logic / thinking - Who-Sells-It
Transcription
logic / thinking - Who-Sells-It
LOGIC / THINKING (see also our (Not) Just For Fun Section!) THINKING SKILLS - PROGRAMS BUILDING THINKING SKILLS (PK-12) This is a very complete thinking skills program, covering all of the figural and verbal skills your children are likely to see on a standardized test. The publisher, Critical Thinking Press, states that Building Thinking Skills is “designed to significantly improve verbal and figural skills in four important areas: similarities and differences, sequences, classifications, and analogies. Proficiency in these skills is the cornerstone of success in all academic areas, on standardized tests, and on college entrance exams.” They have scads of testimonials documenting the correlation between use of this series and increased test scores. We have no doubt that all the practice you get in using this series would, indeed, improve test scores. More importantly, many of the specific skills practiced here also have application in different professions. Other skills would seem to generally improve your ability to “see things” in different ways or train your mind to stretch in different directions. The broader goals of this series are translated into specific skills and exercises within these areas. Learning is spiral within skills, within books, and between levels. That is, exercises progress in sophistication and scope within each book, and from level to level. This translates into several hefty worktexts full of practice exercises that children actually enjoy doing! Except for the Primary level, students can work pretty much on their own, proceeding as quickly through the series as they’re able. If you’re starting an older child in the series, however, use the suggested grade levels for proper placement. Teacher’s manuals contain lesson plans and solutions. If you want to be able to correct exercises quickly, or feel some exercises need explanation, you’ll want these. Building Thinking Skills Beginning (PK) A brand new starting point for the Building Thinking Skills series, the Beginning course is intended for children ages 3 and 4. Pages are brightly colored and uncluttered, with exercises that look fun for kids this age to do. Basic skills covered include colors, similarities and differences, geometric shapes, inference, measurement, problem solving, and analogies. At a deeper level, two pages at the beginning show which exercises relate to physiological development and cognitive skills such as visual tracking, auditory processing, and fine motor skills development, among others. If you were to find an area that needs attention, you could focus on the exercises on these page numbers. No manipulatives are required with this book; however, some of the exercises show geometric shapes that look like attribute blocks. It would be easier and more fun for the student to have these available during the lesson, and if you go on to Building Thinking Skills Primary, you will need them anyway. sc, 218 pgs. 014217 . . . . . . . . . . . . . . . . . 32.99 668 Logic Can You Find Me? (PK-K) (Limited Quantity) Think of this as Building Thinking Skills Lite. Intended to develop readiness skills in reading, math, science and social studies, students learn to identify same and different, make and follow a pattern, classify objects, and make and identify analogies. 024180 PK Book . . . . . . . . . . 16.99 024179 K Book . . . . . . . . . . . 16.99 Building Thinking Skills Primary (K-1) This level has been rewritten in 2008. Activities begin using concrete materials, so you will need to use attribute blocks and interlocking cubes (mathlink or multilink); please see our Math section if you need information on these. About half the book uses these manipulatives to help the child understand the concepts of same and different, classifying, sorting and grouping. Once the child has mastered skills with these tangible objects, pages progress to pictorial representations real-life people and things – family members, foods, animals, occupations, vehicles, and buildings. These are shown by full-color photographs. Also at this point, printing (ball and stick method) becomes a part of the course; as you can do these exercises orally, it is optional whether or not the student prints the answers. The final chapter covers analogies, the acid test as to whether the child understands the classifying and grouping of previous chapters. Activities are designed for one-on-one instruction, and answers will likely be apparent to the instructor. The teacher edition for this book offers enhancement for lessons and guidance for the teacher. The book gives explanation of the content, suggests different types of instructional methods, and offers ideas for follow-up activities. A guide for using the lesson plans explains the components of each lesson. Lessons are scripted and list materials needed, page correlation to the student book, objectives, and answers. Generally at this level the teacher’s manual is not necessary, but it certainly will make teaching the program easier and more organized. s/c. 014194 Student . . . . . . . . . . . 32.99 014215 Teacher . . . . . . . . . . . 24.99 007935 Attribute Blocks . . . 19.99 10.95 018741 Multilink Cubes . . . 13.95 12.75 Pattern Blocks: (Choose from below) 018743 Set of 100 plastic . . . 8.50 018744 Set of 250 plastic . . 19.49 015445 Set of 250 wood . . 18.95 015343 Wooden - Bagged . . 17.95 6.75 14.25 16.95 16.25 Building Thinking Skills Book 1 (2-3) Use after completion of Primary book or as soon as children can read (or you can read directions to them). Strictly pencil and paper activities here with practice in such things as identifying figural and verbal similarities and differences, sequencing, classifying, developing analogies, following directions and logical connectives (AND, OR). Answers included. 363 pgs. Revised in 2006. An optional Teacher CD is also available. It contains the full text of the Teacher's Edition in PDF format. Although answers are already included in the worktext, the Teacher CD also features objectives, focus questions and additional background information for the teacher. The software version features the same activities in an interactive format. There are 10 levels of activities, and players can choose from "mission" mode where they complete activities in order or "practice" mode for review. Approximately 40 activities are included in the software, with over 800 questions in all. Instructions are both spoken and written. System requirements: Windows 98/NT/Me/2000/XP/Vista or Mac OS X (10.3+), PowerPC. 128 MB RAM for either. 003347 Worktext and Key . . . 29.99 018036 CD . . . . . . . . . . . . . . 32.99 049796 Teacher CD . . . . . . . . 19.99 Building Thinking Skills Book 2 (4-6) May be used earlier if student has completed Book 1. All skills learned in Book 1 are reviewed and exercises become increasingly complex with more specific skills. Examples of skills practiced are classification, following directions, deductive reasoning, parts of a whole, Word Benders, Venn and branching diagrams, pattern folding, rotation, reflection, overlapping classes and mental manipulation of two-dimensional objects. Answers included, 408 pgs. Revised in 2006. An optional Teacher CD is also available. It contains the full text of the Teacher's Edition in PDF format. Although answers are already included in the worktext, the Teacher CD also features objectives, focus questions and additional background information for the teacher. The software version of the program features the same activities as the worktexts, but in an interactive format. There are 10 levels of activities which can be played in either "mission" or "practice" mode. Approximately 40 activities are included in the software, with over 800 questions in all. Instructions are both spoken and written. System requirements: Windows 98/NT/Me/2000/XP/Vista or Mac OS X (10.3+), PowerPC. 128 MB RAM for either. 000114 Worktext and Key . . . 29.99 018040 Book on CD . . . . . . . . 32.99 049797 Teacher CD . . . . . . . . 19.99 Building Thinking Skills Books 3 (7-12) May be used earlier with students completing previous level. Activities are reviewed and have “branched” into additional skills and more sophistication, so much so that verbal and figural skills are now separated into different books. A very brief sampling of included skills: deductive reasoning, denotation and connotations, following and writing directions, time, degree of meaning, cause-and-effect words, flowcharting and scheduling, Venn and branching diagrams, congruence, area, volume, and rotation and reflection of two and three dimensional objects. Teacher’s Manuals included. An optional CD version of the Verbal 3 Teacher Book in PDF format is also available. 007987 Figural Worktext & Key 29.99 049798 Figural Teacher CD . . 19.99 013460 Verbal Worktext & Key 29.99 001379 Verbal Teacher CD . . . 19.99 See page vi for key to Consumer Product Safety Improvement Act warning labels. Visual Perceptual Skill Building (PK-4) Janine thinks this book is great fun, but I can see it sharpening her visual perception and tracking skills. We completed most of it at the tender age of three, but have a little left to do this year. It helps lay the groundwork for the higher-level skills she’ll need to learn to read, write, spell, etc. later on. The book is divided into eight sections: Mazes, Visual Discrimination, Visual Closure, Visual Form Constancy, Visual Figure Ground, Visual Memory, Visual Sequential Memory, and Visual Spatial Relationships. Each section begins with a pre-test, so you can determine if the child needs work in that area, or to gauge their existing skill level. After completing each section, a post-test allows for final assessment. There are 208 activities in all, but they are quick to complete. The Mazes section is more than just finding the right path in increasingly complex mazes - exercises also practice eye-motor coordination and tracking. In Visual Discrimination, exercises are on finding likenesses, from matching shapes to matching an object or letters to identical, but incomplete, forms (visual closure). Visual Ground goes further with the student having to match a shape or figure to an identical one that is partly obscured or sitting amidst visual distractions. This really helps increase their focus. Visual Form Constancy requires students to select objects with the same shape, ignoring other attributes (placement, rotation, shading, size, etc.). In Visual Memory, the child must look at a page, then turn the page to find the match. They cannot look back at the first page. This is an exercise which helps young children to focus and practice using their short-term memory skills. Visual Sequential Memory takes this to the next level. Students briefly study a page with several figures (including letters), then turn the page and select the correct figures and sequence from among options displayed. Finally, in the Visual Spatial Relationship section, students exercise discrimination skills by selecting the one figure that’s different. As in other sections, exercises increase in difficulty throughout the section. This would be an excellent workbook to use even prior to Developing the Early Learner. Many of the same skills are practiced, but at a gentler level. The book also includes answers. Book 2 in the series builds on the skills developed in Book 1. It can be used at grade level without having used the first book or for younger children who have completed Book 1. Both books were previously black and white; Book 1 is now printed in color. We assume Book 2 will be available in color shortly as well. 000395 Book 1 (PK-2) . . . . . . 24.99 005656 Book 2 (2-4) . . . . . . . 24.99 Visual Perceptual Skill Building CDs (PK-4) The entire Visual Perceptual books are on these CDs, which provide a useful alternative to photocopying the exercises. Simply print the worksheets from your own computer. You can even print the worksheets in color! System Requirements: Win: Windows 95+, 16 MB RAM. MAC: system 7.1.2+, color monitor, 6.5 MB RAM. EACH CD . . . . . . . . . . . . . . . . 