The award-winning Cyberchase is an animated adventure series and multimedia project about a team of kids on daring missions in Cyberspace. The programs help kids discover that math is fun and something we experience, not just in school, but all around us, everyday. The show helps kids feel successful--that they can be as good at math and problem solving as the Cyberchase kids.
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701. Gone With the Fog
The CyberSquad is in Gollywood making a movie when Glittertown's top designer, hairdresser and make-up artist go missing in a dense and unexpected fog.
The Big Idea: Keep track of both air temperature and humidity and you can predict when fog will appear as the temperature drops.
702: The Emperor Has Snow Clothes
Hacker turns the Emperor into frozen a statue and the team must brave a snowstorm to save him.
The Big Idea: If you know the speed and direction of a storm, you can predict its storm track, and estimate when the storm will reach you.
703. The X-Factor
The team must use the power of multiplication to undo a dome-enclosed cybersite's pollution problem.
The Big Idea: When many people contribute to a small problem, what they do doesn't just add up, it multiplies into a big problem. To solve it, look for a small solution that can be multiplied the same way.
704. Blowin' in the Wind
Hacker goes on tour as a singer and the team looks for his book that can cure Motherboard's virus.
The Big Idea: To pick the best place to get power from the wind, measure the speed of the wind in different places over time and choose the spot whose wind speeds are typically the fastest.
705. Father’s Day
Creech's father, Max, is named the Cyberdad of the Year but Hacker tries to spoil the celebration.
The Big Idea: Use clues to find the hidden rule behind one secret message and you can decode every message made with that rule.
706. Mystery in Golftopia
Dewey, a lovable Deedle Beast, is sick and the kids realize that Hacker has moved in right next door.
The Big Idea:
707. Spellbound
When Wicked casts a spell on the Pompadorians to make them all adore her, Jackie and Digit must reproduce the only symbol that can break it - without being able to see what the symbol looks like.
The Big Idea:
SEASON 6
601. Digit's B-Day Surprise
Hacker convinces Digit that he is his friend, when the gang seems to have forgotten his birthday.
The Big Idea: You can use the evaporation of water to cool an object on a hot day.
602. When Penguins Fly
When Hacker traps all the penguins in icy depths, the kids must save them and save their holiday.
The Big Idea: When something is too large to count, you can use a sample to make a close estimate of how much is there.
603. Unhappily Ever After
Hacker uncovers the Book of Unhappy Endings, releases them across the site and crowns himself king!
The Big Idea: When you need to copy and cut a simple shape to fit something you are building, you can use that shape's dimensions and other properties to copy and cut a new shape that matches your shape exactly.
604. Escape from Merlin's Maze
Hacker uses a wand to trap Shari. The kids use levers and discover a proportional rule to free her.
The Big Idea: When you need to lift a weight too heavy to lift by yourself, use a lever and follow a surprising rule: Multiply the length of your lever and you will similarly multiply the weight you can lift!
605. Step by Step
Hacker is after a powerful cybermineral. The kids build a bridge to save Marbles from Skull Island.
The Big Idea: When you cannot solve a problem in a single step, tackle its parts one step at a time. Finding the answer to each step gives you new information you can build on to solve the problem.
606. Team Spirit
Zeus pits team Motherboard against Team Hacker in a relay race for the Mount Olympus games.
The Big Idea: Use individual past performance scores and you can choose the strongest lineup of players for a team competition, and predict how your team will do.
607. Jimaya Jam
Jules and the kids fall into an underground arena where they must play a game against three ghosts.
The Big Idea: Use diagrams as tools to communicate how the players and ball move in a sports play and you can improve your game and plan winning team strategies.
608. A Perfect Score
Hacker detains Inez and forces Jackie to teach him moves and partner with him in a dance contest.
The Big Idea: When players in a sports event are judged by the quality of their performance, using numbers gives you a fair way to choose the winner.
609. Chaos as Usual
Team Motherboard has made it to the Slugball Open finals, but Hacker tries to ruin everything.
The Big Idea: Spot a pattern in a player's performances and you can predict what that player will do in a game.
