Breadcrumbs

 This is a simplified version for SLS https://vle.learning.moe.edu.sg/community-gallery/lesson/view/4913b079-052e-484d-a60c-f4807631b004

 

 

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Credits

lookang; Francisco Esquembre; Felix J. Garcia Clemente; designed by Theresa Heng

Source 1: Excerpts from "Add to Twenty Game SLS version 20200420"

  • Title and Author: Add to Twenty Game SLS version 20200420, by lookang; Francisco Esquembre; Felix J. Garcia Clemente; designed by Theresa Heng.
  • Copyright: © 2020, lookang; Francisco Esquembre; Felix J. Garcia Clemente; designed by Theresa Heng.
  • Technical Information: Compiled with EJS 6.1 BETA (200414).
  • License: Released under a license (details not specified in the excerpt).

Key Takeaways from Source 1:

  • This source primarily provides attribution and technical information about the specific version of the "Add to Twenty Game" applet for the Singapore Student Learning Space (SLS).
  • It acknowledges the various individuals involved in its creation, including the original designer and the developers who compiled it using the Easy JavaScript Simulations (EJS) toolkit.
  • The copyright year indicates the recency of this specific version.

Source 2: Excerpts from "SLS Target Math Addition Game JavaScript HTML5 Applet Simulation Model, based on Card Game from Theresa Heng - Open Educational Resources / Open Source Physics @ Singapore | Open Educational Resources / Open Source Physics @ Singapore"

  • Title and Context: This source identifies the applet as the "SLS Target Math Addition Game JavaScript HTML5 Applet Simulation Model," explicitly stating it is based on a card game concept by Theresa Heng and is part of the Open Educational Resources / Open Source Physics @ Singapore initiative.
  • Accessibility: Provides an embed code (<iframe width="100%" height="100%" src="https://iwant2study.org/lookangejss/math/ejss_model_racetotwentySLS/_racetotwentySLS_Simulation.xhtml " frameborder="0"></iframe>) for embedding the model in a webpage.
  • App Links: Offers links to Progressive Web App (PWA) and native mobile app versions on Google Play and the Apple App Store under the name "race-to-twenty-card-game-for-fun-learning-addition."
  • Learning Goals: Explicitly states the learning objectives:
  • "improve on your mental computational skills on addition"
  • "use problem solving skills, such as guess and check and logic, to find a strategy to win"
  • Game Description and Instructions (Challenge 1: Target 20):Objective: "The winner is the first player to reach the target sum of 20."
  • Players: 2 (Player Red and Player Blue).
  • Materials: Only the interactive game board; no pen, paper, or calculator allowed, emphasizing mental calculation.
  • Gameplay: Players take turns clicking on any one of their own number cards (implied to be 1 to 5 in Challenge 1), which are added to a running sum in the center. The same card can be chosen multiple times.
  • Winning Condition: The first player to reach exactly 20 wins. Players can choose to show or hide the score.
  • Educational Applications:Suitable for practicing mental addition of whole numbers.
  • Can be played at home as homework or in class on iPads or mobile phones.
  • Encourages collaboration and strategy development when played in groups.
  • Can be used as a reward for students who have completed their work.
  • Teachers can modify the activity for different learning objectives by changing the target sum or the number of cards.
  • While appearing simple, it can be adapted for upper primary students with increased difficulty.
  • Focus on Strategy: The game encourages students to "discover the strategy to be a sure winner regardless of being the 1st Player or 2nd Player." Key questions are posed to prompt strategic thinking, such as "Is 1st player always the winner?" (Answer: "Not necessary, both 1st or 2nd player can win the game if you know the strategy to win.")
  • Strategy Explained (Challenge 1):The "Strategy to Win" involves working backwards from the target sum by considering the highest and lowest possible card values (5 and 1 in Challenge 1).
  • The formula provided is: Target Sum to achieve = T - (H + L).
  • For Target 20 with cards 1 to 5, the key running totals to aim for are 2, 8, and 14.
  • Example: "You need to achieve the target sum, 14 whereby your opponent's next move will only reach maximum of summing total as 19 so that your last move will reach the goal of target sum 20."
  • Challenges: Mentions "3 challenges with increasing level of difficulty," with Challenge 1 focusing on the target sum of 20 using cards 1 to 5.
  • Recording Gameplay: Suggests students record the numbers chosen by each player over four games to analyze patterns and strategies.
  • Connecting to Algebraic Thinking: Presents simple algebraic equations (A + B + C = 20) to further explore number combinations related to reaching the target sum.
  • "About" Section:Reiterates the game's purpose: "This card game designed to help understand how to always be the first person to reach 20 by allowing students to develop their own thinking about the rules of reaching twenty."
  • Provides a more general formula for the winning strategy: "(end-start) - n -1", where 'end' is the target, 'start' is the beginning number, and 'n' is the largest card number.
  • Gives an "AI step" formula: "end - i*(n+1)" to find the key target numbers to reach (e.g., 2, 8, 14 for Target 20 and cards 1-5).
  • Customization: Notes that gameplay can be made more challenging by varying the target end number, start number, number of cards available, and allowing only odd or even number cards for specific players.
  • Links to More Resources: Provides a link to the Open Source Physics @ Singapore website for additional interactive resources.
  • Acknowledgement: Credits Theresa Heng for the original card game concept and acknowledges the contributions of numerous individuals in the Open Source Physics community.
  • Links to Social Media: Includes links to Facebook, Twitter, YouTube, and a blog for the project.
  • Numerous Other Resources: The "end faq" section lists a vast array of other interactive simulations and resources available through Open Source Physics @ Singapore, covering various subjects beyond mathematics. This highlights the broader scope of the platform.