24.99 020696 Book 1 CD 020697 Book 2 CD ☼Hands-On Thinking Skills (K-1) Young children will appreciate this handson approach to developing analytic thinking skills via an exploration of shapes, colors, and patterns. The activities require three types of manipulatives: attribute blocks, pattern blocks, and interlocking (or multilink) cubes. Like the Building Thinking Skills program, activities cover four key areas: Similarities and Differences, Sequences, Classifications, and Analogies. Simple activity instructions appear at the top of each page as a basic guideline for the teacher. The activity book itself is approximately 250 pages. Manipulatives are not included. Required manipulatives for this program are as follows: A) Pattern Blocks – set of 100 in six colors and shapes (triangle, trapezoid, rhombus (2 types), hexagon, square); B) Interlocking Cubes – set of 100 (plastic cubes that link on all sides, 10 cubes of 10 different colors); C) Attribute Blocks – set of 60 (pieces come in 5 shapes (triangle, square, rectangle, circle, hexagon), 3 colors (red, blue, yellow), 2 sizes (large, small), 2 thicknesses). ~ Anh 003486 Book . . . . . . . . . . . . . 26.99 018743 Pattern Blocks (Set of 100) . . . . . . . . . . . . 8.50 6.75 018741 Multilink Cubes (Set of 100) . . . . . . . . . . . 13.95 12.75 007935 Attribute Logic Blocks (Set of 60) . . . . . . . 19.99 10.95 ~~~~~~~~~~~ Stepping Stones (K-2) Get your children on the path to critical thinking with these books. Each lesson has a series of pictures. The child’s job is to think about the pictures and identify a pattern which will tell them what the next picture should be. For example, one lesson has a picture of an alligator, a balloon, a piece of candy, a dog and an elephant. The pattern in this exercise is the alphabetical sequence and the next picture should be of something beginning with f. The exercises make use of patterns with ending sounds, shapes, in and out, right and left, seasons, textures etc. One of the beauties of this series is that it will easily incorporate into your other curriculums. As you are teaching singular and plural noun forms to your children, you can pull out the critical thinking exercise which uses that concept in it’s pattern from this book. The teacher’s guide gives a general introduction, a rationale, objectives, hints for use, and answers. We recommend that you DO purchase a teacher’s guide with each level. ~ Genevieve Each book . . . . . . . . . . . . 11.95 9.50 Each Teacher’s Guide . . . . 4.40 3.30 Student Teacher 012215 Book 1 012216 012217 Book 2 012218 012219 Book 3 012220 See page vi for key to Consumer Product Safety Improvement Act warning labels. Critical Thinking Activities (K-12) This series concentrates on three types of critical thinking: recognizing patterns, visual imagery, and logic & reason. Increasing a student’s awareness of patterns is helpful in many areas - but especially in mathematics, since mathematics is largely a study of patterns! Activities included in this section contain both visual and mathematical reasoning to discover and continue patterns. Imagery (the ability to visualize) is extremely helpful in problem solving as well. Exercises include reproducing designs, ordering, comparing, symmetry, mirror images, congruence, rotation, similarity, part to whole relationships, folding, turning, rotating, and more. Logic, of course, helps students to think “successfully.” Again, you’ll find a wide assortment of activities here including logic word problems, visual logic, Venn diagrams, following directions, making deductions, deciphering codes, ordering steps, etc. Within each section, activities progress from easy, to medium, to difficult. The author’s main goal in developing this series was to increase students’ abilities in mathematics by sharpening the three important elements of critical thinking in math: patterns, imagery, and logic. However, increasing your children’s ability to recognize patterns, use visual imagery, and reason logically will help them solve problems in almost any subject area - and in life. We list these books in this section rather than math because the benefits of using them far exceed the boundaries of math. What impresses us also about these books is the range and variety of activities. We have seen and used other thinking skills workbooks in the past, but, despite their increased volume, there was a lot of repetition of very similar exercises (not that these volumes are lightweights - they range between 174-192 pages each!). In order to cover the full scope of activities included in Critical Thinking Activities, you’d have to purchase several different books. The books are reproducible, but, unless you have access to inexpensive copying, you might want to use them as workbooks. As an additional bonus the answers are included right in the books. EACH BOOK (except noted) 20.47 19.50 014358 Grades K-3 012958 Grades 4-6 014359 Grades 7-12 . . . . . . 20.97 19.95 Steck Vaughn Critical Thinking (1-6) What happens when you cross a classroomoriented critical thinking course with periodic take-home newsletters suggesting reinforcement activities to be completed at homel? You get a full-bodied approach that is relatively easy to use at home. This series is organized according to Bloom’s Taxonomy of Educational Objectives and presents the direct teaching of these skills, which provides students with the opportunity to focus on thinking rather than on content areas. At levels C through F all six areas are covered – Knowing (classifying, fact and opinion), Understanding (figural relationships, identifying main ideas), Applying [continued...] Logic 669 (estimating, inferring), Analyzing (abstract or concrete, recognizing fallacies), Synthesizing (planning projects, drawing conclusions), and Evaluating (judging accuracy, identifying values). Levels A and B cover only the first four. The student books (black and white with color accents) are consumable worktexts providing practice for each skill. The teacher’s editions give step-by-step lesson plans for teaching each skill (first part of book) and a complete fulltext answer key with teacher notes (last part of book). Each lesson plan presents a five-step procedure: define the skill, identify the steps, demonstrate the skill, practice the skill, and provide feedback. The lessons also provide three suggestions for meaningful enrichment activities although these are often group-oriented and may need to be adapted for homeschool use. The take-home newsletters mentioned are provided as reproducible masters. ~ Janice EACH STUDENT . . . . . . . . . 21.90 15.95 EACH TEACHER . . . . . . . . . . 21.30 15.95 Student Teacher 035630 Level A 035636 035631 Level B 035637 035632 Level C 035638 035633 Level D 035639 035634 Level E 035640 035635 Level F 035641 James Madison Critical Thinking Course (7-12) There’s hardly any doubt that a student taking a critical thinking course will want to talk about it – dare we say argue? And CT courses – and their more formal cousins – Logic courses – have typically encouraged teacher-student/ class interaction. But busy homeschool moms sometimes find it hard to provide that discussion environment. This new course by Critical Thinking Press makes the whole process much simpler and allows your student to work somewhat independently through the ins and outs of critical thinking. Using a case study approach and a fictional detective with the Los Angeles Police Department – Stephanie Wise – each chapter focuses on a skill set necessary for making an informed decision. Short, clear explanations of logic principles are provided as necessary and, combined with examples and exercises, lead the student step-by-step into complicated analysis skills. Chapters include Questions, Practices, and Qualities of Critical Thinkers; Facts, Claims of Fact, and Opinions; Ambiguity, Descriptions, and Explanations; Valid and Invalid Arguments; Arguments Based on Claims; Categorical Syllogisms; Inductive Arguments, and Informal Fallacies. The (huge) 534-page, pb Student Worktext includes instructional information, examples, exercises, and quizzes. Designed as a consumable, pages are perforated for easy removal but are reproducible for one home or classroom. The Teacher Book (96 pgs, pb) is primarily the 670 Logic answer key; providing answers to both the exercises and the quizzes, but virtually no additional information. Since Critical Thinking Press already publishes a critical thinking course, a comparison between the two seems an obvious question. There are similarities in the two scope and sequences but as mentioned earlier, CT appears to have more of a class or discussion format while JMCT is more geared toward self-instructional. The JMCT course is written by William O’Meara and Daniel Flage, two long-time professors at James Madison University; both among the authors of the JM Critical Thinking Test. The authors state that students completing the JMCT course will be learning the skills needed for the James Madison Test of Critical Thinking. ~ Janice 043490 Student Worktext . . . . 42.99 006528 Teacher . . . . . . . . . . . 10.99 Critical Thinking (7-AD) Not just a course in logic, but also in critical reading, reasoning, and problem solving as well. This is not a course designed for independent study, but is interesting enough to enjoy working through with your students. With 4 children in the appropriate age range, we’ve taken to using the supper table for our discussion-type lessons. It sure beats some of our less educational dinnertime chit-chat! This series is broad in scope and topics covered (see contents below). The books contain interesting real-life situations. A “logical” follow-up to Building Thinking Skills from the same publisher. 005792 Book 1 (7-12) . . . . . . . 22.99 Contains: Basic Concepts, Common Errors in Reasoning, Propaganda Techniques, Advertising and Schemes, Examining Arguments and Value Judgments, Learning to be Open-Minded. 009023 Book 1 Tchr Manual . . 10.99 005793 Book 2 (10-AD) . . . . . 26.99 Contains: Uses & Misuses of Words, Logic without Quantified Statements, Common Errors in Reasoning, Techniques of Propaganda and Argument, Probabilities of Truth & Falsity, Logic with Quantified Statements, Characteristics of Arguments, Arguments about Everyday Matters. 009027 Book 2 Tchr Manual . . 10.99 THINKING SKILLS - SUPPLEMENTAL miniLUK System (K-3) This truly unique learning tool has been around for many years. It is designed for learning through play and is flexible for individual learning ability. It’s great logic development for younger children. The main part of this program is the controller with 12 numbered tiles. The controller is a hinged, high quality plastic case, red bottom and transparent top, divided into 12 sections which fit the 12 tiles. The Starter Pack includes the controller and tiles, “My First MiniLUK” workbook, a skills chart, and a parent guide to help you use your new system to its fullest potential. The MiniLUK workbook is placed under the transparent panel of the case; students then place the correct number tile in the proper location. If tiles are placed correctly, children will see the symmetric pattern on the back of the tiles which matches the pattern in the book. There are 12 questions on each exercise page to be completed before the pattern can be checked. Books come in a variety of topics which can be purchased separately, and “My First MiniLUK Workbook,” which accompanies the Starter Pack, includes exercises from basic to a more challenging level. The first exercises in this book are 2 sets of 12 pictures of spirals in 6 different colors, with the spiral going in two different directions. Students are then asked to match the spirals from the two different sets, placing the number tile of the matching spiral in the correct tile square. The exercises in this book provide practice in visual perception, concentration, critical thinking, knowledge reinforcement, math, and geometry. Added benefits of using the tiles are strengthening of fine motor skills and eye-hand coordination. Brain Challenger workbooks are for students ages 5-7 and Advance is for ages 6-8 and provides advanced exercises in visual perception ability, general learning, higher thinking skills, and spatial relationships. I know how much fun this system can be, because we used it at our house 20 years ago. It is still in great shape today, and my twentysomething children still haul it out when they come home. In preparation for writing this description I worked through some of the exercises, and found myself wishing that they made one of these for adults. – Donna 024301 Starter Pack . . . . . . 25.00 18.95 024475 Controller . . . . . . . 20.00 15.95 024294 Critical Thinking (3 book set) . . . . . . 18.00 13.95 024295 Math & Basic Geom (3 book set) . . . . . . 18.00 13.95 EACH SINGLE BOOK . . . . . . 