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Software and Games : Software Categories : Children's Fun & Learning : Characters & Brands : Knowledge & Adventure
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Knowledge Adventure
It's summer holiday time and the Adiboo Choo Seaside Adventure CD-ROM invites young children to join Adiboo Choo and his friends in travelling to the seaside for adventure and learning games on the beach.On the golden sands, with a colourful boat moored in the sea, children are encouraged to play and learn with crabs, fish, buckets and spades, and shells. All learning games have seaside themes and are clearly introduced and explained by Adiboo Choo's two fun friends, Pompom and Chipin. To start a game, children simply click on one of the main objects on the beach. When they've clicked on a seashell, children can start to create a simple necklace of attractive shells by dragging and clicking with their mouse buttons. Adding to the realism, these actions will even create small imprints in the sand as they do it, and traditional seaside sounds such as seagulls and waves add to the experience.
All the activities in Adiboo Choo Seaside Adventure are clearly introduced and it is easy to leave a game if you've had enough. Children are encouraged and praised throughout--when fishing you have to put a number of fish in a net and happy smiling fish appear when a task has been successfully completed. Shape and colour recognition and counting skills are taught in a fun way, and a detailed accompanying booklet for parents means they can be assured that basic skills are being taught. Also available: Adiboo Choo Countryside Adventure. --Justin Hunt
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Knowledge Adventure
In the Adiboo Choo Countryside Adventure CD-ROM the cheerful alien invites young children to jump aboard the Boocopter, his colourful flying house, to fly them to the countryside for interactive fun.Travel with Adiboo Choo and his friends to visit the Guessing Barn where you click on animals to hear the noises they make and guess what they are. In addition to teaching skills such as recognising sounds, Adiboo Choo Countryside Adventure also encourages children to show consideration for others. There's a game in which you help a lost little rabbit find its mother by clicking and dragging with the mouse. Huge red cartoon-like hearts appear in the sky when they are both successfully reunited.
If they tire of being in the countryside, children can explore Adiboo Choo's magical house. Simple clicking triggers off all kinds of entertaining learning activities--a click on the rocking horse starts a cowboy game and you have to fetch a hat for Adiboo Choo. And when they go into the toy box in the corner of the room, children can hear well-sung nursery rhymes and learn the actions that go with them.
Adiboo Choo Countryside Adventure is a well-structured and entertaining CD-ROM for children aged 2 to 4 and has been developed in collaboration with nursery school teachers to ensure basic skills are taught. Some parental supervision is required but parents are likely to enjoy themselves as well. Also available: Adiboo Choo Seaside Adventure. --Justin Hunt
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Knowledge Adventure
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Knowledge Adventure
Children are able to travel through imaginary lands in Adiboo Reading and Maths, for ages five to six years, where they play fun games and gradually learn about numbers and letters. On arriving at Adiboo land children are shown a big colourful map and they can choose where they want to visit first. All the time they are in the company of a range of cheerful talking characters who encourage and help them through a varied mix of entertaining and creative activities.In the garden you meet Robitoc, the robot gardener, who greets visitors and invites them to grow flowers. You simply click on seeds, plant them and then you can water them from the watering can and watch them grow. And in a different location, deep in the cave of wonders, young children are encouraged to act like wizards and create their own magic potions.
There are two CD-ROMs in this pack. One offers children activities in Adiboo land and the other takes children on travels to new places where they learn about subjects such as Maths in a fun way. In More-or-Less City there are drawing games that teach children how to recognise squares and triangles which they have to colour in. When they are learning about maths, children are likely to meet a fun character called Peck who admits to having a great passion for numbers.
This enjoyable title comes with a clear and comprehensive instructions booklet for parents which covers everything from how to operate the learning tools to how best to introduce the different activities to your children. --Justin Hunt
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Knowledge Adventure
If you want your children to learn and play at the same time then it's worth getting a copy of Adiboo Reading and Maths for children ages 4-5 years.In Adiboo's garden children have the opportunity to plant virtual trees. You simply select what kind of tree you want to plant. It could be an apple or cherry tree and you plant the seed and water it. If you try to harvest the fruit too quickly you are told to be more patient and all the time birds are flying around hoping to eat the seed. The land also provides a games dome which is packed with creative tasks. You simply click on the toy box and choose what you want to play. There is a fun game with wizards who battle it out with the potions you give them.
There are two CD-ROMs in this title; the first is located in Adiboo land and the second takes children to places like the colourful Kingdom of Hotchpotch where you can feed a variety of animals. To help your children become familiar with objects, they are asked to feed bread to blue unicorns and grass to deer. There's also an area of magical machines including one that flies with feathers. But first you have to repair the feathers, identify the missing ones and restore them in the right order.