Main Themes and Important Ideas:

  • Interactive Learning Tool: The "Add to Twenty Game SLS" is designed as an interactive digital tool to engage students in learning and practicing mental addition.
  • Gamification of Learning: By presenting addition as a game, it aims to make the learning process more enjoyable and motivating for students.
  • Focus on Mental Computation: The game explicitly prohibits the use of calculators or writing materials, forcing students to rely on mental calculation skills.
  • Development of Problem-Solving Skills: The game encourages students to employ strategies like guess and check and logical reasoning to find effective ways to win.
  • Understanding Winning Strategies: A key pedagogical goal is for students to discover the underlying mathematical strategies that guarantee a win, rather than relying solely on chance.
  • Adaptability and Differentiation: The game offers multiple challenges with increasing difficulty and can be further customized by teachers to suit different learning needs and objectives.
  • Integration with SLS: The "SLS" in the name and the embed code clearly indicate its intended use within the Singapore Student Learning Space platform.
  • Open Educational Resources: The project is part of the Open Educational Resources / Open Source Physics @ Singapore initiative, emphasizing the availability and potential for adaptation of these materials.
  • Based on a Physical Game: The digital applet is based on an original card game concept, highlighting the potential for translating effective physical learning activities into interactive digital formats.
  • Collaborative Learning: The game can be used to facilitate collaborative learning in classrooms, with students working together to devise winning strategies.

Quotes Highlighting Key Ideas:

  • On the game's purpose: "This is an interactive game to be played by two players. It is designed to help students practise their mental computation on additions of whole numbers."
  • On the learning goals: "In this game, you will learn to improve on your mental computational skills on addition, use problem solving skills, such as guess and check and logic, to find a strategy to win."
  • On the objective of Challenge 1: "The winner is the first player to reach the target sum of 20."
  • On the restriction on tools: "no pen, paper or calculator is allowed for calculation."
  • On the strategy to win: "To be a sure winner, players need to work towards the target sum by selecting the correct card that adds to that total."
  • On the key target sums: "Hence to be a sure winner, players need to achieve the running total of 2, 8 or 14 when during their turn to choose a number card."
  • On the general winning strategy: "The hint is to always win, you need to reach (end-start) - n -1 , which is 8 so that whatever the next move by the opponent ranging from 1 to 11, you can place your next card to reach end =20!"
  • On the adaptability of the game: "Game play can be made more challenging by varying target end number from default 20 to 40 for example... number of cards available to players, default is 11... odd numbers card only for player 1 or 2... even numbers cards only for player 1 or 2."

In conclusion, the "Add to Twenty Game SLS" is a well-designed interactive tool aimed at enhancing primary school students' mental addition skills and problem-solving abilities through engaging gameplay. Its integration with the SLS platform and its foundation in open educational resources make it a valuable asset for educators in Singapore. The game's emphasis on discovering winning strategies encourages deeper mathematical thinking beyond simple calculation.

