Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

Biz Kid$

Curricular Area: Financial Literacy

Grade Level: 5-10

Program Web Site:
Biz Kid$

Teacher Guide:
See Web site

Record Rights: One year tape and erase. No duplication allowed.

Series Length:
39 programs

Program Length:
30 minutes


Biz Kid$ is the fun, new, fast-paced TV series where kids teach kids about money and entrepreneurship. Created for school-aged children, each episode features several young business owners and philanthropists who share their success stories. Kids learn about saving, budgeting, investing and giving back to the community.


SEASON 2

201. Have a Plan, Stan!
Explore the different elements of a business plan and meet a teen who opened a snow-cone shack.

202. Money Math - Who Needs It?
Learn the importance of math and meet students helping save the environment and a handbag designer.

203. Building Your Business Online
Learn the advantages and potential pitfalls in Internet businesses and meet a graphic designer.

204. Financial Institutions - All The Same?
Services of different institutions, including checking accounts and online banking are discussed.

205. How Credit Affects Your Life
Join the Biz Kids and learn about building good credit and how the credit laws affect your life.

206. The Art Of Negotiation
Discover effective strategies for negotiating with parents, teachers, friends, siblings and bosses.

207. The World Is A Risky Place
Learn ways to protect your business and your assets. Meet the owners of "Small Town Skateshop."

208. Economic Cycles (What Goes Up Must Come Down)
Learn how trends can affect a business and discover how to protect against negative effects.

209. The Green Economy & You
Discover your impact on the environment and learn how there's green to be made in thinking green.

210. Secrets To Success
Learn about the many ways to pay for your education and the importance of learning every day of your life.

211. The Marketing Mix
Learn how a barber service, a dog groomer and other businesses promote their services and products.

212. Hidden Careers
"Behind the scenes" careers in sports, music, entertainment, art and even aviation are showcased.

213. Learning From Failure
Learn how mistakes can make you stronger by looking at the work of Albert Einstein and Steve Jobs.

SEASON 1

101. What Is a Biz Kid?
Anybody can be a Biz Kid with hard work and the right attitude. Biz Kids identify a need, make a plan, and take action.

102. What Is Money?
Take a grand tour through the history of money from the days of bartering, through the first coins and currency, all the way to the electronic transfers of today.

103. How Do You Get Money?
Follow a Biz Kid on a job hunt reviewing help wanted ads, filling out the application, and going through the interview. The Biz Kid$ also look at the many ways kids get and use allowances.

104. What Can You Do With Money?
Join the Biz Kid$ and you’ll ponder the merits of spending, saving, donating, and investing money.

105. Money Moves
Follow a single dollar bill as it moves from a depositor’s hand across the counter, down to the vault, over to the Federal Reserve, and finally out to a project the bank is financing.

106. Taking Charge of Your Financial Future
The Biz Kid$ figure out where they want to be financially and make plans on how to get there.

107. A Biz: What Is It?
A successful business supplies goods or services and makes profits when it earns more money than it spends.

108. How to Succeed in Biz-Ness by Really Trying
A business can be anything from babysitting to owning vending machines. You’ll discover the three key steps to success: identifying a need, making a plan to fill a need, and taking action.

109. Cash and Credit
Learn about the power and pitfalls of credit, which is essentially using someone else’s money temporarily (for a price).

110. How to Achieve Your Financial Goals
Learn to track your expenses, get control of your spending, and invest what’s left over to reach your financial goals.

111. Don’t Blow Your Dough
Protect the money you already have by putting it in a safe place. Beware of scams and schemers. Discover ways to avoid the growing problem of identity theft.

112. Introducing Entrepreneurs
An entrepreneur is someone who sees a financial opportunity and acts upon it. Learn the stories behind the Frisbee, the Slinky, and blue jeans.

113. The Biz Kids Challenge
The Biz Kid$ learn the world of marketing through the Project Lemonade Challenge. It’s up to the kids to decide the price and promotion strategy to sell the most product.

114. Being a Smart Consumer
Explore smart shopping strategies by learning how to avoid common pitfalls and traps set by savvy marketers and high-pressure salesmen.

115. Credit (The Good, the Bad, and the Ugly)
See the true cost of purchasing with credit, have an unsettling look at credit scores and the increasing number of people and places that are using these scores to make major decisions that could affect your future.

116. Budgeting (You Can’t Manage What You Don’t Know)
Look at spending and expenses and examine several proven methods on how to gain control of both.

117. Business Ethics
Discover what it means for management to lead by example and how employees must take responsibility for their behavior.

118. Saving and Investing for Your Future
Learn along with the Biz Kid$ about the powerful potential of starting a savings plan early in life and discover various savings and investing options available to young people.

119. Careers
Look at what it takes to find your true calling and learn ways to start exploring new careers.

120. The Global Economy
Follow the flow of imports and exports that make up the interconnected world economy and discover who makes the many things we use everyday that come from all over the world.

121. Bulls, Bears, and Financial Markets
Examine stocks, bonds, and commodities, and the markets where each of them are traded. Discover various ways young people can get involved with the transactions, aim for profit, and avoid risk.

122. Sell, Sell, Sell (The Science of Sales)
Join the Biz Kid$ in sales training as they explore philosophy and sales techniques. Discover the traits in common with all good sales people.

123. Understanding Income and Expenses
Learn proven methods for getting expenses under control while growing income with new ideas, smarter work habits, and innovation.

124. Building and Growing a Business
Learn the necessary steps for organizing, staffing, training, and building a new business. See how effective communication increases morale and makes the business grow.

125. Understanding Your Paycheck
The Biz Kid$ use a modern American pay stub to explore various social movements of the last century. From unions to social security and from workman’s compensation to 401(k) plans of today, it’s all there on the stub.

126. Social Entrepreneurs
Meet social visionaries who use the same tools as profit-oriented entrepreneurs, yet instead of building companies and large profits, these people create thriving organizations and powerful movements for social change.

End: Biz Kid$  

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

Brick by Brick: Building Respect and Good Character

Curricular Area: Guidance/Character Development

Grade Level: 3-6

Teacher Guide:
Human Relations Media

Record Rights: Recording/duplication allowed as long as IPTV broadcasts the series.

Series Length:
3 programs

Program Length:
25 minutes


This series gives young students the tools they need to build respect for themselves, for others and for their environment in the home, school and community.


101. Respecting Yourself
This program gives students a starting point by helping them to gain respect for their own self-worth as well as their own value systems. Students are encouraged to accept the things about themselves that they can't change and to have pride in their uniqueness.

102. Respecting Others
This program explores the simple rule of respecting others--treating other people the way you would want to be treated.

103. Respecting Your World
Caring for the environment is this program's theme. Students are asked to consider how they can show respect for their surroundings and make them better. The program widens students' perspectives from their own homes to their schools, their towns, and their planet.

End: Brick by Brick: Building Respect and Good Character  

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

Bridging World History

Curricular Area: Social Studies/History

Grade Level: 9-12+

Program Web Site:
Bridging World History

Teacher Guide:
See Web site

Record Rights: Record/retain through 6/30/04.
No duplication allowed.

Series Length:
26 programs

Program Length:
30 minutes


Bridging World History provides a comprehensive introduction that reflects multiple perspectives on the world's pasts. The series constructs a meaningful context that reveals a shared human past, and helps students and teachers develop a global framework that makes the past both relevant and accessible.


101. Maps, Time, and World History
What tools do world historians use in the study of history? This unit begins the study of world history by examining its use of geographical and chronological frameworks: how they have shaped the understanding of world history and have been used to chart the past.

102. History and Memory
How are history and memory different? Topics in this unit range from the celebration of Columbus Day to the demolition of a Korean museum to the historical re-interpretation of Mayan civilization, exploring the ways historians, nations and individuals capture, exploit, and know the past.

103. Human Migrations
How did the many paths of human migration people the planet? From their origins on the African continent, humans have spread across the globe. This unit explores how and why early humans moved across Africa, Eurasia, and the Americas, based on recent studies in archaeology and linguistics.

104. Agricultural and Urban Revolutions
What do historians know about the earliest farmers and herders, and the evolution of cities? Newly emerging evidence about the “cradles of civilization” is examined in light of the social, technological, and cultural complexity of recently discovered settlements and cities.

105. Early Belief Systems
How did people begin to understand themselves in relation to the natural world and to the unseen realms beyond? In this unit, animism and shamanism in Shinto are contrasted with philosophical and ethical systems in early Greece and China, and the beginnings of Zoroastrianism, Hinduism, and Judaism.

106. Order and Early Societies
Through the rise of the Chinese empire, Mayan regional kingdoms, and the complex society of Igbo Ukwu, this unit considers the origins of centralized states and alternative political and social orders.

107. The Spread of Religions
How do religions interact, adopt new ideas, and adapt to diverse cultures? As the missionaries, pilgrims, and converts of Buddhism, Christianity, and Islam moved around the world, the religions created change and were themselves changed.

108. Early Economies
How do societies assign value to land, labor, and material goods? Manorial economies in Japan and medieval Europe are contrasted with the tribute economy of the Inka, and the experience of dramatic economic change is illustrated by the commercial revolution in China.

109. Connections Across Land
How were land-based trade routes conduits of both commerce and culture? The Eurasian Silk Roads, the trans-Saharan Gold Roads, and the Meso-American Turquoise Road trace the transmission of commodities, religions, and diseases, as well as the movements of people.

110. Connections Across Water
How were water routes used as conduits of expansion and trade? The traders of the Indian Ocean, the early Mississippians, and the Norsemen carried death and disease, skills and technologies, philosophies and religion down rivers and across oceans.

111. Early Empires
What makes an “empire”? Through the Mongol, Mali, and Inka empires, this unit examines the construction of empires, their administrative structures, legitimating ideologies, and the environmental and technological conditions that shaped them.

112. Transmission of Traditions
What are traditions and how are they transmitted? Islamic Spain, Korea, and West Africa provide examples of many different modes of transmission, including oral, written, artistic, and architectural.

113. Family and Household
In this unit examining West Asia, Europe, and China, families and households become the focus of historians, providing a window into the private experiences in world societies, and how they sometimes become a model for ordering the outside world.

114. Land and Labor Relationships
What factors shape the ways in which basic resources are exploited by a society? From Southeast Asia to Russia, Africa, and the Americas, the ratios between land availability and the usable labor force were the primary basis of pre-industrial economies, but politics, environment, and culture played a part as well.

115. Early Global Commodities
What is globalization and when did it begin? Before the 16th century, the world’s main monetary substances were silver, gold, copper, and shells. But it was China’s demand for silver and Spain’s newly discovered mines in the Americas that finally created an all-encompassing network of global trade.

116. Food, Demographics and Culture
Studying the production and consumption of food allows historians to uncover levels of meaning in social relationships, understand demographic shifts, and trace cultural exchange. This unit examines the earliest impact of globalization including changing cuisine, environmental impact, and the rise of forced labor.

117. Ideas Shape the World
This unit traces the impact of European Enlightenment ideals in the American and Haitian revolutions and in South America. It also examines the revitalization of Islam expressed in the Wahhabi movement as it spread from the Arabian peninsula to Africa and Asia.

118. Rethinking the Rise of the West
How does historical scholarship change over time, and why do the perspectives of historians shift? This unit recaps the economic and political events that led to the rise of the West, but examines and re-examines those events through differing opinions of its causes.

119. Global Industrialization
How was the industrial revolution a global process, not just a European or American story? This unit links Cuba, Uruguay, Europe, and Japan, examining the impact of industry on trade, environment, culture, technology, and lives around the world.

120. Imperial Designs
What lasting impacts did modern imperialism have on the world? The profound consequences of imperialism are examined in the South African frontier and Brazil, where politics, culture, industrial capitalism, and the environment were shaped and reshaped.

121. Colonial Identities
How did colonialism and eventual decolonization mutually affect the colonizer and the colonized? From Zanzibar to India, colonial and post-colonial identities are examined through clothing.

122. Global War and Peace
How “global” were the World Wars? This unit examines Japanese imperialism, the Belgian Congo, and twentieth century peace institutions to study how local, national, ethnic, and religious conflicts shaped these wars and their aftermaths.

123. People Shape the World
What is the impact of the individual in world history? This unit examines the role of individual and collective action in shaping the world through the lives of such diverse figures as Mao Zedong, the Ayatollah Khomeini, and Las Madres de la Plaza de Mayo.

124. Globalization and Economics
How have the forces of globalization shaped the modern world? This unit travels from the Soviet Union to Sri Lanka and Chile to study the role of technology and the impact of economic and political changes wrought by globalization.

125. Global Popular Culture
From World Cup soccer to Coca Cola, modern icons reflect the intertwined cultural, political, and commercial dimensions of globalization. This unit listens to and looks at the music and images of global production and consumption from reggae to the Olympics.

126. World History and Identity
How have global forces redefined both individual and group identity in the modern world? This unit examines the transnational identity that emerged from the Chinese diaspora, and compares it to a newly redefined national Chechen identity forged through war with Russia.

End: Bridging World History  

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

Character Education

Curricular Area: Guidance/Character Development

Grade Level: 3-6, 6-8, 7-12

Teacher Guide:
Human Relations Media

Record Rights: Recording/duplication allowed as long as IPTV broadcasts the series.

Series Length:
8 programs

Program Length:
various minutes


Character Education touches on such themes as solving conflicts, bullying, anger management, tolerance, and hurting with words. The programs are grouped by grade level to provide the maximum impact of the real-life scenarios depicting hurtful behavior and how to deal with it.


101. Bullying: You Don't Have To Take It Anymore (Grades 7-12)
Bullying is one of the most underrated yet enduring problems in schools today and is a reality in the lives of all children whether they are bullies, victims or witnesses. Using dramatic scenarios, the differences between the way girls and boys bully are demonstrated. By seeing and hearing from experts in the field, this program will help students better understand what bullying is, how it affects victims and what can be done to improve the situation.

102. Hurting With Words: Understanding Emotional Violence and Abuse (Grades 7-12)
This program describes emotional violence as one person saying something that is hurtful to another and outlines the causes of many different types of emotional abuse: men to women, husbands to wives, parents to children, adults to children, and group to group. Students will understand that there are many successful methods of dealing with people who are verbally or emotionally abusive.

103. Conflicts, Communication and Relationships (Grades 7-12)
A series of vignettes describe typical conflicts between friends, siblings, parents and children, and an employee and boss. A leading psychologist shows how maximizing communication skills, listening skills, and mediation skills can help to resolve most conflicts. Finally, it will be your students' turn to take one of the situations and figure out what they would do to enhance the communication and resolve the conflict.

104. Solving Conflicts with Teachers, Parents and Peers (Grades 6-8)
This program delves into several types of conflicts students face at home, at school and in their neighborhoods. By using dramatic scenes, depicting common conflicts between parents, teachers and friends, and by hearing healthy solutions from real teens about how they deal with conflicts, viewers are challenged to reevaluate their own style of conflict resolution.

105. Tolerance: Responding to Differences (Grades 6-8)
Middle school years are typically when kids "make fun" of each other for differences in clothing, speech, physical traits and ethnicity. This program, consisting of four dramatic scenes and real-life interviews will challenge your students to look at each scene and determine what they would do in each situation. The program concludes with a section called "Tools for Tolerance" which demonstrates that the tools of empathy, respect, acceptance, and forgiveness can be used to develop more tolerant attitudes.

106. Dealing with Anger (Grades 6-8)
This program gives students the tools they need to recognize and deal with their own frustration and stress. The characters explore a variety of situations that can trigger angry feelings--Erin is rejected by a boyfriend, PJ is embarrassed in front of his peers, Toby is taunted by a classmate. Each scenario invites class discussion. For each, a positive strategy is offered for expressing and channeling anger.