610. Spheres of Fears
Hacker traps Digit and the kids in a mini-galaxy of orbs containing eerie creatures called Creepers.
The Big Idea:The circumference of every circle, no matter how big or small, is always a little more than three times its diameter.
SEASON 5
501. The Halloween Howl
The kids must "divide and conquer" to rescue the Mayor from Hacker's and save the Halloween party.
The Big Idea: To divide some items equally among a number of people, you can skip-count to discover how many each person gets.
502. A Clean Sweep
The kids must invent a "confetti cleaner" to stop Hacker's plan to take over Radopolis.
The Big Idea: When you need something that doesn't exist, invent it! You can use what you know about problem solving to overcome hurdles along the way.
503. Designing Mr. Perfect
The kids design an invention to rescue Digit who has been turned in a Prince by the Wicked Witch.
The Big Idea: Make a design – a plan for your invention – before you start building so you can make sure that it will function the way that you want it to.
504. EcoHaven Ooze
The kids make a Trojan Ducky to get in the fort that Hacker has built around a pond he is draining.
The Big Idea: Build a working model of your invention to communicate and test your ideas, and make necessary improvements so the invention works the way you want it to.
505. The Fairy Borg Father
Chaos ensues when Delete is granted nine wishes and the kids use his "Bunny-Copter" invention.
The Big Idea: Build a working model of your invention to communicate and test your ideas, and make necessary improvements so the invention works the way you want it to.
506. The Flying Parallinis
When Hacker strands Jackie atop Mount Wayupthere, the CyberSquad has to act fast to save her.
The Big Idea: You can stretch or collapse the shape of a parallelogram without changing the length of its sides.
507. Crystal Clear
Digit's systems go wonky and Motherboard sends him to the caves that house the Synchronizer crystal.
The Big Idea: When materials form crystals, you can use their regular and unique geometric shapes to tell them apart and even identify them.
508. Inside Hacker
If the kids can insert a new memory chip into Hacker's H-Drive, they can turn him from evil to good.
The Big Idea: To get a robot to do a job, break the job into a sequence of simple steps - a program - the robot can obey.
509. On the Line
Calamity strikes when Digit heads off alone to dispose of the powerful Network Interface Card.
The Big Idea: You can use where two straight lines cross to locate an object.
510. A Fraction of a Chance
When Matt, Jackie & Inez get stuck in the vortex of a cyberportal, it's up to Digit to rescue them.
The Big Idea: When you share parts of a whole, it takes two numbers to tell the story -- the top and bottom numbers of a fraction.
SEASON 4
401. Balancing Act
The team makes a budget to control their spending while making a film for Headmaster Stumblesnore.
The Big Idea: Use a budget to plan future expenses and you can control your spending so you don't run out of money.
402. The Icky Factor
The kids must use the concept of factoring to stop Hacker from stealing an Electric Eel.
The Big Idea:You can use rectangular patterns to find or test the factors of a number.
403. Penquin Tears
The kids must master the principles of bouncing to break out of an ice cave and stop Hacker's plan.
The Big Idea: Balls that bounce all follow a simple rule - 'angle-in-equals-angle-out' - that you can master to make balls go just where you want, bounce after bounce.
404. Past Perfect Prediction
The kids must help Slider raise money so that Hacker doesn't get him evicted.
The Big Idea: Spot a pattern in data from the past and you can predict the future.
405. Measure for Measure
The kids must stop Hacker from using "The Transformatron" and save Slider and his father.
The Big Idea: When you need to measure a certain volume, choose the tool that comes closest to measuring that amount.
406. A Change of Art
The kids must investigate why Hacker's new art sculptures are making the power go off in town.
The Big Idea: Using line graphs to chart his progress, Harry is able to reach the target rate that will enable him to pass the stepmill test. But he didn't realize he'd have to take the test weighted down by full firefighting gear! Although Harry fails the exam, he shows a real knack for interpreting line graphs.
407. The Case of the Missing Memory
The kids gather all the information they can to find who has stolen Motherboard's memory integrator.
The Big Idea: When faced with a problem, make sure you have all the information you need to solve it.