12.00 miniLUK 024267 024268 024320 024349 Brain Challenger (K-2): Colors & Shapes Concentration Theme-Based Learning Visual Perception miniLUK 023883 024010 024211 024240 Advance (1-3): Geometry Higher Order 1 Higher Order 2 Visual Perception 9.75 BambinoLUK (PK-K) In the same fashion as the miniLUK, BambinoLUK strengthens fine motor skills, enhances eye-hand coordination, promotes selfconfidence, improves memory and concentration, boosts visual perception, develops critical thinking, and builds foundations for reading, writing and math. The controller is made of heavy clear plastic and measures 16 cm x 18 cm. There are only 6 tiles (5.5 sq cm) in this younger version of the game, each 1 cm in thickness for easier grasping with little fingers and hands. The front of each tile is printed with a simple, recognizable picture (apple, flower, duck, car, heart, house) and the back is printed with red, green, and blue half circles. Play is easy – place the open controller on top of the workbook, position tiles in the top half of the controller to cover 6 pictures, pick up each tile to display the picture below, and place that See page vi for key to Consumer Product Safety Improvement Act warning labels. tile on the matching picture at the lower portion of the controller. The half circles on the back form a pattern for easy checking. The Starter Pack includes the controller with tiles, workbook, parent/teacher guide, skills chart, and free access to online resources. The workbook provides practice in a variety of skill areas, the parent guide offers suggestions for different types of play and the objective of the product, and the skill chart rates the books in this series and skill development. Online resources include templates so you can design your own BambinoLUK exercises. Workbooks each contain 11 full-color exercises, and instructions for use are found in the front. Transportation, farm animals, and zoo animals are just a few of the themes used as children practice matching, recognizing parts and wholes, and more. SpecialLUK is a series of 3 workbooks to be used with the BambinoLUK controller for children 2 and up or even for children with special needs. This series progresses in difficulty and works on development at the most basic level. Book 1 begins by using only part of the tiles, the controller, and the BambinoLUK concept. Book 2 introduces exercises using colors, simple shapes and outlines, solids, and other visual discrimination. Book 3 provides basic level exercises using more detailed pictures, with the child matching small and large, color and black/ white, patterns, and different views. This product is a lot of fun for children and takes a unique approach to learning. If you’re having trouble visualizing it, you can play with a virtual sample of the BambinoLUK at beyond123.com/bam/b-play.html. - Donna EACH BELOW (except noted) 12.00 9.75 037539 Beginning Math 037564 Concentration 037580 Controller Only . . . 20.00 15.95 037703 Critical Thinking 1 . 18.00 13.95 037816 Critical Thinking 2 037894 Theme-Based Learning: Animals 037941 Visual Perception 1 038101 Visual Perception 2 037890 Early Learning – Starter Set . . . . . . . 25.00 18.95 038114 SpecialLUK Primary Set . . . . . . . . . . . . . . . 18.00 13.95 ☼Thinking Skills for Tests (PK – 2) I really love the way the Critical Thinking Co. workbooks are formatted, making it easy and fun for students to complete each page. This workbook is no exception. Containing beneficial practice skills, it will enable students to give their best performance on any test administered to them. Included are nine thinking skills that are based on verbal and nonverbal reasoning and logic. Students will also gain practice by listening to and following directions. The instruction/answer guide gives clear, scripted instructions that make it easy to teach. The discussion script makes sure students understand each question’s underlying concept. This is an excellent workbook for students to gain confidence and skill knowledge, while recognizing how the critical thinking skills they already possess can be utilized when taking a test. ~ Gina 031416 Guide . . . . . . . . . . . . 15.99 031456 Workbook . . . . . . . . . 15.99 Primary Thinking Skills (1-2) Logic books to challenge your young thinkers. These books contain a wide variety of activities and a good blend of skills so that kids won't get bored doing the same things over and over again. The books contain lots of drawing and math-related activities as well, so they help transfer logical thinking into other subject areas. 26-28 pgs; answer key included. ~ Megan EACH BOOK . . . . . . . . . . . . . 5.99 5.25 009571 Drawing Solutions/Finding Facts Skills utilized include adding and subtracting whole numbers, analyzing information, deriving meaning from pictures/signs, sequencing, following directions, understanding similarities and differences, using logic, and using visual discrimination. 009574 Following Directions/Making Inferences Skills include deriving meaning from pictures/signs, sequencing, evaluating information, following directions, making inferences, recognizing patterns, using logic, and using visual discrimination. 009612 Using Logic & Reason Skills include analyzing information, classifying information, deriving meaning from pictures/signs, determining sequences, distinguishing true/false information, evaluating information, following directions, making inferences, understanding similarities and differences, using logic, and using visual discrimination. Thinking Skills (1-6) These friendly thinking skills books will get your kids’ brains working in a variety of different ways. The pages are very approachable, with colorful illustrations and many fun-to-complete activities. That’s not to say there won’t be some work and brain-stretching involved! The books cover a variety of skills including vocabulary, alphabetizing, facts vs. opinions, classifying, research, reference skills, logic problems, patterns, comprehension, writing, sequencing and a whole lot more. Each 128-pg book contains over 100 workbook pages, and answers to all the problems are located in the back. ~ Megan EACH BOOK . . . . . . . . . . . . . 6.95 5.25 033580 Grade 1 033583 Grade 4 033581 Grade 2 033584 Grade 5 033582 Grade 3 033585 Grade 6 Bright Blue Thinking Book (1-7) 140 pages of "quick" thinking activities in this ready-to-go, short-format book. There's a lot of variety in the "assignments" which also incorporate most curriculum areas. Children complete Venn Diagrams, finish doodles, think about equations that produce a "target" answer, "chain" wordplay (start with a word and make new ones by changing one letter at a time), finish "If I..." starters, construct questions for answers, problem solve, design, and more and more. Each page presents a "new" food for thought. Great for incorporating thinking skills at a moment's notice, using as a journal, or taking on the road. 006203 Grades 1-2 . . . . . . . . 8.99 7.25 006204 Grades 3-4 . . . . . . . . 8.99 7.25 006205 Grades 5-7 . . . . . . . . 8.99 7.25 See page vi for key to Consumer Product Safety Improvement Act warning labels. ☼Creative Thinking Rev-Ups (1-8) Some days are easier than others to get kids motivated to learn. These little spiral-bound books of ideas are inspiration to fire up their engines. Think of them as warming up kids’ motors. Here are a few ideas from the book for younger kids: Name 3 things that would be hard to do wearing mittens and explain why. Write a menu for the worst meal you can imagine and draw a picture. Invent a silly new way for people to show that they are happy. The older kids have fun things too. If you could step back in time, who would you want to see and why? Describe glass to someone who has never seen it or felt it. Think of your favorite color and how it would smell. Chatty kids will love these and they just might bring out the quieter child from their shell. Nearly 200 activities guaranteed to get students’ brains in gear.192 pgs, pb. ~ Sara EACH BOOK . . . . . . . . . . . . . 7.95 6.75 053241 Grades 1-3 053242 Grades 4-8 WakerUppers (2-6) 054462 . . . . . . . . . . . . . . . 16.00 12.95 Gotta Think (2-6) 054458 . . . . . . . . . . . . . . . 16.00 12.95 Cross-Curricular Critical Thinking Activities (2-7) In this series, critical thinking skills are applied in a wide variety of everyday situations as well as in stories. The books contain two types of activities. The first type, Cognitive/Social Language, introduce students to the perceptual and social skills required for effective communication. These exercises highlight a character trait (like courage, honesty, thankfulness) and require students to evaluate their own values as they answer questions. The second, Everyday Language, are activities that students will need to reflect on their past experience and knowledge to complete. In the grades 3-5 book, these include skills like using the telephone book, evaluating newspaper stories, reading maps, using a dictionary, evaluating advertisements, etc. These two types of activities encourage different types of critical thinking; both are important to develop as a person and succeed in our society. EACH BOOK . . . . . . . . . . . . 11.95 9.75 042319 Book 1 (2-4) 042320 Book 2 (3-5) 042321 Book 3 (4-7) Logic 671 Look! Listen! Think! (2-7) Exercises to build visual, auditory and cognitive skills. These short books are unlike any others we've seen. They contain both visual and listening exercises designed to improve a student's attention, observation, and memory. Ten reproducible pages in the Visual Memory section are designed to be folded (or cut) in half. Students have a specified time to study the picture, then turn it over (or in) and answer a series of questions about it. Listening Memory Skill pages are of four types: Concentration! (5 lessons), Item Missing (16 sets), Digits Forwards (24 sets), Digits Backwards (24 sets). All four practice listening and memory. The first and last also practice concentration. Teacher instructions are supplied, along with scoring sheets. 005801 Grades 2-3 . . . . . . . . 7.95 6.25 005807 Grades 4-5 . . . . . . . . 7.95 6.25 005811 Grades 6-7 . . . . . . . . 7.95 6.25 Think-A-Minutes (2-8) Make the most of every minute! These books contain an assortment of activities (verbal and figural) from various Critical Thinking Books & Software publications. The activities, ideal for warm-ups or extra credit, are short and do not require additional instruction. For instance, can you logically explain the following situation, “A car traveled for nearly a mile with a flat tire, yet the driver was unaware of it. How can that be?” In case you’re wondering, the solution to this riddle is located in the back of Book 1, Level B. Improve analysis and reasoning skills by solving puzzles, predicting patterns, completing analogies, and breaking secret codes. Approximately 40 activities per book. ~ Anh EACH BOOK . . . . . . . . . . . . . . 7.99 013320 Book A1 013321 Book A2 013322 Book B1 013323 Book B2 013324 Book C1 013325 Book C2 Critical Thinking Skills Series (3-6) This series focuses on many of the individual skills wrapped up in the general term “critical thinking” (while also appearing to be just plain fun!). Each 30-page book holds thirty worksheets, all covering the same topic through a different engaging activity. While sharpening critical thinking skills, these exercises will also naturally improve children’s reading, writing, reasoning, and test scores. No preparation is required and the answers are in the back of the book, so these activities are ready when you are. ~ Steph EACH BOOK . . . . . . . . . . . . 7.99 6.50 036637 Absurdities 036638 Analogies 036639 Analysis 036640 Application 036641 Classification 036642 Comprehension 036643 Drawing Solutions 036644 Evaluation 036645 Finding Facts 036646 Following Directions 036647 Knowledge 036649 Sequence 036650 Similarities & Differences 036651 Synthesis 036652 Using Logic 672 Logic Great Honey Robbery (3-6) Who stole the honey?! Folks in Brody’s Landing are anxious to find out who broke into Granny Dobbs’s honey shed and took her honey. Best friends J. R. and Ryan decide to spend the rest of their summer vacation helping Officer Matthews find the culprit. This great mystery is the central theme to all 30 activities in this critical thinking activity book. By solving a series of smaller mysteries, students will eventually solve the Great Honey Robbery. The engaging storyline makes it easy to forget that by solving these mysteries, kids are also practicing deductive reasoning, analytical thinking, the process of elimination, logic puzzles, timelines, and other critical thinking skills. The logic puzzles in this book are grid-based, and many of the earlier logic puzzles come with corresponding game pieces to cut out, manipulate, and organize while thinking about the clues. ~ Anh 009125 . . . . . . . . . . . . . . . 