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0 9 Digit Cards

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  • Item #: 000233
    ISBN: 9781565770133
    Retail: $17.40
    Rainbow Price: $13.05

    Addition, subtraction, multiplication, and division flashcards for students who need help mastering basic math facts. Cards are intended for use with Math 54 and above. Addition and subtraction cards are double-sided, with an addition problem printed on one side and a subtraction problem printed on the other. Likewise with multiplication and division. 100 addition and subtraction cards cover single-digit addition with sums up to 18 and subtraction with differences from 0-9. 130 multiplication and division cards cover multiplication facts from 1-12 and division with quotients from 1-12. Flashcards are printed on cardstock (ten per page) and are separated by perforated edges. ~ Anh

  • Item #: 072136
    Retail: $0.00
    Rainbow Price: $69.95

    If you’ve never heard of him, Alan Turing was the “father of modern computing” and played a pivotal role in developing machine computing as we know it. I think he would be proud to have his namesake attached to such a brilliant teaching tool! Part programming and part logic puzzle, the Turing Tumble begins as an unassuming peg-board with slots for falling marbles; think “Plinko machine.” The goal is to turn the board into a simple computer using six marble-carrying analog equivalents of digital machinery: Ramps (direct balls down the board – circuits), Crossovers (change the direction of balls – also circuits), Bits (can be turned “left” or “right” – represent 0 or 1), Interceptors (prevent a marble from releasing more marbles – a “STOP” command), and Gears / Gear Bits (store information by being pointed “right” or “left” – a sort of register). When one marble reaches the bottom, it triggers either a Blue (left) or Red (right) marble to fall. The key to programming the Turing Tumble is controlling where these marbles end up!

    To accomplish this, a 60-puzzle activity book accompanies the board. Each puzzle is styled & illustrated as part of a simple computer program that needs solved: an Objective (“Let exactly 9 blue balls reach the end. Intercept the 10th.”), Required Output (a pattern of Blue and/or Red marbles), a Starting Setup (a clear picture of the parts which start on the board), and Available Parts (the parts you should use to accomplish the objective). The process begins with trial & error as kids figure out how each piece functions; but once they understand the correlation between “plastic pieces” and “programmable puzzle,” it becomes all about logic!

    Interwoven into the puzzle book is the story of a young space engineer who must escape an abandoned planet. Each puzzle brings her closer to rescue, seamlessly integrating the story and activity to help keep kids engaged. Perfect for learning logic, basic computing, and good, clean, screen-free fun! Includes 30 Ramps, 6 Crossovers, 10 Bits, 3 Interceptors, 4 Gears, 8 Gear Bits, 20 Red marbles, 20 Blue marbles, and 30 counterweights.

  • Item #: 030966
    Retail: $0.00
    Rainbow Price: $1.25
  • Item #: 059861
    Retail: $19.99
    Rainbow Price: $16.50

    1,2,3,4,5,6 six colorful math games in one sturdy box! Students practice numbers 1-20, 1-100, place value 0-999, and addition and subtraction skills as they play the variety of games. Numbees features a hive on the board where each hexagon on the board holds a number between 2 and 17. Players start in the middle of the board, spin the spinner to show + or 1 to 3, and then move to the appropriate spot to make their way out of the hive. 1-100 Tracks is reminiscent of a train-themed Chutes and Ladders board as players spin the spinner to move up to 9 spaces. Landing on an arrow takes you up or down by 10. The Great Snail Race has two players rolling a die to race to the finish; certain spaces allow children to add or subtract small numbers to jump. In Place Value Round Up, players roll the die and move that amount of spaces, and then round the number on their new space either up or down to the nearest ten. Each ten holds a special instruction to follow if you round to it, such as moving extra spaces forward or backwards. Number Dominoes have children match addition and subtraction facts to numerals and pictures. The last game is really more of a manipulative, holding different colored hundred, ten, and one cards on a ring, each with 1-9 in order to create numbers up to 999. The bottom card has a visible tab that has hundreds, tens, and units written on it, so students can see which number is in which place. Parents and teachers can use it to play "Guess My Number." Most pieces are made out of thick, coated cardboard to last though many uses.