408. A Crinkle in Time
The kids must learn about gears to escape from being stuck in a mysterious cybersite by Hacker.
The Big Idea: Watch carefully how two gears mesh and you can discover how their size and number of teeth affects the speed at which each turns.
409. A Broom of One's Own
The kids test out the speed of brooms and race to save Motherboard from Wicked's scheme.
The Big Idea: You can use speed - the distance you travel in a unit of time - to tell how far you will go in any amount of time.
410. A Tikiville Turkey Day
The kids study patterns in nature to recreate a nest and restore peace and harmony to Tikiville.
The Big Idea: Find the rule for a pattern you observe in the natural world and you can use what you have learned to make similar patterns of your own.
SEASON 3
301. EcoHaven CSE
Someone has stolen the legendary cyberbeast Choocroca from EcoHaven, and the only clue is the culprit's footprint. Using the principles of "body math," the CyberSquad has to sleuth out who took Choocroca, and rescue the massive beast.
The Big Idea: Some parts of a body are proportional to others--so by measuring one part, you can predict the lengths of others, or even the size of the whole creature!
302. The Borg of the Ring
The long lost Totally Rad Ring of Radopolis has been found...and is soon swiped by Hacker. This powerful crown will grant the wearer his heart's desire. From a new head of 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.
The Big Idea: You can use a circle to find all the points that are the exact same distance from a particular spot.
303. A World Without Zero
Because of a poison pen campaign devised by Hacker, Mister Z feels worthless and unwanted. He decides to leave Gollywood, taking his zeroes with him. The sudden disappearance of the number zero causes confusion and chaos. The kids and Digit must show Mister Z he does indeed have a value by demonstrating the importance of the number zero.
The Big Idea: Zero is a number just like the others, but use it with care. When you calculate with it, the results can be surprising!
304. A Piece of the Action
Hacker has found a supply of Magnetite, and will use it to fill up a rocket capable of erasing all of Motherboard's memory disks. Can the kids stop Hacker before he collects a hundred percent of the Magnetite he needs to launch the rocket, or will Motherboard be shut down once and for all?
The Big Idea: When you have fractions with different denominators, you can compare them easily if you represent them as percents - parts of a hundred.
305. The Creech Who Would Be Crowned
The CyberSquad is summoned to Tikiville to stop Hacker from winning a race that would allow him to take over the cybersite. A Tikiville girl named Creech considers it her destiny to rule the land her family once ruled for so many years. The kids have to overcome their differences as well as use their knowledge of direction and distance to help Creech take a shortcut to the finish line.
The Big Idea: Measure both distance and direction to a given spot and you have the information you need to get there again and again.
306. The Grapes Of Plath
The Prince of the Crab Kingdom has been struck by a terrible cyberglitch--now he can't stop telling lies! If the glitch isn't fixed pronto, the prince will never be king. To cure him, Motherboard sends the kids and Digit to get the Grapes of Plath from the Fountain of Truth. The CyberSquad must save the grapes and keep them away from Hacker by estimating their way through a series of underwater adventures.
The Big Idea: A careful estimate can often give you a useful answer to a problem.
307. A Perfect Fit
The monster Gigabyte returns! The bad guys bring the wrecked robot deep into a jungle for the one day of the year when the position of the cybersun atop a pyramid can bring Gigabyte back to full power. Jackie, Matt, Inez and Digit must work their way past giant snakes, spiders and other creepy critters in order to block the cybersun before it can energize the metal monster. But first, they must master the secrets of tessellation.
The Big Idea: If you pick the right shape, you can use it again and again to tessellate - cover an area of any size you need without gaps or overlaps.
308. Be Reasonable
Hacker returns to wreak his revenge on Ms. Fileshare and hides her away in the Cybrary. Jackie, Matt, Inez and Digit must use deductive reasoning to sort through a maze of facts to find Ms. Fileshare and help her escape. If they fail, Hacker will steal the Cybrary's most precious books.
The Big Idea: You can use reasoning to sort through confusing facts and discover new information to help solve a puzzling problem.
