PCI TouchMoney
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Students will love learning to count money with the TouchMoney method. All TouchMoney products can be used together. The Game, Big Coin Activities, Worksheets, and Software meet a variety of learning styles and can be used in different teaching settings, including small group, whole classroom, and one-on-one tutorial.
Item# LR11223
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Students learn to count "TouchPoints" on nickels, dimes, and quarters to determine the value of the coins. Each TouchPoint equals five cents. Pennies are "TouchCounted" last since they are worth one cent each.
TouchCounting is taught in six simple steps:
- Learning to count by 1's and 5's and to recognize money symbols.
- Identifying each type of coin and its value.
- Learning the location of TouchPoints on each type of coin.
- TouchCounting coins using marked TouchPoints.
- TouchCounting coins without the TouchPoints drawn on the coins.
- TouchCount Shopping: TouchCounting coins to "buy" various "real-life" items.

Big Coin Activities
Students use the 28 large Punch-Out “Big Coins” (included) to complete the activities. “Big Coins” with and without TouchPoints are provided for the nickel, dime, and quarter. Since pennies are not counted using TouchPoints, only one set of pennies is included. The 16-page Teacher’s Guide provides a multitude of extension activities, game ideas, and reproducibles for teaching and reinforcing each of the six steps of the TouchMoney process.
- Components: 28 large Punch-Out “Big Coins” and a Teacher’s Guide with extension activities

Game
Students practice finding the total values of various groups of coins shown on draw cards (with TouchPoints) and realistic coins (without TouchPoints) drawn from the money tray in the center of the game board. Players TouchCount no more than six coins at a time. Total values do not exceed $1.00. This visually appealing, “hands-on” game is perfect for students who have at least a basic understanding of the TouchMoney method.
GAME PLAY
Each player rolls a game die and moves the indicated number of spaces. Then, the player either draws a card or rolls a die to determine the number of realistic coins to count. If the player draws a card, he or she will find the value of the group of coins shown by TouchCounting the TouchPoints on the coins. If the player rolls a die, he or she will draw the given number of realistic coins from the money tray. The player will then visualize the TouchPoints on the coins and will TouchCount to find the total value.
TWO LEVELS
Students who are just beginning to learn how to TouchCount should use the 1, 2, 3 game die so that they will count no more than three realistic coins at a time. Students who have a solid understanding of the method can use the standard game die, TouchCounting up to six realistic coins at a time.
Includes:
- Game Board with colorful icons to assist nonreaders
- Teacher’s Guide
- 100 plastic Realistic Coins
- 25 pennies
- 25 nickels
- 25 dimes
- 25 quarters
- Plastic Money Tray
- 60 Draw Cards
- Standard Game Die
- A 1, 2, 3 Game Die
- Playing Pieces

Worksheets
Students learn to count "TouchPoints" on nickels, dimes, and quarters to determine the value of the coins. Each "TouchPoint" equals five cents. Pennies are "TouchCounted" last since they are worth one cent each.
SIX-STEP PROCESS
"TouchCounting" is taught in six simple steps:
- Learning to count by 1's and 5's and to recognize money symbols
- Identifying each type of coin and its value
- Learning the location of TouchPoints on each type of coin
- TouchCounting coins using marked TouchPoints
- TouchCounting coins without the TouchPoints drawn on the coins
- TouchCount Shopping: TouchCounting coins to "buy" various "real-life" items
ACTIVITIES AND GAMES
After students learn each step, they complete numerous practice activities for reinforcement. Each lesson includes reproducible activity sheets and extension activities. A Money Games section is provided at the end of the binder for additional "hands-on" TouchCounting practice.
Includes:
- Over 150 reproducible Activity Sheets
- Punch-out Demonstration Coins with and without TouchPoints
- A zippered Storage Bag for demonstration coins
- Lesson Plans
- Assessments
- Answer Keys

Software
Following the same order of steps taught in the worksheets, this software program uses a combination of teaching activities and games to help students master the TouchCounting method. As students complete each step and play its corresponding game, they learn to successfully count any combination of coins.
HOW IT WORKS
The main menu guides students to complete the steps of the program in order. Once students show their mastery of counting by 1’s and skip-counting by 5’s in the first activity, they move on to identifying coins and their values and then learning to TouchCount coins. Activities 2-5 are each followed by a game that reinforces the knowledge students have gained.
Game Titles:- Money Tic Tac Dough
- Money Match
- Coin Concentration
- TouchPoint Bingo
As students progress through the activities, they hear the sound of coins clicking as they “earn” money for answering correctly. This money is used in TouchMoney Market, the final activity of the program. Students shop at one of two stores where they use their “earned” money to buy items.
TUTORIAL Can be accessed for a review of a step if a student needs clarification. Specific examples are provided in the tutorial to guide the learner and further explain the step.
ASSESSING PROGRESS Teachers can access an individual progress chart to see student scores. The last two scores for an activity are shown on the progress chart.
System Requirements
Windows: 95/98SE/NT/2000/XP/VISTA Mac: OS 9/OS X/Mac-Intel

Complete Kit
Includes the entire TouchMoney series.
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