14.95 13.25 integrating two or more subject areas into each of the 36 activities. Each activity is 2-3 pages in length and includes a 1-2 page teacher’s guide or explanation and any reproducible pages needed for that activity. Students may be using their language skills in the areas of science and social studies as they define an explosion and speculate about its affect, or applying math and social arts to solve an arithmetic problem and writing a business letter. Activities are divided into two or three levels of involvement: 1) initiating exercise, 2) a deeper level of involvement, and 3) an even more thoughtful response than level 2 (some activities don’t include level 3). For example, “Bursts and Bangs” refers to explosions. Level 1 of this activity is to identify characteristics of explosions of all types. Level 2 asks students to think of various kinds of explosions in specific situations – this is to test their imaginations. Level 3 asks students to name an explosion that has impacted their life. If teachers want to focus on specific subject areas the table of contents lists each activity and Big, Big, Big Book of Brain-teasers (3-AD) 053701 . . . . . . . . . . . . . . . 14.95 9.95 the integrated subject areas. This book would be a good supplement for starting the day or to Self-Guided Lessons for Thinking & Doing add a more thought-provoking element to one or more subjects. 111 pgs, softcover. ~ Donna (4-8) 9.95 This self-paced, self-study logic workbook 034437 . . . . . . . . . . . . . . . 12.95 has many thinking-skills activities that support national standards in language arts, math, social World’s 200 Hardest Brain Teasers (6-AD) studies, and science (with language arts being From acclaimed author, test-taking and prepathe most common). Students are asked to inves- ration expert, and critical thinking method tigate, write, draw, construct, calculate, and man Dr. Gary R. Gruber comes The World’s compose, and then perform a self-evaluation 200 Hardest Brain Teasers. This isn’t just any using the Student Self-Check section after each book of puzzles to toss on the coffee table or unit. Here the student will find correct answers, in the back of the van; Gruber is on a mission reasonable answers, comments, and sugges- to stretch, challenge, and improve your creativtions. Each unit may take an hour or more to ity and mental capacity. Solutions are provided complete. An example of a language arts unit for each teaser, and interesting anecdotes and is being asked to reverse proverbs, such that solution strategies are provided for many. You’ll “Look before you leap” becomes “Leap before enjoy these brain teasers—if they don’t drive you look,” for example. Students are then asked you crazy trying to solve them first! This book to analyze whether the reversal could make would be especially good for those wanting to sense, and why. A unit that uses science asks increase their thinking skills before standardized students to select an animal from each group of tests such as the ACT, SAT, or GRE, those desiranimals that does not belong. Prior knowledge ing to keep their brains active and healthy, or for or some quick research into classification would any curious mind. ~ Rachel D. 9.95 be necessary. A math unit asks the student to 047900 . . . . . . . . . . . . . . . 12.99 calculate net gain or loss after a series of transactions. There are 30 units total, and teacher Self-Scoring IQ Tests (7-AD) 2.95 notes for each unit are in the front of the book. 053732 . . . . . . . . . . . . . . . . 3.95 Reproducible. 112 pgs, pb ~ Caryl Formal Logic 047584 . . . . . . . . . . . . . . . 12.95 9.95 ☼Growing Minds (4-8) Critical thinking is a link to better understanding and communication and in this book students will read, write, draw, and imagine their way to stronger critical thinking skills. The lessons are designed to stimulate thinking by Introductory Logic - 4th Edition (7-AD) Every person should have a course in logic at some point. It is important for children to be prepared to argue logically, defend their positions, and spot fallacies. The only thing more frustrating than knowing your opponent is wrong is having to combat well-constructed, logical argument when you are unable. There is no real “defense” against sound logic and thinking. Many logic books are written at too high a level for younger students to comprehend. Canon Press says this course is written for “primary and secondary students.” Cathy Duffy, however, says “the content is beyond typical high-school-level material.” I have looked through this book and found it simpler to use and understand than the course I had in high school. I would hope that my 12 year olds could handle it without much difficulty. It is a See page vi for key to Consumer Product Safety Improvement Act warning labels. complete and fairly rigorous course, as well as from a Christian perspective. The course builds from basic to more complex, giving students the tools they need, with good examples along the way. Exercises teach logical statements, truth and validity, universals and particulars, categorized relationships, syllogism, logical fallacy, symbolic logic, and much more. An inexpensive solution manual contains the answers in case your logic is a little rusty. Make this one of their required courses and arm them for battle! This newly revised edition includes 39 consumable lessons (instead of the 24 from the older edition). Another upgrade is that the definitions of important terms, key points, and caution signs regarding common errors are now set apart in the margins of the text. Many of the explanations are clearer, and several minor errors from the earlier edition have been corrected. There is now a section in the book on defining terms, which used to be in the Intermediate Logic textbook but makes more sense in this one. This expanded and redesigned book also has a new cover. It now sports a perfect-binding instead of spiral and has perforated exercise pages for easy removal. These upgrades make this popular book even more useful and effective. The DVD Set includes lessons from Jim Nance from Logos School, who introduces 20 lessons that coordinate with the textbook. Jim has taught logic for years and co-authored the book, so his instruction is helpful. The Homeschool Package contains the Student Text, Answer Key, Test Book, and DVD Set. 014613 Student Text . . . . . . 29.00 18.95 036592 DVD Set . . . . . . . . . . 55.00 036612 Test Book . . . . . . . . . 10.00 037541 Answer Key . . . . . . 20.00 14.95 INLRPK H/S Package . . . . . . 114.00 100.00 ☼Logic Series from Classical Academic Press (7-12) Laced with humor and practical applications, Classical Academic Press strives to make logic accessible. And succeeds, too! The series has more background material than other logic books plus lots of “modern” examples. Making great use of dialogues and cartoons, there are some practice exercises but the emphasis is more on the “meat” of the text rather than on doing exercises. This sets them apart from other logic courses and makes them the perfect choice for students who want or need background information more than practice. This series is user-friendly and requires very little prep on the teacher’s part although teacher-student interaction is necessary to maximize the learning. Art of Argument would be the starting place for a Jr. High student followed by Argument Builder and/or Discovery of Deduction, which can stand alone or be used together. Each Student Text is designed to be worked in with the student thinking through and writing out responses to the material being presented. Teacher Editions are predominantly full-text answer keys but often include teacher’s notes (a list of suggestions and recommendations for teaching the course) as well as ideas for supplementing and enriching the study. ~ Janice 1001 Questions About Introductory Logic (7-AD) 053535 . . . . . . . . . . . . . . . . . 20.00 Intermediate Logic - 2nd Edition (8-AD) This consumable workbook is a logical progression from Introductory Logic from Canon Press. Refined in the classroom, this text covers recognizing basic types of statements, arguing with syllogisms, arguing with ordinary language, propositional logic, proofs, truth trees, and so much more. When added to Introductory Logic, these books would constitute a full, oneyear course in logic. Like the first book, this one has been expanded, corrected, and redesigned. Instruction on defining terms has been moved to the first book, and this edition now has 39 consumable lessons (more than the original). The format is the same as the upgraded Introductory Logic, with an identical looking cover and perforated exercise pages. The Answer Key is recommended for this level. The DVD Set includes lessons from Jim Nance from Logos School, who introduces 20 lessons that coordinate with the textbook. Jim has taught logic for years and coauthored the book, so his instruction is helpful. The Homeschool Package contains the Student Text, Answer Key, Test Book, and DVD Set. 014592 Student Text . . . . . 27.00 21.75 036127 DVD Set . . . . . . . . . . 55.00 036562 Test Book . . . . . . . . . 10.00 037554 Answer Key . . . . . . 20.00 14.95 IMLRPK H/S Package . . . . . . 112.00 100.00 Art of Argument (7-12) Socrates is the “go to” person when it comes to fallacies (occurrence of bad or incorrect reasoning) and his perspective on the three basic categories – fallacies of irrelevance (points that don’t relate to the issue), of presumption (assumptions that are not justified or necessary), and of clarity (language that confuses and muddies) – is sought via time-travel. Several examples of each are provided plus the student has the opportunity to identify fallacies in cleverly fabricated magazine advertisements. Fallacies are printed on the inside covers of the Student Text for easy reference. Both Student and TE (each about 230 pgs, pb) have appendices that include a play and a short story that illustrate fallacies as well as a Glossary and Bibliography. TE includes reproducible chapter, unit, and final exams (with answer key). DVDs include 28 sessions (one for each fallacy) in which three teachers and 4 students present, define, discuss and explain the fallacy. As in the text, the DVDs emphasize a practical application to the student’s life through advertisements, political speeches, and various moral/ethical debates. 051559 Student Text . . . . . . 21.95 19.95 051560 Teacher Edition . . . 24.95 21.95 052580 DVDs . . . . . . . . . . 54.95 49.95 See page vi for key to Consumer Product Safety Improvement Act warning labels. Argument Builder (8-12) When you want to learn how to build an argument from the ground up it makes sense to study the master, Aristotle. His “common topics,” – definitions, testimony, comparison, relationship, and circumstance – are introduced and examined as well as the fallacies associated with each. The student is given lots of opportunity to analyze examples and apply what is being learned to building an “official” argument. The question of school uniforms runs through each chapter and the student works toward building an effective argument (either for or against) which can be presented in the form of a public debate as a final course project. Both Student and TE include Endnotes, Glossary, and Bibliography. 185 pgs, pb 051557 Student Text . . . . . . 21.95 19.95 051558 Teacher Edition . . . 24.95 21.95 Discovery of Deduction (8-12) The “let’s get down to formal logic” book in the series, looking at reasoning in the abstract and focusing primarily on deductive reasoning. Through Socratic dialogue, definitional distinctions, and a sort of discussion/response format, the student is led through the study which includes a history of logic, propositions and their relationships, categorical syllogisms, and ends with terms and definitions. Appendices include Venn diagrams of syllogisms as well as an essay on handling religious, moral, and ethical disputes. Both Student and TE include Endnotes and Glossary, and Bibliography. 324 pgs. pb 049209 Student Text . . . . . . 26.95 23.95 049210 Teacher Edition . . . 