107. No Name-Calling (Grades 4-8)
Experts agree that bullying and harassment in school usually starts with name-calling. This program demonstrates the damage that can be done when kids are targeted by hurtful words like "fatso," "retard," "faggot," and "bean pole." Viewers will follow a classroom of real students as they work on inaugurating a "No Name-Calling" week at their school. Interviews with real kids are interspersed with dramatic vignettes that model name-calling scenarios which many viewers will recognize.

108. Using Your WITS: Strategies to Stop Bullying (Grades 3-6)
Proven effective in elementary school trials for reducing bullying, this research-based program consists of 6 dramatizations that show elementary school students sure-fire ways to handle common bullying situations. Students are taught to use their W.I.T.S. which stands for Walk away, Ignore the person, Talk it out if you can, or Seek help.

End: Character Education  

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

Clifford the Big Red Dog

Curricular Area: Language Arts/Communication , Social Studies/History

Grade Level: PreK-2

Program Web Site:
Clifford The Big Red Dog

Teacher Guide:
See Web site

Record Rights: One year tape and erase. No duplication allowed.

Series Length:
66 programs

Program Length:
30 minutes


Clifford the Big Red Dog, based on the beloved best-selling children's books, presents a larger-than-life view of the world through the eyes of Clifford, his loving "human," Emily Elizabeth and dog pals T-Bone and Cleo. Clifford emphasizes good citizenship, the importance of community, and acceptance and inclusion.


Click here for Current Broadcast Schedule


101. My Best Friend · Cleo's Fair Share
102. Special Delivery · A Ferry Tale
103. And Birdy Makes Three · Home Is Where the Fun Is
104. Clifford's Carnival · Clifford's Doggy Reunion
105. Great Race · Tummy Trouble
106. Cleo Comes to Town · False Friends
107. Clifford and the Beanstalk · Itchy Patch
108. A New Friend · Stormy Weather
109. Circus Stars · Limelight Fright
110. To Catch a Bird · The Best Party Ever

111. Come Back, Mac · Boo!
112. Little Clifford · Welcome to Birdwell
113. The Dog Who Cried Woof · Doing the Right Thing
114. Leaf of Absence · Nobody's Perfect
115. Teacher's Pet · Islander of the Year
116. The Ears Have It · Clifford's Big Surprise
117. Tough Enough? · Stars in Your Eyes
118. Mac's Secret Dog Club · The Dog Park
119. Fluffed Up Cleo · Team Spirit
120. Clifford on Parade · Follow the Leader

121. Good-bye T-Bone · The Truth About Dogs and Cats
122. The Big Sleepover · Dog for a Day
123. T-Bone, Dog About Town ·Clifford's Big Heart
124. Who Me, Jealous? · A Bunny in a Haystack
125. Clothes Don't Make the Dog · Short-Changed
126. The Kibble Crook · Screaming for Ice Cream
127. New Dog in Town · Get Well
128. Babysitter Blues · Saturday Morning
129. Best Paw Forward · Then Came Bob
130. Morning, Noon and Night · Mr. Bleakman's Special Day

131. Doggie Garden · Captain Birdwell's Treasure
132. Welcome to the Dog House · Promises, Promises
133. Clifford's Hiccups · It's My Party
134. Clifford Cleans His Room · Baby Makes Four
135. Jetta's Tall Tale · The Big Fetch
136. Potluck Party Pooper · The Best Gift
137. Two's Company · Fair Weather Friend
138. Topsy Turvy Day · Clifford's Charm School
139. Forgive & Forget · Mimi's Back in Town
140. Blanket Blues · Dino Clifford

201. That's Snow Lie · A Friend in Need
202. Fan Mail · Hooray for Cleo
203. Nothing to Fur but Fur Itself · Jetta's Project
204. Stinky Friends · He's a Wonderful Bleakman
205. Magic in the Air · Everyone Loves Clifford
206. Clifford Grows Up · Jetta's Sweater
207. Big Hearted T-bone · Cleo's Valentine Surprise
208. Embarrassing Moments · Lucky Charm
209. Princess Cleo · Basketball Stories
210. Doggie Detectives · Camping It Up

211. Cleo Gets a Cone · A Job Well Read
212. When I Grow Up · Not Now, I'm Busy
213. Special T-Bone · Jetta's Sneak Peek
214. Vaz Goes Down the Tube · Cyber Puppy Problems
215. Another Fine Mess · King Mac
216. Who Moved My Bone · Clifford the Pirate King
217. Clifford's Cookie Craving · Jetta's Friend
218. Fishing Lessons · No Baths for Cleo
219. Flood of Imagination · Lights Out
220. A Big Help · The Trouble with Kittens

221. Led Astray · Wedding Bell Blues
222. Food for Thought · Friends 4ever
223. Tie-Dye Clifford · Stage Struck
224. Doghouse Rock · Guess Who's Coming to Birdwell Island
225. Little Big Pup · Getting to Know You
226. Cleo's Valentine Surprise · Clifford's Big Heart

End: Clifford the Big Red Dog  

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

Connect with English

Curricular Area: Adult Literacy , Cultural Diversity , Language Arts/Communication

Grade Level: 9-12+

Program Web Site:
Connect With English

Teacher Guide:
See Web site

Record Rights: Recording/duplication allowed as long as IPTV broadcasts the series.

Series Length:
25 programs

Program Length:
30 minutes


Through the story of Rebecca, an aspiring singer, this English language learner (ELL) series touches on life's important issues: leaving home, parenting, education, work, love, success, and loss. All of the characters use meaningful, natural language that students can put to work immediately in their own lives. Each episode features dialogue that is slightly slowed down and subtly simplified. Key lines are repeated, idioms paraphrased, and important events retold. There are constant visual clues to meaning, such as written signs, notes, and documents. Closed captioning may be used as a teaching and literacy resource.


101. Introduction/Rebecca's Dream
Viewers meet Rebecca Casey, an aspiring young singer, her boyfriend Matt, and her brother Kevin. Rebecca considers applying for music school and pursuing her career full-time. We also meet real-life immigrants and students who compare Rebecca's experiences to their own.
Grammar lessons: be: present tense, affirmative statements; subject pronouns; imperatives.
102. Differences/A Visit to the Doctor
Part 1 finds Rebecca applying to music schools. Her father, a widowed, disabled firefighter, worries that she is choosing a chancy career, and that Kevin may not graduate. Rebecca's best friend at work is Sandy who just wants to settle down and raise a family.
Grammar lessons: be: present tense, negative statements; indefinite articles a and an sentences with there is/there are; compound sentences with and.
Part 2- Rebecca's father ignores his doctor's advice after a worrisome checkup. At a Memorial Day barbecue, Rebecca and Sandy talk about Sandy's boyfriend Jack, who shows up drunk and belligerent.
Grammar lessons: be: present tense, yes/no questions; short answers to yes/no questions with be; possessive adjectives and possessive nouns.
103. Celebrations/Breaking the News
Pt. 1- Kevin graduates from high school, and Rebecca is accepted into the San Francisco College of Music. After telling Sandy the good news, she plans to confront her father about his health.
Grammar lessons: present continuous tense, affirmative statements; definite article the; noun phrase: article + adjective + noun.
Pt. 2- Rebecca's father tells Rebecca that he is against the San Francisco plan but Kevin supports her. Sandy will move in with her difficult boyfriend Jack. Rebecca and Kevin go shopping for a used car.
Grammar lessons: present continuous tense, negative statements; wh - questions with who and what; compound sentences with but.
104. Saying Goodbye/Leaving Home
Pt. 1- Rebecca gives her final music lesson while her father secretly goes shopping for a car to give her. After her last softball game, the team gives Rebecca a farewell present, and Rebecca and Matt break up.
Grammar lessons: present continuous tense, yes/no questions and short answers; wh - questions with when; prepositions to tell when (present time).
Pt. 2- Rebecca's father surprises her with the car and gives her a necklace that belonged to her mother. Kevin gives Rebecca a four-leaf clover key ring, and Sandy gives her a diary. Driving out of Boston, Rebecca stops at her mother's grave.
Grammar lessons: future with going to; wh - questions with where; adverbs and prepositions to tell where.
105. The Stranger/The Motel
Pt. 1- When Rebecca reaches the Southwest, the car breaks down on a deserted road. She worries when a stranger approaches. He turns out to be a photographer who helps her.
Grammar lessons: simple present tense, affirmative statements; direct object nouns; direct object pronouns.
Pt. 2- Rebecca and Alberto reach a phone, but can only leave a message on a garage's answering machine. They drive to a motel, where Rebecca gets the only room left.
Grammar lessons: simple present tense, negative statements; demonstrative adjectives; demonstrative pronouns.
106. Negotiations/Photos and Farewells
Pt. 1- Rebecca sells the car to the garage and plans to take the bus all the way to San Francisco.
Grammar lessons: simple present tense, yes/no questions and short answers; possessive pronouns; can (ability, possibility).
Pt. 2- On their way to the bus station, Alberto and Rebecca stop in a beautiful canyon where he takes some photographs of her. As they say goodbye at the bus, they both realize they're interested in each other.
Grammar lessons: be: past tense, affirmative and negative statements; be: past tense, yes/no questions and short answers; count and non-count nouns.
107. A New Home/Meet the Discussion Group
Pt. 1- Rebecca arrives in San Francisco and is surprised to discover that her godmother Nancy keeps other boarders and that she will have to pay rent as well.
Grammar lessons: simple past tense, affirmative and negative statements (regular verbs); simple past tense, yes/no questions and short answers; adverbs and prepositions to tell when (past time).
Pt. 2- Viewers meet the members of the discussion group who compare their lives and Rebecca's and talk about some of the circumstances within their own native cultures
108. Job Hunting/A Bad Day
Pt. 1- Rebecca has a difficult time getting used to life with other boarders at Nancy's house. At school, she learns that her work-study program has been canceled.
Grammar review be: present tense, affirmative and negative statements; be: present tense, yes/no questions and short answers; be: present tense, wh - questions and answers.
Pt. 2- Rebecca finds the job search frustrating. Alberto shows up and offers to show her around San Francisco.
Grammar review be: past tense, affirmative and negative statements; be: past tense, yes/no questions and answers; be: past tense, wh - questions and short answers.
109. A Night Out/First Day of Class
Pt. 1- Rebecca meets Alberto's family who are close to retiring from their family restaurant. Alberto has a divorced brother, Ramon, with a young son, Alex. Ramon suggests Rebecca take a job with his son's after-school program.
Grammar lessons: can and could (ability, possibility); can you/could you/would you (requests); can, could, and may (permission).
Pt. 2- Rebecca finds her first day of classes at the San Francisco College of Music intimidating. She likes the after-school program a lot and meets Alex and his friend Vincent Wang. Alberto is working on a deal with some investors who want to buy his parents' restaurant.
Grammar review: direct object nouns and pronouns; grammar lessons: direct object infinitives: affirmative and negative statements; direct object infinitives: yes/no questions and short answers.
110. Casey at Bat/The Art Gallery
Pt. 1- Rebecca gets a full-time job at Alex's after-school program. Alberto sends flowers and asks her to a gallery opening. But his brother, Ramon, is starting to appreciate Rebecca too.
Grammar review: present continuous tense, affirmative and negative statements; present continuous tense, yes/no questions and short answers; present continuous tense, w h- questions and answers.
Pt. 2- Ramon is worried that his ex-wife may take Alex to Los Angeles with her. Rebecca discovers that a photograph Alberto took of her in the canyon is on display at the gallery. The Mendoza family discusses selling the restaurant but Ramon is against the idea.
Grammar review: simple present tense, affirmative and negative statements; simple present tense, yes/n o questions and short answers; simple present tense, wh - questions and answers.
111. The Picnic/Prejudice
Pt. 1- Ramon and Rebecca have a nice chat at a picnic for the after-school program but are interrupted when some racist kids taunt Vincent Wang. Vincent's father is so upset he pulls him out of the program.
Grammar review: count nouns; non-count nouns; grammar lessons: sentences with there was/there were.
Pt. 2- Rebecca explains to the kids why racist names should not be used, and a police officer talks about hate crimes. The children write cards to Vincent to encourage him to come back.
Grammar review: simple past tense, affirmative and negative statements (regular verbs); simple past tense, yes/no questions and short answers (regular verbs); simple past tense, wh - questions and answers (regular verbs).
112. A Difficult Decision/Guitar Lessons
Pt. 1- Vincent's parents stand firm in their decision not to let him return to the program. Rebecca wants to give guitar lessons to Vincent and Alex so the two friends can still see each other.
Grammar review: simple past tense, affirmative and negative statements (irregular verbs); simple past tense, yes/no questions and short answers (irregular verbs); simple past tense, wh - questions and short answers (irregular verbs).
Pt. 2- The Wangs agree to guitar lessons. Alex encourages his father to date Rebecca, but he also hopes his parents will reconcile. Ramon may have to go to court to prevent his ex-wife from taking Alex to Los Angeles.
Grammar lessons: should and must: affirmative and negative statements; yes/no questions and short answers; compound sentences with and, too, and either; tag questions with be, should, and can.
113. The Retirement Party/The Phone Call
Pt. 1- Alex reacts badly to the news that he may have to go to Los Angeles. Alberto brings Rebecca to the retirement party for the Mendozas, and Mrs. Mendoza speculates about which of her sons Rebecca should marry.
Grammar lessons: the future with will: affirmative and negative statements; the future with will: yes/no questions and short answers; wh - questions; present continuous tense and simple present tense for future meaning.
Pt. 2- Mr. Mendoza announces that they won't sell the restaurant. Rebecca's godmother informs Rebecca that her father has been taken to the hospital in Boston.
Grammar lessons: have to: present tense, affirmative and negative statements; yes/no questions and short answers; have to: past tense, affirmative and negative statements; yes/no questions and short answers; compound sentences with or.
114. Review/The Emergency
Pt. 1 offers a review of the storyline so far.
Grammar lessons: used to: affirmative and negative statements; drawing conclusions: might and must in affirmative and negative statements; cardinal and ordinal numbers.
Pt. 2- Kevin meets Rebecca at the Boston airport and tells her their father's heart attack was serious. Kevin and Rebecca return home where she finds the house a mess and without food.
Grammar lessons: past continuous tense, affirmative statements; past continuous tense, negative statements; stative verbs.
115. Bad News/Brothers
Pt. 1- Rebecca and Kevin call a priest and their father's estranged brother, Brendan, who lives in Illinois. Sandy arrives at the hospital and tries to hide the fact that Jack has been hitting her.
Grammar lessons: past continuous tense, yes/no questions and short answers; past continuous tense, w h- questions; there is/are and there was/were: yes/no questions and short answers.
Pt. 2- Brendan Casey arrives and reconciles with his brother just before he dies.
Grammar lessons: adverbial phrases and clauses: one action before or after another action; adverbial phrases and clauses: two actions at the same time; past continuous and simple past tense.
116. Grief/Life Goes On
Pt. 1- The funeral is held, and the Boston fire department presents Rebecca with her father's helmet. Matt and Sandy both stop by to pay their respects, and Sandy tells Rebecca she's going back to Jack.
Grammar lessons: indirect object nouns and pronouns: affirmative and negative statements; indirect object nouns and pronouns: yes/no questions and short answers; indirect objects and direct objects: wh - questions and answers.
Pt. 2- Uncle Brendan and his wife offer to help Rebecca and Kevin any way they can. Rebecca and Kevin go through financial papers and discover family mementos.
Grammar lessons: present perfect tense, affirmative statements; adverbials with present perfect tense; present perfect tense and simple past tense.
117. A Box of Memories/The Missing Car
Pt. 1- Rebecca and Kevin find a key to a safe deposit box containing family treasures and substantial amounts in savings and insurance. Kevin tells Rebecca he resents her mothering him.
Grammar lessons: present perfect tense, negative statements; present perfect tense, yes/no questions and short answers; present perfect tense, wh - questions.
Pt. 2- The Casey family goes out for dinner and Rebecca and Kevin give their grandmother's ring to Brendan. Rebecca questions why she ever went to San Francisco in the first place. Brendan and Anne suggest that Rebecca and Kevin stay with them on their Illinois farm.
Grammar lessons: present perfect continuous tense, affirmative statements; present perfect continuous tense, negative statements; comparative and superlative adjectives.
118. The Breakdown/A Call for Help
Pt. 1- Kevin and his old girlfriend talk about his plans for the future. When he returns home, Brendan, Anne, and Rebecca reprimand him for taking the car without permission.
Grammar lessons: present perfect continuous tense, yes/no questions and short answers; present perfect continuous tense, wh - questions; review: direct object infinitives: affirmative and negative statements; yes/no questions.
Pt. 2- Kevin apologizes for taking the car. Sandy calls to say that Jack has hit her again and she's leaving him. Rebecca and Kevin go to her apartment to help her.
Grammar lessons: direct object gerunds: affirmative and negative statements; direct object gerunds: yes/no questions and short answers; subject gerunds.
119. Changes/The Farm
Pt. 1- Rebecca and Kevin help Sandy move out. Jack tries to stop them, but the police arrive and arrest him. Kevin decides to go to his uncle's farm, and he and Rebecca pack up their apartment. Sandy decides to take Rebecca up on her offer to stay at their apartment.
Grammar lessons: adverbial phrases and clauses of reason: affirmative and negative statements; adverbial phrases and clauses of reason: yes/no questions and short answers; wh - questions with why; so/such ... that.
Pt. 2- Rebecca and Kevin enjoy a tour of the farm. Kevin decides that he will stay and help out and Rebecca decides to return to San Francisco.
Grammar lessons: direct speech; present conditional statements; future conditional statements.
120. Thanksgiving/Starting Over
Pt. 1- Rebecca and Kevin enjoy Thanksgiving at Uncle Brendan's. Rebecca finally learns the source of Brendan's feud with her father.
Grammar review: past continuous tense, affirmative and negative statements; past continuous tense, yes/no questions and short answers; wh - questions and answers; past continuous tense and simple past tense.
Pt. 2- Rebecca returns to San Francisco and learns that she has lost her job.
Grammar review: wh - questions with who, what, when, where, why, and how long; grammar lessons: wh - questions: who/what as subjects; who/whom/what as objects; wh - questions with what/which/how much/how many (+ noun).
121. The Pressure's On/Sharing Feelings
Pt. 1- Rebecca meets with her advisor to talk about catching up in her studies. Alberto shows up and invites her to the opera, but she hesitates.
Grammar review: present perfect tense, affirmative and negative statements; contrast present perfect tense and simple past tense; grammar lessons: irregular simple past tense and past participles.
Pt. 2- Rebecca studies for her exams with her schoolmate Bill, who invites her to come to an audition for a rock group. She cancels her opera date with Alberto.
Grammar review: present perfect tense, yes/no questions and short answers; present perfect tense, wh - questions; grammar lessons: reflexive pronouns.
122. Unexpected Offers/The Audition
Pt. 1- Ramon sends Alex to Los Angeles for Christmas. Vincent Wang considers a job offer in Taiwan. Ramon starts to invite Rebecca to spend Christmas with him, but then hesitates, believing he should first talk with his brother about how they both feel about her.
Grammar lessons: past perfect tense, affirmative and negative statements; past perfect tense and simple past tense; past perfect tense: yes/no questions and short answers.
Pt. 2- Rebecca goes to the audition with her friend Bill.
Grammar lessons: wh - questions with how often; frequency expressions; adverbs of frequency; wh - questions with how and adverbs of manner; w h- questions with whose; possessive adjectives, nouns, and pronouns.
123. Dreamcatcher/Gifts
Pt. 1- When Rebecca returns from her audition, Nancy advises her to clear up the situation with the Mendoza brothers, or the family history of two brothers estranged over a woman will repeat itself.
Grammar lessons: adjective clauses: describing people; adjective clauses: describing things; adjective clauses: describing people and things.
Pt. 2- Alberto tells Rebecca that he thinks it's better if they remain just friends. Rebecca and Ramon celebrate Christmas together.
Grammar lessons: direct speech; grammar lessons: indirect speech; embedded questions.
124. True Love/Friendship
Pt. 1- Rebecca and Ramon exchange Christmas gifts--and a kiss. Back in Illinois, Brendan and Anne suggest that Kevin visit his sister for the holiday.
Grammar review: direct object gerunds; direct object infinitives; direct object infinitives with subjects.
Pt. 2- Kevin arrives in San Francisco just as Rebecca is finishing her new recording. Alex and Vincent conspire to spend New Year's Eve together before Vincent moves to Taiwan. Bill tells Rebecca he is moving to Los Angeles to pursue his music career.
Grammar lessons: passive voice: simple present tense, affirmative and negative statements; passive voice: simple present tense, yes/noquestions and short answers; prepositional phrases with by in passive voice statements.
125. The Lost Boys/A Very Good Year
Pt. 1- Alex and Vincent go ice skating on their big night, and Alex falls and hurts his ankle. Meanwhile, their families search everywhere for them. Finally, Mrs. Wang receives a call from the hospital informing her that the boys are safe.
Grammar lessons: passive voice: simple past tense, affirmative and negative statements; passive voice: simple past tense, yes/noquestions and short answers; transitive and intransitive verbs.
Pt. 2- The Wangs pick up the boys at the hospital and deliver Alex home safely. Everyone celebrates New Year's together at the restaurant.
Grammar review: present conditional statements; future conditional statements; grammar lessons: contrary-to-fact conditional statements.