 

Add to Twenty Game Study Guide

Quiz

  1. What is the primary objective of the "Add to Twenty" game as described in the sources?
  2. According to the instructions, how many players are required for Challenge 1 of the game? What materials are permitted for calculation during gameplay?
  3. Explain the process of how the running sum is calculated as the game progresses. Provide a brief example based on the rules.
  4. What is the target sum for Challenge 1 of the game? What are the range of numbers available on the cards for this challenge?
  5. The sources mention a "strategy to win" the game. Briefly describe the core principle behind this winning strategy for Challenge 1.
  6. What specific target sums should a player aim to reach during their turn in Challenge 1 to increase their chances of winning, according to the provided strategy?
  7. How can teachers use this "Add to Twenty" game in a classroom setting, according to the text? Provide at least two examples.
  8. Besides Challenge 1, what other ways can the game be made more challenging, as suggested in the "About" section? Give at least two examples.
  9. Who are credited as the original conceptualizer and the developers who turned the card game into an interactive digital version?
  10. What is the underlying mathematical skill that the "Add to Twenty" game is primarily designed to help students practice and improve?

Quiz Answer Key

  1. The primary objective of the "Add to Twenty" game is for the first player to reach a target sum of 20 by taking turns adding the values of chosen number cards to a running total. The game is designed to help students practice mental computation.
  2. Challenge 1 requires two players, referred to as Player Red and Player Blue. The materials permitted for calculation are only mental calculation; no pen, paper, or calculator are allowed during gameplay.
  3. Players take turns clicking on one of their number cards, and the chosen card's value is added to the current running sum. For example, if Player Red chooses a '5' and Player Blue chooses a '1', the sum becomes 6. If Player Red then chooses a '3', the sum becomes 6 + 3 = 9.
  4. The target sum for Challenge 1 is 20. The number cards available to each player in this challenge contain the numbers 1 to 5.
  5. The core principle of the winning strategy involves working backward from the target sum to identify key intermediate sums that a player should aim to reach during their turn. By reaching these sums, the player can control the game and force their opponent into a position where the player can ultimately reach the target.
  6. According to the strategy provided, to be a sure winner in Challenge 1, players need to achieve running totals of 2, 8, or 14 during their turn to choose a number card.
  7. Teachers can use the game to help students practice mental addition skills, as a reward for completing other work, or as a collaborative activity where students work in groups to discover winning strategies. Teachers can also modify the game by changing the target sum or the number of cards available to align with specific lesson objectives.
  8. The game can be made more challenging by varying the target end number (e.g., increasing it to 40), changing the starting number (e.g., from 0 to 10), or by limiting the types of cards available to each player (e.g., odd numbers only for one player, even numbers only for the other).
  9. Theresa Heng is credited with originally conceptualizing the physical card game. Lawrence Wee, Lead Specialist from Educational Technology Division, developed it into an interactive digital game.
  10. The "Add to Twenty" game is primarily designed to help students practice and improve their mental computation skills involving the addition of whole numbers.

Essay Format Questions

  1. Discuss the pedagogical benefits of using interactive games like "Add to Twenty" for teaching and reinforcing mathematical concepts, particularly mental addition, in primary education.
  2. Analyze the winning strategy for Challenge 1 of the "Add to Twenty" game. Explain the mathematical logic behind the suggested target sums (2, 8, and 14) and how understanding this strategy can enhance students' problem-solving skills.
  3. Compare and contrast the potential learning experiences of students playing the physical card game version of "Add to Twenty" versus the interactive digital version. Consider factors such as engagement, feedback, and opportunities for collaboration.
  4. The sources suggest modifications to the "Add to Twenty" game to increase its difficulty. Elaborate on how changing the target sum, the range of available numbers, or introducing constraints on card selection could impact students' strategic thinking and mathematical reasoning.
  5. Explore the role of open educational resources and platforms like Open Source Physics @ Singapore in the development and dissemination of educational tools like the "Add to Twenty" game. Discuss the potential benefits and challenges of using such resources in educational settings.