These titles are a bit like a trip to an entertaining amusement park. They are packed with layers and layers of tasks which teach young children elementary reading and maths. And the imaginative settings mean that children will quickly forget they are being asked to practice their homework. --Justin Hunt
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Knowledge Adventure
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Knowledge Adventure
Adi's Complete Learning Pack is a two CD-ROM package combining work and play in line with the new National Curriculum for English and Mathematics. Adi is the alien host who guides the child through all the activities available.The learning element follows the same approach as classroom teaching: an activity to assess the child's knowledge, followed by a tutorial leading to activities allowing them to practise what they have learnt, then slightly harder exercises to extend their skills. Children also have access to short educational games, including memory tests, dictation and mathematical challenges. It includes all of the topics covered in the classroom, and provides a good opportunity for the child to consolidate what they learn at school. To keep children interested there is much to explore in the program, including Music and Science activities, and games that they can "buy" with points earned from completing the learning tasks. Children can keep track of their progress through a results board, and a parent's information point allows parents or teachers to do the same.
The program can be used in conjunction with the Internet (for a small fee) where parents can book "virtual classes" and children can join clubs and e-mail friends, all controllable from the parent's information point. Adi's Complete Learning Pack is both child and adult friendly. There is enough guidance for children to use it independently, as well as the option for parents or teachers to track and control learning. It can be used either at home or in the classroom to complement the National Curriculum, to enhance children's ICT skills as well as Mathematics and English. Available for Years 3, 4, 5 and 6. --Kelly Battes
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Knowledge Adventure
Let's discover the Jungle and the Savannahintroduces young children to numbers, shape identification and creative skills in a highly imaginative way.Adiboo Choo, the friendly little alien, invites children aboard his magical house, the Boocopter, which then flies to the jungle. Among the cartoon animals, there are a whole range of educational games to play.
Each step of the way Adiboo Choo and his friends explain clearly what has to be done and are generous with their praise. For one of the jungle animal games, you have to guide a python and a wildebeest over a bridge so they can find water. As the game develops children learn to identify the different types of animals.
There is a general introductory discovery session for each game and then you can opt to play at different levels of difficulty. For the ant carnival game, children have to put an ant on the path and click to lead it back to its nest. As you progress through the levels, you have to count the numbers of ants and select them by their colours.
There are imaginative musical activities as well where children can click with their mouse buttons to hear different African-themed instruments.
To start with, it's probably best for parents to set children up with one game to concentrate on. They can then progress at their own speed to different activities. The title is easy to install and in this bright and colourful environment your children are bound to enjoy all the interactive educational activities. --Justin Hunt
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Knowledge Adventure
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Knowledge Adventure
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Knowledge Adventure
Step-up to SATs Year 6 is an excellent set of two CD-ROMs. For those children who have used the other CD-ROMs in this series, the first CD is the same and allows children to visit Adi, the friendly alien's spaceship. They can create their own character to play the games and create their own virtual room by selecting from designs. In Adi's room they can visit subject-based corners and find out a whole range of information about, the solar system, different countries, endangered species and much, much more. The graphics are excellent and include video clips. Children can also create memos and write a diary and keep track of things by using the appointments calendar.The second CD-ROM allows children to practice their literacy and numerical skills by entering the English or the Maths space station, each of which is divided into three areas. The Learning Capsule consolidates work that is carried out as part of the Year 6 curriculum at school. Children can either choose which exercises to carry out or Adi, who takes into account their progress, can guide them. Teaching points are explained and children are given tips if they get the answer wrong. Children can also look at multi media documents and animated lessons if they need further explanations. Exercises include work on all areas of the English and Maths curriculum; for example, work on rhymes and homophones, grammar and spelling and work on ratio and proportion and equations. Children and parents can keep track of how they are doing by looking at the results sheets. As a reward, children are able to "buy" games to play when they have scored enough points.
The Teaching Capsule provides children with challenges against the clock and memory games. This capsule is not quite as well matched as the Learning Capsule to the Year 6 curriculum, as some of the questions are a little easy, but children would really enjoy trying to beat the clock.
The Resource Capsule gives excellent explanations of all the areas covered on these CD-ROMs. There is a glossary so children can look up difficult words and they can access all the photos and video clips that they have seen.
Despite the repetition with the other CD-ROMs in this series, Step-up to SATs Year 6 would be an excellent purchase for a Year 6 child. The Learning Capsule provides excellent consolidation of work that is carried out in school in preparation for children's end-of-year SATs tests. Children can work independently through a brilliantly structured range of exercises and activities. --Amanda York
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Knowledge Adventure
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Knowledge Adventure
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Knowledge Adventure
Adiboo Reading and Maths for ages six to seven yearstakes children on a journey to a friendly creative world where they can brush up on their words and sums.In Adiboo's magical house, children are encouraged to relax and express their creativity. In the kitchen, you meet Kicook, the friendly robot chef, who helps you make cakes, kebabs and sweets. Once you're in the fridge, you click on lots of fruits such as plums and raspberries and they are automatically processed into colourful liquids. You can quickly convert them into your own brand of sweets and add wrapping paper. And in a fun twist, you can send the sweets to a character in Adiboo land and watch them eat them.