End: Connect with English  

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

Crossroads Café

Curricular Area: Adult Literacy

Grade Level: 9-12+

Program Web Site:
Crossroads Café

Teacher Guide:
See Web site

Record Rights: Record/retain through 6/30/04.
No duplication allowed.

Series Length:
26 programs

Program Length:
30 minutes


This English language learner (ELL) series blends comedy and drama to teach English to speakers of other languages. The stories feature characters whose lives intersect at Crossroad Café, a neighborhood restaurant, where together they experience the struggles, conflicts, joys and victories of everyday life.


101. Opening Day
Victor Brashov’s new restaurant is about to open, but still doesn’t have a name or any employees.

102. Growing Pains
Henry’s plans to work at the café unravel; a demanding health and safety inspector visits the café.

103. Worlds Apart
When her boyfriend arrives from Mexico, Rosa must make a difficult decision; Brashov grapples with insomnia.

104. Who’s the Boss?
Jamal unexpectedly runs into two old friends who think he’s the owner of the café.

105. Lost and Found
When Katherine’s son has behavior problems in school, he gets help from an unexpected source; Jess and Carol’s house is burglarized.

106. Time Is Money
Brashov brings in an over-eager efficiency expert; Rosa struggles in her night school class.

107. Fish Out of Water
Brashov’s brother arrives from Romania only to find that life in the United States is not what he expected.

108. Family Matters
Katherine takes a second job to make ends meet; Rosa teaches Henry to dance.

109. Rush to Judgment
Jamal is a suspect in a bank robbery; Henry’s grandparents get lost in the city.

110. Let the Buyer Beware
Brashov falls for a woman who promises to improve the café’s business; Katherine reluctantly goes on a date.

111. No Vacancy
Rosa runs into an unexpected roadblock when she tries to move to a new apartment; Henry tries his hand at journalism.

112. Turning Points
The café is vandalized; Rosa learns to drive.

113. Trading Places
The café employees switch jobs for a day with mixed results; Jess and Carol have problems at home.

114. Life Goes On
The café employees try to cope while Brashov is in the hospital.

115. Breaking Away
Henry and his Caucasian girlfriend are forced to deal with reactions from their parents; a laundromat opens next door to the café.

116. The Bottom Line
Brashov tries to attract more business so he can impress the bank and qualify for a loan.

117. United We Stand
When her apartment landlord refuses to make repairs, Rosa and the other tenants fight back; Henry makes a documentary for his journalism class.

118. Opportunity Knocks
Jamal is offered an engineering job; Brashov buys a jukebox for the café.

119. The People’s Choice
Jess runs for city council; Jamal’s cousin visits from Egypt and falls in love with Rosa.

120. Outside Looking In
Rosa enters high society; the café landlord’s son disrupts work at the café.

121. Walls and Bridges
Rosa comes to the aid of a student whose father wants her to quit school; Brashov struggles with his citizenship exam.

122. Helping Hands
The café employees help a homeless man get on his feet; Jamal and his family take a trip.

123. The Gift
Brashov is convinced everyone has forgotten his birthday; someone from Brashov’s past pays an unexpected visit.

124. All’s Well That Ends Well
Katherine’s wedding day is a near disaster; Henry is caught in a snowstorm.

125. Comings and Goings
Henry pursues his plans to become a rock star; Katherine’s going-away party takes an unexpected turn.

126. Winds of Change
The café employees face difficult choices about their futures.

End: Crossroads Café   

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

Curious George

Curricular Area: Language Arts/Communication , Social Studies/History

Grade Level: PreK-2

Program Web Site:
Curious George

Teacher Guide:
See web Site

Record Rights: One year tape and erase. No duplication allowed.

Series Length:
65 programs

Program Length:
30 minutes


Based on the children's literature classic, Curious George is a series about a little monkey who lives to find new things to discover, touch, spill and chew. His life is rich with discovery, physical gags and escalating chaos. The series encourages inquiry and curiosity, promotes hands-on exploration, and shows parents and educators how to support children's science and math-related play.

Click here for Current Broadcast Schedule


SEASON 3

301. Ice Station Monkey/The Perfect Carrot
A. Ice Station Monkey

George and the Man with the Yellow Hat are having a blast on their research assignment in the Antarctic! Professor Wiseman has enlisted the pair to help find the nesting grounds of the Chinstrap penguins.
Educational Objective (Science): To be introduced to the idea of building a shelter using natural available materials.

B. The Perfect Carrot
George and Bill run out of carrots while feeding the rabbits. When Bill pulls a carrot out of the ground, George can't believe it! George wants to grow his own carrots. Armed with a packet of carrot seeds, and guidance from the Man with the Yellow Hat, George plants his garden.
Educational Objective (Science): To make a connection between plants, and the food people and animals eat.

302. Curious George Meets the Press/Snow Use
A. Curious George Meets the Press

George and the Man with the Yellow hat are lending a hand picking apples at Renkins' Farm, George takes an apple coveted by Jumpy Squirrel, who snatches it back and hides in the barn. George follows, and when he reaches for the light switch, accidentally turns on the giant cider press!
Educational Objective (Engineering): To introduce the concept that some systems are found in nature while others are made by humans.

B. Snow Use
It's the hottest day of the year, and to cool down, George wants to build a snowman! But how can he build a snowman when there's no snow?
Educational Objective (Science): To explore the results of mixing different natural materials with water.

303. For the Birds/Curious George-Asaurus
A. For the Birds

George loves feeding the birds, but they must be starving, because all the seeds keep disappearing! Perplexed, George returns with more food, only to find a big, bushy tail sticking out of the feeder. It's Jumpy Squirrel, caught in the act of eating all the seeds!
Educational Objective (Engineering): To illustrate that all products and systems are subject to failure; and that many can be fixed through troubleshooting.

B. Curious George-Asaurus
Professor Wiseman needs the Man with the Yellow Hat's help to assemble some rare dinosaur bones into a skeleton in time for an important archaeologist, Dr. Raj Desai, to see them. George climbs the fragile bones to retrieve a toy plane and the entire skeleton collapses!
Educational Objective (Math): To sort and classify bones based on their shape and size. To develop an understanding of symmetry by reassembling the dinosaur bones so that each bone on one side of the body matches the equivalent bone on the other side (e.g., size, shape, location).

304. Mulch Ado About Nothing/What Goes Up
A. Mulch Ado About Nothing

The secret to Bill's amazing garden is the compost he uses to feed his plants. George decides to make compost for his hungry plants...so George empties the entire contents of his fridge in the backyard. The next morning, George realizes that instead of making plant food, he's made a stinky mess!
Educational Objective (Science): To learn what compost is, how it can be made, and how it may be used to fertilize plants.

B. What Goes Up
It's "Reuse Your Junk Day" and George and the Man with the Yellow Hat have one last pickup before they go to the lake. But when they arrive at Renkins' Farm, they find a mountain of junk piled in the Renkins' living room. There's no way they'll finish the job before the suns goes down, which means no lake for George.
Educational Objective (Engineering): To develop an understanding of how things work. To develop an understanding of how levers work.

305. The Amazing Maze Race/The Color of Monkey
A. The Amazing Maze Race

George is an expert at navigating the maze on the placemat at the Y-Go-By Diner, but his skills are put to the ultimate test when the Man with the Yellow Hat takes him to the Annual Amazing Maze Race at Renkins Farm.
Educational Objective (Math): To use simple 2-d maps to locate landmarks and to navigate through territory using the map. To recognize that a map needs to be rotated to the same orientation as the maze itself in order to figure out which path to choose.

B. The Color of Monkey
After a bubble bath, George promises the Man with the Yellow Hat that he will stay clean until their picture is taken for the cover of Bird Watchers Magazine. But when George helps Steve and Betsy dye eggs, he falls into a pot of food coloring, and turns completely yellow!
Educational Objective (Science): To be introduced to the concept of camouflage and how it operates.

306. The Man with the Monkey Hands/Whistlepig Wednesday
A. The Man with the Monkey Hands

After warning George about the poison ivy lurking in the park, the Man with the Yellow Hat loses his balance and lands hands first in a brush of the itchy, poisonous leaves!
Educational Objective (Engineering): To learn that tools are simple objects that help humans complete tasks.

B. Whistlepig Wednesday
"Whistlepig Wednesday," Mr. Glass' unique version of Groundhog Day, is an annual city tradition of predicting when winter will start. Every year on the last Wednesday of August, Sherry the Whistlepig emerges from her burrow. If she sees her shadow, it means cold weather is coming. But what makes Sherry's shadow so special?
Educational Objective (Science): To notice specific characteristics of shadows in relation to the objects that make them.

307. George Digs Worms/Everything Old Is New Again
A. George Digs Worms

Why is Bill yelling at a mound of dirt? He's worm racing! George turns to a pile of decomposed leaves to find his own prize worm and challenges Bill's "Fast Freddy" to a race.
Educational Objective (Science): To learn some characteristics and habits of earth worms and to make a connection between an animal and its habitat.

B. Everything Old Is New Again
The city is awarding the "Golden Arrows Award" to the building that collects the most recycling. George is eager to help—once he learns what recycling actually is, of course. The building's Doorwoman next door turns out to be tough competition, so George hunts down recycling materials from everywhere he can think of.
Educational Objective (Science): To be introduced to the idea that everyone can help with recycling.

308. Wheels on the Bus/Seed Trouble
A. Wheels on the Bus

Running late for an important meeting at the Glass Palace, George and the Man with the Yellow Hat decide to take the bus rather than walk. But when George and the Man get off at the wrong stop, the bus leaves with the Man’s portfolio still inside!
Educational Objective (Math): To show how maps give us a schematic picture of where we are and how geometry can be applied to plot a shorter distance between the points of a triangle.

B. Seed Trouble
Just putting his toys away in an organized manner is a challenge for George - so he faces an incredible test when he represents the City Grocer in the local "Bag Olympics" for bagging groceries!
Educational Objective (Math): To sort objects (seeds) based on two categories simultaneously, first by color, and then, within each color group, by size (large and small seeds). To use one-to-one correspondence to point and count to six, first for the number of seed piles, and then point and count to six for the number of seed packages.

309. The Fun-Ball Tally/Red Sky at Night, Monkey's Delight
A. The Fun-Ball Tally

Dulson's Toy Store is having a contest! The person who comes closest to guessing how many Super Mega Fun-Balls are in the rocket shaped dispenser wins the entire container of balls -- and the rocket, too!
Educational Objective (Math): To understand the process of measuring and comparing, using standard or nonstandard units of measure.