  • Item #: 030965
    Retail: $0.00
    Rainbow Price: $1.25
  • Item #: 031722
    Retail: $0.00
    Rainbow Price: $1.25
  • Item #: 030964
    Retail: $0.00
    Rainbow Price: $1.25
  • Item #: 002784
    ISBN: 9781888827392
    Retail: $64.95
    Rainbow Price: $42.75

    Homeschool teachers will go to great lengths to help their students overcome difficulties. Take Beverly Adams-Gordon, for example. An engineer and Montessori teacher, she left her teaching job to homeschool in an effort to solve her youngest daughter's severe spelling problems. Finding no suitable material, she thoroughly researched the subject and developed her own spelling curriculum.

    So what is different?

    • * It's all in one book. One purchase for all years for all kids.
    • * A chapter on research details the most effective methods of spelling instruction.
    • * Complete instructions for introducing, implementing and evaluating the program. Directions are given for adapting to different learning styles and ages.
    • * The program takes only 15 minutes/day.
    • * Extensive Word Lists are based on research done after 1979 of most frequently used and misspelled words. Word lists used in most other programs are based on lists created in 1915 or 1947. Two lists are provided, with 5,000 and 12,000 words, respectively.
    • * General and specific placement tests start each student right where he needs to be.
    • * Program is based on phonics and spelling rules, not phonics alone.
    • * Review is built into the program which uses a "spiral" approach (repeated and spaced review) similar to the approach Saxon takes in it's problem sets.
    • * Directions for over 100 games and activities are included which concentrate on specific skills and make spelling more interesting. Most are individual or partner games, but some can be played by up to 6 players.

    Now available in its 4th edition. Spelling Power retains all of its award-winning effective procedures, but it is more user-friendly with larger type and more graphics. Easier to read and less intimidating, there is also improved organization of resources. The 4th edition Spelling Power package includes access to the Teacher's Online Resources on the publisher's website and an updated Quick Start DVD seminar. The Quick Start DVD provides a personal step-by-step introduction to using the Spelling Power program featuring author Beverly Adams-Gordon who explains each step as "real" homeschool moms and students demonstrate. The Teacher's Online Resources includes printable forms, searchable word lists, charts, printable Activity Task Cards, bonus activities, and the Digital Spelling Tutor which allows you to create spelling lists for multiple children, offers learning, drill and testing activities, tracks several children's progress, allows you to create and print progress reports, and can be used with any spelling word list.

    Spelling Power provides the most thorough coverage of spelling that we have seen. This one is a "classic."

  • Item #: 031721
    Retail: $0.00
    Rainbow Price: $1.25
  • Item #: 063115
    Retail: $12.00
    Rainbow Price: $9.50

    Another Rainbow Game Night winner! 2-6 players are each dealt four cards, which they place face-down in a row without looking at them. At the beginning of the round, players look at only the two outside cards in their row. The remaining deck makes up a draw pile, with the top card flipped over to start a discard pile. The cards are numbered 0-9 with 0-5 depicting cats and 6-9 depicting rats. Several "Power Cards" Peek, Swap and Draw 2 add a few twists to the game play. Players compete to have the lowest score in their hand, and keep drawing cards, replacing any of their cards they wish, and discarding until they think they have the lowest score at the table. Then they knock on the table and shout "rat-a-tat cat!" While great for practicing simple addition skills for younger player, the challenge of not always knowing what you have in your hand or what anyone else has - keeps this fast-playing game exciting for all ages! Jess

  • Item #: 019074
    Retail: $0.00
    Rainbow Price: $84.95

    The corresponding lab kit from Nature's Workshop makes finding those "household items" even more convenient. Containing most of the more difficult items to find, this kit saves you time, allowing you more time to enjoy science with your children. You still need to provide various food items (eggs, celery, soda, etc.), binoculars and a few other household items.

    Kit includes a 9 Volt Battery, aluminum foil, assorted nuts, various colors of construction paper, balloons of various sizes, black marker, trash bags, thin white box, candle, candle holder, cereal, clay-dough, straws, compact disc (CD), cooking oil, cork, cotton ball, crayons, D-Cell batteries, deep plastic bowls, digital thermometer, dish soap, duct tape, Epsom soap, feathers, flashlights, flavored gelatin, fluorescent light bulb, food coloring, forceps (tweezers), glass jars and lids, index card, iodine, foil baking pan, plastic bottles and lid, lima beans, magnifier, measuring cups and spoons, mirror, modeling clay, notebook, mentos, newspaper page, paper clip, paper cups, paper towels, pen, pencil, pepper, peppercorns, plastic cling wrap, plastic plates, plastic water bottles, rubbing alcohol, ruler, safety goggles, saltine crackers, scissors, paper plates, poly funnel, small shovel, spoons, straight pin, Styrofoam cups, sugar, sunscreen, table salt, tape, tea bag, toilet paper, toothpicks, turkey baster, umbrella, vanilla, vinegar, white cotton string, white paper, wood block, wooden matches and Ziploc bags. ~Deanne

