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.
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.
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
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.
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.
Create a laugh graph to rate your favorite jokes and figure out which one is the funniest.
Practice using position words to direct someone to an object's location.
Francine’s evil Reverse-a-Balls are scrambling words around your house. Help your child unscramble them.
The Electric Company's Summer Learning Program is a six-week multimedia experience consisting of 24 sessions, with four 90-minute sessions per week.
Kids learn about place value while playing a fun card game.
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