The Electric Company

The Electric Company

Prankster Planet

Ages 6 - 8

Go from watching The Electric Company show to being part of the Company yourself! Use math to stop the Pranksters on Prankster Planet from wreaking havoc with all the words on Earth.

Games

  • Reverse-A-Ball

    The Electric Company

    Reverse-A-Ball

    Ages: 6 - 8

    Skills:

    • Data Analysis,
    • Vocabulary

    Devices:

    • Online Game

    Description
    Francine is slamming Earth with her reverse-a-balls and scrambling up all the words. Complete a series of eight quests to turn off all eight reverse-a-ball machines and unscramble the words.

    Learning Goals
    Using graphs to represent and analyze data, and exposure to math vocabulary.

  • Wordsuckeruppernator

    The Electric Company

    Wordsuckeruppernator

    Ages: 6 - 8

    Skills:

    • Vocabulary

    Devices:

    • Online Game

    Description
    Help Marcus and Jessica stop the Pranksters from sucking all the words from Earth. Use your math smarts to find the off button and shut down the wordsuckeruppernator.

    Learning Goals
    Exposure to vocabulary that relates to such math concepts as probability, data collection and analysis, measurement, and money.

Activities

  • The Electric Company: Extended Learning Program

    Skills:

    • Numbers,
    • Words

    This 18-week multimedia programming experience consists of 36 sessions designed to be delivered twice a week in after school programs and other out of school time settings.

  • The Electric Company: Laugh-o-Graph

    Skills:

    • Data Analysis,
    • Measurement

    Create a laugh graph to rate your favorite jokes and figure out which one is the funniest.

  • The Electric Company: Pin the Word on the Target

    Skills:

    • Spatial Sense,
    • Words

    Practice using position words to direct someone to an object's location.

  • The Electric Company: Reverse-a-Ball Word Challenge

    Skills:

    • Data Analysis,
    • Measurement,
    • Vocabulary

    Francine’s evil Reverse-a-Balls are scrambling words around your house. Help your child unscramble them.

  • The Electric Company: Summer Learning Program

    Skills:

    • Numbers,
    • Words

    The Electric Company's Summer Learning Program is a six-week multimedia experience consisting of 24 sessions, with four 90-minute sessions per week.

  • The Electric Company: The Power of Zero

    Skills:

    • Counting,
    • Numbers,
    • Words

    Kids learn about place value while playing a fun card game.

About the Show

The Electric Company is a group of friends from a New York neighborhood bound by a love for language and sworn to do the right thing. The Electric Company solves problems created by a mischievous group of neighborhood pranksters. The Electric Company takes place in a mixed and vibrant neighborhood, where you can (and do) meet all kinds of people. The Electric Diner is the headquarters for The Electric Company. The Company has a regular booth where they hang out, tease one another and hatch plans. Each member of The Electric Company has the ability to produce, control, manipulate, and play with words and letters. Like The Electric Company, the Pranksters like to play with words. Unfortunately, they use their word skills to create chaos in the neighborhood.

"The Electric Company" and all related characters, logos and design elements are owned and licensed by Sesame Workshop. © 2011 Sesame Workshop. All Rights Reserved.

visit The Electric Company at PBS Kids
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