29.95 27.95 Traditional Logic (7-AD) An introductory and systematic course in formal logic that presents the concepts and methodology in a clear, concise, and organized way. If the course presentation and layout is a reflection of a very logical mind, and Martin Cothran wrote and laid out the course, then Martin Cothran has a very logical mind. While this may or may not be true, it is, nonetheless, a valid argument. Written specifically for the home school environment, and for use by a teacher with no previous experience in formal logic, it seems a good candidate for a self-instructional course (provided you can offer help as needed). You will want to read the author’s notes in the front, as he suggests an alternate route through the book if students have trouble with the abstract concepts presented in the first three chapters. The author’s targeted grade level is high school, but it may be used with “advanced” 7th and 8th graders or adults as well. If you are using the classical approach with your children, they will probably be ready for this course in junior high. Two levels of the course are available. Book I contains 14 chapters plus an introduction in the course, each with short, daily lessons. The introduction provides an excellent background of logic as a methodology and science, and defines key concepts used in logic. It is really part of the course, not just a preface. The following chapters introduce and provide both the mental and verbal aspects of Terms (chapters 1-3), Propositions (chapters 4-9), and Syllogisms (chapters 10-14). Each chapter is (continued...) Logic 673 logically laid out for a clear presentation to aid student understanding. An introduction presents the topic of the chapter. Headings throughout the text reveal the main points to be covered. Helpful sidebars highlight important definitions and concepts to remember. Diagrams provide a visual illustration of concepts. A conclusion at the end of each chapter summarizes the content, wrapping up the text. Following this are four daily exercise sets. You will probably want your child to look at the exercise instructions first, as they also contain the reading plan for each day. Book II is to be used only after completing Book I. It features a similar format, but also includes optional writing assignments to allow logic to be integrated with history, Bible, or English. Also, more real-life, contemporary examples of arguments are included. Case studies are also incorporated, to show the relevance of logic in history, literature, religion, and philosophy. The goal, after all, is for the student to apply what he has learned in all areas of life. Section titles include Further Study of Simple Syllogisms (chapters 1-4), Arguments in Ordinary Language (chapters 5-6), Hypothetical Syllogisms (chapters 7-9), Complex Syllogisms (chapters 10-13), the Oblique Syllogism (chapter 14), and a final review. Video lectures are now available for Books I and II. Organized chapter by chapter, the videos let you see and hear the author himself teach the course. A great supplement for the student who tends to read and re-read the same page over and over, but just doesn’t “get it” until somebody else explains it. Complete Sets are available for levels I and II. For each level, these include the Student Text, the Answer Key, and the video lectures on DVD, all at a slightly reduced price. Students who complete this course will have a college level understanding of traditional logic. As far as a comparison of this course to Introductory Logic and Intermediate Logic, I would just say that the approach is different, but the content overlaps (as you would expect). If you are considering using a logic course, I would suggest that you look them both over to see which is the better fit for you. 003886 Book I Text . . . . . . 29.95 24.95 003887 Book I Answer Key . . 1.95 1.80 TL1TXT Book I Text/Key Set 31.90 25.95 025391 Book I DVD . . . . . . 45.00 35.95 TDLOGI Book I Set (all 3 above) . . . . . 76.90 64.95 010301 Book II Text . . . . . . 29.95 24.95 010302 Book II Answer Key . 1.95 1.80 TL2TXT Book II Text/Key Set 31.90 25.95 025393 Book II DVD . . . . . 45.00 35.95 TDLGII Book II Set (all 3 above) . . . . . 76.90 64.95 Material Logic (9-AD) According to author Martin Cothran, material logic is largely ignored in this day and age, sometimes even by classical educators. Formal logic, or logic which is largely concerned with the structure of an argument, is the primary form of logic students are now exposed to. However, this has not always been the case. Material logic, or the study of the content of an argument, was for many years a natural part of the language-centered Trivium. The author is 674 Logic attempting to re-establish the importance of material logic with this series (although only one book is available at this time, another is planned for the future). It is designed to follow up Memoria’s Traditional Logic books or as an introductory logic course for high schoolers. Material Logic takes a systematic approach to the subject, studying the three basic divisions of material logic: the ten modes of being, the five predicables, and the three modes of knowledge. The modes of being, or the ten categories of being, are the ten ways in which something can be described to “be.” The five predicables are the five ways you can say something about a thing. The modes of knowledge include definition, division, and argumentation. Material Logic contains 15 chapters/lessons, each with several pages of text and a handful of exercises to help the student thoroughly understand what was covered. Lesson 1 gives an outline of traditional logic, Lesson 2 teaches simple apprehension, and Lesson 3 covers comprehension and extension, before the three divisions are covered in more depth. Lessons 4-6 cover the ten categories, Lessons 7 and 8 cover the five predicables, and Lessons 9-13 cover “the expression of comprehension”. Lessons 14 and 15 cover division and an analysis of “Idols of the Mind” by Sir Francis Bacon. Several appendices are included for extra teaching help. The textual portions of the lessons have wide margins to mark in, and the exercises are divided by day, with about 4-5 days worth of exercises for each chapter. A corresponding answer key contains answers to each of the daily exercises. The student text and answer key are available separately or as a set. – Jess 016874 Book I . . . . . . . . . . 29.95 26.50 006185 Book I Answer Key . . 1.95 1.80 MTLGTXSet (text & key) . . . 31.90 26.95 052967 ☼Instructional DVDs 45.00 38.95 MTLGST ☼Complete Set . . . 76.90 64.95 Includes text, key and DVDs. 000419 Book 1 . . . . . . . . . 12.95 9.95 028519 ☼Book 2 . . . . . . . . 12.95 9.95 050537 ☼Book 3 . . . . . . . . 12.95 9.95 The third book in this series offers 52 one-page lessons which cover the same seven skills as found in books 1 and 2. Print seems a bit smaller, more options for answers (as many as 9 or 10 in the relationships section), and longer word problems in the deduction section. These are great practice for both readers and pre-readers (listening skills need practice too). Primarily Logic (2-4) Covers analogies, relationships, deductive reasoning, problem solving, and organizing information. Lots of variety and interesting activities. 000420 . . . . . . . . . . . . . . . 11.95 8.95 Blast Off with Logic (3-7) A series of three reproducible books designed to develop logic skills in a sequential, developmental fashion. The three books increase in levels of difficulty. The first introduces relationships, analogies, sequencing, “all” and “no” statements, syllogisms, if-then statements, deduction, and inferring. The next progresses in these skills at a deeper level, includes logical reasoning, and introduces logical notation. The final book builds on the foundation of the first two books, and adds logic diagrams and logical fallacies. You should really start your student(s) at the beginning of this series to get the most benefit from it, but they can progress through LOGIC - SUPPLEMENTAL it as able. EACH BOOK . . . . . . . . . . . . 11.95 8.95 DANDY LION LOGIC (K-7) 000416 Logic Countdown (3-4) Logic and thinking skills books abound. The 000417 Logic Liftoff (4-6) problem is selecting good ones from among the 000418 Orbiting with Logic (5-7) different publishers - almost every workbook ~~~~~~~~~~~ publisher has a line of them. Ideally, you gather them all together, look at them side by side, Solve It! (2-6) and pick the best. I’ve looked at several review Sally and Burt picked a goldfish out that they copies this year, but have only scratched the wanted from the pet store - but the clerk kept surface of what’s available. Here, I’ve relied pulling out the wrong fish. Based on the clues on Cathy Duffy’s choice as described in the given, can you figure out which fish in the picChristian Home Educators Curriculum Manual ture is the fish they want? This book contains Elementary. She’s a reviewer whose opinion 25 such logic activities, progressing in difficulty I’ve come to respect and whose assessments I as students learn how to organize information to generally agree with. solve the puzzles. 029941 . . . . . . . . . . . . . . . . 7.99 6.50 Lollipop Logic (K-2) These books practice seven different think- Daily BrainStarters (5-6) ing skills (sequencing, relationships, analogies, A varied collection of 100 logic puzzles that deductive reasoning, patterns, making infer- really make you think! Puzzles are divided by ences, and analysis) presented in a format level of difficulty (easy, medium, and difficult) designed for the pre-reader. You may well and are designed to help students develop be able to use this book even for preschool everyday problem solving skills. Includes brain children. Visual clues introduce and reinforce teasers, deductive reasoning exercises, math higher-level thinking. Each book contains 52 puzzles, lateral thinking questions, story probone-page lessons, with 5 or 6 answers per activ- lems, Sudoku, and secret codes. Reproducible, ity. Reproducible for family or classroom use. answers included. -Enh ~ Donna 045046 . . . . . . . . . . . . . . . . 8.95 7.25 See page vi for key to Consumer Product Safety Improvement Act warning labels. Daily Warm-Ups: Logic (5-8) For those spare minutes in your school day, try incorporating these short logic activities. While some may require just a minute or two of thinking, others may keep your students busy for closer to five or ten minutes. Either way, their minds will be stretched instead of sitting idle. Each logic problem is written on its own page of the half-size book, so you can easily make copies of the warm-ups for multiple students or simply write the problems on a whiteboard where everyone can see it. Answers are included in the back of the book. 207 pgs. – Melissa 034325 . . . . . . . . . . . . . . . 20.00 15.75 such as fallacies you might encounter in a newspaper. Learn to identify red herrings, circular reasoning, statistical fallacies, and propaganda. Each lesson presents several examples of poor reasoning often illustrated by cartoons and then provides a lengthy exercise set in which you identify the fallacies. This book features a Christian view of logic and was written by homeschoolers for homeschoolers. ~ Anh 046013 . . . . . . . . . . . . . . 22.00 17.50 Thinking Toolbox (7-AD) Sequel to The Fallacy Detective, this is by the same authors. While the first book focuses on recognizing bad reasoning, this book offers thirty-five lessons for strengthening your reasoning skills. The chapters provide you with tools for thinking, tools for opposing viewpoints, and tools for science. Within these chapters, you'll find lessons on when not to argue, finding the premises and conclusion, determining primary or secondary sources, circumstantial evidence, keen observation, brainstorming, analyzing data, and much more. This book is formatted much like The Fallacy Detective, with plenty of clear examples throughout the lessons and lengthy exercises following each lesson. Answers included, 234 pgs. - Melissa 019773 . . . . . . . . . . . . . . . 22.00 17.50 ☼The Great Chocolate Caper (5-8) This resource combines two of my favorite things, chocolate and a good mystery! The premise is that a brand new chocolate recipe from a famous chocolate factory has been stolen. As you examine the evidence, your goal is to narrow down the suspects and ultimately determine the thief. Along the way, you’ll learn logic skills SPECIFIC SKILLS INSTRUCTION such as making valid assumptions, differentiating between valid conclusions and dangerous Analogies generalizations, using syllogisms to reach valid conclusions, recognizing false premises, solving matrix logic puzzles, and more. This resource DANDY LION contains 9 detailed lesson plans which include student pages and practice puzzles. 81 pgs. ~ Analogies for Beginners (1-3) Understanding analogies is important in all Anh 037993 . . . . . . . . . . . . . . . 11.95 8.95 subject areas and facets of life. A major section on most standardized tests, it’s also a skill essential to communication. This beginning Logic in 100 Minutes Workshop (5-AD) For such a useful study, logic can be a bit book relies on both pictorial and verbal exerintimidating. This pair of workshops by two cises to introduce analogous thinking to younger homeschool graduates goes a long way toward students. 