B. Red Sky at Night, Monkey's Delight
George is tired of his fun always being ruined by the weather! Inspired by the Man with the Yellow Hat's painting of a beautiful sunset, George starts a weather journal by drawing pictures of the sky.
Educational Objective (Science): To learn that upcoming immediate weather can be predicted by observing natural signs including wind speed and direction, presence or absence of clouds, and appearance of clouds.

310. Shipwrecked with Hundley/Chasing Rainbows
A. Shipwrecked with Hundley

George and the Man with the Yellow Hat join Hundley and the Doorman for a ride on their neat and orderly sailboat -- much to Hundley's dismay. A cracked boom forces them to land on a remote island to make repairs. But when George thoughtfully returns the anchor to the boat, he and Hundley drift into the open sea!
Educational Objective (Engineering): To learn that different environments are associated with specific types of terrain, natural materials, and living things.

B. Chasing Rainbows
It's Steve and Betsy's first time in the country and who better to give them a guided tour of the forest than George? When a light rain casts a stunning rainbow in the sky, George decides to track down the end of the rainbow to see if there really is a pot of gold.
Educational Objective (Science): To learn that rainbows can be created using human-made materials including a light source and a glass of water.

311. Night of the Weiner Dog!/Animal Trackers
A. Night of the Weiner Dog!

Poor Hundley! It's the first time he's been apart from the Doorman in over 3 years and George's room isn't exactly this dapper daschund's idea of "neat and orderly."
Educational Objective (Math): To sort and classify objects based on their shape and function, e.g., bones with bones, toys with toys, etc. To use a measuring cup and fill the amount of liquid or solid to the exact level marked off as 1 cup.

B. Animal Trackers
It's Nature Week and George is taking pictures of wild animals and their tracks for the big exhibit. Bullfrogs, squirrels, raccoons and hawks are all nice, but George wants a picture of something really exciting and unusual.
Educational Objective (Science): To use the skills of inquiry including observing, collecting data, making predictions, generating theories, and checking results.

SEASON 2

201. Up, Up and Away/Skunked
A. Up, Up and Away

George discovers that it takes a tether, a basket and hot air for a balloon to successfully lift-off.
Educational Objective (Science): To show that wind/air can push things, that wind may have variable direction and speed, and that birds and humans use the power of the wind for movement.

B. Skunked
After trying and failing to make friends with a skunk and being subjected to multiple baths of tomato juice after repeatedly getting "skunked" - George is relieved to get back to the city and away from all of those smelly encounters.
Educational Objective (Science): To understand that all animals have needs for food, water, shelter, and a compatible habitat, and that all animals have characteristics and behaviors that aid in their survival.

202. Monkey Underground/Cat Mother
A. Monkey Underground

George stumbles across a gopher hole and finds himself inside a secret world of underground tunnels.
Educational Objective (Engineering): To demonstrate that the natural world and human-made world have different systems.

B. Cat Mother
It's love at first sight for Lucky when she meets her first dog - Hundley, the proud lobby dachshund.
Educational Objective (Engineering): To model that asking questions and making observations helps humans design solutions to meet needs and wants.

203. Up A Tree/Curious George And The Trash
A. Up A Tree

George tires of table manners and house rules and decides to build a tree house in the country yard.
Educational Objective (Engineering): To demonstrate how to follow a plan to get things done.

B. Curious George and the Trash
George's desperate attempt to recover his friend's hat leads the monkey on a race through the labyrinth of the city's garbage system.
Educational Objective (Engineering): To teach that garbage pick up is a system designed by humans to keep the city a healthy clean place to live.

204. Curious George Gets All Keyed Up/Gutter Monkey
A. Curious George Gets All Keyed Up

George volunteers to deliver Betsy's xylophone to her school while she goes to the beautician.
Educational Objective (Math): To relate number sequence to size and pitch sequence.

B. Gutter Monkey
George has trouble with a bowling ball while practicing out in the yard and inside the house.
Educational Objective (Science): To explore how the behavior of a rolling ball including its velocity, acceleration, and momentum varies depending on the slant and texture of the surface it rolls on, and/or on the strength of the exerted force used to push it.

205. Grease Monkeys In Space/Pinata Vision
A. Grease Monkeys in Space

It's up to George to complete a space mission and replace a large telescope's batteries.
Educational Objective (Engineering): To understand that tools are simple objects that help humans complete tasks.

B. Pinata Vision
George navigates his way around the city by using only his hands, ears and sense of touch.
Educational Objective (Science): To experience the senses of sight, hearing, touch, taste, and smell as ways of exploring and navigating in the world and to understand that each sense provides a unique perspective through which we may interpret the environment.

206. All-New Hundley/Signs Up
A. All-New Hundley

George uses his camera and sharp investigative skills to find out why Hundley is acting so strange.
Educational Objective (Science): To demonstrate inquiry as a process of finding out about the world and solving problems. To show that inquiry includes a variety of skills like observing, questioning, predicting, investigating, collecting information, recording and representing, and analyzing information based on multiple experiences. Also to model positive attitudes toward learning like persistence and curiosity.

B. Signs Up
Deciding that a collection of signs would make a cool display for his room, George sets out to gather them from all around town. But when people start losing their way and go in the wrong directions, George realizes how important signs are and starts putting them back - but not quite in their proper places.
Educational Objective (Engineering): To understand that symbols are used as a means of communication.

207. Color Me Monkey/Special Delivery Monkey
A. Color Me Monkey

George and Charkie go to the zoo and meet SooBerm, the truly unique painting elephant.
Educational Objective (Math): To observe that liquids, due to their property of flow, can be combined and their colors can be mixed. To understand that by mixing the primary colors in different amounts that many other colors can be created and that this process is consistent and predictable.

B. Special Delivery Monkey
George learns that moving ahead three spaces means not counting on the space he started on - a lesson which comes in handy when George is asked to help Chef Pisghetti by delivering a very special pie to a very special meeting.
Educational Objective (Math): To deepen children's knowledge of the counting sequence (from 1 to 10) and the ways this sequence can be used to solve addition problems.

208. Free Hundley/Bag Monkey
A. Free Hundley

George, Gnocchi and Charkie join forces to try and rescue Hundley from the local pet shelter.
Educational Objective (Engineering): To demonstrate that people plan in order to get things done. To understand that systems have parts that work together to accomplish a goal.

B. Bag Monkey
Just putting his toys away in an organized manner is a challenge for George - so he faces an incredible test when he represents the City Grocer in the local "Bag Olympics" for bagging groceries!
Educational Objective (Math): To explore how simple shapes can be assembled into more complex shapes.

209. Monkey Stagehand/Magic Garden
A. Monkey Stagehand

Bill needs some help behind the scenes of the town talent show and George happily volunteers.
Educational Objective (Engineering): To demonstrate that systems have parts or components that work together to accomplish a goal.

B. Magic Garden
Chef Pisghetti is running low on fresh vegetables and George tries to help by weeding the Chef's rooftop garden.
Educational Objective (Science, Math): To understand that the vegetables we eat are parts of plants and that plants may be cultivated for this purpose. Also to understand that plants are living things, and as such have survival needs like water, nutrients, and sun in order to grow and reproduce. Lastly to identify seeds as one way in which plants reproduce, that seed-bearing plants produce their own seeds, and to discover that the seeds from a plant will always grow into adult plants resembling the parent.

210. Curious George, Plumber's Helper/Curious George Takes a Hike
A. Curious George, Plumber's Helper

George brings some new toys in the tub and a few of them spiral down the drain, causing a clog.
Educational Objective (Engineering): To show that when parts of a system are missing, it may not work as planned.

B. Curious George Takes a Hike
When Bill and the Man fall off a small cliff, George uses numbered drawings of the landmarks they passed along the way to try and find his way back to the Ranger Station for help.
Educational Objective (Math): To explore mapping as a way to locate a destination and points of interest along the way. Also to show that using numbered drawings of location cues helps navigate backwards through a wilderness.

211. The Fully Automatic Fun Hat/Creatures Of The Night
A. The Fully Automatic Fun Hat

George engineers the Ultimate Yellow Monkey Fun Hat, equipped with food dispenser and prop launcher.
Educational Objective (Engineering): To show that everyone can design solutions to a problem, and that design is a creative process.

B. Creatures Of The Night
Determined to solve the mystery of the empty bird feeder, George stays up all night and finds a baby possum who has lost his family.
Educational Objective (Science): To illustrate some nocturnal animals, in contrast to diurnal, and their habits, specifically opossums. Also to show some specific characteristics of opossums; how and where they live, what they eat, some sounds and behaviors, defense mechanisms, and their relationships to some other animals.

212. Scaredy Dog/Say Goodnight, George
A. Scaredy Dog

George and Hundley are scared off by a Big Creepy Noise they hear down in the basement.
Educational Objectives (Science): To explore how the volume and clarity of a sound may change depending on one's distance from the source of the sound, and/or by covering or muffling the sound (covering one's ears for example.) Also to introduce tools that are used to copy (tape player) or magnify (megaphone) sound.

B. Say Goodnight, George
Who can sleep when the sun is still out? George sets the clocks to accommodate his monkey play schedule.
Educational Objectives (Science): To introduce the idea of increasing hours of daylight in summer months relative to winter months. Also to provide specific information about clocks as a way to measure time; how clock time can be adjusted, how alarms can be set, and different types of clocks.

213. A Bridge To Farm/Monkey Fever
A. A Bridge to Farm

When George sees six stranded chicks on an island in a pond, it's monkey to the rescue!
Educational Objective (Engineering): To show that structures are made up of parts.

B. Monkey Fever
George decides to try his own brand of monkey medicine to nurse the Man back to health.
Educational Objective (Science): To illustrate what it's like to be sick with a cold and some ways to take care of yourself when you are sick; get rest, drink fluids, eat healthy food and, if needed, take medicine. Also to introduce some doctor's tools like thermometers and stethoscopes.

214. Curious George, Spy Monkey/Castle Keep
A. Curious George, Spy Monkey

George uses recycled materials to build a periscope and goes undercover to solve a mystery.
Educational Objective (Engineering): To learn how mirrors can work as tools.

B. Castle Keeper
While George practices his golf swing, Bill shows him how a little leverage can send the ball high in the air - much to the dislike of Jumpy Squirrel in the tree!
Educational Objective (Engineering): To show how leverage (the action of a lever pivoting about a point) works.

215. Robot Monkey Hullabaloo/Curious George and the Slithery Day
A. Robot Monkey Hullabaloo

At the museum, George joins Professor Wiseman and the Man with the Yellow Hat on a stroll through an amazing new robot exhibit.
Educational Objectives (Engineering): To build or construct a structure using the design process and found objects.

B. Curious George and the Slithery Day
George is watching and feeding Mr. Zoobel's gopher snake, Bruno, and mice, Benjy and Willie, for the day.
Educational Objective (Science): To provide information about snakes as one type of animal; what it eats, where and how it lives, and some behaviors; the predator/prey relationship. Also to introduce the idea of habitat.

216. Curious George, Web Master / The Big Sleepy
A. Curious George, Web Master

While repainting the Endless Park statue for City Heritage Week, the Man's Yellow Hat blows away. While George races to recover his friend's treasure he stumbles across another—an elaborately spun spider web!
Educational Objective (Engineering): To show that humans often take ideas observed in nature and use them to develop products to meet their needs and wants.

B. The Big Sleepy
Bill and George go fishing on a brisk fall day. Noticing that George is cold, Bill explains that if George were a bear he'd be able to hibernate - and thus skip the cold and sleep through the winter.
Educational Objective (Science): To explore various materials and their properties in order to block out light and sound from a room. Also to introduce the idea of hibernation.

217. Curious George Sinks the Pirates / This Little Piggy
A. Curious George Sinks the Pirates

Hundley, the proud lobby dachshund, is also quite the boats-dog and longs to set sail on the ocean blue. Hundley's dream becomes "reality" one night when he dozes off to sleep - and into a big maritime adventure aboard the S. S. Dignified.
Educational Objectives (Science): To introduce the idea of sinking and floating.

B. This Little Piggy
For George, Dulson's Toy Store is irresistible, especially since it's where he finds the sailboat of his dreams. But he learns that the boat costs five dollars—and now exactly 500 pennies stand between George and his big dream!
Educational Objective (Math): To understand the value of coins.

218. King Doggie /The Lucky Cap
A. King Doggie

When a limo pulls up to the doorman's lobby, the Princess of Bratvia steps out and scoops up Hundley, claiming that he is in fact a Royal Doggie!
Educational Objectives (Math): To understand how to use non standard units of measurement.

B. The Lucky Cap
George's day goes from bad to worse. He spills a bowl of milk, gets caught in a torrential downpour, and just can't get past that seven square in hopscotch. But when George puts on a new cap, his misfortunes turn into windfalls - he finds a shiny quarter, gets a free shopping spree at Dulson's toy store, and wins his first hopscotch game ever!
Educational Objective (Math): To learn to count from 1 to 22 and to count back from 5 to 1.

219. Curious George, Sea Monkey / Old McGeorgie Had a Farm
A. Curious George, Sea Monkey

George and the Man with the Yellow Hat are overjoyed when Professors Wiseman, Einstein and Pizza invite them onto a submarine trip to retrieve a small weather satellite that crashed from space.
Educational Objective (Science): To understand that coral reefs are made up of many living creatures.

B. Old McGeorgie Had a Farm
Oscar, the Renkin's prize pig, is in the State Finals but a disappointed Mr. Renkins is too busy with the farm to attend the big fair. Enter George and the Man with the Yellow Hat who volunteer to take over his work and save the day!
Educational Objective (Math): To introduce standard units of measurement.

220. Curious George Beats the Band /Hats and a Hole
A. Curious George Beats the Band

At the symphony, George is lost in his daydreams. Inspired by such beautiful music, George imagines playing with Hundley in space among the twinkling stars, and flying from the ocean up to the sky with a friendly Loch Ness monster and a school of happy ducks.
Educational Objective (Math): To learn to identify and reproduce patterns in music such as rhythm, pitch and musical notation.

B. Hats and a Hole
A hard hat, a shovel, a wheelbarrow and a ladder - George learns that all four items are necessary when digging a gigantic hole. But why are George and the Man With the Yellow (Hard) Hat digging in their own yard? It's a surprise, and George will have to wait for the answer while the Man and Mr. Quint go help Flint Quint change a light bulb, taking the ladder with them.
Educational Objective (Science): To introduce the idea that some things float due to their shape and/or the material they are made out of.

SEASON 1

101. Curious George Flies a Kite/From Scratch
A. Curious George Flies a Kite
George finds the wonders and perils of kite flying.
Educational Objective (Science): To explore how wind makes things move.

B. From Scratch
George uses his inquiry skills to help an accused cat.
Educational Objective (Science): To aid in the development of problem-solving and inquiry skills.

102. Curious George's Home for Pigeons/Out of Order
A. Curious George's Home for Pigeons
George creates a tree on the balcony.
Educational Objective (Engineering): To illustrate the engineering design process.

B. Out of Order
George gathers packages for a lady who turns out to be a mail carrier.
Educational Objective (Math): To help develop an understanding of the relative position and sequence of whole numbers.

103. Zeros to Donuts/ Curious George, Stain Remover
A. Zeros to Donuts
George adds a couple of zeros to the cost of one dozen donuts and is surprised to find out he gets one hundred dozen. Now he has to figure out what to do with all those extra donuts before The Man with the Yellow Hat notices.
Educational Objective (Math): To introduce the importance of zero and the relative magnitude of numbers with a zero.

B. Curious George, Stain Remover
George uses the Renkins water pump to clean a grape juice spill.
Educational Objective (Engineering): To demonstrate how to move heavy objects using simple engineering.

