AeL ISTeEurope Awards WSA ICT IPMA IT-Excellence Award
SIVECO Romania

Operation Math: Alex and the Problems of Clinci


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Screenshot Moment's Description  
Alex meets the wise fairy who tells him he must solve a Math problem. All he has to do is to follow her instructions. Using the figurative method, the user makes a graphical representation of the problem. demo (Opens in a pop-up window)
The user guides the character named Alex by point and click to one of the four locations, but in order to enter there, he must play a game of perspicacity. In this case, the user has to move away all the obstacles and drag the bolt in its place. demo (Opens in a pop-up window)
The user puts together all the pieces of the puzzle in order to find the place where the treasure is hidden. demo (Opens in a pop-up window)
The user must recompose a pipe by moving the pieces using the arrow keys from the keyboard and has to select and rotate the 3 groups of numbers in order to arrange them correctly, using the arrow keys from the keyboard. demo (Opens in a pop-up window)

Hocus-Pocus-Literatus! Alex and the Magic Words


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Screenshot Moment's Description  
The user drags the words from the soap balloons and drops them in the correspondent places. In the end, the result of the interactivity is a list containing seven pairs of antonyms. demo (Opens in a pop-up window)
The user drags each noun and drops it in the category it belongs to. At the end of the task, the result is a classification of nouns according to what they make reference to: natural phenomena, beings or things. demo (Opens in a pop-up window)
After assimilating the theoretical part, the user must identify and select all the nouns situated in the crown of the talking tree in order to complete the story written on the chart. demo (Opens in a pop-up window)
At the end of the CD, the user browses through a comic. The strips tell the same story the CD is based on, but rendered from a humorous perspective. demo (Opens in a pop-up window)

Operation Math: How Alex Saved Mathematics


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Screenshot Moment's Description  
Roby-One’s ship is broken and the robot asks Alex to help him fix it. First of all, they need seven nails from the garage. demo (Opens in a pop-up window)
Alex and his friend, the robot Roby-One, meet master Zu who explains to them the concept of place value of numbers in Mathematics. demo (Opens in a pop-up window)
Throughout their journey, the two main characters meet strange but friendly creatures who help them better understand different concepts in Mathematics. demo (Opens in a pop-up window)
The task of the user is to add the blue ships to the red ones and type the correct result of the arithmetical operation. demo (Opens in a pop-up window)
Plus has forgotten the password to his computer and asks Alex to help him recover it. The user must match each arithmetic operation with the correct result. demo (Opens in a pop-up window)
This is another character willing to help the two apprentices. His name is Minus and he knows all about subtraction. demo (Opens in a pop-up window)
Alex and Roby-One face another challenge: the guardian of Mathematics who puts them to the test. demo (Opens in a pop-up window)

Nature’s Tales: Secrets of the Plants


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Screenshot Moment's Description  
One of the characters, Crenguţa (female character) is presenting the parts of a plant to Codruţ, the boy who wants to find out all about plants. demo (Opens in a pop-up window)
Codruţ must prove that he masters some knowledge about plants. By watering the plant he will see the important role of the water. demo (Opens in a pop-up window)
Mrs. Hortensia teaches Codruţ about the parts of a vegetable. The user will have to drag the vegetables pictures and drop them on the chart. Mrs. Hortensia asks Codruţ to go to the garden and pick some vegetables for her. demo (Opens in a pop-up window)

Nature’s Tales: Wonders of the Living World


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Screenshot Moment's Description  
Apasă pentru a mări The user guides the character by point and click to the pond. Then, using the camera, he must take pictures to the following plants: willow tree, duckweed, cane, bulrush and water lily. demo (Opens in a pop-up window)
The user must associate each animal with its food by clicking first on the image with the animal and then on the image representing its food. demo (Opens in a pop-up window)
The user guides the character by point and click to the woodman’s house. The user must listen carefully to the plant description or the clue given by the woodman; then, identify the plant that matches that description. demo (Opens in a pop-up window)
The user identifies the products obtained from the cereal presented in the centre of the page. Then, drags the correspondent icons and drops them on the image with the plant. demo (Opens in a pop-up window)