309. The Snelfu Snafu-Pt. 1
The long lost encryptor chip, the only computer component that can restore Motherboard to full power, unexpectedly appears on a cyberauction and Hacker is the top bidder! The CyberSquad get jobs in Cyberspace, and figure out how much they need to outbid Hacker.
The Big Idea: When you save small amounts of money at a steady rate, your savings will grow larger and you can predict when you will have the amount you need to buy what you want.
310. The Snelfu Snafu-Pt. 2
Hacker is in complete control of Cyberspace! Jackie, Matt, Inez and Digit must find a way to bring Motherboard back to power. The "Syncolator" is the answer, but some of the pieces are missing. With limited funds, the kids must go to various cybersites and purchase the necessary parts, wheeling and dealing with the nefarious owners, learning to spend their money wisely.
The Big Idea: To spend money wisely, compare the amount of money you have with the cost of the things you need to be sure you can afford your purchases.
311. Shari Spotter and the Cosmic Crumpets
Shari Spotter, star student of Frogsnorts Sorcerers Academy, is in trouble! Entrusted with baking the Cosmic Crumpets for the Sorcerers Ball, she burns the magical treats and must concoct a new batch. The recipe contains strange, top-heavy fractions. Digit and the kids must help Shari sort out the confusion of the mixed numbers.
The Big Idea: A fraction can represent parts that are more than a whole.
312. Starlight Night
It's Starlight Night, the annual holiday when all the stars in Cyberspace are refreshed for the new year. But Hacker concocts a scheme to darken the stars forever. He sends Buzz and Delete to stop all production of the new star circuits and take inventor Archimedes away to the Northern Frontier. The kids and Digit must find a simple way to make the complex circuits and rescue Archimedes.
The Big Idea: If you can spot an easy problem inside a hard one, the simpler solution can help you solve the harder problem.
SEASON 2
201. Hugs & Witches
It's Valentine's Day, and Hacker captures Doctor Marbles and Lady Ada Lovelace, placing them inside a time machine invented by the mathematically-minded Lovelace. The kids and Digit must decipher a series of poems left behind by Lady L, and free them from the time machine before it time travels to the nether world of cyberspace - never to return!
The Big Idea: When you have different numbers that describe members of a group, you can often find one number to fairly represent the group as a whole.
202. Totally Rad
Hacker takes over the Radopolis cybersite, declaring himself King. In an effort to dethrone him, the kids challenge Hacker's extreme team to a winner-take-all skate-off. There's just one catch: High-scoring tricks need as much area as possible and the configuration of the field's perimeter mysteriously keeps changing!
The Big Idea: Different shapes bounded by the same perimeter can enclose very different areas.
203. Harry Hippo & the Mean Green
Hacker infects Motherboard with a new virus - one that causes her to make cyber-citizens act mean. Digit and the kids go in search of an antidote: 2/5 of the Electro-Root, 2/8 of the Healing Stone, and 1/3 of a box of Hacker's wig gel - a strange concoction indeed!
The Big Idea: Fractions that look different can represent the same portion of a whole.
204. True Colors
A new, reformed Hacker runs for election against Motherboard, claiming to have done five good deeds, and promising to turn over a new leaf. Can the kids find a counter example that proves his claims to be false - or will Hacker be elected the new ruler of cyberspace?
The Big Idea: When people use words like always, never, all or none to claim something is true, be suspicious! Such claims are often false, and you need only a single counter example to disprove them.
205. All the Right Angles
Motherboard mistakenly sends a treasure map to Hacker. The treasure is the secret to the legendary cyber-pirate Ivanka the Invincible's invincibility. If Hacker finds it, cyberspace is doomed! To help Motherboard, the kids must find the secret treasure before Hacker does.
The Big Idea: To turn something so it points in just the right direction, use an angle to measure the size of the turn.
206. Mother's Day
It's Mother's Day -- and Hacker is determined to ruin it for everyone, especially Motherboard, by derailing the train that picks up the rare and colorful Madre Bonitas--a beautiful flower symbolizing Mother's Day. It must be harvested on this one day only, setting in motion a race against time, as the kids and Digit try to repair the line and save Mother's Day.