  • Item #: 037034
    Retail: $12.95
    Rainbow Price: $10.50

    Recommended supplement for the

    Memoria Press Simply Classical Special Needs Curriculum

    , these numbers would benefit any child who thrives on tactile, hands-on learning. Each sturdy, bright green card measures approximately 2 ¾” x 4 ½” with a fine sand number and directional arrows to reinforce proper letter formation. 10 cards (0-9 numerals) arrive in a cardboard storage container for added durability for multi-year or multi-child use. ~ Deanne
  • Item #: 036564
    Retail: $8.95
    Rainbow Price: $7.25

    This tool is made to be used with standard 1cm base-ten blocks to help children think of whole numbers from 1-199 in terms of hundreds, tens, and ones. The sturdy blue foam frame (11"x 7") comes with 21 number tiles (digits 0-9). Using standard base ten units, rods and flats with the number tiles helps your child picture the numbers more clearly as they place the blocks into the three sections of the frame and attach a number tile to them – a definite plus for a student who is struggling with place value as a concept. A small guide with activities and noting CCSS correlations is included in the set. Number tiles are about an inch square and 10mm thick. Base-ten blocks are not included. ~ Sara

  • Item #: 064818
    ISBN: 9780983084033
    Retail: $0.00
    Rainbow Price: $29.99

     Multiplication Cards are double sided with a math problem with embedded pictures on one side and related story on the back side. Covering multiplication facts 0-9, these glossy cardstock cards measure 11x8 ½”. I greatly appreciate the large bold font used for the story line which makes it practical for individual or group use. 

  • Item #: 055716
    ISBN: 9781936706280
    Retail: $0.00
    Rainbow Price: $28.00
  • Item #: 045763
    Retail: $399.95
    Rainbow Price: $334.99

    Kit I is intended for ages 4-8, and is a complete math program for 5 years of instruction. Remember, the child sets the pace, so it can take more or less than 5 years to complete the contents of this kit. The kit includes Lesson Books 1-3, Answer Guides 1-3, Parent Guide, Volume I CD, 4" yellow foam ball, nylon bag with string tie, geared clock, assorted plastic U.S. coins, 8 crayon set, 2 standard dice, 1- and 2-cup measurers, safety mirror for symmetry work, 22"x34" cloth work mat, 3-ring binder, 0-9 set of wooden dominoes, #2 pencil, 12" clear plastic ruler, pan balance for weight comparison, set of 16 thousand cubes, set of plastic operation signs, complete number card set w/ wooden tray, base ten set, materials bank wooden tray, 8 each of 7 shape tiles, number tile set, and free downloads of consumables for 5 years. Downloads are the consumable pages for each lesson, 'Completed Worksheet' pages, and 'Review Test' scoresheets.

    CHOKING HAZARD (1). Not <3yrs.

  • Item #: 071497
    ISBN: 9781483836782
    Retail: $6.99
    Rainbow Price: $5.50

    Letter and number stickers are a fun and colorful way to label, decorate, or practice letters and numbers with your little one. This pack includes 470 stickers, each brightly colored and nearly an inch (2.5 cm) in height (lowercase stickers are slightly smaller). Comes with over 200 stickers each of both uppercase and lowercase letters as well as 50 numbers stickers for the digits 0-9. ~ Rachel

  • Item #: 067071
    ISBN: 9781594764790
    Retail: $59.55
    Rainbow Price: $54.95

     Concluding with the profound observation, America is a great nation and people are needed to practice, protect and promote economic liberty, this course introduces students to the history of economic thought, and modern economic issues currently facing America, before family economics, entrepreneurship and power of education are explored.

      One semester in length, the full course kit contains 3 Texts, 3 Activity books and the Teacher’s Resource Kit (TRK), along with the TRK digital download.  Designed for independent study, each text, called a chapter, cover fifteen topics.  Each text contains the lesson reading, bold vocabulary words with definitions in a vocabulary “box” on the page, life principle quotes and video clips via a QRC codes. Corresponding activity books provide questions for each topic. Questions are fill in the blank and matching, with lines to write the life principle.

    The Teacher’s Resource Kit includes black line masters for section quizzes (9), chapter tests (3), quiz and chapter test answer keys, activity answer keys, and the table of contents. Black line masters are reproducible for classroom use.