104. Buoy Wonder/ Roller Monkey
A. Buoy Wonder
George finds out what building materials will make a boat float and learns about momentum while skating.
Educational Objective (Science): To explore the concepts of sinking and floating.

B. Roller Monkey
When George’s skating rolls out of control, he and his friends learn about momentum and inertia at a rapid downhill.
Educational Objectives (Science): To demonstrate objects in motion; to help develop an understanding of the power of momentum.

105. Curious George On Time/ Curious George’s Bunny Hunt
A. Curious George On Time
George explores the inside of the big library clock.
Educational Objectives (Engineering): To illustrate how to use tools; to introduce the concept of gears and how they change the direction of motion.

B. Curious George’s Bunny Hunt
George accidentally lets Bill's pet bunnies escape.
Educational Objectives (Math & Science): To encourage problem solving; to demonstrate counting; to show how different animals make different tracks.

106. Curious George Takes a Job, Parts 1 & 2
A. Curious George Takes a Job
Geroge helps Chef Pisghetti cook in a restaurant.
Educational Objective (Science): To illustrate that heating and dissolving can change the characteristics (properties) of substances.

B. Curious George Takes Another Job
George washes the windows of a skyscraper with Mr. Glass.
Educational Objectives (Science): To illustrate that light travels in straight lines; to illustrate that an object placed in the path of light produces a shadow.

107. Curious George, Door Monkey/ Curious George Goes Up the River
A. Curious George, Door Monkey
George opens packages filled with different balls.
Educational Objective (Math): To demonstrate that objects can be sorted by size and volume.

B. Curious George Goes Up the River
George roams far away while feeding some ducks.
Educational Objectives (Math & Science): To aid in the recognition of objects from different perspectives; to illustrate how objects can be carried by flowing water; to use objects and a pictorial map of those objects within a landscape to navigate.

108. Curious George and the Invisible Sound/Curious George, A Peeling Monkey
A. Curious George and the Invisible Sound
George records animal sounds in the country.
Educational Objectives (Science): To demonstrate that sounds vary in volume, pitch, and quality depending on the nature of the object that is vibrating; to illustrate that a noise will sound quieter when it is further away.

B. Curious George, A Peeling Monkey
George unwraps everything except the Professor's present.
Educational Objectives (Science & Engineering): To demonstrate that materials — both natural and human-made — have specific characteristics (properties) that determine how they will be used. (For example, fruit skins have certain properties that help them to protect the fruit.)

109. Curious George, Dog Counter/ Squirrel for a Day
A. Curious George, Dog Counter
George brings dogs from a Dog Show to the apartment.
Educational Objective (Math): To demonstrate sorting and classifying sets of objects (or animals) by size, number, and other characteristics (properties).

B. Squirrel for a Day
George tries to store all the food in the ground.
Educational Objective (Science): To demonstrate how plants grow from seeds.

110. Curious George Discovers the ’Poles/ Curious George Finds His Way
A. Curious George Discovers the ’Poles
George takes care of Bill's pet tadpoles.
Educational Objective (Science): To help develop the understanding that all living organisms have a life cycle.

B. Curious George Finds His Way
George and Hundley get lost and must find their way home.
Educational Objective (Science): To explore the characteristics (properties) of sound.

111. Water to Ducks/Animal Magnetism
A. Water to Ducks
George tries to keep a puddle from evaporating so the ducks will stay.
Educational Objective (Science): To demonstrate the water cycle.

B. Magnetism
George learns a lot about magnets.
Educational Objective (Science): To illustrate several characteristics of magnets: they attract and repel each other; they attract certain kinds of other metals; objects made of certain metals can be magnetized.

112. Doctor Monkey/Curious George the Architect
A. Doctor Monkey
George uses a stethoscope to solve a mysterious sound.
Educational Objective (Science & Engineering): To demonstrate how sounds can provide clues about what's happening inside a body; to illustrate how instruments can extend the senses (as a stethoscope extends the power of hearing).

Curious George the Architect
George learns about equipment at a construction site.
Educational Objective (Engineering): To demonstrate that tools help to get things done; to illustrate the fact that tools and machines can be helpful or harmful.

113. Zoo Night/Charkie Escapes
A. Zoo Night
George gets locked inside the zoo & gets surrounded by animals.
Educational Objective (Math): To demonstrate how maps can be used to locate objects.

B. Charkie Escapes
George is dog-sitting Charkie and discovers that she likes playing soccer.
Educational Objective (Engineering): To demonstrate deduction and creative problem solving in using available materials to tackle a problem.

114. Curious George's Rocket Ride/Curious George, Station Master
A. Curious George's Rocket Ride
George delivers food supplies to a space station.
Educational Objective (Science): To introduce the idea that there are objects that orbit the earth: natural objects (the moon) and human-made objects (satellites).

B. Curious George, Station Master
George tries to keep the trains running smoothly.
Educational Objective (Math): To help develop an understanding of the relative position and sequence of whole numbers.

115. Curious George and the Dam Builders/Curious George's Low High Score
A. Curious George and the Dam Builders
George helps a family of beavers.
Educational Objective (Science & Engineering): To model the idea that an organism's behavioral patterns are related to the nature of the organism's physical environment, heredity, and experience; to demonstrate that an important part of engineering is to brainstorm solutions and test the ones that seem most promising.

B. Curious George's Low High Score
George builds his own mini-golf course so he can practice.
Educational Objective (Math): To help develop an understanding that sometimes a high number isn't always the best or most desirable.

116. Curious George Sees Stars/Curious George Gets a Trophy
A. Curious George Sees Stars
George tries to count all the stars in the sky.
Educational Objective (Math): To aid in counting with understanding and recognizing "how many" in sets of objects.

B. Curious George Gets a Trophy
George tries to keep an ice cream sculpture from melting.
Educational Objective (Science): To illustrate that solids can be changed to liquids by adding heat (melting) and liquids can be changed to solids by taking heat away (freezing).

117. George Makes a Stand/Curious George Sees the Light
A. George Makes a Stand
George sells lemonade to buy a soccer ball.
Educational Objective (Math): To help develop an understanding of commonly used fractions; to help develop an understanding of situations that entail division (such as sharing equally).

B. Curious George Sees the Light
George causes problems when he adjusts a traffic light.
Educational Objective (Science): To demonstrate that there can be more than one reasonable explanation for the same set of data.

118. Candy Counter/Curious George, Rescue Monkey
A. Candy Counter
George learns to sort candies by color & shape.
Educational Objective (Math): To demonstrate sorting and classifying sets of objects (or animals) by size, number, and other characteristics (properties); to model building, sorting, and the comparing of two- and three-dimensional shapes.

B. Curious George, Rescue Monkey
George spends the day helping the fire department.
Educational Objective (Engineering): To illustrate the importance of using the right tool for the task.

119. The Truth About George Burgers/Curious George in the Dark
A. The Truth About George Burgers
George must save the day by re-creating a Chef's recipe.
Educational Objective (Engineering): To demonstrate the importance of planning and following directions in order to get things done.

B. Curious George in the Dark
With the help of his trusty flashlight, George conquers his fears of the dark and shows Jumpy how to have some fun with shadows.
Educational Objective (Science): To explore how the size and shape of an object's shadow changes depending on the relationship between the location of the object and the location of the light source.

120. The Clean, Perfect Yellow Hat/Bee Is for Bear
A. The Clean, Perfect Yellow Hat
Can George fix the hole in the yellow hat in time?
Educational Objective (Engineering): To model the idea of exploring various materials and their characteristics (properties) when looking to repair or create an object.

B. Bee Is for Bear
No one believes that George has seen a bear.
Educational Objective (Science): To demonstrate that an organism's behavioral patterns are related to several things: the nature of the organism's environment, other organisms present, and the availability of food and resources.

121. Surprise Quints/Muddy Monkey
A. Surprise Quints
George keeps Mr. Quint busy while everyone prepares for his party.
Educational Objective (Math): To aid in counting with understanding and recognizing "how many" in sets of objects; to help develop an understanding of situations that entail division (such as sharing equally).

B. Muddy Monkey
George refuses to take a bath.
Educational Objective (Science): To demonstrate that bubbles are made of air surrounded by a very thin film; to demonstrate that no matter what the shape of the bubble maker, the shape of a free-floating bubble is a sphere.

122. Curious George Takes a Vacation/Curious George and the One That Got Away
A. Curious George Takes a Vacation
George has fun when he gets stuck in the airport.
Educational Objective (Engineering): To help develop an understanding that people and goods can be transported in many different ways.

B. Curious George and the One That Got Away
George makes his own fishing pole to catch an eel.
Educational Objective (Engineering): To demonstrate using objects found around the house to design solutions to a problem.

123. Ski Monkey/George the Grocer
A. Ski Monkey
George leans to ski, snowshoe and sled in a blizzard.
Educational Objective (Science): To demonstrate that spreading out the weight of an object on a soft surface like snow keeps the object from sinking in.

B. George the Grocer
George works at the grocery store to earn money.
Educational Objective (Math): To help develop skills in describing relative positions in space and in applying ideas about relative position.

124. Keep Out Cows/Curious George and the Missing Piece
A. Keep Out Cows
George tries to stop cows from eating wildflowers
Educational Objective (Engineering): To illustrate that the strength of a structure depends on the material it is made of and how it is designed.

B. Curious George and the Missing Piece
George tries to match a bone to the right animal.
Educational Objective (Science): To help develop an understanding that the shape of a bone is related to its function, and the size of a bone is related to the size of the animal from which it came.

125. Camping With Hundley/Curious George vs. The Turbo Python 3000
A. Camping With Hundley
George uses his old-fashioned camping tools during a thunderstorm.
Educational Objective (Engineering): To illustrate the importance of choosing the right tool for the task and using it correctly.

B. Curious George vs. The Turbo Python 3000
George tries to ride a rollercoaster.
Educational Objective (Math): To help develop an understanding of the process of measuring and comparing using standard or nonstandard units of measure.

126. Housebound!/Curious George Rides a Bike
A. Housebound!
George breaks his leg at the museum while exploring a dinosaur skeleton.
Educational Objective (Science): To explore how vertebrates have internal skeletons made of bone; to help develop an understanding of how a bone heals itself.

B. Curious George Rides a Bike
George hits a big rock that bends his bicycle wheel out of shape.
Educational Objective (Engineering): To demonstrate the importance of using the correct tool to adjust and repair things.

127. The All-Animal Recycled Band/The Times of Sand
A. The All-Animal Recycled Band
George recruits his friends to play in a band.
Educational Objective (Engineering): To model the idea of creating new objects using found and recycled materials.

B. The Times of Sand
George builds a sand castle at the beach.
Educational Objective (Science): To illustrate that tides are natural events, and that they occur in repeated, predictable patterns.

128. The Elephant Upstairs/Being Hundley
A. The Elephant Upstairs
George hears a loud thumping sound coming from the ceiling.
Educational Objective (Science): To demonstrate that different objects can produce sounds that are similar in volume and pitch.

B. Being Hundley
George experiments with being a dog.
Educational Objective (Science): To demonstrate that the form and behaviors of each kind of animal are related to each animal's needs.

129. George Fixes Betsy's Wagon/Curious George Takes a Dive
A. George Fixes Betsy's Wagon
George must replace the wheel on a wagon.
Educational Objective (Engineering): To explore the system of wheels and axles that makes a wagon work correctly.

B. Curious George Takes a Dive
George brings a turtle home and keeps it in the bathtub.
Educational Objective (Science): To demonstrate that various plants and animals inhabit different kinds of environments, and have structures and functions that help them thrive in these environments.

130. Unbalanced/Curious George vs. Winter
A. Unbalanced
George wants to be an acrobat.
Educational Objective (Science): To demonstrate how balance is affected by the amount and position of weight, and by the position of the fulcrum (point of support).

B. Curious George vs. Winter
George learns interesting things about freezing and melting.
Educational Objective (Science): To illustrate that water freezes into ice when it is cooled and that ice melts into water when it is heated.

End: Curious George   

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

Cyberchase

Curricular Area: Mathematics

Grade Level: 2-6

Program Web Site:
Cyberchase

Teacher Guide:
See Web site

Record Rights: One year tape and erase. No duplication allowed.

Series Length:
82 programs

Program Length:
30 minutes


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.


Click here for Current Broadcast Schedule


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.

End: Cyberchase  

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

CyberSense (NEW!)

Curricular Area: Guidance/Character Development , Health/Safety

Grade Level: 7-12

Teacher Guide:
Films Media Group

Record Rights: Recording/duplication allowed as long as IPTV broadcasts the series.

Series Length:
3 programs

Program Length:
Various minutes


Cybersense raises teen awareness of the threats that Internet users face. Personal, financial, and career-related risks become clear through conversations with young people and interviews with computer experts. Students gain an understanding of best practices and rules of online conduct, so that they can navigate potential Internet perils before trouble occurs.

Correlates to National ISTE Technology Foundation Standards for Students.


101. CyberSafety [19:00]
This program warns students about how vulnerable they are whenever they venture into the cyber realm—even when they think they’re among “friends.” Explaining how to take precautions in chat rooms, on social networking sites, and anywhere that predators lurk, the program strongly advises against physically meeting any online acquaintance and emphasizes that parents or guardians must be involved in such meetings.

102. CyberSecurity [21:00]
This program cautions students about potential hazards to their computers—not to mention their careers, finances, and futures—that exist online. Highlighting the importance of setting up a firewall and keeping one’s operating system up-to-date, the program provides straightforward advice about protecting against hackers, viruses, Trojan horses, spyware, adware, phishing emails, and other high-tech threats.

103. CyberEthics [14:00]
This program helps students take the high road on the information superhighway and avoid the temptations of the fast lane, pointing the way toward an ethically sound Internet presence and lifestyle. Guidelines for the use of intellectual property are featured, with emphasis on the consequences of illegal downloading, copyright infringement, and plagiarism. Pornography, gaming sites, chat rooms, and online social networks are also discussed, helping viewers steer clear of antisocial and abusive activities, especially cyber-bullying.

End: CyberSense (NEW!)  

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

Design Squad

Curricular Area: Science , Science/Technology

Grade Level: 5-12

Program Web Site:
Design Squad

Teacher Guide:
Design Squad

Record Rights: One year tape and erase. No duplication allowed.

Series Length:
26 programs

Program Length:
30 minutes


Design Squad is a reality competition that aims to excite viewers about engineering. Two teams of high school students design, build and test whimsical machines and innovative products--everything from a wireless light and dance show to an automatic pancake maker--for real clients. Guided by two young engineer hosts, the teams are scored for their ability to think creatively and meet (or surpass) the demands of the challenge at hand. In the final episode, the top two scorers battle for the grand prize--a $10,000 college scholarship.


SEASON 2

201. Cardboard Furniture
Sit back and relax as the Design Squad teams create innovative, yet practical cardboard furniture for the home goods store IKEA. Furniture shoppers take a seat in the judges' chair to decide the winning team.

202. PVC Kayak
Jump on board as King Island Alaskan native Sean Gallagher challenges the Design Squad teams to build ten-foot kayaks using traditional design but with non-traditional materials.203. Green Machines
The teams go green as they work with the Food Project, an organization that creates social change through sustainable agriculture. Two young Food Project volunteers challenge the teams to design a compost lifter for their urban farm.

204. Gravity Bikes
Watch the Design Squad teams in a head-to-head competition as they build high-speed, gravity bikes for Gravity Sports International champion Tom Whalen.

205. Water Dancing
Dancer and performance artist Lisa Bufano, a bilateral leg and finger amputee, challenges the teams to build specialized prostheses for an underwater performance.

206. Backyard Thrill Ride
The teams bring the adrenaline rush of an amusement park ride to the backyard of 13-year-old Andreas Hoffman.

207. Big Bugs
Design Squad gets back to nature as the teams sculpt large-scale insects from found forest materials. The winning arthropod will be on display at the New England Wild Flower Society's Big Bugs exhibit.