Glossary of Key Terms

  • Mental Computation: Performing mathematical calculations in one's mind without the aid of physical tools like calculators or paper and pencil.
  • Target Sum: The specific number that players aim to reach in the game. In Challenge 1, the target sum is 20.
  • Running Sum: The cumulative total of the number cards chosen by both players as the game progresses.
  • Strategy: A plan or set of tactics designed to achieve a specific goal, such as winning the game. The sources discuss a specific strategy to win "Add to Twenty."
  • Interactive Game: A game that involves active participation and feedback from the player, often in a digital format.
  • Whole Numbers: Non-negative integers (0, 1, 2, 3, ...). The game focuses on the addition of these numbers.
  • Trial and Error: A problem-solving method that involves trying different approaches and learning from the results until a solution is found. The game encourages initial learning through this method.
  • Logic: A system of reasoning used to analyze and solve problems. Identifying the winning strategy in the game requires logical thinking.
  • Open Educational Resources (OER): Teaching, learning, and research materials that are freely available and can be used, adapted, and shared without cost or permission barriers. The "Add to Twenty" game is presented as part of OER.
  • Applet: A small application, often written in Java or JavaScript, that runs within another application, such as a web browser. The interactive version of the game is described as a JavaScript HTML5 applet.

App

https://iwant2study.org/lookangejss/math/ejss_pwa_racetotwentySLS/ PWA

 https://play.google.com/store/apps/details?id=com.ionicframework.raceto20  Get it on Google Play

https://itunes.apple.com/us/app/race-to-twenty-card-game-for-fun-learning-addition/id1272553809?ls=1&mt=8

{accordionfaq faqid=accordion3 faqclass="lightnessfaq defaulticon headerbackground headerborder contentbackground contentborder round5"}

AST_Using a target game to practise mental computation involving addition of whole numbers

In this game, you will learn to
  • improve on your mental computational skills on addition 
  • use problem solving skills, such as guess and check and logic, to find a strategy to win

SLS Page 1: Target Game: How to play the game?

Credits: This game was originally conceptualised by Theresa Heng using physical number cards. It was developed into an interactive game by Lawrence Wee, Lead Specialist from Educational Technology Division.

This is an interactive game to be played by two players. It is designed to help students practise their mental computation on additions of whole numbers. Students can play it at home with a family member if it is assigned as homework.
In class, this maths app can be played on iPad or mobile phone. Teachers can assign students to work in groups to challenge one another. Students can collaborate as a group and work out a stretegy to win. 
The objective of the game is to be the first player to reach the target sum when the two players take turns adding the running sum of the number cards chosen. Students to discover the strategy to be a sure winner regardless of being the 1st Player or 2nd Player.
Teachers can use this maths app to reward students in the class who have already completed their work. Teachers can also modify the activity to tie in with their own SLS lesson LOs related to addition of numbers. 
There are 3 challenges with increasing level of difficulty. Students may initially win through trial and error after one or two games in each challenge. At the end of the game, there will be some key questions posted to get students to think of the strategy to be a sure winner. 
This interactive game may appear to be very simple and only meant for Lower Primary students, but it can also be suitable for Upper Primary students if the task assigned to them is to be of different target to reach with different number of cards given.    
Here's how to play the Target Game for Challenge 1
 
Number of Players: 2
 
Material(s): Only the interactive Game board, no pen, paper or calculator is allowed for calculation.
 
Objectives of Challenge 1: 
The winner is the first player to reach the target sum of 20.
 
Rules:
1. This is an addition game for two players; Player Red and Player Blue to decide who to start the game. 
 
2. Players take turns to click on any one of their own number cards with no limit to the number of times the same card has been chosen. The card will automatically be placed on the blank space in the centre row, from left to right.
 
3. Players will add quietly the sum of the cards that appear in the centre row through *mental calculation. For example if the two cards chosen by the two players are 5 and 1, then the sum will be 6.
 
4. Game continues with players taking turns to add the running sum of the chosen number cards. For example, if the next 2 cards are 3 and 1, then the total will be 6 + 3 + 1 = 10
 
5. The first player to reach the target sum of 20 wins the game!    
 
(*Players can decide to show or hide the score if they agree.)
 
Refere to the pictures below to understand the functions of the different buttons before you start to play.

 Challenge 1: Target 20 with Cards 1 to 5

 

Let students enjoy the game through trial and error to win. They have to keep a record to investigate the number chosen by each play for each move. Does first Player always win/lose?
 
Game No.
1st Player's Number Chosen
2nd Player's Number Chosen
1st Player's Number Chosen
2nd Player's Number Chosen
1st Player's Number Chosen
2nd Player's Number Chosen
1st Player's Number Chosen
2nd Player's Number Chosen  
1                  
2                  
3                  
4                  
 
After playing Challenge 1, if students discover the strategy to win, let them apply the strategy for Challenge 2 and Challenge 3 as the level of difficulty increases.
 
 
 
 
Question: Is 1st player always the winner?
Answer: Not necessary, both 1st or 2nd player can win the game if you know the strategy to win.
 
