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Cyberchase

The Snelfu Snafu (Pt. 1) (#309)

The squad must save money to outbid Hacker on a computer chip for Motherboard. [28 minutes] TV-Y Closed Captioning Descriptive Video Service

PBS Video

Information For Teachers

Grade Levels
K-2, 3-5
Curricular Areas
Math
Series Length
185 episodes
Average Episode Length
28 minutes
Record Rights
Record and retain for 1 year from each broadcast. No duplication allowed.
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http://pbskids.org/cyberchase

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Series Description: Math rules in the animated adventure series CYBERCHASE. CYBERCHASE energizes kids ages eight to eleven with math power. Full of cyber-mysteries with eye-popping animation and a sly comic flair, the daily series features the voices of Christopher Lloyd and Gilbert Gottfried. CYBERCHASE sends the message that math is fun - it's about problem solving and, boy, does it come in handy. When the dastardly villain Hacker (Lloyd) launches a mad mission to conquer the virtual universe, Motherboard calls upon three earth kids for help. They are Jackie, Matt and Inez - the culturally diverse heroes of CYBERCHASE - who, along with the wise-cracking cyber-bird Digit (Gottfried), travel from their real-world realm to the colorful virtual vistas of cyberspace, where they vanquish the bad guys in an all-out battle of wits. Each episode takes the kids on a thrilling adventure driven by a different math concept - from tackling time in ancient Egyptian tombs to cracking codes in creepy caves or making sense of numbers in a fractured fairy tale world.

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  • Lost My Marbles (#101)

    The team learns to use a map as a mathematical tool when Hacker kidnaps Dr. Marbles. [28 minutes]

  • Castleblanca (#102)

    The kids must collect and organize data to find which castle Hacker is hiding Dr. Marbles in. [28 minutes]

  • R-Fair City (#103)

    Disguised as a gypsy, Hacker lures Digit to a fantastic cyber amusement park and holds him captive. [28 minutes]

  • Snow Day to Be Exact (#104)

    The kids discover the power and speed of estimation when Hacker causes cyberworld to freeze over! [28 minutes]

  • Sensible Flats (#105)

    The team is transported to a Wild West site to prove that Hacker has taken a large piece of land. [28 minutes]

  • Zeus on the Loose (#106)

    The kids solve a riddle and complete challenges for Zues after failing to stop Hacker in Greece. [28 minutes]

  • The Poddleville Case (#107)

    Our heroes use math and logic to crack a pattern when Hacker steals the power pods of a cybercity. [28 minutes]

  • And They Counted Happily Ever After (#108)

    The kids use numbers and a system to keep track of a large number of golden eggs to free a King. [28 minutes]

  • Clock Like An Egyptian (#109)

    The kids must measure the passage of time and find Dr. Marbles in a pyramid guarded by a Mummy. [28 minutes]

  • The Secrets of Symmetria (#110)

    The kids must master the properties of symmetry to stop Hacker from destroying all of cyberspace. [28 minutes]

  • A Day at the Spa (#111)

    The kids learn the value of lists, tables and tree diagrams when they encounter a powerful orb. [28 minutes]

  • Of All The Luck (#112)

    The kids go to Hacker's hideout and use logic to free the Ten Lucky Charms that he has collected. [28 minutes]

  • Eureeka! (#113)

    The kids use geometrical shapes to locate Professor Archimedes, whose chip an save Motherboard. [28 minutes]

  • Cool It (#114)

    The kids discover the importance of a standard unit of measure, while trying to save Motherboard. [28 minutes]

  • Find Those Gleamers! (#115)

    The kids use algebraic equations to beat Hacker at a contest on cyber-wide television. [28 minutes]

  • Codename: Icky (#116)

    The kids devise a series of codes to trick Hacker while searching underwater for a cyber-slug. [28 minutes]

  • Return to Sensible Flats (#117)

    The kids and Digit use line graphs to find out why the town of Sensible Flats is out of water. [28 minutes]

  • Problem Solving In Shangri-La (#118)

