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From: sasayins <sas...@gm...> - 2010-12-23 09:13:57
|
Happy Holidays to all!!! |
From: sasayins <sas...@gm...> - 2010-12-23 02:20:23
|
The ConfigureChecksIntl.cmake is needed for cmake build. I checked Johndhel's submission which is the tarball file then I found the ConfigureChecksIntl.cmake file. I think the ConfigureChecksIntl.cmake is not autogenerated file because that file existed in the tuxmath cmake-modules directory. I checked again the latest revision both in automake and cmake and its working fine. kiko On Thu, Dec 23, 2010 at 1:32 AM, David Bruce <dav...@gm...>wrote: > Hi, > > I got a different error when trying to pull from git: > > dbruce@debian-laptop:/usr/local/src/git/t4kcommon$ git pull > Password: > Updating 03000a0..860950b > error: Untracked working tree file > 'cmake-modules/ConfigureChecksIntl.cmake' would be overwritten by > merge. Aborting > > By deleting that file locally, I was then able to pull. So is this a > generated file? If so, we shouldn't be tracking it in git. > > Anyway, after that, the build and install itself didn't have any problems. > > David > |
From: David B. <dav...@gm...> - 2010-12-22 17:34:04
|
Hi, I got a different error when trying to pull from git: dbruce@debian-laptop:/usr/local/src/git/t4kcommon$ git pull Password: Updating 03000a0..860950b error: Untracked working tree file 'cmake-modules/ConfigureChecksIntl.cmake' would be overwritten by merge. Aborting By deleting that file locally, I was then able to pull. So is this a generated file? If so, we shouldn't be tracking it in git. Anyway, after that, the build and install itself didn't have any problems. David |
From: Aviral D. <avi...@gm...> - 2010-12-22 14:46:44
|
It should be fixed now, as of commit * 860950bd6a4ae13262302d3144be912b188238d5*. |
From: Aviral D. <avi...@gm...> - 2010-12-22 14:41:14
|
I'm having exactly the same problem, albeit with a different error. I believe Johndhel forgot to make changes in the CMake build system. (in commit *03000a05083d3b95e548bde6db2a61ec2cae594f*) Building using autoconf + automake seems to work fine. SDL_Pango: YES CMake Warning at linebreak/CMakeLists.txt:18 (find_package): Could not find module FindIconv.cmake or a configuration file for package Iconv. Adjust CMAKE_MODULE_PATH to find FindIconv.cmake or set Iconv_DIR to the directory containing a CMake configuration file for Iconv. The file will have one of the following names: IconvConfig.cmake iconv-config.cmake CMake Error at linebreak/CMakeLists.txt:28 (include): include could not find load file: ConfigureChecksIntl |
From: sasayins <sas...@gm...> - 2010-12-22 02:09:30
|
Hi Victor, I tried to fresh clone the t4kcommon and build the master branch and its working here. You can use the previous revision while we investigate the possible cause of your problem. Best regards, kiko On Wed, Dec 22, 2010 at 8:06 AM, vic...@gm... <vic...@gm...>wrote: > Hi, > > The linebreak code in t4kcommon is breaking my build :( > > $ cd t4kcommon > $ mkdir build > $ cd build > $ autoreconf -if .. > $ ../configure > $ make > > -- error > http://pastebin.com/3XBSJDLM > > I checkout to Aviral's patch, in Dec 15 and its running fine (without > linebreaker) > > I tried again (after checkout master), and I had 'SIZE_MAX' undeclared in > xsize.h. > http://pastebin.com/1az1KhJR > > When i looked into it, SIZE_MAX came from limits.h, and should work well. > > I didn't understand at all :) > > Its working fine in yours pcs ? > > -- > gentoo 64bits > -- > > Best, > > -- > ---------------- > Victor Toso > > > ------------------------------------------------------------------------------ > Forrester recently released a report on the Return on Investment (ROI) of > Google Apps. They found a 300% ROI, 38%-56% cost savings, and break-even > within 7 months. Over 3 million businesses have gone Google with Google > Apps: > an online email calendar, and document program that's accessible from your > browser. Read the Forrester report: http://p.sf.net/sfu/googleapps-sfnew > _______________________________________________ > Tuxmath-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel > > |
From: <vic...@gm...> - 2010-12-22 00:07:04
|