 
Strategy to Win:
To be a sure winner, players need to work towards the target sum by selecting the correct card that adds to that total.
To calculate the target sum:
 
Challenge 1
To reach the Target Sum of 20, here is the formula: T - (H + L)
where Target Sum, T = 20, Highest Number Card, H = 5, Lowest Number Card, L = 5
Let's work backwards to discover:
Before reaching 20, Target Sum to achieve = 20 - (5 + 1) = 14
Before reaching 14, Target Sum to achieve = 14 - (5 +1) = 8
Before reaching 8, Target Sum to achieve = 8 - (5 +1) = 2
Hence to be a sure winner, players need to achieve the running total  of 2, 8 or 14 when during their turn to choose a number card. 
 
Explanation:
Target Sum to achieve =  20 - Highest Number - Lowest Number 
You need to achieve the target sum, 14 whereby your opponent's next move will only reach maximum of summing total as 19 so that your last move will reach the goal of target sum 20.
For example:
14 + 5 (Opponent's number) = 19  then your last move is 1 to reach 20
or    14 + 4 (Opponent's number) = 18 then your last move is 2 to reach 20
or    14 + 3 (Opponent's number) = 17 then your last move is 3 to reach 20
or    14 + 2 (Opponent's number) = 16 then your last move is 4 to reach 20
or    14 + 1 (Opponent's number) = 15 then your last move is 5 to reach 20
 
Are you ready for Challenge 1?
1. Remember to click reset to start a new game.
2. Select Challenge 1 and the colour cards to be 1st player to start the game.
3. All number cards can be chosen more than once.
 
Please take turns to be the first player when playing with your family member.
Record the number chosen by each player until the target sum of 20 is reached for the 4 games in the table below.
How many games did you win?
Is the winner always the 1st player? What do you think?
 
Game No.
1st Player's Number Chosen
2nd Player's Number Chosen
1st Player's Number Chosen
2nd Player's Number Chosen
1st Player's Number Chosen
2nd Player's Number Chosen
1st Player's Number Chosen
2nd Player's Number Chosen        
1                        
2                        
3                        
4                        
Out of the 4 games, I won _________ times.
 
What do you notice about the running sum of the winner's last move?
Let's fill in the following blanks to understand how to win the game.

 

Let's study the the following number equations,   A + B + C = 20
 
Case 1:         If B = 1,  C = 5,  then   A  +  1  +  5 = 20, so A is  
                     
Case 2:             +   2  +  4  =  20
 
Case 3:             +   3  +  3  =  20
 
Case 4:             +   4  +  2 =  20
 
Case 5:             +   5  +  1  =  20  
 
Are all your answers the same? How is this answer related to the Target Game?

 

About

About
This card game designed to help understand how to always be the first person to reach 20 by allowing students to develop their own thinking about the rules of reaching twenty.

Let assume end in the last number, say 20
Start is the beginning number say 0
largest card number is say, n = 11 for both RED and BLUE players.

The hint is to always win, you need to reach (end-start) - n -1 , which is 8 so that whatever the next move by the opponent ranging from 1 to 11, you can place your next card to reach end =20!

Another example is
Let assume end in the last number, say 20
Start is the beginning number say 0
largest card number is say, n = 5 for both RED and BLUE players.
So the AI step is = end - i*(n+1),
so stepAI[0] = 20 -0*(5+1) = 20
stepAI[1] = 20-1*(5+1) = 14
stepAI[2] = 20-2*(5+1) = 8
stepAI[3] = 20-3*(5+1) = 2
so to win, try to land on 2, followed by 8, followed by 14 and lastly to win 20!
enjoy!

Game play can be made more challenging by varying target end number from default 20 to 40 for example.
start number from default of 0 to 10 for example
number of cards available to players, default is 11
odd numbers card only for player 1 or 2
even numbers cards only for player 1 or 2

more resources can be found here
https://sg.iwant2study.org/ospsg/index.php/interactive-resources/mathematics

Interesting Fact
This app is created to support playing of adding up in creative and challenging ways.

Acknowledgement
This physical card game was originally shown to me and conceptualized by Theresa Heng.

My sincere gratitude for the tireless contributions of Francisco Esquembre, Fu-Kwun Hwang, Wolfgang Christian, Félix Jesús García Clemente, Anne Cox, Andrew Duffy, Todd Timberlake and many more in the Open Source Physics community.