      Chapter 1 introduces students to economics as the engine by which capitalism, free enterprise, private property and the relationship between employees, employers, and entrepreneurs create jobs. Additionally, this chapter also explores government regulation, supply and demand, and economic factors such as taking risks, investments and profit and loss. The evolution of economic precepts and principles, from ancient Greece, Rome, Europe and the Dark Ages are explored. Historical persons that shaped modern economic theory are presented including Moses, Thomas Jefferson, Benjamin Franklin, Karl Marx, Joseph Stalin, William Penn, Winston Churchill, Margret Thatcher, and Ronald Reagan. This chapter also delves into the Industrial Revolution, World Wars I and II, and the Cold War, and their impact on economics. Worth mentioning, the impact of an economy based on Biblical principles is discussed for its historical value and includes a look at Marxism and Darwinian theory. Chapter 2 further explores the history of the Judeo-Christian and European influences that were foundational to the capitalism in the United States. The authors compare the historical teachings of Catholic and Ana-Baptist beliefs and provide a brief overview of the Protestant reformation and the influences of the Church on economic philosophy. This is done neutrally with no scripture verse support or proselytizing noted.  An in-depth look is given to the economic significance of the US Constitution, Mayflower Compact and the Bill of Rights. Students will briefly examine the impact of the industry, railroads, progressive education, unions, the New Deal, welfare, immigration, private organizations and “trickle-down economics.” Chapter 3 reviews contemporary economic issues including banking, creditors, credit cards, checking accounts, debt, impulse buying, mortgages, dividends, stock market, collateral, loans, bankruptcies, insurance, real estate, gross and net income, inflation, IRAs and 401Ks, tax audits, and much more.  Students are also introduced to the pros and cons of starting and operating a small business, along with post high school options: college, trade school, and military.

      A captivating look at the foundations of economic philosophy that will appeal to students-especially those without a desire to study the math and deeper theories of economic thought. All texts and activity books are softcover. ~Deanne

  • Item #: 067046
    Retail: $12.99
    Rainbow Price: $9.95

     The Numbers set has cards with numbers 0-9 and a few cards with common shapes

  • Item #: 064916
    ISBN: 9781936266661
    Retail: $13.59
    Rainbow Price: $9.50

      This set includes the Essential Number Cards (#47337) and Subitizing Activity Cards (#64936).

    Essential Number Cards are small (2.5" x 3.5") with rounded corners; black on white backgrounds. Set includes: Number Cards from 0 9 (4 sets); Number Words 0 9 (1 set); Ten frames (two sets of 0 10); dots cards 0-9 (2sets); +, -, x, , =, ˂ and ˃ (2 sets printed in red). Also includes activity suggestions to reinforce counting, number recognition, relative position, number bonds, making 10, and writing number sentences.

      Subitizing Activity Cards are a set of thirty-eight 4.75” x 7.75”, two-sided activity cards. Subitizing means, “knowing how many without counting,” and these dot cards are formatted in different ways to help students recognize two through ten at a glance. Students might see two dots beside each other or two dots at a diagonal; three dots at an angle, three dots in a triangle format, or three dots forming a right angle. On the reverse of every card is the number and the number word. ~ Donna

     

  • Item #: 055864
    Retail: $9.99
    Rainbow Price: $7.99
    Learn to tell time with this cooperative card game. Set includes a clock with movable hands, plus 2 decks of cards. The "Move the Clock" cards show increments of time digitally and written out, such as "0:45/forty-five minutes". The "Time" cards show different times that may appear on a clock, like "1:10/ten past one". The goal is to get the clock to match the time on the "Time" cards, by playing the "Move the Clock" cards and moving the clock's hands accordingly. Players work together to match the time without going past. A fun and educational way to practice time-telling! ~ Lisa
  • Item #: 055717
    ISBN: 9781936706297
    Retail: $0.00
    Rainbow Price: $28.00
  • Item #: 052212
    Retail: $19.99
    Rainbow Price: $15.50

    Love electronic games? Need to practice your times tables? This hand-held electronic flash card game helps you learn your 0-12 times tables while encouraging speedy fact recall. The digital display shows multiplication problems in vertical problem format. The player's primary goal is to correctly key in as many multiplication fact answers as possible within 60 seconds. There are two different skill levels for adjustable game play. Level 1 allows you to narrow down your practice to one particular number family. Level 2 presents randomly mixed facts involving all numbers 0-12. For added flexibility, you can choose to turn off the 60 second timer for non-timed practice, plus the device is easy to mute. This disc-shaped electronic flash card measures 4.5" in diameter and requires 3 AAA batteries (not included). ~ Anh