208. Aquatic Robots
Super Duck Excursions, the Boston-based terra-amphibious touring company, challenges the teams to create underwater radio-controlled robots to spice up their narrated tours.

209. Band Cam
There's nothing like the World Music rhythms of Zili Misik to send the Design Squad teams into an artistic groove. The all-female band challenges the teams to create remote-controlled aerial camera systems to cover their live performance.

210. No Crying in Baseball
The teams must hit a home run for Del "The Dogman" Christman—local hot dog vendor for the Lowell Spinners (a Class A affiliate of the Boston Red Sox)—who is in need of an onion dispenser to dress up his dogs.

211. Hockey Net Target
They shoot, they score! Boston Bruins defenseman Matt Lashoff challenges the teams to build remote-controlled hockey net targets.

212. Off-Road Go-Karts, Part 1
213. Off-Road Go-Karts, Part 2
In this two-part season finale, the teams revamp go-karts in a high-speed off-road race. The fastest go-kart will be featured in MAKE Magazine, and the contestant who ends up with the most total points wins… a college scholarship provided by the Intel Foundation.

SEASON 1

101. The Need for Speed
A professional racecar builder challenges the teams to convert kiddie toys into motorized dragsters.

102. Rock On!
The teams compete to create original musical instruments--one stringed and one percussive--for Off White Noise, a local band. The instruments are put to the test when Off White Noise rocks out at the Middle East nightclub.

103. Skunk'd
When a guy named Skunk comes looking for a bike bizarre enough to impress the members of SCUL (Subversive Choppers Urban Legion), well, you give him what he wants. The rubber really hits the road when DS parades their newly created choppers on a SCUL mission.

104. DS Unplugged
The teams take a crash course in pre-industrial building techniques, as they compete to build 20-foot bridges—without the aid of power tools, forklifts, or...flushable toilets. It's a show for the (Middle) Ages!

105. Got Game?
Challenged to come up with a way to cover all the angles of a basketball game via remote-controlled cameras, the teams dive into action and compete to prove who's got game!

106. A Collective Collaboration
The teams set their sights on designing the most durable, portable and low cost peanut butter making machines for a women's collective in Haiti.

107. Just for Kicks
The challenge: design a REVOLUTIONary device that automatically feeds a stream of balls to Michael Parkhurst, a professional soccer player with the New England Revolution.

108. Functional Fashion
It's a marriage of high-tech and haute couture (well, sort of!) as the teams compete to see who can design the best dual-purpose clothing. Join DS on the runway as the garments/gadgets make their fashion debut.

109. Batter Up
How to make a perfect pancake? The DS teams seek the right ingredients for a machine that will cook, flip, and serve up delicious flapjacks at the flick of a switch. The winning machine is put to the test at a busy diner.

110. Pumped
An 11-foot tall water slide will be a cool addition to the community pool...once there's a pump to deliver the water. See which invention makes the biggest splash with YMCA campers.

111. Blowin' in the Wind
The teams tap into their inner artists as they compete to design and build wind-powered kinetic art from recycled materials. The winning sculpture is put on display at the DeCordova Museum and Sculpture Park in Lincoln, Massachusetts.

112. Bodies Electric
DESIGN SQUAD-ers take a shine to hip-hop artist Wyatt Jackson when they try to create a sound and light show triggered by Jackson's moves and grooves. In a live performance, it's DS night at the Strand Theatre!

113. Winner Takes All
Continuum (a design consultancy) asks the DS teams to develop and test a "summer sled" for retail giant L.L. Bean. It's a bumpy, downhill slide to the finish line!

End: Design Squad   

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

Destinos: An Introduction to Spanish

Curricular Area: Cultural Diversity , Foreign Language

Grade Level: 7-12

Program Web Site:
Annenberg Media

Teacher Guide:
See Web site

Record Rights: Recording/duplication allowed as long as IPTV broadcasts the series.

Series Length:
52 programs

Program Length:
30 minutes


Destinos teaches speaking, listening, and comprehension skills in Spanish. This telenovela, or Spanish soap opera, immerses students in everyday situations with native speakers and introduces the cultures, accents, and dialects of Mexico, Spain, Argentina, and Puerto Rico. Understanding of Spanish and appreciation of many Hispanic cultures increases as students become absorbed in the mysterious and entertaining story.

Closed captioning in Spanish may be used as a teaching and literacy resource.


UNIT 1
Lessons 1-2

Vocabulario: cognates; family members.
Gramática: ser; articles and gender, possession.

101. La carta (The Letter)
The narrator explains the three types of Spanish that will be spoken in the series: conversational Spanish by native speakers (informal, colloquial), the Spanish spoken by the narrator (formal, non-native speaker), and the Spanish spoken by the principal character Raquel (formal, native speaker). The story of the Castillo family begins.

102. El secreto (The Secret)
Fernando reveals that he was first married to a woman named Rosario in Spain just before the Spanish Civil War, but left the country after he believed she was killed in a bombing raid. He recently received a letter from a friend telling him that Rosario survived and, as a result, becomes obsessed with finding his wife who, when he last saw her, was pregnant with his child.

UNIT 2, Un viaje a Sevilla (A Trip to Seville)
Lessons 3-6

Vocabulario: numbers (0-21); academic subjects; animals, days of the week; telling time.
Gramática: hay; estar; ir; present tense (regular verbs); subject pronouns; personal a; interrogatives; adjectives.

103. El comienzo (The Beginning)
Raquel Rodriquez travels to Sevilla, Spain, to speak with Sra. Suárez, the woman who sent Fernando Castillo the letter about Rosario.

104. Perdido (Lost)
Raquel is still in Sevilla and learns that Sra. Suárez wishes to see her in Madrid. While at a market in Sevilla, Raquel helps chase a loose dog and gets lost.

105. La despedida (The Farewell)
Raquel leaves by train for Madrid to meet Sra. Suárez concerning the letter she wrote to Fernando.

106. ¿Maestra? (Teacher?)
While on the train for Madrid, Raquel inadvertently reveals to a reporter that she is conducting an investigation and he begins to follow her to try to find out what she is doing.

UNIT 3, Un viaje a Madrid (A Trip to Madrid)
Lessons 7-11

Vocabulario: clothing; numbers (21-99); interrogatives; months; seasons; colors; descriptive adjectives.
Gramática: saber; conocer; present tense (irregular verbs, stem-changing verbs, reflexive pronouns); more on possession; demonstratives; more on using adjectives; ser and estar.

107. La cartera (The Wallet)
Most of the episode is devoted to Spanish conversation dealing with Raquel's arrival in Madrid, her lost wallet, checking into her hotel, meeting people, and traveling to the home of Sra. Suárez. Fernando Castillo is sent to the hospital because of his declining health.

108. El encuentro (The Encounter)
Raquel finally meets with Sra. Suárez and learns that Rosario survived the bombing, gave birth to Fernando's son, Angel, while living in Sevilla, and moved to Argentina where she remarried a man named Martin Iglesias.

109. Estaciones (Seasons)
Fernando's condition improves and he is informed about the information Raquel learned in the last episode. Raquel intends to leave soon to Buenos Aires where she hopes to meet with Rosario and Angel.

110. Cuadros (Paintings)
"Cuadros" features the paintings of El Greco, Velazquez and Goya. Raquel visits El Prado and bids farewell to her friends in Madrid as she leaves Spain for Argentina to search for Rosario and her son, Angel.

111. La demora (The Delay)
Raquel's plane to Argentina is delayed and she spends time reviewing her experiences in Spain. This provides the backdrop for reviewing the conversation elements learned during the past five lessons.

UNIT 4, Un viaje a la Argentina (A Trip to Argentina)
Lessons 12-18

Vocabulario: numbers (100-1000); food groups (meat, fish, fruits, vegetables, others); writing and written works.
Gramática: Preterite tense; direct and indirect object pronouns; prepositions; pronoun objects of prepositions; using adjectives; verbs used reflexively and nonreflexively; gustar and verbs like it; two object pronouns together.

112. Revelaciones (Revelations)
Raquel arrives in Buenos Aires where she learns from Arturo, Rosario's son from her second marriage, that Rosario is dead and that he has lost contact with Angel who became a sailor.

113. La búsqueda (The Search)
Raquel and Arturo search the harbor of Buenos Aires for information on Angel, but fail to find anyone who knows anything about him.

114. En el extranjero (Abroad)
Raquel and Arturo meet with a man who knew Angel and believes Angel may be living in Puerto Rico. Raquel and Arturo begin to develop a strong friendship.

115. Culpable (Guilty)
Raquel and Arturo spend time shopping in Buenos Aires and relaxing in a park. Hector, the man who knew Angel, finds an old letter from Angel and plans to show it to Raquel and Arturo.

116. Caras (Faces)
Raquel and Arturo meet with Hector who shows them the letter Angel wrote to him. Arturo worries that Angel might be dead. Raquel plans to travel to Puerto Rico to search for Angel.

117. Inolvidable (Unforgettable)
Raquel and Arturo visit the National Museum of Fine Arts, the home of Jose Luis Borges, the Plaza de Mayo, and other places of interest in Buenos Aires.

118. Estimada señora Suárez (Dear Mrs. Suárez)
This episode reviews the vocabulary and sights of Raquel's visit to Buenos Aires. Arturo says goodbye to Raquel at the airport where she departs for Puerto Rico.

UNIT 5, Un viaje a Puerto Rico (A Trip to Puerto Rico)
Lessons 19-26

Vocabulario: directions; more family members; weather; changes in states and conditions; parts of a house; domestic appliances; more descriptive adjectives.
Gramática: present and past progressive; imperfect; imperfect and preterite together; por and para; affirmatives and negatives; idioms with tener; comparisons; estar and sentirse with adjectives; acabar de; hace, hace ... que; al + infinitive.

119. Por fin... (Finally...)
At this point in the series there is no longer an English narrator. Raquel learns that Angel Castillo and his wife have died, but meets Angel's daughter, Angela, who tells Raquel that she also has a brother, Roberto.

120. Relaciones estrechas (A Close Relationship)
Raquel meets Angela's uncles and aunts who express concern over the story of the Castillo family and how it may effect Angela. Raquel and Angela plan to meet with Angela's grandmother who is the family matriarch.

121. El peaje (The Tollbooth)
Raquel, Angela and Angela's cousin are driving to visit Angela's grandmother in San German, when their car breaks down near Ponce.

122. Recuerdos (Memories)
Angela's grandmother gives Angela a box of Angel's personal items and agrees that she should go to Mexico to see Fernando.

123. Vista al mar (A View of the Sea)
This episode covers words for rooms in a home, words used when shopping for an apartment, and the Puerto Rican community in New York City. Raquel meets Jorge, Angela's boyfriend. She calls Arturo in Buenos Aires and he plans to meet Raquel and Angela in Mexico.

124. El don Juan (The Don Juan)
Angela's boyfriend Jorge makes a verbal pass at Raquel. When Raquel tries to talk to Angela about Jorge, Angela gets upset and thinks everyone is out to get him. On the way to the airport, Angela learns from her uncle that her brother Roberto has had a serious accident.

125. Reflexiones I (Reflections I)
This episode reviews the highlights of Raquel's journey from the time her investigation began to her departure for Puerto Rico.

126. Reflexiones II (Reflections II)
This episode continues to review the whole series which covers the time Raquel came to Puerto Rico to the present.

UNIT 6, Un viaje a Mexico: El pueblo, la Capital (A Trip to Mexico: The Town, the Capital)
Lessons 27-36

Vocabulario: body parts; medical situations; city locations; stores; geographical features; professions; social life; giving advice.
Gramática: future; superlatives; present subjunctive; use of the subjunctive in noun clauses; subjunctive with adverbial conjunctions of time and in adjective clauses; commands; present perfect (indicative and subjunctive); que and quien; past participle as adjective.

127. El rescate (The Rescue)
Raquel and Angela travel to the excavation site where Angela's brother Roberto has had an accident, but are told to go to a local hospital where they find no information about him.

128. Atrapados (Trapped)
Raquel and Angela travel to the excavation site where they learn that Roberto is one of three men still trapped, but alive. Arturo arrives in Mexico and waits to hear from Raquel, unaware of the emergency. Fernando's health deteriorates and a specialist is called.

129. ¡Se derrumbó! (It Collapsed!)
Roberto remains the only person still trapped in the excavation tunnel. Angela breaks down and must be taken away from the rescue area.

130. Preocupaciones (Worries)
With Roberto still trapped, Raquel and Angela go into town to call family and friends.

131. Medidas drásticas (Drastic Measures)
Raquel and Angela still await word on Roberto.

132. Ha habido un accidente (There Has Been an Accident)
Luis, an old boyfriend of Raquel, meets with Raquel's parents in Los Angeles and they all decide to go to Mexico to visit Raquel. Rescuers locate Roberto who appears to be alive.

133. Si supieras... (If You Only Knew...)
Roberto is finally rescued from the excavation sight. Juan and his wife Pati argue about whether she should go back to New York to deal with problems her theater group is experiencing or stay in Mexico with Fernando.

134. ¡Exito! (Success!)
Raquel and Angela talk about their boyfriends as they drive to Mexico City where Roberto was flown to a hospital. Juan wonders if he and Pati are still compatible.

135. Reunidos (Reunited)
This episode features Raquel finally reuniting with Arturo in Mexico City, Arturo's first meeting with his niece Angela, and Arturo's first meeting with the Castillo family.

136. ¿Qué estarán haciendo? (What Could They Be Doing?)
This episode reviews the scenes of the last nine episodes, particularly the dilemmas and hardships experienced by the Castillo family.

UNIT 7, Un viaje a Mexico: La Capital (A Trip to Mexico: The Capital)
Lessons 37-52

Vocabulario: money; business; renting and buying; tourist needs; restaurants; hotels; sports; relationships; pastimes.
Gramática: forms and uses of the past subjunctive (simple and perfect); conditional; if clause sentences; past perfect indicative; adverb formation; exclamations; subjunctive.

137. Llevando cuentas (Keeping the Books)
The Castillo family has a gathering for Raquel and Arturo. Angela does not want to meet the Castillos until Roberto wakes up. Raquel's mother contacts Raquel about meeting her in Mexico, but still doesn't tell her that her old boyfriend Luis is coming along too.

138. Ocultando la verdad (Hiding the Truth)
The Castillo family suspects Carlos, one of Fernando's sons, of misappropriating funds from the family business. The Castillos remain optimistic that Juan and Pati will work out their problems.

139. La misma sonrisa (The Same Smile)
After Carlos tells his wife Gloria that he has hidden the truth from his family, she disappears. As a result, Carlos also disappears. Roberto rapidly recovers and meets with Raquel and Arturo.

140. Entre la espada y la pared (Between a Rock and a Hard Place)
In New York, Pati is told she must change some of the controversial themes in her play or the University will not allow it to be shown. Fernando is transferred to a hospital in Guadalajara where he will see a specialist.

141. Algo inesperado (Something Unexpected)
Carlos reveals to his family that Gloria has a gambling habit. Roberto tells Angela he does not want her to sell the apartment in Puerto Rico because he knows she will give some of the money from the sale to her boyfriend Jorge.

142. Yo invito (My Treat)
Luis, Raquel's former boyfriend, shows up and has an awkward dinner with Raquel and Arturo. Raquel realizes that her mother is behind this 'surprise.' Juan returns to New York to talk to Pati.

143. Seremos cuatro (There Will Be Four of Us)
This episode covers phrases used when making travel arrangements. Juan talks to Pati about their marriage and its future. Angela calls Jorge in Puerto Rico and a woman answers the phone.

144. Una promesa y una sonrisa (A Promise and a Smile)
This episode features words for popular sports; Aztec and Mayan artifacts, and paintings by Mexican artists Diego Rivera, Jose Clemente Orozco, and David Alfaro Siqueiros. Luis surprises Raquel with a vacation at a beach resort in Mexico, but she thinks he is inconsiderate for not consulting with her. Coincidentally, Arturo asks Raquel if she would like to take a similar trip and offers to take her parents along as well.

