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CyberOlympic Card Game
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In this Cyberchase activity, learners use numbers to create CyberOlympic teams with the fastest times.

Six Holes of Arachnipod Crossing
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In this Cyberchase activity, learners use the numbers one through six to solve a puzzle.

100 or Bust
Source Institutions
In this Cyberchase activity, learners play a game where zero can help them win--or make them lose! Learners roll the die and place a zero in the tens or ones place.