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In this Cyberchase activity, learners play a game where zero can help them win--or make them lose! Learners roll the die and place a zero in the tens or ones place.

free Ages 8 - 11 5 to 10 minutes
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In this online activity, learners crack the special code imprinted on envelopes to help the U.S. Postal Service deliver the mail.

free Ages 8 - 14 5 to 10 minutes