10s, 9s, 4s, 25s (so they can count quarters), 3s, 8s, 7s, and 6s. Probably our most fun Learning Track.

Learning to Add Integers (positive and negative numbers) Learning Track

List of Learning Tracks Continue to purchase

What does this Learning Track teach?

Learning to Add Integers teaches four types of problems to solve.  It displays problems on a vertical number line and then teaches students two rules about how to solve problems that add positive and negative numbers.
Rule 1:  When you add a positive number, go UP.
Rule 2:  When you add a negative number, go DOWN.

Doing problems on the vertical number line is more intuitively appealing because UP is more and DOWN is always less.  This makes crossing zero a little easier to comprehend.

Students learn how these two rules play out with two types of problems: when starting with a positive number and when starting with a negative number. Students gradually learn all four types of problems.  On each worksheet they see how to solve each problem type using the number line working with their partner.  Then students learn to recognize the pattern of each problem type by orally answering several examples of each type with their partner (going around the outside of the page).  You will probably not be surprised that there is a one-minute test on each set.   Students are to be 100% accurate and to meet or beat their goal from the special writing speed test for Learning to Add integers (the fastest goal is only 28 problems in a minute).

Video Lessons for students to learn the process.

4 online lessons teach students how each type of problem is solved and why it is correct.

(1) Add Integers Set A Positive add a positive

(2) Add Integers Set B Positive add a negative

(3) Add Integers Set G Negative add a negative

(4) Add Integers Set L Negative add a positive

Subtract from 20 (e.g., 18-15, 15-5, 19-8)

Back to Comparison Continue to Checkout 

Why teach Subtract from 20 facts?

The Common Core suggests that students be able to compute mentally facts such as 18-15, 15-5, and 19-8.  We call these the Subtract from 20 facts. These obviously build on the basic single digit facts such as 8-5, 5-5, and 9-8. Students should find these fairly easy to master but they still need some practice to commit them to memory.

Please give the special Writing Speed Test.

LOOK OUT! Because all the answers are two digits, the number of problems students can be expected to answer will go down!  You must give the special Subtract from 20 Writing Speed Test to set new, lower, goals for your students.  Above you can see the sequence of facts that will be learned in the Subtract from 20 program.  Otherwise, the program is exactly the same as the basic Subtraction Rocket Math program and uses the same forms–that can be found in the forms and information drawer.