The Big Idea: Use a decimal point to join tenths with whole numbers and you have a decimal system you can use to easily record, compare and combine whole numbers with fractions.
207. The Eye of Rom
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.
The Big Idea: Find the inverse of an action and you can undo it, putting things back the way they were.
208. A Whale of a Tale
A trip to R-Fair City nearly turns into a monster mash when Hacker abducts Glowla, a beautiful cyberlady who generates pure energy. Hacker is able to snatch Glowla by reprogramming her trick whale, Spout. As a result, Spout goes on a rampage. Digit and the kids must stop Spout before he totally destroys R-Fair City.
The Big Idea: To be confident about your solution to a problem, make sure the answer is reasonable--that it is 'in the ballpark'.
209. Double Trouble
Out for revenge, Hacker invades Shangri-La and imprisons Master Pi. The kids and Digit arrive as Hacker searches for the Good Vibration - the source of peace and happiness on the cybersite. Trouble doubles with unexpected results for the kids as well as Hacker, Buzz and Delete.
The Big Idea: When something grows by doubling, it gets large surprisingly fast, growing ever faster the longer the doubling continues.
210. Raising the Bar
The main Cybrary is under attack. Hacker, disguised as an exterminator, has released a mysterious cyberbug that is systematically destroying certain information -- but Ms. Fileshare, the overworked Cybrarian, is too busy to notice. When Hacker uses bar graphs to confuse Ms. Fileshare, the kids create bar graphs of their own to counter his contentions.
The Big Idea: Represent numbers of different things in a bar graph and you can compare values at a glance, communicate with others and even persuade them.
211. The Wedding Scammer
Believing that the Wicked Witch is really the long lost daughter of a powerful king, Hacker agrees to marry her, convinced that their union will double his power and Motherboard will never be able to defeat him. What Hacker doesn't know is that Wicked has secretly hidden away the REAL long-lost daughter of the king and stolen her identity. The kids must think their way through an intricate series of puzzles to free the real daughter.
The Big Idea: If you can spot an easy problem inside a hard one, the simpler solution can help you solve the harder problem.
212. The Guilty Party
Hacker returns to Poddleville with a peace offering: a magnificent statue of the Mayor of Poddleville. But at the unveiling party, Hacker accuses someone of stealing the key to his recharger chair. The accused claims he's innocent. The kids and Digit investigate the crime by interviewing eyewitnesses and recreating the crime scene.
The Big Idea: Because what you see depends on your point of view, different people looking at the same objects can see them differently
213. A Time to Cook
Hacker finds the part he needs to fix his Magnetic Magnotube -- a machine that would disable Motherboard forever -- in a most unlikely place. All he has to do to get it is win a cooking contest on the hit TV show, THE FEARLESS CHEF. Hacker's plan? To kidnap his competition. Fortunately, the Cybersquad is on to him.
The Big Idea: When you need to know how much time has gone by during an event, note the starting and ending times and find the difference.
214. Trick or Treat
Hacker pleads guilty to being the King of Chaos, but says he doesn't want to be a bad guy anymore. But when nobody's looking, he slips a strange frog into the air duct. What happens when this frog grows into a grotesque, alien creature that threatens to destroy Motherboard?
The Big Idea: When changing one quantity determines the value of another, they are connected by a rule you may not see. Find the rule and you can predict any outcome.
SEASON 1
101. Lost My Marbles
The team learns to use a map as a mathematical tool as they navigate across a cyber island in search of Dr. 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.
102. Castleblanca
The kids and Digit travel to Castleblanca with the knowledge that Hacker has taken Dr. Marbles to a castle, but which one? To find Dr. Marbles, the kids must master the art of properly collecting data, organizing it and graphing the results.
The Big Idea: When you gather, organize, and analyze data, you can discover useful information hidden in the numbers.
103. R-Fair City
The kids analyze the games of chance in a fantastic cyber amusement park, figuring out which games are fair and which ones are not, and use what they learn to find Hacker and rescue Digit.
The Big Idea: A game of chance is fair when nobody can tell who will win and everyone has the same chance of being a winner.
