For Android: 4.1 and up | Guide: FlashMaster™ App--Math Facts cheats tutorial |
When updated: 2019-02-21 | Star Rating: 0 |
Name: FlashMaster™ App--Math Facts hack for android | Extension: Apk |
Author: Flashmaster LLC | File Name: com.flashmaster |
Current Version: 1.0 | User Rating: Everyone |
Downloads: 1- | Version: mod, apk, unlock |
System: Android | Type: Education |
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The FlashMaster™ Apk enables real mastery of primary math facts (arithmetic tables) in addition, subtraction, multiplication, & division--while minimizing time spent by students, parents & teachers & withOUT internet connection. Ideal for use in schools & homes--on tablets with Android device OS 4.4 & higher--this application WORKS & LOOKS LIKE the extremely successful HANDHELD FlashMaster(R)--highly rated by Amazon reviews, demonstrated on YouTube, & used internationally by millions in schools & homes. No distracting advertisements or offers. Not "lite" or "crippled". Results for up to 30 USERS can be RECORDED INDEFINITELY & PRINTED or EMAILED. DOES NOT PRETEND to motivate players with silly, time-wasting & ultimately boring & self-defeating GIMMICKS. INSTEAD, players are motivated by the increasingly CHALLENGING nature of FlashMaster & by parents', teachers' & their own gratifying realization of their RAPID PROGRESS in TRULY mastering math facts--as facilitated by automatic storage & cemailing of results. Problems are displayed in the normal "1+2=?" format or, at the user's option, in the "?+2=3" & "1+?=3" formats. 6 ALTERNATIVE "LEARNING ACTIVITIES" (modes used to show issues): (1) The "Table: In Order" activity is the most ELEMENTARY activity. It presents issues of the chosen +, -, X, / table in ascending & then descending order. Missed issues are repeated until answered correctly. The player is prompted with the correct reply if a trouble is missed twice in a row. (2) The "Table: Not in Order" activity presents issues of the chosen +, -, X, / table in RANDOM order. Missed issues are repeated until answered correctly & AGAIN after the next trouble. The player is prompted with the correct reply if a trouble is missed twice in a row. (3) The "Practice" activity is the main INSTRUCTIONAL activity. It presents--subject to one of 8 alternative per-ACTIVITY "Time Limits"--problems in random order from one of 9 "Levels" of difficulty for a chosen arithmetic operation (+, -, X, /). Missed issues are repeated until answered correctly & once more after the next trouble. The player is prompted with the correct reply if a trouble is missed twice in a row. The 8 alternative per-ACTIVITY time limits are: 180; 150; 120; 90; 75; 60; 45; & 30 seconds. (4) The "Try" activity SIMULATES PAPER TESTS often used in schools. It presents--subject to one of the 8 alternative per-ACTIVITY time limits--problems in random order from one of the 9 levels of difficulty for a chosen arithmetic operation (+, -, X, /). Missed issues are NOT repeated & the player is NOT prompted with correct answers. If sound effects are turned off, the player is not informed of mistakes until after completing the activity--just like a try. Teachers have the option of giving all their students the same try (i.e., the same issues in the same order). (5) The "Flashcards" activity--by making use of 11 alternative per-PROBLEM time limits--is IDEAL for developing SPEED and "AUTOMATICITY"--the ability to reply issues automatically from memory (without needing to take time to calculate the reply). The Flashcards activity presents a user-specified number of issues in random order from one of the 9 levels of difficulty for a chosen arithmetic operation (+, -, X, /). Missed issues are not repeated & the player is not prompted with correct answers. The 11 alternative per-PROBLEM times limits are: 9; 7; 5; 4; 3; 2.5; 2.0; 1.7; 1.5; 1.3; & 1.2 seconds. (6) The "Unique Issues" activity focuses on REVIEWING PAST MISTAKES or on PARTICULAR PROBLEMS specified by the player. Topic to one of the 9 alternative per-ACTIVITY time Limits, this activity presents in random order EITHER the up to 15 "MISSED" issues most recently answered incorrectly by the player OR up to 15 issues entered into memory by the player by means of the "ENTER PROBLEMS" key. The player is helped with missed issues as in the Practice activity.
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