There are two CD-ROMs in this title. The first takes you to Adiboo land and the other encourages children to travel to imaginary places. In the land of Press Valley, you can go to the theatre where there are a whole range of theatrical-based activities. In one, Adiboo's script is in a muddle. You see the script on the screen and you are encouraged to click and drag the words into the right order so the actors can read what has been written.
In another innovative game, you have to help organise the props for a show. The script is read out and you choose which objects match what is required. There is tremendous depth to this title; the technology is used in a highly imaginative way and children get bags of guidance and encouragement throughout. --Justin Hunt
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Knowledge Adventure
Adiboo The Mysterious Music Machine imaginatively introduces children aged 4-7 years to musical instruments and sounds.Adiboo and his pals arrive in a strange world and are surprised to discover a bee that doesn't buzz but sounds like a horn. After a short boat trip they find a bird that imitates a helicopter and a leaf that explodes. They have arrived in the land of the mysterious music machine. In a conversation with Adiboo, the sad music machine admits he's feeling miserable because he has lost his sounds, the unusually named zicabongs, and as a result all the inhabitants of the land have started to make strange noises.
The aim of the game is to help Adiboo bring back all the zicabongs to the music machine so he can play his tune again and restore the proper sounds to the land around him. Children are encouraged to find their way around the colourful and imaginative land and carry out various tasks before they can successfully retrieve the zicabongs. In one of the challenges, you have to drag a singing shell through a set of pipes that play different noises; and in another you have to assemble an animal band who play different instruments.
Games can be set at different levels and there is a booklet to guide you. Children will learn how to put low and high sounds in the right order; how to distinguish between rising and falling sounds and they are encouraged to detect the tones of instruments which are being played at the same time.
This is a fun, highly imaginative title but it will probably need a bit of initial supervision from parents as children become familiar with all the different zicabongs. --Justin Hunt
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Knowledge Adventure
Master essential english and maths skills. -
Knowledge Adventure
Step-up to SATs Year 5 is an excellent set of two CD-ROMs. For those children who have used the Year 3 and 4 package, the first CD is the same and allows children to visit Adi the friendly alien's spaceship. They can create their own character to play the games and create their own virtual room by selecting from designs. In Adi's room they can visit subject-based corners and find out a whole range of information about the solar system, different, endangered species and much, much more. The graphics are excellent and include video clips. Children can also create memos and write a diary and keep track of things by using the appointments calendar.The second CD-ROM allows children to practice their literacy and numerical skills by entering the English or the Maths space station, each of which is divided into three areas. The Learning Capsule consolidates work that is carried out as part of the Year 5 curriculum at school. Children can either choose which exercises to carry out or Adi, who takes into account their progress, can guide them. Teaching points are explained and children are given tips if they get the answer wrong. Children can also look at multimedia documents and animated lessons if they need further explanations. Exercises include work on all areas of the English and Maths curriculum; for example, using indexes, writing for different purposes, working on tenses, identifying prime numbers, work on fractions, percentages and decimals. Children and parents can keep track of how they are doing by looking at the results sheets. As a reward, children are able to "buy" games to play when they have scored enough points.
The Teaching Capsule provides children with challenges against the clock and memory games. This capsule is not quite as well matched as the Learning Capsule to the Year 5 curriculum, as some of the questions are a little easy, but children would really enjoy trying to beat the clock.
The Resource Capsule gives excellent explanations of all the areas covered on these CD-ROMs. There is a glossary so that children can look up difficult words and they can access all the photos and video clips that they have seen.
Despite the repetition with the other CD-ROMs in this series, Step-up to SATs Year 5 would be an excellent purchase for a Year 5 child (9-10 years old). The Learning Capsule provides excellent consolidation of work that is carried out in school. Children can work independently through a brilliantly structured range of exercises and activities. --Amanda York
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Knowledge Adventure
Children aged 4-7 years will learn how plants grow, why the sky changes colour and about the different seasons in Adiboo the Forgotten Land. Players are introduced to a strange creature in the Forgotten Land called Pepper and you and Adiboo are asked to find a series of presents for him.On the search for presents, children are taught in an entertaining way about nature and science. At one stage, you encounter Mrs Ant who says she can't get any nectar unless a puddle of water is removed. To remove it, you click on a couple of balls which will either cause the water to evaporate or turn the water back into liquid again. In another test, you have to try to catch a cheerful jack-in-a box. The idea is to get youngsters to understand the difference between day and night. The scene changes and you have to click on the jack-in-a-box in the darkness. Different levels can be set for all of the games.
Overall this is a creative early learning support title and it has moments of humour too. In one section, children are taught how to identify the differences in the seasons. Scarecrows wear fashionable shades when it gets too hot in the summer and sticks fall on unsuspecting animals during the autumn. In one especially creative section you put on a shadow show after receiving instructions from a friendly talking book and you can adjust the spotlight and watch his shadow move.
Children will find these well-illustrated games a refreshing contrast to standard textbook teachings about nature and science. This title encourages learning while providing some fun at the same time. --Justin Hunt
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Knowledge Adventure
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Knowledge Adventure





















