
Your game is on its way.... Please wait.
Advertisement
Quick Flash Addition Practice
Content Skill: Addition
Common Core State Standards: CCSS.Math.Content.2.OA.B.2 - Fluently add within 20 using mental strategies. By end of Grade 2, know from memory all sums of two one-digit numbers.
Description
Teachers, Quick Flash II is a fabulous way to give your students practice with addition. In the opening screen, students can choose their starting level. With each correct answer, a green block will be stacked next to the flash card. Incorrect answers receive a red block. A yellow block will appear indicating a correct response was given after the 6 second time limit. If you have your students in the computer lab, you can easily walk around and see student progress. The yellow and red boxes will tell you the problem addition facts.
Instructions

Step 1
After Quick Flash loads, students can select their starting fact family (Hit the back button to choose a different fact family).
After Quick Flash loads, students can select their starting fact family (Hit the back button to choose a different fact family).

Step 2
Here is Quick Flash in action! A flash card will pop up and the student enters the answer using the keypad. If they enter the correct answer, a green box will be stacked on the left side of the card. If the problem is answered incorrectly, a red box will be stacked on the right side of the card. Each flash card will pop up 3 times during each level. So you can see that this player is in the last cycle through the fours. This student is doing well on all of the flash cards except 4 + 6. They have missed it 3 times (Notice the 3 red boxes next to the equation). There is also a red timer progressing on the left side of the screen. If the student does not answer the equation before the timer runs out, it is marked incorrectly. However, if the student answers the problem correctly after the timer runs out they will receive a yellow block (The timer is set to 6 seconds).
Here is Quick Flash in action! A flash card will pop up and the student enters the answer using the keypad. If they enter the correct answer, a green box will be stacked on the left side of the card. If the problem is answered incorrectly, a red box will be stacked on the right side of the card. Each flash card will pop up 3 times during each level. So you can see that this player is in the last cycle through the fours. This student is doing well on all of the flash cards except 4 + 6. They have missed it 3 times (Notice the 3 red boxes next to the equation). There is also a red timer progressing on the left side of the screen. If the student does not answer the equation before the timer runs out, it is marked incorrectly. However, if the student answers the problem correctly after the timer runs out they will receive a yellow block (The timer is set to 6 seconds).

Step 3
When a student completes a level, they get to choose a theme for the next level.
When a student completes a level, they get to choose a theme for the next level.

Step 4
Here the game is set to an ocean theme. Quick Flash is a wonderful tool for teachers to use with their students! In a lab or classroom setting it gives the student immediate feedback and the teacher an overall summary of student success.
Here the game is set to an ocean theme. Quick Flash is a wonderful tool for teachers to use with their students! In a lab or classroom setting it gives the student immediate feedback and the teacher an overall summary of student success.
Advertisement
Advertisement