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Warm Glow
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Catch 3 fireflies, then 4 more.
The number above each jar counts as you catch.
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Firefly Jars

Catch fireflies into two jars, join them in the big jar, then build the equation yourself. Drag a firefly — or tap it, then tap a jar.

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Teacher's Guide: Firefly Jars

Firefly Jars is an adding-two-groups game for Kindergarten and Grade 1. Students catch a group of fireflies into one jar, then catch that many more into a second jar, join both jars in the big jar, and finally build the equation themselves from number tiles — no equation is shown until they make it. The count above each jar ticks up as they drag and turns red if they overfill, so counting out an exact amount is the child's job, not the game's. Five levels move from totals within 5 up to bridging ten and missing-addend problems. A round is five questions and takes about two minutes.

What Students Practice

  • Counting out an exact number of objects one at a time, and stopping at the right number
  • Joining two groups to find how many there are in all
  • Hearing and using the language of addition — four fireflies, four more fireflies, joined together
  • Writing the equation themselves: which number goes first, what the plus sign records, what the total means
  • Reading a group arranged in fives, so 7 is seen as 5 and 2 rather than counted from one
  • Finding a missing addend, and noticing that 3 + 4 and 4 + 3 land on the same total

Standards Alignment

  • CCSS.MATH.K.OA.A.1 — Represent addition with objects, drawings, and actions
  • CCSS.MATH.K.OA.A.2 — Solve addition word problems within 10 using objects or drawings
  • CCSS.MATH.1.OA.A.1 — Solve add-to and put-together problems within 20
  • CCSS.MATH.1.OA.B.3 — Apply the commutative property of addition
  • CCSS.MATH.1.OA.D.8 — Determine the unknown number in an addition equation

Classroom Tips

  • Pair it with real counters first: have students build 3 and 4 more with cubes, then repeat it on screen so the digital version reinforces the concrete one
  • Use the game's wording out loud — "four, and four more" — so the plus sign arrives already attached to a meaning
  • Ask "how did you know?" after the total appears — listen for counting on from the bigger group instead of starting at one
  • Level 3 (Over the Ten) is the right stopping point for most first graders in fall; save it for after ten-frame work
  • Level 5 (Missing Glow) works well as a small-group task where students predict the missing number before they catch a single firefly
  • Five questions is a short center rotation or a warm-up; progress dots at the top show how far a student has gotten
How long does one session take?

Each level is five questions and runs about two minutes. Students who count every firefly one by one may take closer to three, which is still a good fit for a warm-up or a center rotation. Four correct out of five unlocks the next level.

What grade range is this for?

Levels 1 and 2 suit Kindergarten and early Grade 1 (totals within 5, then within 10). Levels 3 through 5 target Grade 1, covering totals past ten, the commutative property, and missing addends. Grade 2 students who are still shaky on facts within 20 can use levels 3 and 5 as a quick fluency refresher.

Does it work without a mouse or on a touchscreen?

Yes. Dragging works with a finger, a stylus, or a mouse. Students who find dragging hard can tap a firefly to select it and then tap the jar they want it in — the same move works for pouring and for the number tiles, so nothing is locked behind fine motor control.

What happens when a student answers wrong?

The number tile bounces back with no penalty beyond losing the streak. On a second miss the game points them at the evidence rather than the answer: for the two addends it flashes the count still showing above that jar, and for the total it lights the fireflies in the big jar one at a time with a number above each, so the student finishes the count themselves.