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The ClueFinders 3rd Grade Adventures: The Mystery of Mathra is a computer game in The Learning Company's ClueFinders series where the ClueFinders save the Numerian rainforest and Dr. Horace Pythagoras from a mysterious monster called Mathra. The game was re-released as "The ClueFinders: Mystery of the Monkey Kingdom" in 2001.
A review by gracepub for ReviewStream.com was generally positive. "I like the fact that I can see her skills improve as she moves through the game. This game is so cleverly developed that my daughter does not realize that it is teaching her the basics of algebra and geometry, fractions, decimals, tables, graphs, number computation, and even problem solving...the main advantage to this game is ...
The first ClueFinders title, The ClueFinders 3rd Grade Adventures: The Mystery of Mathra, was released in January 1998, and The ClueFinders 4th Grade Adventures was released in July. The Learning Company used their new game as the prototype for Internet Applet technology, which allowed users to download supplementary activities from the ...
The objective of the puzzle is to place triangles in some of the white cells. There are four kinds of triangles which can be put in squares: In the resulting grid, The white parts of the grid (uncovered by black triangles) must form a rectangle or a square.
Another form of logic puzzle, popular among puzzle enthusiasts and available in magazines dedicated to the subject, is a format in which the set-up to a scenario is given, as well as the object (for example, determine who brought what dog to a dog show, and what breed each dog was), certain clues are given ("neither Misty nor Rex is the German Shepherd"), and then the reader fills out a matrix ...
The best 3D brain teaser puzzles require logic and spatial awareness to make an exciting game of skill. From Kanoodle to Hanayama, here are the good ones.
A simple KenKen puzzle, with answers filled in as large numbers. KenKen and KenDoku are trademarked names for a style of arithmetic and logic puzzle invented in 2004 by Japanese math teacher Tetsuya Miyamoto, [1] who intended the puzzles to be an instruction-free method of training the brain. [2]
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