    The kids treat math problems like a challenging game when they are taken prisoner by a Zen Master. [28 minutes]

  • Send in the Clones (#119)

    The kids use multiplication to keep track of all the Delete clones that are taking over cybersite.. [28 minutes]

  • Trading Places (#120)

    The kids learn to trade, barter and create a monetary system to rebuild their crashed cybercraft. [28 minutes]

  • Less Than Zero (#121)

    The kids must use negative numbers to save the leaders of Cyberspace who Hacker has kidnapped. [28 minutes]

  • Model Behavior (#122)

    The kids use models to stop Hacker from cracking open the glass Skywall using a Witch's voice. [28 minutes]

  • Fortress of Attitude (#123)

    The kids use their skills at measuring length to climb a massive, booby-trapped statue of Hacker. [28 minutes]

  • Size Me Up (#124)

    The kids cope with disparities in scale and size and use their brainpower to stop Hacker's plan. [28 minutes]

  • A Battle of Equals (#125)

    The kids must balance scales and equations to restore the satellites that Hacker has tampered with. [28 minutes]

  • Out of Sync (#126)

    The kids use mathematical patterns to create and understand musical rhythms to stop Hacker's plan. [28 minutes]

  • Hugs and Witches (#201)

    The kids must decipher a series of poems to free Dr. Marbles and Lady Lovelace from a time machine. [28 minutes]

  • Totally Rad (#202)

    The kids challenge Hacker's extreme team to a skate-off with a rad display of blading & boarding! [28 minutes]

  • Harriet Hippo and the Mean Green (#203)

    The kids use fractions to stop Hacker from spreading a virus that makes cyber citizens act mean. [28 minutes]

  • True Colors (#204)

    The kids use counter examples to prove that Hacker is lying when he pretends to be a good guy. [28 minutes]

  • All The Right Angles (#205)

    The kids use their skill with angles to read a map to stop Hacker from finding a treasure. [28 minutes]

  • Mother's Day (#206)

    The kids use a decimal system to repair the breaks on a derailing train filled with special flowers. [28 minutes]

  • The Eye of Rom (#207)

    The kids use inverse math operations to find the Eye of Rom that Hacker stole from a pyramid. [28 minutes]

  • A Whale of a Tale (#208)

    The kids must find an abducted cyberlady and stop her reprogrammed trick whale from it's rampage. [28 minutes]

  • Double Trouble (#209)

    Digits and the kids arrive in Shangri-La to save Master Pi, who has been imprisoned by Hacker. [28 minutes]

  • Raising The Bar (#210)

    The kids must create bar graphs to save the Cybrary and Ms. Fileshare from Hacker's cyberbug. [26 minutes]

  • The Wedding Scammer (#211)

    The kids must make their way through an intricate series of puzzles to free the daughter of a king. [28 minutes]

  • The Guilty Party (#212)

    The kids investigate a crime by interviewing eyewitnesses and recreating the crime scene. [28 minutes]

  • A Time to Cook (#213)

    The kids must save a celebrity chef and make delicious dishes to stop Hacker from winning a contest. [28 minutes]

  • Trick Or Treat (#214)

    The kids must track down a frog Hacker let lose inside Motherboard before it causes destruction. [28 minutes]

  • Ecohaven Cse (#301)

    The kids must use forensic science to investigate the culprit's footprint who stole a cyberbeast. [28 minutes]

  • The Borg of the Ring (#302)

    The squad must reclaim a powerful ring from Hacker with help from a teenborg named Slider. [28 minutes]

  • A World Without Zero (#303)

    The kids must demonstrate the importance of the number zero to stop Hacker's fiendish scheme. [28 minutes]

  • A Piece of the Action (#304)

    The kids must stop Hacker from making a Magnetite rocket that will erase Motherboard's memory disks. [28 minutes]

  • The Creech Who Would Be Crowned (#305)

    Off to Tikiville to stop Hacker from winning a race and help Creech take a shortcut to the finish. [28 minutes]

  • The Grapes of Plath (#306)

