Guide to Reviews

Anno's Learning Games

For Kids 6-10
Category: Math Explorations

We originally rated this imaginative math title among The Computer Museum Guide's "best" products. But when its publisher, Putnam New Media, left the software business, its future was uncertain. We've now learned that Putnam is still selling this title. If your child loves puzzles and math challenges, Anno's is a good addition to your software library.

Based on the simple, fanciful artistry of picture book author/illustrator Mitsumasa Anno, Anno's Learning Games lets kids explore important mathematical relationships - without racing a clock or facing a quiz. The product has a quiet, water-color feel to it; animations are low-key yet clever.

Seven activities allow kids to play with and master basic concepts. Help is always at hand in the form of two quirky elves, Kriss and Kross, who introduce each game, provide explanations and often get into the act.

Anno's most inventive game is Guess My Rule. The fun starts with a single object (a winged horse, perhaps) that exemplifies two unstated attributes. Kids then puzzle out the rules for categorizing six other objects and ask Kriss and Kross to test their guesses. Tangrams, a puzzle-making and puzzle-solving activity, is another favorite. Tangrams are ancient Chinese puzzles, consisting of seven shapes or tans cut from a square, which are then used to create new shapes. What's that have to do with math?

Well, one element of math is spatial visualization; and so are tangrams. These puzzle pieces are very popular among teachers who use manipulatives to teach math, and playing with them on the computer is a wonderful at-home complement to classroom activity.

The bottom line: playing the games in Anno's really gives kids tangible insights into mathematical concepts. A good complement to Math Workshop, because it approaches different concepts with the same spirit of fun and discovery.

Putnam New Media





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