104. Snow Day to Be Exact
In a fun-filled chase across the snowy terrain, the kids discover the power and speed of estimation in order to recover the powerful sunisphere of Solaria from Buzz and Delete before the site freezes over forever.
The Big Idea: Sometimes using a close answer is good enough for the problem you are solving.
105. Sensible Flats
Hacker is in jail and the Wild West trial is about to begin, but is his homestead really larger than what Judge Trudy will allow? The kids must discover how to measure the area of his irregularly shaped property in order to find the answer.
The Big Idea: Measure an object's dimensions, and you can use mathematics to calculate its area.
106. Zeus on the Loose
When the kids fail to stop Hacker from stealing Pandora's box in mythological Greece, they must solve a riddle and complete fraction problems to satisfy Zeus and earn a second chance.
The Big Idea: When you need to divide things up into parts and share them, fractions are the numbers you use.
107. The Poddleville Case
Hacker wreaks havoc when he steals the power pods of Poddleville, a cybercity filled with patterns. Our heroes must use math and logic to crack the double pattern that unlocks the Poddles' cyberpower vault.
The Big Idea: Patterns are sequences that repeat or change in an orderly way. You can use patterns to predict the next step in solving a problem.
108. And They Counted Happily Ever After
Hacker kidnaps the king of a fractured fairy tale world, and demands a ransom of golden eggs. With the safety of the king at stake, the kids must help the fairy tale folk understand the role of place value in our number system to gather the required number of eggs.
The Big Idea: With numbers and a system, you have the power to keep track of anything and everything on earth.
109. Clock Like an Egyptian
The kids and Digit must work their way through the chambers of a pyramid, find Dr. Marbles, and escape before a trap set by the Mummy seals them inside forever. Unfortunately, they have no clock or watch to tell them how much time has gone by.
The Big Idea: To measure the passage of time, choose a starting point and count the beats of something that repeats at steady, regular intervals.
110. The Secrets of Symmetria
In his passion for symmetry, Dr. Marbles has created Symmetria, a harmonious cyberplace where everything is made symmetrical. The kids must master the properties of symmetry before Hacker destroys beauty, balance and harmony throughout all of cyber
space!
The Big Idea: Symmetries are patterns you can find hidden within many objects that create balance, order, and a pleasing regularity in the world around us.
111. A Day at the Spa
By possessing a powerful orb of eternal power, Hacker can roam cyberspace and create havoc without having to recharge. The kids are stymied by a series of switches, levers and buttons. Faced with the challenge of too many choices, the kids discover the value of lists, tables and tree diagrams.
The Big Idea: Overwhelmed with choices? Lists, tables and tree diagrams help you master the combinations.
112. Of All the Luck
When Motherboard realizes that Hacker has captured the Ten Lucky Charms, she sends the kids and Digit to Hacker's hideout in the Northern Frontier to help them escape. The kids use logic, Venn Diagrams and an understanding of the words "and," "or," and "not" to free the Charms.
The Big Idea: When you have to choose from a confusing mix of possibilities, you can use logic to sort out your choices so you can get exactly what you want. Circles, Venn Diagrams, and an understanding of the words "and," "or," and "not" help.
113. Eureka!
Pursued by Hacker, Digit lands on cybersite Eureka, to find Professor Archimedes. But there is only a pile of 2-dimensional rods where his chip factory should be. The kids discover that by linking the 2-dimensional rods together into certain geometrical patterns they create a surprising 3-dimensional shape.
The Big Idea: When you follow simple rules to make flat geometrical shapes (2-D) and join them together, you can discover new shapes that rise up to make 3-D objects.
114. Cool It
The special coolant Motherboard needs is found only in Castleblanca, and supply is closely monitored! To bring back just enough, the kids have to figure out the exact volume of Motherboard's tank. In the process, they discover the importance of a standard unit of measure.
The Big Idea: Just because one container appears bigger than another doesn't mean it holds more liquid. A container's volume depends on all its dimensions.
115. Find Those Gleamers!
The kids' mission is to power up a Mini-Wreaker using cyber-fireflies of varying power before the Topsy-Turvy Island turns inside out at sunset. The kids must use algebraic equations to determine how many Gleamers and how much power they'll need.
