ConnSENSE Reviews Logo
Math Blaster Ages 7-9


Reviewers: Louise Dannehl - Assistive Technology Funding Coordinator/Consultant
Plus 7 and 10 year old boys
Nebraska Educational Assistive Technology (NEAT) Center
Cozad, NE
ldannehl@esu10.org

Math Blaster Ages 7-9 by Knowledge Adventure
http://www.knowledgeadventure.com/home/
CD-Rom Mac/PC with on-line User’s Manual included and printed Teacher’s Guide with lesson ideas
Evaluated on Power Macintosh 5500/250
Toll-Free Technical Support: Call: 800-556-6141
Date Reviewed: April, 2001
Date Published: 2000
List Price: Teacher Edition $59.95, Consumer version $19.95
Rating: A-

Knowledge Adventure’s Blaster Team once again has the responsibility of saving the galaxy from some form of destruction. This time seven to nine year olds must help the Blaster Team regain control of the Omegan Supercomputer which Dr. Zero has infested with hordes of evil bugs. Children challenge the bugs to high-tech math games, and, if they win, capture the bugs. The bugs can then be reprogrammed and used to build traps to catch the evil Dr. Zero.

Knowledge Adventure emphasizes three key areas in Math Blaster Ages 7-9 : fundamental math skills, logic and problem-solving, and math confidence. Four different activities provide opportunities for the player to capture the evil bugs and improve skills in these three areas. In all of the activities, players must achieve mastery to win the game and capture the bugs. Mastery level is at least 85% of the available points. Each activity has five content levels which automatically bump up a level after mastery of that level or the level can be changed manually by activating the Level Button on the Toolbar. Captured bugs are stored in the Cache to await reprogramming. In the Cache, players may also learn about the bugs and specific bug functions when used to help trap Dr. Zero. The reprogramming screen contains word problems which the player solves by clicking one of four possible answers. Then the bugs are ready to be used in the trap.

Activities and math skills involved:


To capture Dr. Zero, a trap made up of bugs must be constructed. Planning and problem solving are important skills in constructing the trap. Bugs have different functions depending upon type and color. Understanding this requires reading and memory skills. However, a player can be quite successful by trial and error while learning the functions of different bugs.

An additional opportunity for practicing math skills is the Blaster’s Watch which contains Tangrams, the Function Factory (print some math puzzles) , and Blaster Math Board (use letters, numbers, shapes, symbols to make patterns, number sentences, equations, etc.). Also available is a Smart Chart which records player progress for every game on every level.

Math Blaster Ages 7-9 will hold a young player’s interest while reinforcing math skills. It provides opportunity to use logical thinking and planning skills in a game format and to review math concepts. It takes considerable computer/video game savvy to maneuver the program. Savvy which I as an adult who does not play video games, don’t have. However, the boys who used the program were quickly able to navigate through the game. The math skills were appropriately challenging, especially for the seven year old. The word problems and Musical Math game were difficult to read for both boys, but otherwise, after very little teacher direction, the boys were able to use the program independently.

Math Blaster Ages 7-9 is a program which reinforces basic math skills, but doesn’t teach math skills. The application of logical thinking, problem-solving, and planning is a tremendous value to the program. It would be a way to improve these skills in an exciting and interesting way.


ConnSENSE Reviews

ConnSENSE Bulletin