Hi, The linebreak code in t4kcommon is breaking my build :( $ cd t4kcommon $ mkdir build $ cd build $ autoreconf -if .. $ ../configure $ make -- error http://pastebin.com/3XBSJDLM I checkout to Aviral's patch, in Dec 15 and its running fine (without linebreaker) I tried again (after checkout master), and I had 'SIZE_MAX' undeclared in xsize.h. http://pastebin.com/1az1KhJR When i looked into it, SIZE_MAX came from limits.h, and should work well. I didn't understand at all :) Its working fine in yours pcs ? -- gentoo 64bits -- Best, -- ---------------- Victor Toso |
From: David B. <dav...@gm...> - 2010-12-20 03:43:58
|
Hi, >> Debugging Messages - Sorry, I couldn't understand the debugging system. >> (However, it does handle errors, and pretty well, at that) > > I think it would be a really good idea to incorporate the debugging > system from the start. Sorry, sent the message before I finished what I was trying to say. The run-time debugging output involves a couple of macros defined in t4k_common, plus a group of bit flags (can be combined with '|') that determine what part of tuxmath should produce output. Just look at mathcards.c for examples of how to use DEBUGMSG and DEBUGCODE. The needed includes are #include "globals.h" and #include <t4k_common.h>. >> Generating Questions From Wrong Answers If you are using a doubly-linked list, it is pretty easy to move the nodes into a new list rather than deleting them. >> Also, it's completely in the (newly planned) coding style for TuxMath. Actually, I prefer corresponding braces to be vertically aligned in the same column, but I'm not a zealot about it. What do other tuxmath devs think? If most people like the opening brace at the end of the function signature, I'm OK with it, but let's keep the changes to a minimum unless there is really a consensus. However, I think we all agree that my two-space indenting can be changed to four spaces. Anyway, it looks like you've put a lot of work into it so far. It looks like you are keeping the same basic idea of a doubly-linked list to hold the questions. Best, David |
From: David B. <dav...@gm...> - 2010-12-19 20:47:48
|
Hi Aviral, Something like this should really go to the tuxmath dev list, which I cc'd On Sun, Dec 19, 2010 at 7:57 AM, Aviral Dasgupta <avi...@gm...> wrote: > I've decided to completely rewrite MathCards (apart from the implementation > details ie. functions like generate_random_flashcard etc., which will just > be copied over) It will be quite a project, and probably involve some "re-inventing the wheel" if you come up with another implementation that does the same thing. Make sure you understand everything the current system does, because we added several things piecemeal because a previous, simpler version didn't quite do something we needed it to do. I really don't want to drop any of the functionality of the current mathcards. Mathcards even stores a linked list of questions that were not answered correctly, for use in a subsequent review game. We never have implemented an option to play such a review game, but it is something I eventually want to get done. I'm really hesitant to rip out a large section of working code. The only bug I was aware of was the generation of "ooo" questions with indeterminate answers, which ought to now be fixed. I don't think a complete re-write is needed to add the ability to support more than one simultaneous game (for the LAN server, in case anyone is wondering). If you see ways to clean up the "messy" parts, feel free to make suggestions, but I don't see the case for a complete re-write, especially if it spills over into significant changes for game.c, server.c, and the options system. Of course, tuxmath is free software, and you are perfectly free to write whatever you want. Just keep it in its own branch until it is complete and thoroughly tested. If it does everything the current mathcards does and is more clean and readable, we would be happy to use it. Best, David |
From: Aviral D. <avi...@gm...> - 2010-12-18 14:40:07
|
---------- Forwarded message ---------- From: Aviral Dasgupta <avi...@gm...> Date: 18 December 2010 19:17 Subject: Re: [Tuxmath-devel] crazy multiple zap in factoroids To: sasayins <sas...@gm...> Yes, it is... do you want that disabled? I was working with the code and imho, that was a nice accidental bug/feature, since the laser now kinda looks better... On 18 December 2010 15:37, sasayins <sas...@gm...> wrote: > Hi, > > Good day. > > I'm not sure if I am missing something, but every time I am zapping an > asteroid, a multiple zaps or lasers will appear and its like a crazy laser, > and it overlaps above of the tuxship. Is this the new smart bomb power ups? > > Thanks. > > > ------------------------------------------------------------------------------ > Lotusphere 2011 > Register now for Lotusphere 2011 and learn how > to connect the dots, take your collaborative environment > to the next level, and enter the era of Social Business. > http://p.sf.net/sfu/lotusphere-d2d > _______________________________________________ > Tuxmath-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel > > -- Aviral -- Aviral |
