The Electric Company

The Electric Company

Prankster Planet

Ages 6 - 8

Join the Electric Company, and solve a series of math challenges using graphs, addition, subtraction, and money skills to stop the Pranksters from messing up all the words on Earth.

Games

  • Jessica's Joy Ride

    The Electric Company

    Jessica's Joy Ride

    Ages: 6 - 8

    Skills:

    • Words

    Devices:

    • Online Game ,
    • Mobile

    Description
    Marcus and Jessica just put the finishing touches on their fancy new flying gizmo, but Jessica needs a little power boost to catch up with Danny. Collect word balls that rhyme to send Jessica soaring through the sky.

    Learning Goals
    Identify words that rhyme.

  • Jungle Jumble

    The Electric Company

    Jungle Jumble

    Ages: 6 - 8

    Skills:

    • Letters,
    • Words

    Devices:

    • Online Game ,
    • Mobile

    Description
    Francine is training a pack of pesky prankster bots in the jungle. The bots are taking all the words apart! Help Marcus and Jessica put the word parts back together.

    Learning Goals
    Combine word chunks to create words.

  • Minecart Mash

    The Electric Company

    Minecart Mash

    Ages: 6 - 8

    Skills:

    • Letters,
    • Words

    Devices:

    • Online Game ,
    • Mobile

    Description
    The pack of prankster bots has moved its training to the secret mines. Use a slingshot and tools like “silent e,” “transformer h” and “bossy r” to create new words on each bot’s mine cart.

    Learning Goals
    Change word meanings by adding letters , such as "r" (change "cat" to "cart") and silent "e" (change "hop" to "hope").

  • 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.

  • Scrapyard Slice

    The Electric Company

    Scrapyard Slice

    Ages: 6 - 8

    Skills:

    • Words

    Devices:

    • Online Game ,
    • Mobile

    Description
    Francine’s pack of prankster bots is trying to dump compound words into the junkyard. Slice apart all the compound words you spot before they hit the scrapyard floor.

    Learning Goals
    Understand and identify compound words.

  • The Electric Company Party Game

    The Electric Company

    The Electric Company Party Game

    Ages: 6 - 8

    Skills:

    • Addition,
    • Data Analysis,
    • Geometry,
    • Money,
    • Subtraction

    Devices:

    • Mobile

    Description
    Help Marcus and Jessica get off Prankster Planet and back to Earth by playing this fast-paced digital board game filled with physical challenges, silly brainstorms, and math questions.

    Learning Goals
    Solving math problems that include geometry, money, data analysis, graphing, addition, and subtraction

  • 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.

Videos

  • Prankster Planet: Mission 1

    The Electric Company

    Prankster Planet: Mission 1

    Ages: 6 - 8

    Skills:

    • Vocabulary

    Description
    Jessica and Marcus need your help to find all of the OFF buttons to the Wordsuckeruppernator, a gadget that sucks up all the words on Earth!

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

  • Reverse-A-Ball! Mission 1

    The Electric Company

    Reverse-A-Ball! Mission 1

    Ages: 6 - 8

    Skills:

    • Data Analysis,
    • Vocabulary

    Description
    Francine surveys her studio fans to decide what she should drop on Jessica and Marcus, and the results put The Electric Company in a real pickle.

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

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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