145. ¡Estoy harta! (I'm Fed Up!)
In this episode, Raquel's parents arrive in Mexico and Raquel confronts her mother about not letting her know of Luis's surprise arrival. Fernando's doctors realize there is nothing more they can do for him.

146. Las empanadas (The Turnovers)
This episode features Roberto discussing again with Angela the sale of her apartment in Puerto Rico; a meeting between Arturo and Raquel's father; Raquel talking with her mother about Arturo; Luis returning to Los Angeles, and Raquel taking a stroll through Chapultapec Park with Arturo and her parents.

147. Tengo dudas (I Have Doubts)
In this episode, Arturo asks Raquel if she would be willing to move to Buenos Aires. Carlos speaks to Arturo, who is psychiatrist, about Gloria's gambling problem. Fernando finally meets Angela and Roberto and reveals he has doubts that they are really his grandchildren.

148. Así fue I (That's How It Happened I)
This episode begins a four-part review of the entire series and covers the time Raquel spent in Sevilla and Madrid.

149. Así fue II (That's How It Happened II)
Part 2 of the four-part review covers the time Raquel spent in Argentina.

150. Así fue III (That's How It Happened III)
The third segment of the four-part series review features highlights from Raquel's trip to Puerto Rico.

151. Así fue IV (That's How It Happened IV)
This episode reviews the entire series and features Raquel talking about her experiences since arriving in Mexico.

152. Siempre lo amó (She Always Loved You)
Angela presents Fernando with a wedding cup that belonged to Angel. Fernando shows her his wedding cup that reveals that Angel's cup originally belonged to Rosario. Later, Raquel and Arturo stroll through a plaza in Mexico and talk about the future.

End: Destinos: An Introduction to Spanish  

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

Developing Writers: A Workshop for High School Teachers

Curricular Area: Language Arts/Communication , Professional Development

Grade Level: 9-12

Program Web Site:
Annenberg Media

Teacher Guide:
See Web site

Record Rights: Recording/duplication allowed as long as IPTV broadcasts the series.

Series Length:
8 programs

Program Length:
60 minutes


Developing Writers offers practical and philosophical advice for teaching writing, while examining issues every teacher faces, such as high-stakes assessments and dealing with differently abled students. The programs feature teachers who are helping their students grow as skilled and effective writers. Participants will observe how teachers and students work together to create writing communities. Professional writers will share their processes as they move from initial concepts to publication.


101. First Steps
This session reviews first steps teachers should take when working with student writers. Educators, researchers and writers express the benefits and value students find as they grow as writers, communicators, and thinkers. Visits to classrooms throughout the country underscore their thoughts. Noted author Judith Ortiz Cofer leads the featured teachers in a writer's activity focused on word triggers and their place in the processes of writing.

102. A Shared Path
What kind of atmosphere do students need to grow as writers? This session concentrates on the "hows" and "whys" that answer that question. Featured teachers talk about the physical set-up of a writing community, the importance of reading in a writing classroom, and their own roles as co-writers in the community. Teachers react in writing to Judith Ortiz Cofer's assignment: hiding and revealing through language.

103. Different Audiences
This program examines the "self" most writers address, showing how the concept of writing for an audience is threaded throughout the dynamic and nonlinear processes of writing. From there, the program looks to a wider range of audiences, examining the demands the student writer encounters in addressing audiences in language arts and other disciplines, and audiences on other levels, such as those encountered in college and the job world.

104. Different Purposes
Purpose directly relates to the form or genre selected to express writers' ideas. In this program, the teachers examine this relationship, presenting classroom examples of students working in many genres, including persuasive writing, memoir, and poetry. Their subsequent analysis underscores what students can learn by examining commonalities and differences among genres and the value of multigenre projects.

105. Usage and Mechanics
This program focuses on questions of grammar and mechanics: When should students and reviewers of student work pay attention to usage and mechanics? Does teaching grammar in context really work? Grammar experts add to the conversation, analyzing its role in communication and providing ways to bridge the connection between message and mechanics. Judith Ortiz Cofer challenges teachers to use only one sentence form to tell a story.

106. Providing Feedback on Student Writing
Student writing demands reaction from both teachers and peers. But what kind of interaction is most powerful and rewarding? Teachers, researchers, and authors tackle this issue, discussing and demonstrating effective ways to conference and comment on student work and direct other members of the writing community to do the same. Judith Ortiz Cofer directs the teachers as they comment on each others' work.

107. Learning from Professional Writers
What can young writers learn from those who make their living through writing? Educators, researchers, and noted authors offer innovative ways to bring the voice of the professional into the classroom. Teachers show how professional works by favorite writers can be the seeds for engaging classroom activities, while authors talk about their own writing processes and writing heroes. Maxine Hong Kingston, Patrick Jennings, Margo Jefferson, Christopher Meyers, Amy Tan, Ruthanne Lum McCunn, and Tracy Mack appear in this program.

108. Writing in the 21st Century
Technology has expanded the tools available to all writers. It has also opened new venues with new requirements for their work. How can teachers make the best use of these new resources? Teachers show some beginning steps they have taken to integrate technology into their instruction and their professional lives, and talk about the benefits and challenges evolving media present to them and their students.

End: Developing Writers: A Workshop for High School Teachers  

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

Dinosaur Train (NEW!)

Curricular Area: Science

Grade Level: PreK-1

Program Web Site:
Dinosaur Train

Teacher Guide:

Record Rights: One year tape and erase. No duplication allowed.

Series Length:
20 programs

Program Length:
30 minutes


Dinosaur Train is an animated series for 3-to-6 year olds. The series features a curious young T-rex named Buddy who, together with his adopted Pteranodon family, takes the Dinosaur Train to meet, explore, and have adventures with all kinds of dinosaurs and prehistoric creatures.


101. Valley Of The Stygimolochs/Tiny Loves Fish

102. The Call Of The Wild Corythosaurus/Triceratops For Lunch

103. Beating The Heat/Flowers For Mom

104. I'm A T. Rex!/Ned The Quadruped

105. One Smart Dinosaur/Petey The Peteinosaurus

106. Fast Friends/T. Rex Teeth

107. Now With Feathers!/A Frill A Minute

108. One Big Dinosaur/Play Date With Annie

109. Armored Like An Ankylosaurus/Campout!

110. Laura The Giganotosaurus/Dinosaur Poop!

111. Derek The Deinonychus/Don's Dragonfly

112. One Small Dinosaur/T. Rex Migration

113. Hootin' Hadrosaurs!/Hatching Party

114. The Theropod Club/Surprise Party

115. The Old Spinosaurus & The Sea/A Spiky Tail Tale

116. Night Train/Fossil Fred

117. Dinosaurs In The Snow/Cretaceous Conifers

118. The Burrowers/Shiny's Sea Shells

119. King Cryolophosaurus/Buddy The Tracker

120. The Old Bird/Home With Shiny & Don

End: Dinosaur Train (NEW!)  

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

Domains of Life, The

Curricular Area: Science

Grade Level: 9-12

Program Web Site:
eBioMedia

Teacher Guide:
See Web site

Record Rights: Recording/duplication allowed as long as IPTV broadcasts the series.

Series Length:
1 programs

Program Length:
30 minutes


The Domains of Life updates the five kingdoms classification scheme with the latest understanding of life’s organization based on DNA, fossil, and biochemical evidence. Concise animations and superb microscopic footage of primitive cells show events that shaped life as we know it today. This program addresses the National Science Standards regarding early evolution and the classification of life.


Molecular techniques have clarified the early branching of life, resulting in a new overview that splits life into three domains: Archaea, Bacteria, and Eucarya. This program introduces the three domains and focuses on the main events in the evolution of eukaryotic cells:

Early Cells:
A cell containing DNA becomes the ancestor for the three existing lines of life.

Domain Bacteria:
Anatomy of the bacterial cell and the roles bacteria play in the biosphere.

Domain Eucarya:
Complex nucleated cells get their start by engulfing their neighbors.

The Evolution of Mitochondria:
Symbiotic bacteria evolve into the eukaryotic cell’s energy transformers.

The Eukaryotic Cell Evolves:
Further developments in cell evolution.

Motor Proteins Get Cells Moving:
Microtubules and other proteins move materials around cells and provide cell locomotion.

The Evolution of Plastids:
Light harvesting bacteria, living symbiotically with eukaryotic cells, evolve into chloroplasts.

The Invention of Sex:
Mixing of genetic material between individuals creates variety and speeds evolution.

Eucarya Becomes Multicellular:
Simple colonies bridge the gap between single cells and multicellular organisms.

End: Domains of Life, The   

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

Doodle

Curricular Area: Careers/Vocational Education , Fine Arts

Grade Level: K-8

Program Web Site:
Doodle

Teacher Guide:
See Web site

Record Rights: Recording/duplication allowed as long as IPTV broadcasts the series.

Series Length:
10 programs

Program Length:
15 minutes


The animated art teacher Doodle teaches fundamental art concepts, vocabulary, techniques and art history in a fresh and engaging way. Doodle helps beginning students realize that everyone has the ability to draw better and "see" better.


101. Drawing Faces
Beginning with the basic head shape and the fundamentals of proportion, Doodle illustrates the basic techniques for drawing facial features. The art of Leonardo da Vinci and the vocabulary words "proportion" and "masterpiece" are featured.

102. Cartooning and Caricatures
Doodle and Dabney explain all of the aspects that make up cartoons. A guest artist demonstrates how easy it is to draw cartoons and caricatures. Dabney explores the work of Roy Lichtenstein.

103. Color
Doodle explains how to get a better understanding of color, value, hue and contrast. A game show is used to reinforce kids' knowledge of primary colors as well as mixing colors. The work of Monet is studied.

104. Painting
Doodle and Dabney take the class back in time to study the history of painting, and discuss the different types of paints, such as oils, acrylic and watercolors. A guest artist demonstrates the various types of brushes and painting techniques.

105. Drawing the Human Figure
Doodle begins with a study of the human skeletal and muscular system--demonstrating proportion and foreshortening--and follows with a live figure drawing lesson. A trip to the museum reveals the work and life of Michelangelo.

106. Comic Book Art
Building on the figure drawing foundation, students will learn how to tell a story with sequential panels, camera view and perspective. The work of Jack Kirby is studied.

107. Light and Shadow
Children will gain an understanding of how light and shadows influence objects and how to reproduce this effect when drawing from still-lifes. A special guest artist explains the techniques he uses in creating photo-realistic painting.

108. Perspective
The rules of perspective are outlined as Doodle teaches how to master one-, two- and three-point perspective. The work of M. C. Escher is explored.

109. Drawing Animals
Doodle takes kids to the zoo to study and sketch animals of all kinds. A preliminary study of the skeleton trains students to identify the underlying structure. They take a trip to the museum to view the masterpieces of artist Charles Frace.

110. Careers in Art
Doodle and Dabney take a field trip to visit actual artists at work in their own studios. Exploring different careers gives young artists a better understanding of how these skills are used in everyday life.

End: Doodle  

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

Dragonfly TV Season 7 (NEW!)

Curricular Area: Science

Grade Level: 2-5

Program Web Site:
Dragonfly TV

Teacher Guide:
See Web site

Record Rights: One year tape and erase. No duplication allowed.

Series Length:
6 programs

Program Length:
30 minutes


Dragonfly TV provides a different approach in science television for kids, it features ordinary children and their own science explorations -- "Real Kids Doing Real Science" -- presented in the style of hip, music videos, with lots of hands-on activities kids can do at home.


701. Size and Scale
What's Nano?
Ebony and Jasmine catch the Amazing Nano Brothers Juggling Show at Museum of Science in Boston.

Where's Nano?
The kids visit the "Zoom In" exhibit at the Morehead Planetarium and Science Center in Chapel Hill.

702. Structure of the Matter
Hockey Sticks
Nicholas and Jordan head to Boston's Museum of Science to learn more about carbon nanotubes.

Butterfly Wings
The kids explore butterfly wings at the Museum of Life and Science in Durham and Duke University.

703. Small is Different
Surface Area
After discovering that ordinary flour dust can be explosive, Lara and Anushua explore the importance of surface to area to volume ratio at the Science Museum of Minnesota.

Stained Glass
Alettie and Yvonne visit the Glass Experience exhibit at the Museum of Science and Industry in Chicago and learn that nanoparticles are responsible for the colors in some medieval stained glass.

704. Forces at the Nanoscale
Gecko Feet
Jennifer and Nooshin wonder how some lizards can climb rocks so easily. They visit the Lawrence Hall of Science in Berkeley and a lab at the University of California Berkeley to find out why, learning that special, nanoscale hairs on gecko feet are the secret to their amazing climbing abilities.

Nasturtium Leaves
Jasmine and Melinda head to San Francisco's Exploratorium, where they learn that surfaces at the nanoscale aren't always smooth, and that nano hairs on nasturtium leaves cause them to be water repellent.

705. Applications
Self Assembly
Keely and Connor learn about self-assembly at the Children's Museum of Houston.

Bone Regrowth
Kobel, Nathan, and Adam go to the Oregon Museum of Science and Industry (OMSI), where they learn that scientists are using nanotechnology to help regenerate nerves and bones.

706. Nanotechnology and Society
Water Clean Up
Taylor and Gabe go to the Franklin Institute in Philadelphia and learn that nano-iron is being used to neutralize toxins in ground water.

Nanosilver
Sarah and Mande visit the Sciencenter in Ithaca and learn that nanosilver is used in some socks to kill bacteria, keeping them odor-free.

End: Dragonfly TV Season 7 (NEW!)  

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

DragonflyTV Seasons 4-6

Curricular Area: Science

Grade Level: 2-5

Program Web Site:
Dragonfly TV

Teacher Guide:
See Web site

Record Rights: One year tape and erase. No duplication allowed.

Series Length:
40 programs

Program Length:
30 minutes


DragonflyTV features real kids as they pursue their own scientific investigations and share the excitement that comes with making their own discoveries. They are joined by scientists who share their scientific discoveries.


SEASON 6

601. Alaska
DFTV kids learn about changes in glaciers over time before scaling the Mendenhall Glacier to track its movement. They also investigate tree growth rates in three areas of Tongass National Forest. And Juneau turns out to be built on a Science Secret worth its weight in gold!

602. New Mexico
DFTV kids investigate how much hot air is needed to make balloons fly at Albuquerque's International Balloon Fiesta and then travel to Carlsbad Caverns to track cave swallows. The excitement heats up at Sandia National Labs, where a scorching-hot Science Secret is revealed.

603. North Carolina
DFTV kids tromp through diverse wetlands and visit local donkey and dairy farms after a visit to the North Carolina Museum of Life and Science. Winston-Salem holds a surprising connection to the Empire State Building that's unveiled in the Science Secret.

604. Montana and Yellowstone
DFTV kids dig up a dino bone at Egg Mountain and then roam Yellowstone National Park investigating why some areas have geysers while others do not. And simmering under Montana, Wyoming and Idaho is a Science Secret of volcanic proportions.

605. New England
DFTV kids get help from the MIT Museum preparing a kinetic sculpture for the Friday After Thanksgiving Chain Reaction challenge. At the Montshire Museum of Science, DFTV kids get wet and wild creating a gravity-powered water fountain. The Science Secret lands in Boston, revealing the innovative ways this city has grown.

606. The Deep South
DFTV kids get down and dirty studying the composition of garbage at the Southern Environmental Center. The swamp exhibit at the Mississippi Museum of Natural Science inspires them to check out the characteristics of alligator habitats along the Mississippi River. The Marshall Space Flight Center will floor you in the Science Secret.