7.50 making the topic more understandable. A single 000415 . . . . . . . . . . . . . . . . 8.95 DVD covers both Part I – Learning to Think Logically and Part II – Using Your Thinking Thinking Through Analogies (3-6) Next in sequence, this book presents a chalToolbox. The DVD also includes PDF files for the workshop handouts. Originally given lenging array of investigations into the simito a roomful of students, Hans and Nathaniel larities between two things, building vocabulary Bluedorn together present both workshops (each and critical thinking skills. All of these are word about 50 minutes). With a wry touch of humor analogies. 8.25 and some audience interaction they examine 000421 . . . . . . . . . . . . . . . . 9.95 several different types of fallacies in Part I and ways to strengthen and train yourself to think Advancing Through Analogies (5-8) More advanced analogies, to help build flexlogically in Part II. Watching a workshop video is never the same as being there in person; per- ibility and analytical thinking. 7.50 haps the biggest loss is the absence of the illus- 000414 . . . . . . . . . . . . . . . . 8.95 trative cartoons that were obviously a part of the original workshop. Dilbert, Calvin & Hobbes, EDUCATORS PUBLISHING SERVICE and Far Side do not allow their cartoons to be used in video presentations and I found myself Primary Analogies (K-3) Even children without reading skills can cultiregretting that fact. Still, if you’re wanting an introduction to the whole subject of logic, this vate their ability to identify and describe analogous relationships with this program. Beginning is a good way to start. 038555 . . . . . . . . . . . . . . . 15.00 13.15 with picture-to-picture analogies for the nonreader, then progressing to ones using letters Fallacy Detective – 38 Lessons (Revised and and numbers, then simple words, children learn to solve and create analogies in five catExpanded) (7-AD) This updated version includes thirty-eight les- egories: descriptive, comparative, categorical, sons (two new ones) on how to recognize bad serial, and causal. Few analogy programs are reasoning. Learn to spot errors in others’ logic, available for this age range, especially one this and your own. The focus is on practical logic, focused and systematic. The ability to perceive See page vi for key to Consumer Product Safety Improvement Act warning labels. and understand relationships and make connections between objects and events is a higherlevel thinking skill that can help improve understanding and long-term memory. Comparing one thing to another, or seeing how one thing is like another is one way to help make sense of the world around us. Although children at this age will probably just consider these exercises fun, we know they are creating pathways for learning that will facilitate their comprehension of concepts and events in both school and life. 002904 Book 1 (K-1) . . . . . . 7.70 5.95 002905 Book 1 Key . . . . . . . 7.25 5.75 002906 Book 2 (2) . . . . . . . . 7.70 5.95 002907 Book 2 Key . . . . . . . 7.25 5.75 002908 Book 3 (3) . . . . . . . . 8.80 6.65 002909 Book 3 Key . . . . . . . 7.25 5.75 Analogy Adventure (4-8) An introduction to the wonderful world of analogies. Learn how to solve these word puzzles by analyzing the relationship between word pairs. Are they synonyms, antonyms, or members of a group? Practice analogy completions with over 25 adventure-themed (space, jungle, river rafting, etc) exercises. Each exercise set contains ten analogies. Answers are provided. Once you’ve become a master at completing analogies, use the antonym, synonym, and animal word banks to help you write your own. Also, learn how to play Analogy Whizo, an analogy-based bingo game. 48 pgs. 013142 . . . . . . . . . . . . . . . 10.99 8.50 Ridgewood Analogies (4-8) Solving analogies helps children learn to process information, make important connections, identify and construct relationships and improve comprehension and long-term memory. This series covers the five basic types of analogies: descriptive, comparative, categorical, serial and causal. Book 1 is the introductory level. It contains pre-analogy exercises, then progresses through the basic analogy types with four levels of difficulty. Novice exercises introduce and describe type of analogy, provide instruction and example, then practice exercises. Each of these has six words in a box, with one analogy shown. The student must use the other words to construct an equivalent analogy. Apprentice level exercises have a Word Bank from which students pick a word to complete an analogy. At the Masters level, students choose two words per analogy. Super Masters analogies have just one (or no) printed word(s) and a large Word Bank. Students create two analogies with corresponding relationships using words from the bank. Level 2 and 3 books are formatted similarly, with progressively more difficult vocabularies. Books 4 and 5 practice all five types of analogies also, but in the context of different subject areas (Geography, History/Government, Language Arts, Math). Answer keys also contain an explanation of analogies, with examples of each type of relationship, and lesson notes. EACH STUDENT WORKTEXT . 9.20 7.20 EACH ANSWER KEY . . . . . . . . 3.75 2.95 Worktext Key 006945 Book 1 (4) 006949 006950 Book 2 (5) 006951 006953 Book 3 (6) 006954 006955 Book 4 (7) 006956 006957 Book 5 (8) 006958 Logic 675 Analogies (7-12) For the serious student, this series by Educator’s Publishing Service teaches all conceivable types of analogies, as well as the art of selecting the “closest” or most likely analogy and why. Besides giving them a “leg up” on standardized tests like the ACT and SAT, studying analogies will help hone their analytical thinking, ability to discriminate, and understanding of relationships between words and ideas. Gains made here should also be reflected in higher reading comprehension skills, increased vocabulary, and the ability to communicate effectively. Each book consists of three parts. Part one presents a step-by-step approach to solving analogy problems, including strategies students can master and use. These techniques are taught in depth in book one of the series and reviewed in books two and three. Part two in each book contains 15-20 units, with each unit comprised of 20 problems. These are the actual practice questions. Part three is a reference section presenting groups of 100 words, alphabetized and defined, that represent some of the most challenging vocabulary used in the analogies. Separate quiz booklets are also available, which directly correspond to the Analogy Groups and Vocabulary Groups in the books. Each quiz includes 20 multiple choice questions EACH BOOK . . . . . . . . . . . . 10.05 7.55 000556 Book 1 000558 Book 3 000557 Book 2 EACH QUIZ BOOK . . . . . . . 11.30 8.50 020797 Book 1 6 analogy quizzes, 6 vocabulary quizzes 020798 Book 2 6 analogy quizzes, 6 vocabulary quizzes 020799 Book 3 4 analogy quizzes, 8 vocabulary quizzes ☼Jumpstarters for Analogies (4-8) This analogy practice book is meant to be a warm-up for the day, introducing students to analogy concepts and practice. Each page is split into five sets of problems with four to five questions each, making it easy to use one page for each school week. Each weekly page contains a different analogy type to include vocabulary, grammar, phonics, literature, science, geography, health, art & music, and math. All questions have clues to the answers whether it’s choosing a word from a list, unscrambling a word, or multiple choice. Answers are in the back of the book. Reproducible. 46 pgs. ~ Alissa 047231 . . . . . . . . . . . . . . . . 8.99 6.75 ☼Analogies for Critical Thinking Games (1-6) EACH LEVEL . . . . . . . . . . . . . 9.99 7.95 049479 Grades 1-2 049477 Grade 5 049475 Grade 3 049478 Grade 6 049476 Grade 4 Analogies (Steck-Vaughn) (2-8) Analogies are all about relationships. Namely, finding the relationship between two items and applying that relationship to another setting. These books build critical thinking and reasoning skills through several different analogy activities. Each lesson consists of a two-page activity and gets progressively harder. In the first book children will solve shape analogies using size, shape, and designs; picture analogies with picture banks, rhymes, and choosing; plus they will complete word analogies by choosing the correct word, connecting, and supplying either the first, second, third, or fourth word in the analogy. The second level utilizes synonyms, homophones, cause and effect, describing, grammar, numbers, groups, and uses to teach analogies. The last book incorporates math, science, social studies, health, and language arts into the study of analogies. The variety of analogy activities makes children practice thinking in different ways and keeps learning fresh and new. Answer key included. ~ Steph EACH BOOK . . . . . . . . . . . . . 7.99 6.50 022218 Grades 2-3 022220 Grades 6-8 022219 Grades 4-5 CRITICAL THINKING PRESS Think Analogies (3-AD) Understanding analogies benefits students not only because they sharpen reasoning skills but also because they are used in many assessments and ability tests. These workbooks provide students practice with a variety of analogies. The lessons contain several easy-to-follow examples, along with exercises for practice. These lessons look at analogies in a number of different ways, including classifying word pairs, classifying analogies, comparative analogies, synonym and antonym analogies, descriptive analogies, completing analogies, and writing your own analogies. An analogies game and answers are included in both levels. ~ Rachel S. Unlocking Analogies (2-8) 013918 Level A (3-5) . . . . . . . 11.99 These slim workbooks offer plenty of practice 013919 Level B (6+) . . . . . . . . 11.99 with analogies in order to help students build their critical thinking skills as well as enhance Think Analogy Puzzles Software (3-AD) their vocabulary development. Each book An interactive game in which you create the features several different categories of analoanalogies. Choose from 30 word pairs to make gies – similarities, part to whole, user to object, 15 best match analogies. Immediate feedback synonyms, antonyms, homophones, location, is provided on whether or not you have made a etc. An assessment is included at the beginning correct analogy and whether or not it is a best which can be used before and after the workmatch. To complete each match, you must also book is completed in order to see the student’s identify the type of analogy it is. Once you've progress, and reviews are sprinkled throughout mastered this game, you'll definitely know the the book to practice all of the types of analogies ins and outs of analogies. For Win/Mac ~ Anh learned thus far. The worksheets are perforated, EACH GAME . . . . . . . . . . . . . . 21.99 and answers are included. 48 pgs. – Melissa 017548 Level A1 (3-6) EACH BOOK . . . . . . . . . . . . . 7.99 6.50 017549 Level B1 (4-7) 042478 Grades 2-3 042479 Grades 4-5 017550 Level C1 (7-AD) 042480 Middle School 676 Logic Analogy Crosswords (2-12) As a word puzzle fan, I was excited to see these, which combine analogies with crossword puzzles. Students fill in the blanks of analogies (second is to Venus as _____ is to Saturn; ordinal is to _____ as cardinal is to quantity, etc.) and use the answers to fill in crossword puzzles. Some of the analogies are fairly easy, but students will find a lot of them pretty challenging. There are 8 analogies for every crossword puzzle and 50 crossword puzzles in every book. These books provide a great way to practice analogies, which also help improve standardized testing scores and are just a lot of fun. Answers included, 54 pgs, pb. ~ Rachel EACH BOOK . . . . . . . . . . . . 12.95 11.65 047617 Level A (2-4) 047618 Level B (4-6) 047619 Level C (6-8) 047620 Level D (8-12) Analogies (Perfection Learning) (3-12) Although analogies are present on every standardized test, there are many good reasons to practice solving analogies in addition to test preparation. Despite their relatively "simple" format, they help sharpen a wide variety of thinking skills - the ability categorize, differentiate between significant and insignificant information, recognize divergent relationships, compare and contrast, think sequentially, and improve vocabulary. This series does a nice job of introducing and practicing the various types and formats of analogies. For the most part, each book is divided into the following units: identifying relationships, solving analogies, analogy categories, and review and practice. Solving analogies is taught as a 3-step process with different types of analogies introduced, or reviewed, at each level. Each new analogy category is presented on a page with an explanation, directions, example, and several exercises. Review and practice pages call for analogy completion, or less frequently just relationship identification of the analogy types that have already been introduced. Student books are consumable; teacher guides contain directions for use, supplemental activities, and answers. EACH STUDENT BOOK . . . . . 