Network Learn together?
FaceBook Fan Page: https://www.facebook.com/Open-Source-Physics-Easy-Java-Simulation-Tracker-132622246810575/
Twitter: https://twitter.com/lookang
YouTube: https://www.youtube.com/user/lookang/videos
Blog: http://weelookang.blogspot.sg/
Digital Library: https://sg.iwant2study.org/ospsg/

 

Sample Learning Goals

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For Teachers

[SIMU_TEACHER]

Software Requirements

[SIMU_SWREQ]

Translation

[text]

Research

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Video

 

Credits

[SIMU_CREDITS]

Version:

https://weelookang.blogspot.com/2020/04/sls-target-math-addition-game.html

Other Resources

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Frequently Asked Questions: Add to Twenty Game

1. What is the "Add to Twenty" game and what is its purpose?

The "Add to Twenty" game is an interactive, two-player mathematics game designed to help students practice and improve their mental computation skills in addition of whole numbers. The objective of the game is for a player to be the first to reach a target sum of 20 by taking turns adding numbers (from a set of cards) to a running total. It also encourages the development of problem-solving skills, such as strategic thinking and working backwards, to discover a winning strategy.

2. How do you play the "Add to Twenty" game (Challenge 1)?

Two players (Red and Blue) take turns clicking on any one of their number cards (initially cards with values 1 to 5). The chosen card is added to a running sum, which both players keep track of mentally. The first player to make the running sum exactly 20 wins the game. Players can choose the same number card multiple times. No pen, paper, or calculator is allowed for calculation, emphasizing mental computation.

3. Is there a strategy to always win the "Add to Twenty" game?

Yes, there is a strategy to increase your chances of winning. The key is to work backwards from the target sum (20) considering the range of numbers your opponent can add in their turn (in Challenge 1, this is 1 to 5). By strategically aiming to reach certain "safe" totals during your turn, you can force a win.

4. What are the "safe" target sums to aim for in Challenge 1 to guarantee a win?

In Challenge 1 (target sum of 20, cards 1 to 5), the safe target sums to aim for are 2, 8, and 14. If you reach these totals on your turn, you can ensure that no matter what number your opponent adds (1 to 5), you will be able to reach 20 on your next turn. The formula to find these winning steps is: Target Sum - i * (Highest Number Card + Lowest Number Card), where 'i' starts from 0 and increases. For Challenge 1: 20 - 0*(5+1) = 20 (the final target), 20 - 1*(5+1) = 14, 20 - 2*(5+1) = 8, 20 - 3*(5+1) = 2.

5. Can the game be made more challenging?

Yes, the game's difficulty can be increased in several ways. The target sum can be changed (e.g., to 40), the range of number cards available to players can be altered (e.g., using cards up to 11), and even the starting number of the running sum can be modified. Additionally, restrictions could be placed on the types of numbers each player can use (e.g., one player uses only odd numbers, the other only even numbers).

6. Who created the "Add to Twenty" game and what are the credits associated with it?

The original concept for this card game was conceptualized by Theresa Heng using physical number cards. It was developed into an interactive digital game by Lawrence Wee from the Educational Technology Division. The specific "SLS version 20200420" and the JavaScript HTML5 applet simulation model were created by lookang, Francisco Esquembre, and Felix J. Garcia Clemente, based on Theresa Heng's original design. The development utilized the Easy JavaScript Simulations (EJS) Toolkit.

7. For what age group or educational level is the "Add to Twenty" game suitable?

While the initial Challenge 1 with a target of 20 and cards 1 to 5 is suitable for Lower Primary students to practice basic addition, the game can be adapted for Upper Primary students as well by increasing the target sum or the range of cards. Teachers can also use it to reinforce learning objectives related to addition and strategic thinking.

8. Where can I access and play the "Add to Twenty" game?

The "SLS Target Math Addition Game JavaScript HTML5 Applet Simulation Model" can be accessed via a web browser through the provided embed link: <iframe width="100%" height="100%" src="https://iwant2study.org/lookangejss/math/ejss_model_racetotwentySLS/_racetotwentySLS_Simulation.xhtml " frameborder="0"></iframe>. It is also available as a Progressive Web App (PWA) and as mobile apps on the Google Play Store and Apple App Store (links provided in the source). The simplified version for SLS can be found at https://vle.learning.moe.edu.sg/community-gallery/lesson/view/4913b079-052e-484d-a60c-f4807631b004.

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