Woolly Strike encourages children to practice generating and filling in number patterns given a set of rules. Simultaneously, it helps children improve their bilateral upper body coordination skills as they use both hands in a controlled manner with confidence and balance.

Given a rule such as, add three, the student’s task is to collect the objects that are labeled with the correct corresponding numbers, thus generating a numerical pattern. Children develop competency in modeling relationships between numbers, and demonstrate their understanding of addition, subtraction, multiplication, and division.

The game-play requests the child to stretch both hands at almost 90 degrees,like holding a pole or broomstick. By coordinating both hands with an equal amount of force to balance the wooly ball, the student identifies the correct answer and rolls it towards the number to fulfill the specific pattern. In this way, the game aids in increasing the shoulders’ range of motion and improves posture. The teacher or therapist can configure the type and difficulty of the numerical patterns, with rules involving addition, subtraction, multiplication, and division. They can also adjust the game elements such as the length of each game or the number of lives the student has to play.

Are you ready to juggle the wooly ball and collect the correct numbers and objects?

CCSS.MATH.CONTENT.4.OA.C.5

Math

Grade: 4

Generate a number or shape pattern that follows a given rule. Identify apparent features of the pattern that were not explicit in the rule itself. For example, given the rule "Add 3" and the starting number 1, generate terms in the resulting sequence and observe that the terms appear to alternate between odd and even numbers. Explain informally why the numbers will continue to alternate in this way.

CCSS.MATH.CONTENT.5.OA.B.3

Math

Grade: 5

Generate two numerical patterns using two given rules. Identify apparent relationships between corresponding terms. Form ordered pairs consisting of corresponding terms from the two patterns, and graph the ordered pairs on a coordinate plane. For example, given the rule "Add 3" and the starting number 0, and given the rule "Add 6" and the starting number 0, generate terms in the resulting sequences, and observe that the terms in one sequence are twice the corresponding terms in the other sequence. Explain informally why this is so.

CA.MATH.5.OA.3

Math

Grade: 5

Analyze patterns and relationships. Generate two numerical patterns using two given rules. Identify apparent relationships between corresponding terms. Form ordered pairs consisting of corresponding terms from the two patterns, and graph the ordered pairs on a coordinate plane. For example, given the rule “Add 3” and the starting number 0, and given the rule “Add 6” and the starting number 0, generate terms in the resulting sequences, and observe that the terms in one sequence are twice the corresponding terms in the other sequence. Explain informally why this is so.

CA.MATH.4.OA.5

Math

Grade: 4

Generate and analyze patterns. Generate a number or shape pattern that follows a given rule. Identify apparent features of the pattern that were not explicit in the rule itself. For example, given the rule “Add 3” and the starting number 1, generate terms in the resulting sequence and observe that the terms appear to alternate between odd and even numbers. Explain informally why the numbers will continue to alternate in this way.

MAFS.5.OA.2.3

Math

Grade: 5

Generate two numerical patterns using two given rules. Identify apparent
relationships between corresponding terms. Form ordered pairs consisting of
corresponding terms from the two patterns, and graph the ordered pairs on a
coordinate plane. For example, given the rule “Add 3” and the starting number
0, and given the rule “Add 6” and the starting number 0, generate terms in the
resulting sequences, and observe that the terms in one sequence are twice the
corresponding terms in the other sequence. Explain informally why this is so.

MAFS.4.OA.3.5

Math

Grade: 4

Generate a number or shape pattern that follows a given rule. Identify
apparent features of the pattern that were not explicit in the rule itself. For example, given the rule “Add 3” and the starting number 1, generate terms in the resulting sequence and observe that the terms appear to alternate between odd and even numbers. Explain informally why the numbers will continue to alternate in this way.

NVAC.MATH.5.OA.B.3

Math

Grade: 5

Analyze patterns and relationships. Generate two numerical patterns using two given rules. Identify apparent relationships between corresponding terms. Form ordered pairs consisting of corresponding terms from the two patterns, and graph the ordered pairs on a coordinate plane. For example, given the rule “Add 3” and the starting number 0, and given the rule “Add 6” and the starting number 0, generate terms in the resulting sequences, and observe that the terms in one sequence are twice the corresponding terms in the other sequence. Explain informally why this is so.

