Title: The
Clue Finders' Math ages 9-12
Overall Rating:
B
Source: The
Learning Company
Playing Time: Finishing
one round of clues takes about 40 minutes.
Date: 3/24/99
Cost: $29.95
http://www.learningco.com/
Number of Players: 1
(students could work together on the problems if bigger groups were
necessary)
Special Equipment/Facilities Needed:
Either Windows
95/98, Windows 3.1, or a Macintosh, and voice
compatibility.
Subject Area: Math
Objectives: Solid
foundation of upper elementary mathematics skills (i.e. whole number
computation,
fractions and decimals, geometry and measurement, and charts, graphs, and
tables.
Brief Description: The
students must figure out who stole what article and from where. In
order to get the clues to eliminate the suspects, possible locations, and
artifacts, they have to correctly solve different
problems.
Entry Capabilities Required: Small
foundation of basic skills (addition, subtraction, multiplication, and
division), concepts of graphing (line graphs and bar graphs), basic notions
of geometric shapes, and concepts of measurement.
Rating: (1-5)
Relevance to objectives: 5-
Each problem was directly related to the objectives.
Provides practice of relevant skills:
2- The students only had to
solve one problem in order to get the clue and if you made a mistake, it
will not tell you, it will just not let you go forward in the
program.
Likely to arouse/maintain interest:
4- Once the students understand
the game, it seems to be very fun and amusing.
Likely to be comprehended clearly:
3- It will take the students
a while to understand the point of the game and exactly how it
works.
Technical quality (durable, attractive):
5- Excellent graphics and
sound effects.
Game: Winning dependent on player actions (rather
than chance): Winning
depended on players actions, but you can't loose, it will not let you go
any farther, so kids may quit it very easily.
Simulation: Validity of game model (realistic,
accurate depiction): 3-
The students are on a huge hunt for missing things and they play mathematical
games (like tetra) that they would never do in real life.
Evidence of effectiveness (e.g. field-test
results):
The Learning Company itself
seems to be quite successful. They have numerous games and programs
for computers out there and they span all ages and disciplines.
Clear directions for play: 0-
Not at all. It gets you right into the game, but it doesn't
tell you how to check your answer when your done, or how to get out of
certain locations.
Effectiveness of debriefing:
3- It rewards you at
the end by replacing the stolen item that you found for
them.
Strong Points:
You can change
the level of difficulty for each section on three different
levels.
Weak Points:
Very weak
directions.
Reviewer: Nellie
Position: Grad.
Student
Date: 3/24/99
Computer System Reviewed on: Power Macintosh
G3, 233 megahertz, 64 mb ram.