3.6

The ClueFinders: Math Adventures

Release Date calendar
1998
Platform joystick
Windows
Game Type type
Released
Max Players players

No information available

Overview

In a village high in the Himalayas, twenty-four priceless treasures have been stolen. An elder of the village calls the ClueFinders to help uncover the treasures and the thief's identity. Many, including the elder's pessimistic apprentice, believe the Yeti is behind the theft. However, the clues all point in different directions and it appears a different person is responsible for the theft of each item. The game is set up similar to Clue in that the central goal of each round is to identify three variables - who stole the treasure, which treasure they stole and where they hid it - based on clues. Clues are acquired from playing games and helping the villagers with their work. Once the user has enough clues he/she can limit down the number of possibilities until only one remains. When sixteen treasures are restored, the game is won. This is the only Cluefinders game that doesn't include a backpack, as nothing is needed to be stored. It encourages learning in a wide variety of math skills including addition, subtraction, multiplication and division, data evaluation, fractions and decimals, equivalents, comparisons, charts and tables, bar and line graphs and pictographs. Intended for the 9-12 age group, it also includes word problems and introductory geometry (area and perimeter, figures and shapes, angles and lines, space, prism and pyramids), as well as nine games and activities with ten levels of difficulty.

Alternate Names
  • The ClueFinders Math Adventures Ages 9–12: Mystery in the Himalayas North America North America
Video

No information available

Cooperative

No

ESRB

No information available

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