Title: Treasure MathStorm
Overall Rating: A
Source:  The Learning Company
Playing Time: 45 minutes to an hour
Date:  1996
Cost: $
Number of Players:  1 player
Special Equipment/Facilities Needed:  CD Rom
Subject Area:  The subject area is mainly math but it also has activities for science.
Objectives: The students will have to use their problem solving and critical thinking skills to solve mathematical problems.  They use real life concrete experiences such as maps, charts, and graphs to learn math.  They manipulate the games physical environment to to understand various math concepts.
Brief Description:  The students must find treasures along their journey.  As they go they must solve math problems in many different ways.  They build vehicles by solving science problems and race their vehicle.  They use maps and graphs to find clues.
Entry Capabilities Required: Math, Reading and Science skills.  Ages 5-10

Rating: (1-5)
 

              Relevance to objectives:  5 - the activities are very relevant to the objectives.  The students actually use            & nbsp;         thinking skills and real life experiences to complete games. The students are learning concrete math concepts in a variety of ways and levels.
             Provides practice of relevant skills: 5- The activities are relevant because they deal with problems the students may
             deal with in reality.  The students will actually count coins and make change in the real world.  The students practice
                 using different strategies.
             Likely to arouse/maintain interest: 4 -The students interest would be kept high.  There are many levels so they won't
             get bored easily.  They have to find things to win, they have to build things, and they will always be thinking.
             Likely to be comprehended clearly:  4 -They will understand the games it explains what to do as they go along.  The
             user's guide is also very informative.
             Technical quality (durable, attractive):  5 - The game has good graphics and color.  The pictures are clear.
             Game: Winning dependent on player actions (rather than chance):  4 - Some of the games are chance but if they get 
             the right answer they get money and move on.  If not, they need to try again.
             Simulation: Validity of game model (realistic, accurate depiction):   4 -The game is realistic when you look at the
             purpose of them.  The students can make real life decisions to learn.  The animation used is not really realistic
             though, but that's what gets kids attention.
             Evidence of effectiveness (e.g. field-test results):  5 - The manual stated that in product testing they observed
             children use various strategies while playing the game.
             Clear directions for play:  4 - The game guides the students along as they play.  The manual gives clear directions.
             Effectiveness of debriefing: 4 - The debriefing is good because the students learn as they play.  They want to do well
             and get the right answers so they can keep playing to see what will happen.

Strong Points:  The game touches on not just math, but science and reading also.  The games allow students to learn
 realistically and have fun at the same time.  The game has many levels of difficulty.
Weak Points:   The game gives rewards and prizes for winning.  This may give kids the idea that they need rewards to do well/
Reviewer:   Stacey Winters
Position:   SUNY Potsdam Graduate Student
Date:  3/23/99
Computer System Reviewed on: Macintosh PowerPC 6500/250, 32mb ram.