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  2. The ClueFinders 3rd Grade Adventures: The Mystery of Mathra

    en.wikipedia.org/wiki/The_ClueFinders_3rd_Grade...

    The game is the first in the series and depicts the first meeting of the ClueFinders and LapTrap, who goes on to appear in all the other ClueFinders games. The game ends with LapTrap being given to the ClueFinders and, in this respect, The Mystery of Mathra can be seen as an origin story for the rest of the series.

  3. JumpStart Adventures 3rd Grade: Mystery Mountain - Wikipedia

    en.wikipedia.org/wiki/JumpStart_Adventures_3rd...

    JumpStart Adventures 3rd Grade: Mystery Mountain is a personal computer game in Knowledge Adventure's JumpStart series of educational software. As the title suggests, the game is intended to teach a third grade curriculum. This is the only version of this game created and, unusually for Knowledge Adventure, was still being sold over fifteen ...

  4. The ClueFinders - Wikipedia

    en.wikipedia.org/wiki/The_ClueFinders

    The ClueFinders is an educational software series aimed at children aged 8–12 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.

  5. Authors (card game) - Wikipedia

    en.wikipedia.org/wiki/Authors_(card_game)

    The Game of Authors is one of the earliest versions of the family of Go Fish games, in which players call on each other to give up a named card. The play is based on a specialized deck of playing cards. Later decks included additional authors, but the authors represented in most decks are: Louisa May Alcott; James Fenimore Cooper; Charles Dickens

  6. 24 (puzzle) - Wikipedia

    en.wikipedia.org/wiki/24_(puzzle)

    The 24 puzzle is an arithmetical puzzle in which the objective is to find a way to manipulate four integers so that the end result is 24. For example, for the numbers 4, 7, 8, 8, a possible solution is . The problem has been played as a card game in Shanghai since the 1960s, [1] using playing cards. It has been known by other names, including ...

  7. Rescue Doodle Slowly Learning to Play with Toys After ... - AOL

    www.aol.com/rescue-doodle-slowly-learning-play...

    According to something called the ' 3-3-3 rule ,' it can take 3 days for a new pet to feel safe enough to explore their new home. It takes about 3 weeks until they get the hang of routines and ...

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