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Software and Games : Software Categories : Children's Fun & Learning : Characters & Brands : Knowledge & Adventure
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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
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
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
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Knowledge Adventure
Step-up to SATs Year 4 is an excellent set of two CD-ROMs. For those children who have used the Year 3 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 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 4 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, identifying which piece of text shows you that it is fiction, identifying proper nouns, completing number patterns, work on place value, decimals and so on. 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 4 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 and there are tips on how to write a summary and studying techniques.
Despite the repetition with the Year 3 CD-ROM, Step-up to SATs Year 4 would be an excellent purchase for a Year 4 child (8-9 years old). The Learning Capsule provides excellent consolidation of work that is carried out in school and there are enough educational and fun activities to keep children busy for the whole year. --Amanda York
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Knowledge Adventure
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Knowledge Adventure
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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
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
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Knowledge Adventure
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Knowledge Adventure
Adi's Complete Learning Pack: Year 5 is an innovative and comprehensive educational CD-ROM. Join Adi, the friendly alien boy, as he travels through space pursuing his mission to learn and have fun.What is initially striking about this package is the impressive range of options available to the user--Maths and English exercises to reinforce and extend understanding, virtual online classes where skills can be practised in groups and special dens where children can meet, chat and play with other Adi users. The educational modules are well-structured forming a sound learning plan. Each section allows for revision of previous knowledge before progressing onto hypertext lessons (weaker readers will need adult support here) which are then reinforced through practice exercises. Finally, an extension task ensures that skills and knowledge are secure. Adi's spaceship also contains a wealth of cross-curricular resources and creative tools such as an interactive atlas, diary, simulations, an observatory and multimedia documents.
As in any effective classroom the child is always encouraged and allowed to progress at their own speed and their hard work is rewarded by access to various games and "break" times. Adi is parent-friendly too, with all the information about the activities conveniently presented in a "Parent's Corner". Grown-ups can also check on their children' progress as their scores on each unit are recorded.
Adi's Complete Learning Pack: Year 5 is so slick and has learned so much from what is recognised as "good practice" in educational methods that it is hard not to be impressed by it all. One reservation may be whether the kids will be as convinced as the parents who buy it. Some of the activities are a little repetitive and the hypertext lessons are very dry with so much script to read. However, child scholars who are keen to keep well up with their peers, and parents who need support in working with their children at home will find no more comprehensive tool than this. --Nicola Hollins
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Knowledge Adventure
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Knowledge Adventure
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Knowledge Adventure
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Knowledge Adventure
Adi's Complete Learning Pack is a 2 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. Firstly, there is an activity to assess the child's knowledge. Next, a tutorial leading to activities allowing them to practice what they have learnt. And finally there are 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 compliment the National Curriculum and 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
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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
Step-up to SATs Year 3 is an excellent CD-ROM. The first CD 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 3 curriculum at school. Children can either choose which exercises to carry out or Adi, who takes into account their progress, can guide them. The teaching point is 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: punctuation, vocabulary, conjunctions, common nouns, addition, subtraction, division and multiplication. 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 3 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, for example, what synonyms are and how pieces of writing can be improved. This is an invaluable resource for children and for parents who have forgotten what a synonym is!
Step-up to SATs Year 3 would be an excellent buy for any Year 3 child (7-8 years old) and would probably keep them busy for the whole year. It is packed with a very good range of educational and fun activities. --Amanda York





















