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How does the student account work for Pre-K through Grade 2?
How does the student account work for Pre-K through Grade 2?

Learn more about the student account for Pre-K through Grade 2

Lera avatar
Written by Lera
Updated over a week ago

Different Storylines for Different Grades

Upon entering their account, students find themselves in a world full of unique settings, fun characters, and - of course - plenty of math!

Pre-kindergarten and kindergarten students will follow their curriculum through the Dino Universe. It’s an exciting world of outer space and dinosaurs.

Older students of grades 1 and 2 will walk their way through a Wonder Factory. Let’s look at some highlights from these math adventures! If you also have students enrolled in grades 3, 4 and 5, please check this guide on how their student account works.


Grade 1-2

First Step - Tutorial

To show students how to use Happy Numbers, we guide them through a quick tutorial. With just a few clicks, their friend Dino shows them how to move through their new world of math learning.

Placement Test

Next, all K-5 students need to take a Placement Test. To ensure accurate test results, Dino asks students to stay focused and answer questions thoughtfully. The test consists of 20 multiple-choice items for each grade level and covers the skills and concepts associated with the Happy Numbers curriculum for the previous and current grade level.

Individual Pathway

According to the Placement Test results, each student is automatically assigned an individual program to move them toward next-grade readiness. There’s no need for teachers to assign the curriculum manually (but you can always customize assignments - see how).

As soon as the Placement Test is completed, students are placed on a map with various locations from which to choose (outer space for PK-K, a Wonder Factory for grades 1-2, or a whole magical world for grade 3). Students earn rewards for solving math tasks in each location. Depending on their grade, it could be hatching a baby dinosaur, acquiring a gizmo, or accessing a magic item for their quest. To earn a reward, a student must complete all tasks in that location.

The number of tasks in a location is determined by the Weekly Target (set by default to 45 minutes, but adjustable by the teacher) and by the individual pathway assigned to the student (so these may differ among students). The average student should be able to complete the tasks in a given location and earn a reward each week.

Adjusting the Weekly Target

Teachers can adjust the Weekly Target for all students or for individuals. To do so, open the teacher account and go to the Control Panel. Here, the Weekly Target sets the time expected for students to complete the tasks in a location and earn a reward. For example, to require more time for students to level up, increase the Weekly Target to 60 min. This means that an average student will need to spend 60 minutes to complete the tasks in one location and move to another (for example, to open a new room in the Wonder Factory). We strongly recommend setting a Weekly Target that ensures every student will be able to achieve it in a week and earn the reward.

We wish happy learning to your math universe explorers!

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