8.95 6.95 EACH TEACHER BOOK . . . . . 4.95 3.95 Book A (3-4) Practices 6 kinds of analogies: AdultYoung, Object-Description, Male-Female, Synonym, Object-Location, and Antonym. 025461 Student 025462 Teacher See page vi for key to Consumer Product Safety Improvement Act warning labels. Book B (5-6) 024192 Level C (6-9) Practices 14 kinds of analogies: the 6 Contains alien-themed problems. Problems from Book A plus Homonym, Part-Whole, near the end ask the student to either deterWorker-Tool, Worker-Place, Grammar, mine a classification scheme given a diaDegree, Cause and Effect, and Sequence. gram or to use a diagram to determine the 025463 Student 025464 Teacher validity of syllogisms. Book C (6-12) 033765 Level D (9-AD) Practices 19 kinds of analogies: the 14 from 24 students are on a trip and various numBook B plus Object-Use, Geographical, bers of them participate in activities. Solving Part-Part, Symbol, and General Association. puzzles requires filling in all sections of 009070 Student 009071 Teacher the diagram and answering the question. Book D (6-12) Towards the end of the book, percentages of Practices 27 analogies: the 19 from Book C the students are involved in activities instead (minus Homonyms) plus Worker-Product, of just numbers, for extra calculations! Action-Meaning, New-Old, Mythological, Scientific, Literary, Historical, Sound Deductive Reasoning Relationships, and Letter Relationships. 009042 Student 009043 Teacher Mind Benders (PK-AD) Deductive reasoning at its finest. Mind Benders books help students (and adults) learn and practice deductive reasoning as they are presented with clues to unravel and organize in order to reach logical conclusions. Becoming proficient in deductive reasoning will not only improve standardized test scores, but will help sharpen reasoning ability in all curriculum areas and in real life situations. As a child, I particularly enjoyed working these clue-and-grid type problems and consumed puzzle books full of them just for fun. I never gave a thought to their educational value. But perhaps it’s no coincidence that I ended up a computer systems consultant..... Anyone doing Mind Benders for the first time should begin in the Verbal or Book 3 level to learn the deductive reasoning process before trying the more challenging levels. The original books are leveled A1-C3, Analogies (6-9) This slim, reproducible workbook introduces and were out of print, but some levels are now students to the concept of analogies and the available again. These titles are the "individual many different relationships they can relay. After titles," separated by A, B, and C in the chart at explaining analogies, students complete the the very bottom. Also available are the newer worksheets dealing with synonyms, antonyms, versions, which are two of the original titles cause and effect, part to whole, purpose, action contained in one book. Where the original levto object, sequence, association, characteristics, els have 14 puzzles per book, most of the new degree, and other analogy relationships. The versions include about 25-26. Surprisingly, the pages are all multiple choice style, with 13-16 new books are about the same size (and similar questions per sheet. Hopefully, after this book, price!), perhaps because they have condensed YOUR STUDENTS : ANALOGIES :: YOU : each puzzle onto one page where originally the clues were found on one page and the grid on CHOCOLATE! 28 pages. 024327 . . . . . . . . . . . . . . . . 4.95 3.95 the facing page. Puzzles spiral slightly within each level and solutions are included in the books. For each new level below, we have Classification noted the old versions included in parentheses. Although the Mind Benders Verbal is conVenn Perplexors (PK-AD) As you may have guessed, this series uses sidered the introductory book in the Mind Venn Diagrams (think of two slightly overlap- Benders series, Critical Thinking also provides ping circles) to teach classification and to solve two Beginner Levels which introduce deductive problems. Level A focuses on the classification thinking in the format of the grid puzzle. While of objects into sets and subsets while Levels B the Verbal includes questions like "Skip likes and C focus on problem solving. Each contains cake better than pie. He likes ice cream better 48 problems with easier problems at the begin- than cake. What conclusion follows from this?" ning and more difficult ones at the end. ~ Anh that guide the student to use their deductive EACH BOOK . . . . . . . . . . . . 12.95 11.65 reasoning skills, no clue and grid puzzles are included in this book. Instead, Verbal contains 024190 Level A (PK-2) 100 brief exercises that introduce younger stuFor both readers and non-readers. Problems dents to the critical thinking process. Beginning in the first half are illustrated, but problems Books 1 and 2 each feature an instructional in the second half use word sets only. page at the beginning that demonstrates how to 024191 Level B (3-6) use a grid chart, and the grid puzzles that follow Problems are based on rhymes such as Little utilize pictures and simple words wherever posBoy Blue and Jack and Jill. Near the end sible so beginning readers aren't more frustrated of the book, the student is asked to think by the sentences than they are by the puzzles. of objects that fit into a given classification Answer keys are included in each book. scheme. Pb, 56 pages, answers included. See page vi for key to Consumer Product Safety Improvement Act warning labels. EACH BELOW . . . . . . . . . . . . . 9.99 011293 Beginning Book 1 (PK-K) 011311 Beginning Book 2 (1-2) 000393 Verbal (K-2) EACH BELOW . . . . . . . . . . . . . 10.99 003026 Book 3 A1/A2) (3-6) 003035 Book 4 (A3/A4) (3-6) 003068 Book 5 (B1/B2) (7-12) EACH BELOW . . . . . . . . . . . . . 12.99 003088 Book 6 (B3/B4) (7-12) 003093 Book 7 (C1/C2) (7-12) 003096 Book 8 (C2/C3) (7-12) EACH INDIVIDUAL LEVEL BELOW 6.99 Level A (2+) Level B (6+) Level C (8+) 000385 B1 000389 C1 000386 B2 000390 C2 000387 B3 000391 C3 000384 A4 000388 B4 Mind Benders Software (PK-AD) The clue-and-grid logic puzzles you love in a fun new format! Just read through the clues and click on the grid to mark your squares - red for false and green for true. If you make a mistake, clearing a cell or the entire grid is a snap, much easier than paper and pencil. Hints are available to help you along, and should you need it, the solution to each puzzle is explained in detail. Win/Mac system requirements: Windows Vista/ XP/2000/ME/NT/98, 64 MB RAM; Macintosh: OS X (10.3+), 128 MB RAM. ~ Anh EACH CD-ROM . . . . . . . . . . . . 25.99 025276 Beginning 1 (PK-K) 025293 Beginning 2 (1-2) 017538 Level A1/A2 (3-6) 017540 Level A3/A4 (3-6) 017542 Level B1/B2 (7-12+) 017543 Level B3/B4 (7-12+) Balance Benders (2-12) This series of books by Critical Thinking Co., combines the creative fun of logic puzzles with basic pre-algebra skills to prepare students for future success in algebra. In each puzzle, students work to keep the scales “balanced” by working through the mostly pictorial representations of algebraic concepts. For example, given a balanced scale with a square on one side and a circle on the other, the following must always be true: circle equals square, 1 square & 1 circle equals 2 circles, and 2 circles equals 2 squares. Don’t worry if these associations don’t come to mind right off the bat. Each book includes a set of “Balance Tips” that provide quick review of basic algebraic concepts necessary to solve each and every one of the puzzles in the book. These algebra tips include the following: the symmetric property of equality and inequality, cumulative & associative properties of equality and inequality, addition & subtraction properties of equality and inequality, multiplication & division properties of equality and inequality, distributive property, transitive property of equality and inequality, and more. Reproducible, solutions included, 46 perforated pages. - Enh EACH BOOK . . . . . . . . . . . . . . 9.99 001285 Beginning (2-6) 001299 Book 1 (4-12) 001353 Book 2 (6-12) 001377 Book 3 (8-12) Logic 677 ☼Crypto Mind Benders (3-12) Are you a huge fan of solving secret codes? These activity books practice deductive and mathematical reasoning skills as you use the mathematical clues provided to establish which numbers and letters correspond to one another. Use this key you’ve deduced to decode the famous quote or classic joke. Each book contains 30 activity pages as well as detailed solutions. ~ Anh EACH BOOK . . . . . . . . . . . . . . 10.99 026698 Famous Quotations 026699 Jokes Perplexors (3-12) Perplexors, like Mind Benders, are full of deductive thinking puzzles to solve. However, Perpelexors has discarded the grid format and has listed each problem in columnar format with each possibility listed under each subject, allowing the student to cross off the ones that don't work out, and leave them with the information that they need in easily accessible format. Each page features the problem, the column setup, and a series of clues to use to solve the puzzle. Each book features 48 deductive thinking puzzles, all age-appropriate to its suggested grade levels. Each book progresses in complexity, adding more categories and more people or objects from about three to four subjects and two to four categories in the basic level, to five or more subjects and up to nine categories in the expert level. Compared to Mind Benders, these start out at a more advanced level, so a bit of explanation about the process of elimination and deductive reasoning might be necessary for some children. Each book does begin with an example puzzle and a clearly written explanation of how to solve it. A challenging deductive reasoning problem is enjoyable for most kids - and gives other parts of the brain a chance to get exercised during the school day. Answers included. - Jess EACH BOOK . . . . . . . . . . . . 12.95 11.65 029668 Basic Level (3-4) 029670 Level A (4-5) 029671 Level B (5-6) 029672 Level C (6-7) 029673 Level D (7-9) 029669 Expert Level (9-12) Visual Mind Benders (7-12) At the most basic level, these are visual pattern puzzles. In the Level B book, for instance, each puzzle involves 3 figures (triangle, square, circle), 3 shades (black, white, gray), and 3 locations (left, middle, right). Each puzzle solu678 Logic tion must contain at least one triangle, circle, and square. By applying your deductive reasoning skills to the clues provided, you solve the puzzle by determining the location and shade of each figure. There may be more than one possible solution and you have to find them all. In Level C, an additional figure, the hexagon, and a new shade are introduced into the mix. I was surprised at how challenging it can be to keep track of the possible solutions and eliminate possibilities in your head. To make things easier, however, the good people at Critical Thinking provide a reproducible page of figures you can cut out and actually put on the solution slots as you work through a puzzle. 30 pgs each. ~ Anh EACH BOOK . . . . . . . . . . . . . . 4.99 021813 Level B (7-9) 021814 Level C (10-12) Grid Perplexors (3-AD) How’s this for a perplexing puzzle? In “Mice Ahoy,” three mice decide to test their sea legs. Each mouse boards a different ship, and each voyage lasts a different number of days. Afterwards, the mice decide that they are not cut out for sailing because of various ailments. Using the information provided in the story along with some additional clues, can you determine which mouse boarded what ship, for how long, and why he quit sailing? A grid is provided for you to organize, track, and eliminate possibilities until you are left with the correct solution. Each book is packed with 50 logic puzzles. What an entertaining way to sharpen your deductive reasoning skills! ~ Anh EACH BOOK . . . . . . . . . . . . 