607. Hawaii
DFTV kids investigate lava flow on the Big Island at Hawaii Volcanoes National Park, and then assess the readiness of baby sea turtles for release into the wild at the Maui Ocean Center. The formation of the youngest Hawaiian Islands is explained in the Science Secret.

SEASON 5

501. Pittsburgh
Bogs: Amy and Maya investigate why bogs help keep organic material from decaying and view “The Mysterious Bog People,” a traveling exhibit at the Carnegie Museum of Natural History.
Roller Coaster Design: Tyler and Aditya design their own rollercoaster and test it on a simulator at the Carnegie Science Center, finishing their investigation on a roller coaster at a nearby amusement park.
Science Secret: In Pittsburgh, DFTV reveals something that makes other cities green with envy.

502. Dallas and Ft. Worth
Dinosaurs: Brandy and Ashley discover that not everything about dinosaurs is gigantic when they dig for microfossils with the Fort Worth Museum of Science and History.
Baseball: Reed and Nick answer the question: so just where is the “sweet spot” on my bat?
Science Secret: DFTV uncovers a very clever pesticide at Discovery Gardens, a certified organic public garden.

503. Los Angeles
California Fish: Milan and Harison compare fish at the Long Beach Aquarium to those in the wild.
Sailboat Design: While at the California Science Center’s Big Lab, Max and Brian create model sailboats and set sail in the Pacific to determine the most efficient design.
Science Secret: DFTV heads to the La Brea Tar Pits to check out the Ice Age inhabitants of L.A.

504. Minneapolis and St. Paul
Music and Sound: Maxine and Hannah create their own musical instruments at the Science Museum of Minnesota.
Body Electricity: Rylee, who wears a myoelectric prosthetic arm, explores how the electrical signals in her body help her arm function.
Animal Scent: Paige and Nick check out the “Animal Grossology” exhibit before investigating how animals depend on their sense of smell.
Science Secret: Find out how they heat the Mall of America in the frigid Minnesota winter.

505. New York
Luge: Members of the Junior United States Luge Team investigate gravity and apply what they learn to maximize their speed on the icy tracks at Lake Placid.
Biodiversity: Stanley and Jessica check out the Bronx Zoo’s Congo Gorilla Forest to see how plants and animals coexist in the layers of the African Rainforest.
Science Secret: Find out what’s not so natural about New York’s Central Park.

506. Arizona
Doghouse Design: Alexandra and Anna learn about construction techniques at the Arizona Science Center’s “Many Hands Make a Home” exhibit, trying out what they learn on a house for their dog, Rupert.
Cactus: Alex and Mark head to the Arizona-Sonora Desert Museum to see which creatures make the Saguaro cactus home.
Science Secret: DFTV learns how Chase Field—the only facility in world that has retractable roof, air conditioning, and a natural turf field—keeps its grass green and growing.

507. San Francisco
Earthquakes: Starting at Lawrence Hall of Science, Claire and Nisha walk the San Andreas and Hayward fault lines to learn what causes earthquakes.
Light and Color: Inspired by the light and color exhibits at the Exploratorium, a group of industrious middle schoolers create their own interactive art installation.
Science Secret: DFTV demystifies how antique cable cars continue to conquer the city’s incredible hills.

SEASON 4

401. Energy
En garde! Paula and Alyssa study sword science with a fencing investigation. Young martial arts athletes get their kicks as they determine how different tae kwon do movements challenge their bodies' skeletal and muscular systems. And DragonflyTV asks: How can you pedal your bike 80 miles per hour?

402. Engineering
Kid engineers tune up their ice bike for the coolest race of all. Join a young inventor and his robots as they face the ultimate techno-rumble--robot wars! And DragonflyTV asks: How do you propel a rollercoaster without climbing the first hill?

403. Animal Behavior
Jerika and Shannon hop to it and explore which rabbits are the best athletes. Robyn and Alex dive into a sea lion investigation. And DragonflyTV asks: Which sport keeps bears healthy and happy?

404. Friction
Slippery scientists investigate the icy sport of curling. Sara and Rachel get a rise out of engineering a real hovercraft. And DragonflyTV asks: How can you practice your hockey moves without ice?

405. Sound
Brittney and Maggie explore communication using the bumpin' backdrop of a volleyball game. Tarissa and Sabrina grab a decibel meter to monitor the sometimes dangerous sounds in their favorite New York City hang-outs. And DragonflyTV asks: How can you turn sheet music without using your hands?

406. Canines
Who's afraid of the big bad wolf? Not Zachary and Jerit, who explore pack behavior to determine the "top dog." Canine conundrum: Alexa, Miriah, and Janaya investigate which sled dog should lead the pack to victory. And DragonflyTV asks: How can you keep your pooch from being a "hot dog?"

407. Science at Play
Francheska, Marnika and Precious get roped into a Double Dutch investigation. Maddy and Martina use clowns, juggling, and science to demonstrate how unreliable human perception can be. And DragonflyTV asks: How can you clock a whizzing baseball's speed without a radar gun?

408. Earth Systems
Miniature golf makes for maximum fun as kids hit the links to explore erosion. Slap on the SPF45 and join some young desert scientists as they discover how plants survive the harsh conditions on the Guadalupe-Nipomo Sand Dunes. And DragonflyTV asks: How can kids "make a stink" to reduce dangerous bus emissions?

409. At the Zoo
Tiger toys: Chelsea and Camille invent enrichment equipment for zoo animals. Julian and Sabrina "go to the dogs," creating sound spectrum snapshots of prairie dog barks to explore animal communication. And DragonflyTV asks: How do you weigh a whale?

410. Biochemistry
Beakers, charts and lipstick? Young chemists explore the science of make-up. Carolyn and Kaila turn into forensic scientists to solve a birthday mystery. And DragonflyTV introduces an ice cream scientist who actually gets to eat his work!

411. Human Body
Divers Niki and Jaq make a scientific splash. Garrett, Karl and John grab their boots, poles, and swimsuits (?!) for an afternoon of ski jumping. And DragonflyTV asks: How can a musician hold a loooong note?

412. Mammals
Mikki and friends travel to Africa to check out cheetah science. Oh, baby! Matt, Kyndal and Danny track the growth patterns of newborn animals at the Minnesota Zoo. And DragonflyTV asks: How do you walk a cheetah on a leash?

413. Simple Machines
Jonathan and Angus from Michigan work with their local science center on some fun-flingin' science to learn about trebuchets. Allie and her friends race around the track to investigate kart racing. And DragonflyTV asks: without using wheels, how can you carry 20 gallons of water?

End: DragonflyTV Seasons 4-6   

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

Electric Company, The

Curricular Area: Language Arts/Communication

Grade Level: PreK-4

Program Web Site:
The Electric Company

Teacher Guide:
See Web site

Record Rights: One year tape and erase. No duplication allowed.

Series Length:
26 programs

Program Length:
30 minutes


Like the original series of the same title, the new "The Electric Company" draws from pop culture --- music, comedy, technology and celebrities --- to create a playful, hip, multi-media experience. The series includes many modular elements -- sketches, animations and songs -- that will serve a scaffolded phonics curriculum that extends beyond decoding and connected text to reflect new insights into how best to help struggling readers.


Click here for Current Broadcast Schedule


101. Skills
Keith is invited to join the Electric Company, but before he can take the oath, Francine swoops in and steals his special skill. Can the Electric Company help him get it back, or will Keith be powerless forever?
Theme: The Body
Vocabulary Words: skill, feature [n.], athlete, visualize
Decoding Goals: st; silent e; -oke

102. Scent of a Human
On the day he is supposed to star in his own rap video, Hector is hypnotized into thinking he's a dog. Can The Electric Company train Hector to use his human instincts, or will he have to rap with a doggie brain?
Theme: Animals
Vocabulary Words: human, instinct, canine, track [v.], scent
Decoding Goals: short e; -ell, hard and soft c; sight word come

103. Lights, Camera, Beetles
Jessica and Hector plan to surprise their cousin with a bug zoo for his birthday party. When Francine steals the prized rhino beetle, it's up to the Electric Company to get it back in time to save the party.
Theme: Animals
Vocabulary Words: beetle, gigantic, terrarium, insect, examine, characteristic
Decoding Goals: short u; -ug; transformer h; ch; hard and soft g; gr

104. Call Me Tiki
Jessica gets a job pet sitting Tiki Barber's African Gray parrot. When the parrot flies the coop it's up to The Electric Company to save the bird and Jessica's reputation.
Theme: Animals
Vocabulary Words: responsible, irresponsible, mimic [v.], squawk, reputation
Decoding Goals: -ight; sight words he, she, we, I, you

105. Lost And Spaced
At the school science fair, Lisa and her Skeleckian friend Dax get shrunk down and trapped inside their project -a perfect model of the solar system!
Theme: Space
Vocabulary Words: solar system, enlarge, constellation, atmosphere
Decoding Goals: short a; short o; r-controlled vowels
Connected Text Goals: ending punctuation (. ? !)

106. Trouble Afoot
Hector mysteriously loses his agility right before his big basketball game. Can The Electric Company get to the bottom of Hector's sudden clumsiness before he loses to Manny Spamboni?
Theme: Games
Vocabulary Words: coordinated, challenge [n.], agility, victory
Decoding Goals: short i, sight words with/without; f/fl

107. The Skeleckian Hiccups
Jessica is set to face Danny in a chess tournament but will she lose because of a case of the Skeleckian Hiccups?
Theme: Body
Vocabulary Words: reveal, remedy [n.], diagnosis, herbal
Decoding Goals: s; m; mp/mb

108. Dirty Laundry
Manny steals a Skeleckian meteorite in order to power his letter-stealing gizmo. It's up to the Electric Company to get the meteorite back before Manny steals every letter in the neighborhood.
Theme: Space
Vocabulary Words: meteorite, conduct [v.], predict, astonishing, electricity
Decoding Goals: -ou-; hard and soft g; -ing; sight words coming, going

109. He Ain't Heavy, He's Just Frozen
Keith gets frozen like a statue when he's zapped by one of Manny's gadgets. The Electric Company has just one hour to help Keith - or he'll be permanently frozen!
Theme: Games
Vocabulary Words: permanent, temporary, aim [v.], immobile
Decoding Goals: short and long u; silent e; -ame

110. Scrambled Brains
With the help of her hypnotist uncle, Annie switches brains with Lisa.The Electric Company needs to find a way to switch them back before Annie ruins Lisa's good name with her neighborhood pranks.
Theme: Science
Vocabulary Words: brain, personality, cure [v.], reverse [v.], theory
Decoding Goals: -ai-; br; vowel y

111. Abracadabra Cadabra Ca-Green!
Danny gets his hands on a book of magic spells and transforms Jessica into a lizard. It's up to the Electric Company to get Jessica back to normal before she's stuck eating flies forever.
Theme: Animals
Vocabulary Words: transform, reptile, habitat, lizard
Decoding Goals: ee/e; r-controlled vowels; gr

112. Game On
Manny zaps Deek the Dino Dude out of Hector's video game and into the real world. The Electric Company has to figure out how to get Deek back to his cyber home.
Theme: Games
Vocabulary Words: persevere, strategy, perseverance, compete
Decoding Goals: oa; -oat; hard and soft c
Connected Text Goals: possessive s

113. War Of The Words
When Hector is chosen to give a presentation on stamina to Jessica and Keith's health class, the pranksters work overtime to keep Hector from getting some much needed rest. Will Hector have enough stamina to make the presentation?
Theme: Body
Vocabulary Words: stamina, fatigue, nourishment, exhausted [adj.], nutritious
Decoding Goals: tr/dr; transformer h; sh
Connected Text Goals: ending punctuation (. ? !)

114. Mighty Bright Knight
Jessica and Manny compete to win the last copy of their favorite comic book, Mighty Bright Knight. But when it looks like Manny will win by cheating, will Jessica be tempted to cheat too?
Theme: Games
Vocabulary Words: individual, opponent, merit [n.], fortunately, unfortunately
Decoding Goals: -ight-; br; sight words say/said
Connected Text Goals: quotation marks with commas

115. The Orangachoke
When Danny steals a Skeleckian orangachoke from Lisa's friend Lottie, the Electric Company has to get it back in time for Lottie's big Skeleckian celebration.
Theme: Space
Vocabulary Words: artichoke, dubious, eclipse [n.], solar
Decoding Goals: ea; ld/lt; ay

116. Gravity Groove
When Lisa and Shock enter a dance contest, Francine does her best to sabotage them. Can Lisa and Shock overcome Francine's pranks and win the contest with their Gravity Groove?
Theme: Body
Vocabulary Words: timing, pivot, gravity, intimidate
Decoding Goals: short a/o; r-controlled vowels; sight words are, were

117. The Flube Whisperer
Keith sends away for a Skeleckian pet that lives in a biosphere. But when the biosphere malfunctions, will Manny save the day?

118. The Wordball Is My Oyster
Lisa gets a case of stage fright when she's cast as the lead in Hector's play. Can Lisa overcome her fears in time to save the play, or will she have to give her part to Annie?

119. Out To Launch
When Francine calls Hector a liar on a neighborhood billboard, The Electric Company has to work together to help clear Hector's name.

120. Limerick-Off
Jessica and Manny compete in the annual Limerick-Off.

121. Fromage To Eternity
Lisa is chosen to write a story on Skeleckian cheese-making for the school paper, but Annie is determined to scoop her.

122. Madame President
Lisa and Francine face off in the election for Book Club President. Can Lisa's campaign message win out over Francine's dirty politics?

123. Jules Quest
Jessica discovers an ancient scroll that leads her on a scavenger hunt throughout the neighborhood. Will the scroll lead Jessica to hidden treasure... or an even bigger surprise?

124. Electric Accompany
Annie hypnotizes Keith to sing an annoying jingle. The Electric Company needs to cure Keith in time for him to perform the song he wrote for his dad's birthday.

125. Franscent
Francine ruins both her science project and Lisa's. The two rivals need find a way to work together on a new project or they'll both fail.

126. Pop Goes The Easel
Jessica and Danny get stuck in a magical painting. The Electric Company needs to work with the mysterious artist to get their friends back into the real world.

End: Electric Company, The   

 

Air dates

* If you miss the broadcast, contact your AEA for videotaped copies.

Electric Money

Curricular Area: Mathematics , Social Studies/History

Grade Level: 8-12

Program Web Site:
Electric Money

Teacher Guide:
See Web site

Record Rights: Recording/duplication allowed as long as IPTV broadcasts the series.

Series Length:
5 programs

Program Length:
Various minutes


From the financial centers of London to the wireless capital of the world, Helsinki, and from the Silicon Valley to Wall Street, Electric Money explores how the digital revolution has transformed virtually every sort of financial activity over the last fifty years. Traveling back to the 1950s, host Bob Cringely tells the story of the invention of the credit card and how it evolved into the trillion dollar-a-year business it is today. Electric Money also examines how information technology has vastly expanded futures, options, and stock trading. From the trading pits of Chicago to NASDAQ and the New York Stock Exchange, students will see firsthand how information technology is both democratizing and globalizing the world of investment.


101. Evolution of Money [25:20]
What is money and why do we need it? What factors determine what we use as money? How has Western society progressed from gold and silver coins to paper currency and checks to electronic transfer of bank deposits?

102. How Credit Cards Work [19:03]
What happens when a consumer pulls out a credit card to "pay" for a transaction? What companies are involved in this transaction? How do they make enough money from the transaction to pay for their costs? Should we be worried that there are only a few large credit card companies or is there enough competition in the industry to avoid risks of monopoly?

103. Banks in the 20th and 21st Centuries [14:57]
How has modern technology changed banking? Why might having many small banks be better than having a few big banks? Why might having a few big banks be better than having many small banks? Why might nationwide banks be better than local banks? Will there still be a role for small local banks even if most banks are national giants? What should we do about small towns with no banks?

104. Trading Risk: Markets for Futures and Options [17:59]
How do people use futures and options co