Cyberchase games can you fill it




















The navigation through the various sections of the site is purposefully simple and intuitive. Primary Games. There are hundreds of clips and they are free to watch. Listen to Grover explain how to use the video player and then click on one of the Sesame Street characters to see a list of videos clips starring that character.

Makes a great activity for hand-eye coordination, and practicing with scissors and glue. The computer then turns the words into a Wacky Tale! When finished, print out your Wacky Tale. Skip to Main Content. District Home. Select a School Select a School. Sign In.

Search Our Site. For those interested in children's use of educational games, the parallels between online and offline reasoning show that gameplay is influenced not only by players' experience in playing games, but also by their understanding of the educational content embedded in such games.

As in classroom math, children often do not display the same level of sophistication throughout a game even if they are capable of relatively sophisticated reasoning.

Rather, their mathematical reasoning may begin at a fairly basic level but become more sophisticated over the course of a game in response to its demands. For educators, this similarity between online and offline reasoning also shows that games can provide a naturalistic, out-of-school context for assessing mathematical reasoning.

Even in the absence of in-person observations, data mining can provide a window into rich processes of reasoning and problem solving. When recorded and coded appropriately, such data can reflect not only the outcomes of problem solving, but the process as well. Our data also highlights several challenges that must be overcome to use tracking data effectively for measuring reasoning.

First, as anyone who has analyzed online data knows, clicks per user produce massive amounts of data. When multiplied by the literally thousands of users who might play a game in a single day, the volume of data can be staggering, posing challenges for both storage and analysis. To interpret data on gameplay or reasoning, researchers naturally look to characteristics such as players' age, gender, or prior knowledge, but COPPA can make it difficult to gather this information online.

Since our project was part of a larger research study and parents gave written consent for their children's participation , we could gather demographic information offline. However, outside such studies, researchers must either find alternate ways to obtain demographic data or do without. Third, tracking data is effective only for behavior that players clearly and unambiguously perform on the screen.

In "Sleuths on the Loose" we could accurately record and code children's answers, but it was harder to assess their use of measurement as a strategy for two reasons. Instead of using the on-screen "ruler" that served as a measuring tool, some children measured via alternate means such as holding their fingers up to the screen; the software could not detect these sorts of offline behavior.

Also, because some children idly played with the on-screen ruler while thinking, movement of the ruler did not necessarily indicate an attempt to measure. As our experience makes clear, educational games can provide a rich context for assessing and studying children's naturalistic reasoning. Understanding children's facility with educational content is an important part of understanding how they play educational games.

Certainly, both games and tracking software must be designed carefully in order to produce useful data. We gratefully acknowledge the staff, teachers, and students of the participating school.

We also thank the Cyberchase production team especially Sandra Sheppard, Frances Nankin, and Michael Templeton for their support, and online producers David Hirmes and Brian Lee for building the tracking software used here. Finally, we are grateful to the field researchers who helped collect our pilot data: Meredith Bissu, Susan R.

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This trio of children has been brought over from their home over to the Cyberspace, which is a digital universe where everything is possible.



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