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  2. The ClueFinders 4th Grade Adventures: Puzzle of the Pyramid

    en.wikipedia.org/wiki/The_ClueFinders_4th_Grade...

    All Game Guide gave the game four out five stars, generally complimenting graphics, gameplay and controls, and called it "a delightful mix of adventure and learning". [2] Game Vortex rated it 80/100, [ 3 ] 7Wolf Magazine rated it 70/100, while macHOME gave it 3 out of 5 stars.

  3. JumpStart Adventures 4th Grade: Haunted Island - Wikipedia

    en.wikipedia.org/wiki/JumpStart_Adventures_4th...

    The protagonist is a fourth-grade student who missed the day of school when the class's new substitute teacher was a witch named Ms. Grunkle. After signing in at the schoolhouse, the protagonist is transported to Haunted Island off the Coast of West Africa. With the aid of a large purple bat named Flap and a fortune teller named Madame Pomreeda, the protagonist must rescue th

  4. The ClueFinders - Wikipedia

    en.wikipedia.org/wiki/The_ClueFinders

    Game Vortex rated the game 80/100, saying that "Clue Finders 4th Grade Adventure: Puzzle of the Pyramid is a typical edutainment game that teaches your child the ins and outs of what he or she needs to know to make it through the fourth grade". 7Wolf Magazine rated the game 70/100. Reading Adventures gave mixed reviews. Although they said that ...

  5. Jumpstart 4th Grade - Wikipedia

    en.wikipedia.org/wiki/Jumpstart_4th_Grade

    Jumpstart 4th Grade refers to two very different educational products created by Knowledge Adventure: JumpStart Adventures 4th Grade: Haunted Island;

  6. Tales of a Fourth Grade Nothing - Wikipedia

    en.wikipedia.org/wiki/Tales_of_a_Fourth_Grade...

    Tales of a Fourth Grade Nothing is a children's novel written by American author Judy Blume and published in 1972. [1] It is the first in the Fudge series and was followed by Otherwise Known as Sheila the Great , Superfudge , Fudge-a-Mania , and Double Fudge (2002).

  7. Multiplication table - Wikipedia

    en.wikipedia.org/wiki/Multiplication_table

    Cycles of the unit digit of multiples of integers ending in 1, 3, 7 and 9 (upper row), and 2, 4, 6 and 8 (lower row) on a telephone keypad. Figure 1 is used for multiples of 1, 3, 7, and 9. Figure 2 is used for the multiples of 2, 4, 6, and 8. These patterns can be used to memorize the multiples of any number from 0 to 10, except 5.