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Steve, Blue and the other Blue's Clues characters are in their usual good form in this set of six well-designed early math activities. The math practice is found at a Backyard Fair where children play games to earn Blue dollars. These can be spent at the Prize Tent where the pieces kids purchase gradually turn into toys. In one activity, children add and subtract building supplies to make a train ride for the fair. In another, they complete patterns on colorful floats, or sort snacks like cookies and pizza according to specific characteristics, e.g. cheese, no cheese. Each activity has multiple challenge levels that automatically increase in difficulty as the child successfully plays the games. Several of these activities are quite innovative. There's a Mother May I? game in which kids move Blue across a path by counting ropes. Children cleverly practice their color, shape and counting skills in a fun card game. In an ingenious measurement activity, kids place toys on scales to compare their sizes. The program's biggest weaknesses revolve around ease of use and level of responsivity. Kids can easily get from one activity to the other but with each play they have to sit through the instructions for every activity. While testers were generally tolerant of these delays, some of the younger kids (age four) lost interest. Navigation could have been more straightforward in a few of the activities. It was not at first clear how to pay for the toy components in the Prize Tent or where to place the shapes in the float sequencing activity. Games are saved, but the program does not keep specific records of a child's activities. The graphics and sounds are excellent, and the activities are generally solid. The program offers a fun and refreshing set of math and logic activities.
Teaches: math, logical thinking, classifying and sequencing objects, counting, number recognition, measurement, early addition, subtraction, money skills
Age Range: 3, 4, 5, 6 Copyright © 2000 Children's Software Revue
Amazon.com Review
The phrase "teaches early math skills" can translate into "steer clear" for a numbers hater. But as Blue, the dog, accompanies your youngster through this backyard carnival, visiting snack booths, pattern parades, and souvenir stands, she (and her inimitable squeak) turns the dread phrase into a series of enjoyable activities.
The seven activities in Blue's 123 Time are all designed to encourage counting, pattern recognition, and deduction. Real-world applications abound here: kids can put objects on a scale and weigh them in Bell's Souvenir Stand; save, spend, and count money in the Prize Tent; and develop card-sharking capabilities playing Baby Bear's Card Game. In fact, since successful completion of each activity pays off in Blue Dollars to spend in the Prize Tent, parents who frown on gambling may raise an eyebrow at the little felt bear dealing a deck. But there's nothing like a good game of cards for fostering pattern recognition and counting skills!
Fear not, Blue won't lead your preschooler down a path of vice. Everyone here is benign, encouraging, and comfortably two-dimensional, just like the television show. The games subtly increase in difficulty as they're played, easing kids into fairly complex concepts like sets, subsets, and estimation. The activities teach on an almost subliminal level, with enough counting out loud and positive reinforcement to make numbers friendly to any child. --Anne Erickson
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