    A terrible cyberglitch afflicts the young prince of the Crab Kingdom and the squad must cure him. [28 minutes]

  • A Perfect Fit (#307)

    The kids must block the rays of the sun before it can energize the monster Gigabyte, causing chaos! [28 minutes]

  • Be Reasonable (#308)

    Hacker's plan tricks the kids to try to rescue Ms. Fileshare, only to find themselves all trapped! [28 minutes]

  • The Snelfu Snafu (Pt. 2) (#310)

    The squad must uses Slider's invention, "the Syncolator," to bring Motherboard back to power. [28 minutes]

  • Shari Spotter and the Cosmic Crumpets (#311)

    The kids and Digit must stop Hacker from crashing the Sorcerer's Ball by making magical treats. [28 minutes]

  • Starlight Night (#312)

    The kids rescue the star circuit inventor and stop Hacker from turning out the lights in Cyberspace! [28 minutes]

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  • Balancing Act (#401)

    The team makes a budget to control their spending while making a film for Headmaster Stumblesnore. [28 minutes]

  • The Icky Factor (#402)

    The kids must use the concept of factoring to stop Hacker from stealing an Electric Eel. [28 minutes]

  • Penguin Tears (#403)

    The kids must master the principles of bouncing to break out of an ice cave and stop Hacker's plan. [28 minutes]

  • Past Perfect Prediction (#404)

    The kids must help Slider raise money so that Hacker doesn't get him evicted. [28 minutes]

  • Measure for Measure (#405)

    The kids must stop Hacker from using "The Transformatron" and save Slider and his father. [28 minutes]

  • A Change of Art (#406)

    The kids must investigate why Hacker's new art sculptures are making the power go off in town. [28 minutes]

  • The Case of the Missing Memory (#407)

    The kids gather all the information they can to find who has stolen Motherboard's memory integrator. [28 minutes]

  • A Crinkle In Time (#408)

    The kids must learn about gears to escape from being stuck in a mysterious cybersite by Hacker. [28 minutes]

  • A Broom of One's Own (#409)

    The kids test out the speed of brooms and race to save Motherboard from Wicked's scheme. [28 minutes]

  • A Tikiville Turkey Day (#410)

    The kids study patterns in nature to recreate a nest and restore peace and harmony to Tikiville. [28 minutes]

  • The Halloween Howl (#501)

    The kids must "divide and conquer" to rescue the Mayor from Hacker's and save the Halloween party. [28 minutes]

  • A Clean Sweep (#502)

    The kids must invent a "confetti cleaner" to stop Hacker's plan to take over Radopolis. [28 minutes]

  • Designing Mr. Perfect (#503)

    The kids design an invention to rescue Digit who has been turned in a Prince by the Wicked Witch. [28 minutes]

  • Ecohaven Ooze (#504)

    The kids make a Trojan Ducky to get in the fort that Hacker has built around a pond he is draining. [28 minutes]

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  • The Fairy Borg Father (#505)

    Chaos ensues when Delete is granted nine wishes and the kids use his "Bunny-Copter" invention. [28 minutes]

  • The Flying Parallinis (#506)

    When Hacker strands Jackie atop Mount Wayupthere, the CyberSquad has to act fast to save her. [28 minutes]

  • Crystal Clear (#507)

    Digit's systems go wonky and Motherboard sends him to the caves that house the Synchronizer crystal. [28 minutes]

  • Inside Hacker (#508)

    If the kids can insert a new memory chip into Hacker's H-Drive, they can turn him from evil to good. [28 minutes]

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  • On The Line (#509)

    Calamity strikes when Digit heads off alone to dispose of the powerful Network Interface Card. [28 minutes]

  • A Fraction of a Chance (#510)

    When Matt, Jackie & Inez get stuck in the vortex of a cyberportal, it's up to Digit to rescue them. [28 minutes]

  • Digit's B-Day Surprise (#601)

    Hacker convinces Digit that he is his friend, when the gang seems to have forgotten his birthday. [28 minutes]

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  • When Penguins Fly (#602)

