The ClueFinders
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The ClueFinders
''ClueFinders'' is an educational software series aimed at children aged between 8 and 12, that features a group of mystery-solving teenagers. The series was created by The Learning Company (formerly SoftKey) as a counterpart to their '' Reader Rabbit'' series for older, elementary-aged students. The series has received praise for its balance of education and entertainment, resulting in numerous awards. History The Learning Company (1997–2001) ClueFinders was conceived as a spiritual successor to the '' Reader Rabbit'' series. The first ''ClueFinders'' title, ''The ClueFinders 3rd Grade Adventures: The Mystery of Mathra'', was released in 1998, with subsequent games being released within the next two years. ''The ClueFinders 4th Grade Adventures'' was released in 2000. The Learning Company used their new game as the prototype for Internet Applet technology, which allowed users to download supplementary activities from the ClueFinders website. ''The ClueFinders 4th Grade Ad ...
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Educational Entertainment
Educational entertainment (also referred to as edutainment) is media designed to educate through entertainment. The term was used as early as 1954 by Walt Disney. Most often it includes content intended to teach but has incidental entertainment value. It has been used by academia, corporations, governments, and other entities in various countries to disseminate information in classrooms and/or via television, radio, and other media to influence viewers' opinions and behaviors. History Concept Interest in combining education with entertainment, especially in order to make learning more enjoyable, has existed for hundreds of years, with the Renaissance and Enlightenment being movements in which this combination was presented to students.. Komenský in particular is affiliated with the "school as play" concept, which proposes pedagogy with dramatic or delightful elements. '' Poor Richard's Almanack'' demonstrates early implementation of edutainment, with Benjamin Franklin c ...
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Symbols
A symbol is a mark, sign, or word that indicates, signifies, or is understood as representing an idea, object, or relationship. Symbols allow people to go beyond what is known or seen by creating linkages between otherwise very different concepts and experiences. All communication (and data processing) is achieved through the use of symbols. Symbols take the form of words, sounds, gestures, ideas, or visual images and are used to convey other ideas and beliefs. For example, a red octagon is a common symbol for "STOP"; on maps, blue lines often represent rivers; and a red rose often symbolizes love and compassion. Numerals are symbols for numbers; letters of an alphabet may be symbols for certain phonemes; and personal names are symbols representing individuals. The variable 'x', in a mathematical equation, may symbolize the position of a particle in space. The academic study of symbols is semiotics. In cartography, an organized collection of symbols forms a lege ...
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Videophone
Videotelephony, also known as videoconferencing and video teleconferencing, is the two-way or multipoint reception and transmission of audio and video signals by people in different locations for real time communication.McGraw-Hill Concise Encyclopedia of EngineeringVideotelephony McGraw-Hill, 2002. Retrieved from the FreeDictionary.com website, January 9, 2010 A videophone is a telephone with a video camera and video display, capable of simultaneous video and audio communication. Videoconferencing implies the use of this technology for a group or organizational meeting rather than for individuals, in a videoconference.Mulbach et al, 1995. pg. 291. Telepresence may refer either to a high-quality videotelephony system (where the goal is to create the illusion that remote participants are in the same room) or to meetup technology, which can go beyond video into robotics (such as moving around the room or physically manipulating objects). Videoconferencing has also been called "visu ...
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Carmen Sandiego (character)
Carmen Isabella Sandiego is a fictional character featured in a long-running edutainment series of the same name created by the American software company Broderbund. As an international lady thief, a criminal mastermind, and the elusive nemesis of the ACME Detective Agency, Carmen Sandiego is the principal character of the video game series and the head of ACME's rival organization, V.I.L.E. She is depicted as an extremely intelligent, stylish, fashionable woman whose signature look features a red, matching fedora and trenchcoat. Most of her crimes depicted in the games involve spectacular and often impossible cases of monument theft, which are used as a pretext to teach children geography via the simulated process of tracking down the character, the stolen monuments, and her accomplices all over the world. ''Carmen Sandiego''s authors were Gene Portwood, Lauren Elliott, and Dane Bingham. Writer David Siefkin, who wrote the first script of the project and invented the characte ...
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Toy Store
A toy store or toy shop is a type of retail business specializing in selling toys. Notable examples * Hamleys, the world's oldest toy shop * Toys "R" Us, international company now Tru Kids * FAO Schwarz, famous American brand and store * The LEGO Store, official store for Legos * Build-A-Bear Workshop has the concept of making your own stuffed toy * Learning Express Toys, franchise of specialty toys *Smyths Toys Superstores History The first toy store was founded in 1760 by William Hamley in London, under the name of "Noah's Ark", later renamed to Hamleys. Set over seven floors, a Hamleys branch at 200 Regent Street in the West End of London opened in 1881. The famous toy store in New York City, FAO Schwarz, was founded under the name Schwarz Toy Bazaar. It was founded in 1862 by the German immigrant, Frederick August Otto Schwarz. The former largest toy retailer in the United States, Toys "R" Us, started business in 1948 by Charles Lazarus, a veteran of World War II. ...
