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Cyberchase

Latest Episodes

Believing that the Wicked Witch is really the long lost daughter of a powerful king, Hacker agrees to marry her, convinced that their union will double his power and Motherboard will never be able to defeat him. What Hacker doesn't know is that Wicked has secretly hidden away the REAL long-lost daughter of the king and stolen her identity. The kids must think their way through an intricate series of puzzles to free the real daughter. Will they succeed and get back to the wedding before Hacker and Wicked say "I do"? Math Topic: Making Hard Problems Easier; NCTM Links: Problem Solving.

Radopolis has a big problem: water bottles. Radsters are an active bunch, but their desire to stay hydrated has led to a huge bottle pile-up. Way Cool Arena has been turned into a bottle dump, and the beloved skate park is next! The kids and Slider must find a way to get rid of the heaps of empties and reduce future waste while making sure Radsters stay healthy. Can they prevent their rad cybersite from getting bottled up? Big idea: Drinking water regularly is essential, but how you drink it is also important. Make choices that are healthy for both your body and the environment.

(topic: Finding Meaning from Data) - Dr. Marbles is captured by Hacker and taken to Castleblanca, a cyberspace version of Transylvania. Hacker's goal: transfer Marbles' brainpower into his newly-built robot named Megabyte! Summoned by Motherboard, the kids and Digit arrive with the knowledge that Hacker has taken Marbles to a castle - but which one? There are hundreds and hundreds of castles. To find Marbles, the kids must master the art of properly collecting data, organizing it and graphing the results - which are sometimes surprising!

Introducing Memoryville, home to a vast storehouse of Cyberspace data, where The Slugball Open, a Cyberspace version of baseball, is in progress. In their attempt to win for a day the Key to the City, Team Motherboard has made it to the finals ... along with, you guessed it, Hacker! Unbeknownst to most (except, of course, to Hacker), this Key opens all doors to the city-including the door to the data storehouse! With surefire plans to win, Hacker can hardly wait to delete the data and create untold chaos.

(topic: Timekeeping) - Dr. Marbles finds the encryptor chip (the computer chip that will enable Marbles to delete Motherboard's virus) in an ancient pyramid. But the Mummy who guards the pyramid finds Marbles. When the kids and Digit arrive, they must work their way through the chambers of the pyramid - find Dr. Marbles - and escape before a trap set by the Mummy seals them inside forever. How much time do they have? Unfortunately, they have no clock or watch to tell them how much time has gone by. Is the mission impossible? Not for our kids!

(topic: Codes) - In the watery depths of cybersite Aquari-yum, the kids and Hacker go in search of a giant cyber-slug, who feeds on pure energy. The kids and Digit travel underwater in two separate vessels, but Hacker has a listening device that taps into their communications system, allowing him to overhear their plans - and track every move they make. The kids outsmart Hacker by devising a series of codes so they can send messages back and forth in secret - even though Hacker can hear what they're saying.

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