    When Hacker traps all the penguins in icy depths, the kids must save them and save their holiday. [28 minutes]

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  • Unhappily Ever After (#603)

    Hacker uncovers the Book of Unhappy Endings, releases them across the site and crowns himself king! [28 minutes]

  • Escape from Merlin's Maze (#604)

    Hacker uses a wand to trap Shari. The kids use levers and discover a proportional rule to free her. [28 minutes]

    Watch Video From This Episode Online

  • Step By Step (#605)

    Hacker is after a powerful cybermineral. The kids build a bridge to save Marbles from Skull Island. [28 minutes]

  • Team Spirit (#606)

    Zeus pits team Motherboard against Team Hacker in a relay race for the Mount Olympus games. [28 minutes]

  • Jimaya Jam (#607)

    Jules and the kids fall into an underground arena where they must play a game against three ghosts. [28 minutes]

  • A Perfect Score (#608)

    Hacker detains Inez and forces Jackie to teach him moves and partner with him in a dance contest. [28 minutes]

  • Chaos As Usual (#609)

    Team Motherboard has made it to the Slugball Open finals, but Hacker tries to ruin everything. [28 minutes]

  • Spheres of Fears (#610)

    Hacker traps Digit and the kids in a mini-galaxy of orbs containing eerie creatures called Creepers. [28 minutes]

    Watch Video From This Episode Online

  • Gone with the Fog (#701)

    The team is making a movie in Gollywood and the designer, hairdresser and make-up artist disappear. [28 minutes]

  • The Emperor Has Snow Clothes (#702)

    Hacker turns the Emperor into frozen a statue and the team must brave a snowstorm to save him. [28 minutes]

  • The X-Factor (#703)

    The team must use the power of multiplication to undo a dome-enclosed cybersite's pollution problem. [28 minutes]

  • Blowin' in the Wind (#704)

    Hacker goes on tour as a singer and the team looks for his book that can cure Motherboard's virus. [28 minutes]

  • Father's Day (#705)

    Creech's father, Max, is named the Cyberdad of the Year but Hacker tries to spoil the celebration. [28 minutes]

  • The Deedle Beast (#706)

    Digit is pet-sitting a lovable Deedle Beast but the critter behaves odd when Hacker moves next door. [28 minutes]

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  • Spellbound (#707)

    Jackie and Digit must break a spell Wicked cast on the Pompadorians to make them all adore her. [28 minutes]

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  • The Hacker's Challenge (#801)

    To prove he's smarter than the CyberSquad, Hacker challenges the kids to solve a series of puzzles. [28 minutes]

  • Face-Off (#802)

    Fluff wants to wear his dad's lucky hockey skates for Penguia Cup, but his teammates won't let him! [28 minutes]

  • Peace, Love, and Hackerness (#803)

    Hacker's fear rating has plummeted to near zero - almost no one is scare of him anymore! [28 minutes]

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  • Hackerized! (#804)

    Sensible Flats has been "Hackerized!" All the town folk look and act like the dastardly villain. [28 minutes]

    Watch Video From This Episode Online

  • The Bluebird of Zappiness (#805)

    Hacker's nemesis Ledge is back to settle the score by finding the key to fixing Motherboard's virus. [28 minutes]

    Watch Video From This Episode Online

  • An Urchin Matter (#901)

    The CyberSquad and Captain Skuttlebutt investigate why the kelp in Big Bay is washing ashore. [28 minutes]

  • Going Solar (#902)

    The power mysteriously goes out at the skate park right before an important, televised skate-off. [28 minutes]

  • Trash Creep (#903)

    The Cybersquad take action when a giant garbage heap threatens to break the cybersite's dome. [28 minutes]

  • The Cyberchase Movie, Part 1 (#904)

    Hacker is drilling inside the nature preserve Ecotopia and the CyberSquad must rescue the animals. [28 minutes]

  • The Cyberchase Movie, Part 2 (#905)

    Hacker's careless drilling on Ecotopia set off a slime geyser. The CyberSquad must restore harmony. [28 minutes]

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