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San Francisco
San Francisco (; Spanish language, Spanish for "Francis of Assisi, Saint Francis"), officially the City and County of San Francisco, is the commercial, financial, and cultural center of Northern California. The city proper is the List of California cities by population, fourth most populous in California and List of United States cities by population, 17th most populous in the United States, with 815,201 residents as of 2021. It covers a land area of , at the end of the San Francisco Peninsula, making it the second most densely populated large U.S. city after New York City, and the County statistics of the United States, fifth most densely populated U.S. county, behind only four of the five New York City boroughs. Among the 91 U.S. cities proper with over 250,000 residents, San Francisco was ranked first by per capita income (at $160,749) and sixth by aggregate income as of 2021. Colloquial nicknames for San Francisco include ''SF'', ''San Fran'', ''The '', ''Frisco'', and '' ...
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Amusement Park
An amusement park is a park that features various attractions, such as rides and games, as well as other events for entertainment purposes. A theme park is a type of amusement park that bases its structures and attractions around a central theme, often featuring multiple areas with different themes. Unlike temporary and mobile funfairs and carnivals, amusement parks are stationary and built for long-lasting operation. They are more elaborate than city parks and playgrounds, usually providing attractions that cater to a variety of age groups. While amusement parks often contain themed areas, theme parks place a heavier focus with more intricately-designed themes that revolve around a particular subject or group of subjects. Amusement parks evolved from European fairs, pleasure gardens, and large picnic areas, which were created for people's recreation. World's fairs and other types of international expositions also influenced the emergence of the amusement park industry. ...
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Lunar Eclipse
A lunar eclipse occurs when the Moon moves into the Earth's shadow. Such alignment occurs during an eclipse season, approximately every six months, during the full moon phase, when the Moon's orbital plane is closest to the plane of the Earth's orbit. This can occur only when the Sun, Earth, and Moon are exactly or very closely aligned (in syzygy) with Earth between the other two, which can happen only on the night of a full moon when the Moon is near either lunar node. The type and length of a lunar eclipse depend on the Moon's proximity to the lunar node. When the moon is totally eclipsed by the Earth, it takes on a reddish color that is caused by the planet when it completely blocks direct sunlight from reaching the Moon surface, as only the light reflected from the lunar surface has been refracted by Earth's atmosphere. This light appears reddish due to the Rayleigh scattering of blue light, the same reason sunrise and sunsets are more orange than during the day. ...
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Amulet
An amulet, also known as a good luck charm or phylactery, is an object believed to confer protection upon its possessor. The word "amulet" comes from the Latin word amuletum, which Pliny's ''Natural History'' describes as "an object that protects a person from trouble". Anything can function as an amulet; items commonly so used include statues, coins, drawings, plant parts, animal parts, and written words. Amulets which are said to derive their extraordinary properties and powers from magic or those which impart luck are typically part of folk religion or paganism, whereas amulets or sacred objects of formalised mainstream religion as in Christianity are believed to have no power of their own without faith in Jesus and being blessed by a clergyman, and they supposedly will also not provide any preternatural benefit to the bearer who does not have an appropriate disposition. Talisman and amulets have interchangeable meaning. Amulets refer to any object which has the power to ...
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Princess
Princess is a regal rank and the feminine equivalent of prince (from Latin '' princeps'', meaning principal citizen). Most often, the term has been used for the consort of a prince, or for the daughter of a king or prince. Princess as a substantive title Some princesses are reigning monarchs of principalities. There have been fewer instances of reigning princesses than reigning princes, as most principalities excluded women from inheriting the throne. Examples of princesses regnant have included Constance of Antioch, princess regnant of Antioch in the 12th century. Since the President of France, an office for which women are eligible, is '' ex-officio'' a Co-Prince of Andorra, then Andorra could theoretically be jointly ruled by a princess. Princess as a courtesy title Descendants of monarchs For many centuries, the title "princess" was not regularly used for a monarch's daughter, who, in English, might simply be called "Lady". Old English had no female equivalent of "pr ...
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Yeti
The Yeti ()"Yeti"
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is an ape-like creature purported to inhabit the in . In western popular culture, the creature is commonly referred to as the Abominable Snowman. Many dubious articles have been offered in an attempt to prove the existence of the Yeti, includi ...
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Anthropomorphism
Anthropomorphism is the attribution of human traits, emotions, or intentions to non-human entities. It is considered to be an innate tendency of human psychology. Personification is the related attribution of human form and characteristics to abstract concepts such as nations, emotions, and natural forces, such as seasons and weather. Both have ancient roots as storytelling and artistic devices, and most cultures have traditional fables with anthropomorphized animals as characters. People have also routinely attributed human emotions and behavioral traits to wild as well as domesticated animals. Etymology Anthropomorphism and anthropomorphization derive from the verb form ''anthropomorphize'', itself derived from the Greek ''ánthrōpos'' (, "human") and ''morphē'' (, "form"). It is first attested in 1753, originally in reference to the heresy of applying a human form to the Christian God.''Oxford English Dictionary'', 1st ed. "anthropomorphism, ''n.''" Oxford University ...
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