  • Item #: 049326
    Retail: $4.80
    Rainbow Price: $4.25

    This set contains 2 sets of 4 dice for a total of 8 dice. Each die is 10-sided to represent each of the ten digits. The Units die can roll 0-9. The Tens die can roll 00-90. The Hundreds die can roll 000-900. The Thousands die can roll 0000-9000. The dice for different place values are different colors so they are easy to visually distinguish. ~ Anh

    CHOKING HAZARD (1). Not <3yrs.

  • Item #: 048750
    Retail: $0.00
    Rainbow Price: $3.95

    A small reference for students to look at while practicing. It shows upper & lower case letters plus numerals 0-9 in the grid. Glossy cardstock, 5.5x4.25”. 

  • Item #: 047337
    ISBN: 9781936266326
    Retail: $6.99
    Rainbow Price: $4.95

    Small (2.5" x 3.5") with rounded corners; black/red on white backgrounds. Set includes: Number Cards from 0 – 9 (4 sets); Number Words 0 – 9 (1 set); Ten frames (two sets of 0 – 10); dots (0 – 8, and 0-10); +, -, x, ÷, =, ˂ and ˃ (2 sets). Also includes activity suggestions to reinforce counting, number recognition, relative position, number bonds, making 10, and writing number sentences. ~ Janice

  • Item #: 045746
    Retail: $0.00
    Rainbow Price: $39.95

    This is a set of 108 color-coded cards with digits 1-9, 10-90, 100-900, and 1000-9000. The cards lay on top of each other to form 4-digit numbers when doing place value work. Printed in red, green and blue which are characteristic of Montessori manipulatives and comes in a partitioned wooden tray with sliding cover.

  • Item #: 038279
    Retail: $9.95
    Rainbow Price: $8.95

    Whaaaat? – you might ask. Except for knowing that this is somehow involved with place value, it’s hard to envision what this might be from its name. However, trust me; it’s a handy little gadget that can be used to illustrate and to help students with beginning calculations in the often confusing world of place value. What you have is a set of five stacking yellow plastic cups. The bottom cup has an up-pointing arrow on the edge. The next cup is the thousands cup and has red digits 0-9 along the edge; each digit followed by three zeroes up the side of the cup. The next three cups are like this one with green (hundreds), light blue (tens) and dark blue (ones). Perhaps a bit hard to imagine, it’s never-the-less a clever way to demonstrate place value. When the cups are stacked and held sideways in your hand, they twist and you can form numbers starting with the arrow on the left. Rotating the cups clockwise shows addition and counter-clockwise shows subtraction. Starting simply by using just the tens and ones cup, you can begin to get a feel for the whole process. A brief how-to instruction sheet gives you the basics and then you’ll be ready to use this simple device for number sense problems, adding/subtracting and skip counting. I have to admit to being a bit confused by the grade level designations. The manufacturer says 5th grade and up. However, the device seems simple enough and the demonstrated concepts are often introduced at a much younger level – say 2nd/3rd grade. ~ Janice

  • Item #: 036950
    Retail: $31.99
    Rainbow Price: $14.54

    A great tool for the visual and kinesthetic learner, the Place Value Abacus can take some of the confusion out of teaching/learning place value concept. This set includes 3 stands (each holds 3 pegs), 9 pegs, 81 beads, and 9 sets of 0 through 9 number tiles. There is a small ledge on the front of each stand on which to place the number tiles. Place one tile next to each peg and children can make the association between the digit and the number of beads placed on that peg. Use each stand separately to practice up to 3 digit numbers or connect the stands to practice larger numbers. There are no decimals included with the set, but you could make your own and place them appropriately on the ledge to practice decimal places less than one (tenths, hundredths, thousandths). ~ Donna

  • Item #: 034870
    ISBN: 9780769663098
    Retail: $2.95
    Rainbow Price: $2.50

    Set of 54 flashcards (5 ¼" x 3 ¼"). Each is the thickness of a regular playing card, has rounded edges, a glossy finish, and is printed in full color. Set includes cards with the digits 0-25 plus cards with number words (zero to twenty-five) plus two instruction cards with game suggestions like match-up, ordering, and war along with a rundown of skills being developed. Use them to play games, alongside your curriculum, or just let your littles play with them as they learn.