From: David B. <dav...@gm...> - 2010-12-18 14:10:08
|
Hi, On Sat, Dec 18, 2010 at 4:07 AM, sasayins <sas...@gm...> wrote: > Hi, > Good day. > I'm not sure if I am missing something, but every time I am zapping an > asteroid, a multiple zaps or lasers will appear and its like a crazy laser, > and it overlaps above of the tuxship. Is this the new smart bomb power ups? There is a new powerup that simultaneously zaps all asteroids on the screen with a given factor. It is one of three powerups that are randomly earned each level, and activated by pressing [shift]. But what I think you are seeing is a drawing glitch that appears with each regular, "single" zap. It looks to me like a laser shot with a slightly different angle gets drawn during some of the frames when the laser is fading. Aviral had to re-work the laser drawing code to enable the multizap powerup. The gameplay itself is still correct, right? Best, David |
From: sasayins <sas...@gm...> - 2010-12-18 10:07:26
|
Hi, Good day. I'm not sure if I am missing something, but every time I am zapping an asteroid, a multiple zaps or lasers will appear and its like a crazy laser, and it overlaps above of the tuxship. Is this the new smart bomb power ups? Thanks. |
From: Brendan L. <che...@gm...> - 2010-12-17 23:07:40
|
Guess I'll add a me too voice. No reason it can't wait, though. Sent from my friendly neighborhood Droid On Dec 17, 2010 11:24 AM, "David Bruce" <dav...@gm...> wrote: Hi Aviral >> Currently, the source code for tuxmath is in a bad state of disarray ... >> there are multiple f... I was just thinking about something like that. For whatever reason, when I started working on tuxmath I decided on using only 2 spaces per indent level to conserve space, as I tended to use more deeply-nested conditionals. Now, I think 4 spaces would be more "normal", and I tried doing automatic reformatting of a couple of files with vim, and I thought it looked pretty good. So I'd be fine with that at some point. David ------------------------------------------------------------------------------ Lotusphere 2011 Regi... |
From: Johndhel M. <kuc...@ya...> - 2010-12-17 18:45:00
|
Hi, I'm experiencing a segmentation fault in the latest revision in git repository of tuxmath. The crash only occurs in fullscreen of factoroids but not in windowed mode. Thanks, Johndhel Maceda |
From: David B. <dav...@gm...> - 2010-12-17 17:24:42
|
Hi Aviral >> Currently, the source code for tuxmath is in a bad state of disarray ... >> there are multiple formatting styles used, spaces and tabs are mixed, etc. I >> want to reformat it (using an automated tool). Should I go ahead with this? I was just thinking about something like that. For whatever reason, when I started working on tuxmath I decided on using only 2 spaces per indent level to conserve space, as I tended to use more deeply-nested conditionals. Now, I think 4 spaces would be more "normal", and I tried doing automatic reformatting of a couple of files with vim, and I thought it looked pretty good. So I'd be fine with that at some point. David |
From: sasayins <sas...@gm...> - 2010-12-17 04:16:49
|
That's sound great for me. But I think we can implement that after the GCI contest. On Fri, Dec 17, 2010 at 11:37 AM, Aviral Dasgupta <avi...@gm...>wrote: > Currently, the source code for tuxmath is in a bad state of disarray ... > there are multiple formatting styles used, spaces and tabs are mixed, etc. I > want to reformat it (using an automated tool). Should I go ahead with this? > > -- > Aviral > > > ------------------------------------------------------------------------------ > Lotusphere 2011 > Register now for Lotusphere 2011 and learn how > to connect the dots, take your collaborative environment > to the next level, and enter the era of Social Business. > http://p.sf.net/sfu/lotusphere-d2d > _______________________________________________ > Tuxmath-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel > > |
From: Aviral D. <avi...@gm...> - 2010-12-17 03:37:11
|
