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Historical Archive Only
Important: This website is operational for historical purposes only (as of July 2008). Only titles published by EdAlive can be purchased from this site.
Please visit EdAlive and CSPplus if you are interested in aquiring educational software.
Problem Solving
Search Results
* Please click on the products you are interested in for further information and pricing on that title.
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Fairy Tale which helps build students' enthusiasm, problem solving, language, creativity and imagination. Ages: 6 - 10 | |
A collection of 12 puzzles, each with five levels of difficulty. The puzzles require logical reasoning rather than drill-and-practice number exercises. Ages: 6 - Adult | |
Problem solving game which develops higher-level critical-thinking skills. Ages: 4 - 8 | |
Higher-level, critical-thinking skills develop through a variety of activities. Ages: 6 - 12 | |
Players work their way through puzzles developing their clear thinking, logical reasoning and lightning fast reactions. Ages: 8 - Adult | |
A delightful non-violent game designed to develop thinking skills while being eminently playable. Ages: 8 - 12 | |
A 2D logical thinking game. Ages: 10 - 16 | |
Complete a series of navigational and mathematical activities while piloting a search plane. Ages: 8 - Adult | |
A companion product to Maths Circus, Act 2 presents 12 more puzzles to challenge, entertain and educate. Ages: 6 - Adult | |
Helps young learners master critical maths skills ( +, -, /, * and more ) while having loads of fun. Ages: 6 - 12 | |
A version of the top-selling Where in the World is Carmen Sandiego, designed for younger users. Ages: 5 - 8 | |
Infiltrate V.I.L.E.'s hideout to thwart Carmen Sandiego's pilfering plans while mastering essential maths skills. Ages: 8 - 14 | |
Help save the rainforest from rogue timber cutters by solving puzzles and problems related to Logo (a simple programming language). Ages: 7 - 11 | |
2D and 3D environment modelling software for creative teachers and students. Ages: 8 - Adult | |
Carmen Sandiego is stealing the world's knowledge! Students must outwit her and her cohorts in a series of challenges, playing with up to three other ACME agents using the program's multi-player features. Ages: 8 - 12 | |
Maths Circus Act 3 contains 120 individual tasks, twice the number in each of the earlier packages (1 & 2), providing practice and enhancement for a wide range of skills. Ages: 6 - Adult | |
A series of 15 graded strategy games. Victory in each game only comes after a thorough investigation of the winning strategy. Ages: 8 - 15 | |
An interactive CD ROM that teaches geography, map reading and compass work. Ages: 10 - 14 | |
Kids build early reading, maths and thinking skills as they solve dozens of riddles, put together charming puppets, and create their own puppet sets. Ages: 4 - 6 | |
Designed to develop childrens' thinking skills, The Model Shop includes lots of exciting interactive computer simulations such as ball throwing, paint mixing, spreadsheets and much more Ages: 7 - 11 | |
Kids command machines with this introduction to control technology. Ages: 7-13 | |
Excellent value Logo program. Ages: 7 - Adult | |
The Zoombinis are back to take your math and logic skills to a higher level! Ages: 8 - 15 | |
The detective chase that shows you the world. Uncover the stolen "Treasures of Knowledge" and at the same time expand your world geography skills. Ages: 8 - Adult | |
Solve several maths problems in an engaging futuristic setting. Ages: 13 - Adult | |
Solve rhyming riddles by finding hundreds of cleverly hidden objects, race against the clock playing Oops Hoops and Codebreaker, or create your own I Spy picture riddles. Ages: 5 - 9 | |
All the features of Simcity 3000 plus additional buildings, scenarios, disasters, building architect and a Scenario Creator. Ages: 8 - Adult | |
Kids hunt for treasure and along the way develop critical thinking, vocabulary, rhyming, logic, reasoning and problem-solving skills. Ages: 6 - 10 | |
Alice is a curious little girl who spots a strange white rabbit with a pocket watch. She follows the rabbit and an amazing adventure begins... Helps develop problem solving, logical thinking and observation skills. Ages: 7 - 12 | |
Contains over 200 intriguing printable activities that supplement classroom lessons while stretching student's minds. Ages: 5-12 | |
An exploration into ecology, astronomy, mechanics, cryptography, and more! Ages: 8 - Adult | |
Join Little Polar Bear in a fascinating Arctic adventure which includes a host of logic, puzzle and problem solving activities. Ages: 3 - 6 | |
Test yourself in the coolest quiz around, with over 1500 questions and 60 hilarious jokes. Ages: 7 - 11 | |
A fantastic way to involve your upper primary students in problem solving. Ages: 9-12 | |
A fantastic way to involve your secondary students in problem solving. Ages: 12-18 | |
Helps students build strategic thinking and problem solving skills while playing three classic games. Ages: 8 - adult | |
Introduces students to additional strategies with three engaging new games. Ages: 9 - adult | |
A collection of interactive brainteasers and logic problems. Topics include word logic, number logic, sequences, logic riddles, general knowledge. Ages: 7 - adult | |
The book of Fairytales has been stolen and the fairy tales are already starting to go haywire! Through 14 different games combining educational puzzles and arcade-style fun you will gradually gather the clues and evidence that will lead you to solve this entertaining whodunit. Ages: 6 - 10 | |
10 creepy rooms to explore in search of hidden picture riddles, games and other thrills. Ages: 6 - 10 | |
I SPY Fantasy is based on the best-selling book of the same name. Ages: 6 - 10 | |
BizWiz is a small business simulation that can be used in Primary School as the focus for introducing computer concepts and in High School Commerce, Business Studies, Computing Studies, Mathematics and Design & Technology classes. The program is able to be adapted to a range of levels and used for a wide variety of concepts while having Fun! Ages: 10 - 17 | |
Kids use modelling, problem-solving and Logo skills to help Charlie Chimp organise his annual Big Modelling Party. Ages: 5 - 7 | |
A programming environment in which students can explore and test their ideas as they create science simulations, mathematical experiments, interactive multimedia stories, whatever they can imagine! Ages: 5 - Adult | |
A programming environment in which students can explore and test their ideas as they create science simulations, mathematical experiments, interactive multimedia stories, whatever they can imagine! MicroWorlds EX Robotics comes with all the features of MicroWorlds EX plus full programming capabilities for the Cricket robot, palm sized micro computer, and the LEGO RCX¨ Brick. With it, your students are scientists and inventors as they plan projects, construct models, and EXPLORE BIG IDEAS. Whether building airplanes or puppets, cars or toys, students acquire significant science, technology and math skills as they construct and program their models. Ages: 5 - Adult | |
Activities for teaching early maths and problem solving concepts. Ages: 5 - 10 | |
Network Version. Problem solving game which develops higher-level critical-thinking skills. Ages: 4 - 8 | |
Excellent problem solving software. Ages: 7 - 13 | |
Through role-playing simulations, students learn and apply the lessons of history. Ages: 9 - 16 | |
Through role-playing simulations, students learn and apply the lessons of history. Ages: 9 - 16 |
Disclaimer: New Horizons endeavours to keep this database as accurate as possible. Availability of specific versions and prices of products are subject to change without notice. If there is any significant change to items in your order we will contact you by email or phone before supplying.