NVAC.MATH.4.OA.C.5

Math

Grade: 4

Generate and analyze patterns. Generate a number or shape pattern that follows a given rule. Identify apparent features of the pattern that were not explicit in the rule itself. For example, given the rule “Add 3” and the starting number 1, generate terms in the resulting sequence and observe that the terms appear to alternate between odd and even numbers. Explain informally why the numbers will continue to alternate in this way.

NY.MATH.4.OA.5

Math

Grade: 4

Generate a number or shape pattern that follows a given rule. Identify apparent features of the pattern that were not explicit in the rule itself. For example, given the rule “Add 3” and the starting number 1, generate terms in the resulting sequence and observe that the terms appear to alternate between odd and even numbers. Explain informally why the numbers will continue to alternate in this way.

NY.MATH.5.OA.3

Math

Grade: 5

Generate two numerical patterns using two given rules. Identify apparent relationships between corresponding terms. Form ordered pairs consisting of corresponding terms from the two patterns, and graph the ordered pairs on a coordinate plane. For example, given the rule “Add 3” and the starting number 0, and given the rule “Add 6” and the starting number 0, generate terms in the resulting sequences, and observe that the terms in one sequence are twice the corresponding terms in the other sequence. Explain informally why this is so.

NC.MATH.4.OA.5

Math

Grade: 4

Generate and analyze a number or shape pattern that follows a given rule.

NC.MATH.5.OA.3

Math

Grade: 5

Generate two numerical patterns using two given rules. Identify apparent relationships between corresponding terms. Form ordered pairs consisting of corresponding terms from the two patterns. Graph the ordered pairs on a coordinate plane.

SC.MATH.4.ATO.5

Math

Grade: 4

Generate a number or shape pattern that follows a given rule and determine a term
that appears later in the sequence.

SC.MATH.5.ATO.3

Math

Grade: 5

Investigate the relationship between two numerical patterns. Generate two numerical patterns given two rules and organize in tables. Translate the two numerical patterns into two sets of ordered pairs. Graph the two sets of ordered pairs on the same coordinate plane. Identify the relationship between the two numerical patterns.

No supported goals.

VASOL.MATH.5.PFA.17

Math

Grade: 5

The student will describe the relationship found in a number pattern and express the relationship.

VASOL.MATH.4.PFA.15

Math

Grade: 4

The student will recognize, create, and extend numerical and geometric patterns.

VASOL.MATH.2.PFA.20

Math

Grade: 2

The student will identify, create, and extend a wide variety of patterns.

VASOL.MATH.K.PFA.16

Math

Grade: K

The student will identify, describe, and extend repeating patterns.

VASOL.MATH.1.PFA.17

Math

Grade: 1

The student will recognize, describe, extend, and create a wide variety of growing and repeating patterns.

VASOL.MATH.K.PFA.15

Math

Grade: K

The student will sort and classify objects according to attributes.

Music

Disable/enable background music.

Sound effects

Disable/enable sound effects while selecting an item.

I CAN understand that there are sounds when I choose an item.

Select hand

Time to remain stable to select an item.

I CAN select the “Play” button with my left hand. I CAN select the “Play Button”, keeping my hand stable for 3 seconds.

Time to select item

Content language

Choose the language of the game content.

I CAN read game instructions in English.

Game mode

Game mode allows teachers to choose whether a child will practice with colored fruits or number patterns.

I CAN collect purple fruits.

Rule

Rule setting defines the specific operation that a child is called to practice.

I CAN multiply numbers by 2.

Enemies

Enable/disable enemies in order to improve hand symmetrical movements.

Game difficulty

The option of “Game Difficulty” sets the complexity of the stage and adds extra difficulty in collecting the right items that appear at random places.

I CAN win at a game in a normal level that demands good visual perception, upper body movement control and good response to audio-visual instructions.

Speed

Make the game more challenging by changing the speed.

Adjust the speed according to the need of the child.

I CAN practice with number patterns and improve bilateral coordination.

This shows statistics on the amount of time the student spent on the game, on the number of correct, wrong and missed items as well as the total number of crashes into the wall and the total number of hits into enemies.

Also, it depicts student’s tries analytically and the level’s map.