Currently, the source code for tuxmath is in a bad state of disarray ... there are multiple formatting styles used, spaces and tabs are mixed, etc. I want to reformat it (using an automated tool). Should I go ahead with this? -- Aviral |
From: David B. <dav...@gm...> - 2010-12-14 12:40:24
|
Hi, On Tue, Dec 14, 2010 at 2:24 AM, Aviral Dasgupta <avi...@gm...> wrote: > Yeah, we must definitely check on that, as it was written specifically for > Factoroids, without any testing on the fractions thing. The "Fractions" version of Factoroids is definitely broken at the moment. We should consider how to either restore the previous behavior, or have it be tied to specific primes like the factor game. Sounds like an upcoming GCI task.... David |
From: Aviral D. <avi...@gm...> - 2010-12-14 08:24:37
|
Yeah, we must definitely check on that, as it was written specifically for Factoroids, without any testing on the fractions thing. -- Aviral |
From: sasayins <sas...@gm...> - 2010-12-14 07:31:05
|
Hi David, I think I remembered someone from GCI contributors posted here a bug related to that issue. And also I noticed when I played the fraction section in factoroids the number 2 is only available and some fractions need some other number to simplify. I think the new prime gun implementation affected the fraction game. Regards, kiko On Tue, Dec 14, 2010 at 6:19 AM, David Bruce <dav...@gm...>wrote: > Hi Aviral, > > I worked on factoroids a bit to try to prevent rocks with invalid > numbers. I wrote a validate_numbers() function which basically > factors out all the valid primes, leaving 1 if the number is valid for > that wave, or a larger prime (say, 83) if the number is invalid. > > It turns out that generate_numbers() *always* creates valid results > (or at it least did in a test run of 10,000,000 iterations). So I > feel confident that your function is fine. Somehow, these invalid > asteroids are getting created when the larger numbers get broken down > during gameplay, probably due to some sort of float-integer conversion > issue. I'm not quite sure of the exact issue, but now > FF_add_asteroid() just returns and prints an error message if it is > passed an invalid number, so they don't show up in the game. > > Anyway, the "new" factoroids is shaping up to be a really cool > educational game, thanks to great work from you and the rest of the > Google Code-In contributors. > > Best, > > David Bruce > > > ------------------------------------------------------------------------------ > Lotusphere 2011 > Register now for Lotusphere 2011 and learn how > to connect the dots, take your collaborative environment > to the next level, and enter the era of Social Business. > http://p.sf.net/sfu/lotusphere-d2d > _______________________________________________ > Tuxmath-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel > |
From: David B. <dav...@gm...> - 2010-12-13 22:19:37
|
Hi Aviral, I worked on factoroids a bit to try to prevent rocks with invalid numbers. I wrote a validate_numbers() function which basically factors out all the valid primes, leaving 1 if the number is valid for that wave, or a larger prime (say, 83) if the number is invalid. It turns out that generate_numbers() *always* creates valid results (or at it least did in a test run of 10,000,000 iterations). So I feel confident that your function is fine. Somehow, these invalid asteroids are getting created when the larger numbers get broken down during gameplay, probably due to some sort of float-integer conversion issue. I'm not quite sure of the exact issue, but now FF_add_asteroid() just returns and prints an error message if it is passed an invalid number, so they don't show up in the game. Anyway, the "new" factoroids is shaping up to be a really cool educational game, thanks to great work from you and the rest of the Google Code-In contributors. Best, David Bruce |
From: Gautam G. <gau...@gm...> - 2010-12-12 11:20:08
|
Hello, I really hate taking this way because this is a development list but I just wanted to make you aware of the point that it has been 24 hours since I've completed the translations and my task has still not got accepted - http://www.google-melange.com/gci/task/show/google/gci2010/tux4kids/t129089701854 I think you're aware of the fact that a student can only work on one task at a time, so you must be fast at accepting the claims, closing the tasks etc. Thank you! And sorry for posting it here - there were no other means of communication mentioned on melange. :-) By the way, the email id mentioned on melange is wrong, so you may please correct it - http://www.google-melange.com/gci/org/show/google/gci2010/tux4kids -- Gautam Gupta Blog <http://gaut.am/> | @_GautamGupta_ <http://twitter.com/_GautamGupta_> | CyberFundu <http://www.cyberfundu.com/> |
