Educational game for practicing euro change-giving.
Players select flying saucers to give correct change to aliens buying items.
Features a scanning function for children with mobility difficulties and optional untimed mode for teaching.
Detailed presentation on the use of the application. If you have any questions or suggestions, please write a comment below.
Click on the images below to view the printouts
Lesson Plans - Teaching Ideas
• Start by selecting a specific banknote (e.g., 5€) in the parameters. This way, the alien will always pay with the same amount and the package value will be lower, allowing students to practice calculating change using subtraction.
• For each group of operations you select, follow a gradual approach: Start with help level 2 (2 possible answers), continue with level 1 (3 answers), and finish without help (4 answers).
• Use the printouts with change exercises alongside the digital game. Students can use the laminated coins from printouts 02 and 03 from the "Shopping with Euros" application to verify their answers.
• Transform the game into an educational tool by clicking the blue timer button on the right of the screen. Without a time limit, you can discuss each operation with the student, use the stylus on screen for annotations, or analyze the operation with paper and pencil before giving the answer.
• For students with motor difficulties, enable the scanning function. A red outline will indicate the flying saucer on which they can click.
• Always ensure sufficient time for working with the printouts. The generalization of knowledge and the transition from screen to the real world is a very important process in learning.
Let us know what you think about this app by writing a comment below. Ideas for use in teaching and suggestions for improvements are always welcome. We cordially thank you!
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