The Big Idea: When you use a letter to stand in for a number that repeats or changes in a problem, you can simplify the arithmetic and make the problem easier to solve.
116. Codename: Icky
In the watery depths of cybersite Aquaria, the kids and Digit travel underwater, but Hacker has a listening device that taps into their communications system, allowing him to overhear their plans. The kids outsmart Hacker by devising a series of codes so they can send messages back and forth in secret.
The Big Idea: You can use a code to send secret messages as long as it has an adjustable rule that can be reversed to read the message.
117. Return to Sensible Flats
Something is amiss in Sensible Flats. The reservoir is dry and the folks who live there are leaving as fast as they can. The kids and Digit use line graphs to reveal the true story of what happened.
The Big Idea: You can use a line graph to tell a story about how things change, and to make predictions.
118. Problem Solving in Shangri-La
The kids and Hacker are taken prisoner by a mysterious Zen Master, who devises a game of strategy to test their problem solving skills. In the battle of brainpower, the kids discover that each of them has a different way of solving problems.
The Big Idea: Treat tough math problems like a challenging game. Set a game plan, and as you play, see how it goes. Take time to review and revise before playing again. Work on your problem but stop before frustration overtakes your desire to play.
119. Send In the Clones
Hacker sends clones of Delete to take over the R-Fair City cybersite. To complicate matters, every time Delete sneezes his clones multiply even more. As the problem escalates, the kids do the math to keep track of the number of clones as they increase.
The Big Idea: Multiplication is just repeated addition. If you're having trouble multiplying, you can always add to find your answer.
120. Trading Places
While attempting to rescue Dr. Marbles, the kids and Digit crash land on Nowhere, along with Hacker, Buzz and Delete. In a race to rebuild their cybercraft, Digit and the kids learn to trade and barter and eventually create a monetary system.
The Big Idea: Instead of trading what you have for what you want, you can make it easy to buy and sell by creating a system where you exchange goods for tokens of different fixed values -- money!
121. Less Than Zero
The Leaders of Cyberspace are hidden in a building and it's up to the kids to rescue them. The kids turn the building into a giant ruler in order to keep track of the floors. And when they discover that there are levels beneath what they thought was "zero," the kids must tap into the power of negative numbers.
The Big Idea: Negative numbers can extend the range of what you can measure and give you the ability to compare numbers using direction as well as amount.
122. Model Behavior
To protect themselves from Hacker's constant attempts to capture cybersite Happily-Ever-After, the King and his fairy-tale subjects construct a glass Skywall to keep Hacker out of the kingdom. Can the kids use models to outwit Hacker?
The Big Idea: Make a model and you can easily and safely understand how something works.
123. Fortress of Attitude
Hacker broadcasts his obnoxious voice across cyberspace from a massive statue of himself to force cybersites to surrender. The kids and Digit are sent to silence the statue and disable Hacker's intimidation. Using their skills at measuring length, the kids make their way through the inside of the booby-trapped statue.
The Big Idea: To measure length and share your results easily and accurately, use a system of units based on a single standard of length.
124. Size Me Up
The kids are trapped in a cybersite of a confounding juxtaposition of scale and size. They first find themselves in a land of giants -- then become giants themselves in a land of little people. The kids must cope with these disparities in scale and size, and use their brainpower to escape.
The Big Idea: You can create an exact likeness of something -- though of a different size -- by multiplying the size of every part of your original by the same number.
125. A Battle of Equals
Hacker pollutes cyberspace with dangerous cyberstatic by tampering with satellites designed to keep everything free from cyber-static cling. The kids use balance scales and equations to restore the satellites and save Motherboard.
The Big Idea: Like a scale in balance, both sides of an equation must have the same value, and you can use this property to find the value of an unknown number.
126. Out of Sync
The balance and harmony of Mount Olympus is controlled by the Music of the Spheres. When Hacker disrupts this balance, the kids must make the sound of the music right! For the beat to go on, the kids must recreate the music and find the missing element in the musical pattern.
The Big Idea: You can understand musical rhythms by breaking them down into mathematical patterns.
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