From: Bill K. <nb...@so...> - 2010-12-07 19:47:25
|
Another... ----- Forwarded message from tux...@li... ----- Date: Thu, 25 Nov 2010 08:59:04 +0100 From: Thomas Guettler <tgu...@tb...> Subject: Re: [Tuxmath-devel] [Tux4kids-discuss] TuxMath To: David Bruce <dav...@gm...> CC: Brendan Luchen <che...@gm...>, Tux Math <tux...@li...>, tux...@li... David Bruce wrote: > Hi Thomas and Brendan, > > On Wed, Nov 24, 2010 at 3:00 PM, Brendan Luchen <che...@gm...> wrote: >> Thomas, >> >> Thanks for the input. If two comets have the same answer, whichever >> comet is lowest gets zapped, but I agree this could be confusing if a >> kid is focusing on the other one. >> >> Google Code-In (http://www.google-melange.com/site/home/site) has just >> kicked off, so tackling this would be a good task. > > I saw this a few days ago - how about have *all* comets with the > correct answer get zapped? Yes, that's a good solution. I don't know Google Code-In. Do you create a ticket in google melange, or should I do it? Thomas -- Thomas Guettler, http://www.tbz-pariv.de/ Bernsdorfer Str. 210-212, 09126 Chemnitz, Tel.: 0371/5347-917 TBZ-PARIV GmbH Geschäftsführer: Dr. Reiner Wohlgemuth Sitz der Gesellschaft: Chemnitz Registergericht: Chemnitz HRB 8543 ----- End forwarded message ----- -- -bill! Sent from my computer |
From: Bill K. <nb...@so...> - 2010-12-07 19:46:57
|
No doubt long out of date, but ... ----- Forwarded message from tux...@li... ----- Date: Mon, 22 Nov 2010 16:26:31 -0800 From: scott mc <sco...@gm...> Subject: Re: [Tuxpaint-devel] [Tux4kids-tuxtype-dev] [Tuxmath-devel] Tux4Kids mentors needed for Google Code-In To: Discussion list for Tux Paint developers <tux...@li...> Cc: sasayins <sas...@gm...>, Tux Math <tux...@li...>, Jesus Mager <fo...@gm...>, Tux Typing <tux...@li...> On Mon, Nov 22, 2010 at 4:01 PM, David Bruce <dav...@gm...> wrote: > Hi everyone, > > Looks like we are in much better shape now with several mentors. One > thing I'm not clear on with regard to Melange is whether mentors can > create tasks and reassign tasks to different mentors, or whether that > has to be done by an admin. Could someone with just mentor status > test this out? If Melange lets you do it, feel free to create more > tasks or assign tasks to yourself as mentor. Also, if anyone else > wants admin status, just let me know. I think we can have multiple > admins, and we want to avoid having a single choke point in case I get > swamped by my job for several days. > > Cheers, > > David > Yes, we figured this out a few days ago with Haiku, only admins can reassign the tasks. So we added another admin so now we have three. Also only the admin(s) can approve new tasks or add new tasks. Mentors can suggest new tasks but they won't be public until an admin approves them. Hope this helps. -scottmc ----- End forwarded message ----- -- -bill! Sent from my computer |
From: Bill K. <nb...@so...> - 2010-12-07 19:46:15
|
I meant to approve this post, but apparently discarded it when I was poking at the mailman interface. Forwarding a non-subscriber's post below... ----- Forwarded message from tux...@li... ----- Date: Sun, 21 Nov 2010 23:16:50 -0800 From: "D P" <dlp...@ho...> Subject: TUXMATH To: <tux...@li...> Hey guys, I am a grade 2 teacher and I have been using TUXMATH. In my classes I do not teach rote-learning. Instead I teach strategies and TUXMATH is a great way for them to apply the strategies in addition and subtraction that I teach. I have my students use the training section where they start simply by typing in numbers then go things like addition 1-3 and so on. I like how it keeps track of which levels students have completed. This is a great chance for me to see how the students are doing.... The only problem is that some of the levels are really really long. For example, sums to 15 has the students doing over 200. Many students can not do enough of these during the time they have. I would say 75 is a good number. I get the idea that the levels should get harder, but I am not sure if making the levels longer achieves this. Is there a way for me to decrease the number the students need to complete? Thank you Don Peterson Grade 2 teacher Sidney Elementary ----- End forwarded message ----- -- -bill! Sent from my computer |