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    CyberChase:Math Adventures


    CyberChase:Math Adventures
    download brief marc

    • price $99.99
    • isbn # 9781615873746
    • sku # PV000315
    • available on view March 1, 2012
    • duration 1:35:01
    • age level Ages 8 - 12
    • video type Entertainment
    • genre Children's Television


    This View contains:

    Cyberchase! Navigation: Lost My Marbles - 0:28:22
    A day at the library turns into an adventure when Jackie, Matt, and Inez learn that Hacker has kidnapped Dr. Marbles, the only person who can save Motherboard from a virus! The team learns to use a map as a mathematical tool as they search for Marbles...then try to escape before a huge earthquake turns the island inside out! The Big Idea: A map is a mathematical tool you can use to find your way from one place to another, anywhere on earth.

    Cyberchase! Borg of the Ring - 0:37:47
    The long lost Totally Rad Ring of Radopolis has been foundàand is soon swiped by Hacker. This powerful crown will grant the wearer his heart's desire, and Hacker is a cyborg who wants it all. From a new head of gorgeous hair to total cyberdomination, Hacker enjoys wreaking havoc with his new Ring. While racing to reclaim the Ring, the CyberSquad meets a mysterious teenborg named Slider. He seems nice, but whose side is he really on? The kids must all work together to get the Ring back from Hacker and put it inside the Circle of Supreme Safety before Hacker destroys Motherboard once and for all. But the Ring must be placed in the exact center of the circle - only then will it be safe from those who wish to use its power to harm others. EDUCATIONAL OBJECTIVE: You can use a circle to find all the points that are the exact same distance from a particular spot.

    Cyberchase! Inverse Operations: The Eye of the Rom - 0:28:52
    Hacker steals the powerful Eye of Rom from Binky the Cat's pyramid, placing the Ancient Egypt cybersite in jeopardy. The kids and Digit set out to retrieve the Eye from Hacker, but the journey is packed with a maze of exciting, action-filled gambits that force them to first do and undo a series of complicated steps. The Big Idea: Find the inverse of an action and you can undo it, putting things back the way they were.