12.95 11.65 003490 Level A (3-4) 003512 Level C (5-6) 003496 Level B (4-5) 003517 Level D (7+) Detective Club—Mysteries for Young Thinkers (2-4) Introduce students to logic puzzles and deductive reasoning with this reproducible book. The book begins with several short grid puzzles and then progresses to six multi-puzzle mysteries. The “Lost Backpack,” “Mystery Valentine,” and “Willie’s Wallet” are some of the mysteries to solve. The logic puzzles consist of a variety of puzzle types, including decoding messages, grid puzzles, list-making (and sorting), and making inferences from story problems. The puzzles are enhanced by attractive graphics, and a completion certificate, solutions, and teaching suggestions are included. 64 pgs, pb. ~ Lisa 047890 . . . . . . . . . . . . . . . 11.95 8.95 Logic Safari Books (2-6) These deductive reasoning books from Dandy Lion require the student to use the clues to figure out who does what in each scenario. For example, Tom, Tim and Tinney are celebrating their birthdays. Your challenge is to figure out from the clues who celebrates by going to the skating rink, which one takes his birthday to the golf course, and who goes to the pizza parlor. Grids are given to help you easily analyze the clues and figure out the correct solution. There are 29 lessons with answers included. Books 2 and 3 progress in difficulty. ~ Genevieve EACH BOOK . . . . . . . . . . . . . 8.95 7.50 013920 Book 1 (2-3) 013922 Book 3 (5-6) 013921 Book 2 (3-4) Red Herring Mysteries (4-12) Get your children thinking “out of the box” with these books of sparker situations by Thomas Camilli and the Critical Thinking CompanyTM. A seemingly strange or incongruous scenario is set in a brief story. Students must then make inferences, use deduction, develop lines of reasoning, think creatively, and look beyond the obvious to figure out a solution or reason that makes sense. Students ask teachers/parents yes or no questions about the story to try and figure out exactly what happened. The books progress in difficulty (both between and within books) and are self-contained with usage tips, reproducible graphic organizers, stories, and solutions all in one neat little book. Students keep track of their clues until they are finally able to come up with the correct solution. This series provides a great way to show students how to solve mysteries or problems through critical questioning. The series used to be titled Case of Red Herrings, and we still have a limited supply of the older editions, which are identical to the newer ones (Book A-1 has become Level 1 and Book B-1 is now Level 2). Once we run out of the older editions, only the new ones will be available. Books about 70 pgs, pb. EACH BOOK . . . . . . . . . . . . . . 14.99 001775 Level 1(4-6) 001796 Level 2(7-12) ☼Math and Logic Puzzles that Make Kids Think! (6-8) Math and Logic go hand-in-hand in this intriguing collection of challenging activities which incorporate variations on popular logic puzzles (like Sudoku) with math skills. In each chapter the puzzle type is introduced and explained along with some strategies for solving them. Puzzles are then provided at various difficulty levels for students to solve. For even more challenge, students can then create their own puzzles for you or their siblings to solve. This is usually more difficult than solving them, as it requires a lot of thought to construct a puzzle with a unique solution. Puzzle chapters (and types) include Greater Than Sudoku, Shapedoku, Killer Sudoku, and Calcudoku. Authors suggest that, upon completion of the book, students explore and concoct their own variations. In case they get stumped, an answer key is provided in the back of the book. 037994 . . . . . . . . . . . . . . . 14.95 11.55 Spider Island - Logic CD-ROM (6-AD) As you make your way through each maze, watch out for the logic spiders! They're hungry, speedy, and quite determined to keep you from reaching the exit. To safely pass a spider, you must correctly answer its multiple choice word problem. If you get the problem wrong, the spider leaves a sticky web and you'll have to find another way out. Sharpens deductive reasoning and reading comprehension skills. For Win/ Mac. ~ Anh 017544 . . . . . . . . . . . . . . . . . 21.99 See page vi for key to Consumer Product Safety Improvement Act warning labels. Solving Riddles Dr. DooRiddles (PK-7) Here’s one for you. I’m educational for sure. I improve vocabulary and reasoning. But I’m fun as well, and I promote grins and laughing. What am I? Dr. DooRiddles, of course! These rhyming riddles provide students with essential skills for good reading and thinking. Students carefully look for clues in each riddle, mentally connecting clues to figure out what is being described. Each book contains 120-160 riddles and, thankfully, the answers. ~ Rachel S. EACH BOOK . . . . . . . . . . . . . . 9.99 016244 Book A1 (PK-3) 031767 Book A2 016245 Book B1 (4-7) 031768 Book A3 031769 Book B2 Spider Island Riddles Software (K-AD) Your mission, to make your way through each maze. Your problem, gigantic riddle spiders that are intent on blocking your path. Your solution, to outsmart the spiders by correctly answering their riddles. But beware, if you're stumped, you won't be able to get past the spider's web. Would this riddle stop you in your tracks? "My print is the plan for what you must build, alone I am down with sadness I'm filled." What am I? (four letters). Win /Mac ~ Anh EACH CD-ROM . . . . . . . . . . . . 21.99 017545 Level A1 (K-3) 017546 Level B1 (4-6) 017547 Level C1 (7-AD) Visual Discrimination & Patterns Thinker Doodles (PK-4) Part visual discrimination puzzle, part following directions, these fun books ask students to complete partial pictures. The books features several completed pictures and a matching number of incomplete ones. Each object on each page is the same, but there are small differences in colors and features. By closely comparing the incomplete pictures, students should be able to figure out which one matches which complete one, and then color them to match. In the beginning level, the pictures are large and simple, and the differences are pretty easy to see. A1 adds more complex objects and introduces letters and numbers to the pictures. The Half 'n Half books takes completing pictures to a whole new level. Each page contains a complete half of an animal’s face or body matched up to an incomplete half. The student must complete the other half, using the incomplete markings as guides. Level A1 starts with animal faces and works up to an entire front view of an animal body. Level B1 focuses on front views of the body and moves on to both the front AND back view of an animal, using only the guide dots and markings to help them match up to the other half. Although these seem like they belong in the art/drawing section, visual discrimination is key in completing the pictures. 44 pgs. - Jess EACH BOOK . . . . . . . . . . . . . . 8.99 011650 Beginning (PK) 012006 A1 (K-1) 011595 Half 'n Half Animals A1 (K-1) 011605 Half 'n Half Animals B1 (2-4) How Would That Look? (1-6) 054459 . . . . . . . . . . . . . . . 13.00 10.75 Improving Visual Memory (3-6) Have you ever played the game where someone has a tray full of objects and then takes one away and you have to remember what it was? This book is like that, only with engaging line-drawn pictures concocting different scenes - maybe a teacher and a classroom of students, a downtown area, a playground, a picnic, or a storefront. Students receive 3 minutes in which to study the picture, then they must flip it over and try to answer all 10 questions on back. Skills include deriving meaning from pictures and signs and recalling specific details. Each book contains 22 reproducible activities on perforated pages, answers included. ~ Megan 009581 Book 1 (3-4) . . . . . . 7.99 6.50 009593 Book 2 (5-6) . . . . . . 7.99 6.50 009604 2-Book Set . . . . . . . 15.98 12.75 EACH BOOK . . . . . . . . . . . . . . 7.99 020681 Level A (3-5) 020683 Level C (9-12) 020682 Level B (6-8) Word Winks (5-AD) Do you love puzzles that play on words? Can you figure out the following: “HhAaNnDd”? Maybe that’s an easy one, but with a whole book featuring over 300 of these visual-verbal puzzles, it should take a while before you figure them all out! If you find yourself in that very situation, finished with the book, bored, and sad that all your beloved puzzles have been solved, just get More Word Winks with over 300 more puzzles to challenge your brain. (Oh, and if you didn’t get that first one – it’s “hand in hand”!) Pb, 56 pages, answers included. - Megan EACH BOOK . . . . . . . . . . . . 12.95 11.65 008705 Word Winks Logic Links (1-AD) 008638 More Word Winks Arrange colored chips according to the clues 017805 Even More Word Winks provided to solve each puzzle. Logic Link clues are somewhat general, i.e. "each white chip is directly between two chips of the same color," making these puzzles a little more difficult to solve. Solutions to Level A puzzles are singlerow arrangements, with double-rows for Level B. Books includes 48 punch-out colored chips and 100 puzzles. Great for tactile learners! -Anh EACH BOOK . . . . . . . . . . . . 12.95 11.65 024187 Level A (1-2) 031138 Level C (5-7) 024188 Level B (3-4) 031139 Level D (7-AD) Logic Links Puzzle Box (3-AD) Now the Logic Link Puzzles kids love are available in a more game-like form. This set includes 166 puzzles at various levels and 32 small plastic, colored game chips. Each puzzle is presented on a 5" x 5" puzzle card and uses a series of clues to instruct a player where to place chips to solve the puzzle, requiring deductive reasoning and determination. The cards are double-sided, with a puzzle on both sides, and while outlines show where to place the game chips, instructions tell where to put specific colors (i.e. the green chip is adjacent to the yellow chip, the red chip touches only yellow chips, the topmost chip touches the blue chip, etc.). Beginner puzzles form a single row of chips and usually have two clues; intermediate puzzles form a rectangle and require 4-6 clues; advanced puzzles form a square of three rows and usually have 7-8 clues; and expert puzzles form a circle of chips, with 5-8 clues. Cards are color-coded by difficulty and the game is stored in a cardboard box. CHOKING HAZARD (1). Not <3yrs. 017152 . . . . . . . . . . . . . . . 12.95 11.65 Spatial Reasoning Spatial Reasoning Puzzles That Make Kids Think (6-8) 053684 . . . . . . . . . . . . . . . 14.95 11.55 Word Puzzles Creative Thinking Puzzlers (3-12) Develop flexible problem-solving skills with fun word games - word morphs, codeword clusters, secret word puzzles, telephone code puzzles, DooRiddles, shape puzzles, and line puzzles. Great as warm-up, extra credit, or reward activities. 45 pgs. ~ Anh See page vi for key to Consumer Product Safety Improvement Act warning labels. ☼Link Winks (3-AD) These little rhyming puzzles are so addictive! I started reading the Level A book and was hooked after just a few Link Winks. A Link Wink consists of three clues. The goal is to find the missing connection - three words that satisfy the clues but also rhyme. Rather than spoil any of the puzzles in the books, I created my own Link Wink as an example: a quick sketch, a popular pasta, and a well-groomed dog. Can you find the link? (I’ll give you a hint, think words of two syllables). Each book in this series contains 300 rhyming word puzzles. EACH BOOK . . . . . . . . . . . . 12.95 11.65 035700 Level A (3+) 035722 Level B (7+) PRACTICE & REINFORCEMENT BOOKS & CARD SETS - VARIETY / MIXED SKILLS (commonly referred to as "puzzle" books) Brainiest, Insaniest Ultimate Puzzle Book (K-AD) A collection of puzzles to test every corner of your brain! Picture puzzles, mazes, riddles, logic and sequence puzzles, wordplay, and more make up the 250+ puzzles in this full-color collection. Cartoon-like illustrations, clear instructions, detailed solutions and a book-wide scavenger hunt will keep you figuring right to the very end. 043280 . . . . . . . . . . . . . . . 10.95 8.25 Logic 679 ☼Usborne Wipe-Clean Activity Cards (1-AD) What an astounding variety of puzzles and games! These large, colorfully illustrated activity cards are fun to do and easy to share among siblings! Your children can take turns solving most of the puzzles, seeing who’s the fastest! The activities are reusable since the cards are dry erase and you can easily wipe them clean with a simple facial tissue. Each set of activity cards contains 50 cards (4.5” x 6.125”). There are roughly 45 double-sided activity cards and 5 answer cards in each set. One black wipe-clean pen is also included. Great for hours of portable entertainment for those long car rides or plane trips! ~ Anh EACH SET . . . . . . . . . . . . . . . 9.99 7.75 044090 50 Brain Games Mixed bag of logic puzzles, visual-spatial puzzles, critical thinking puzzles, and word puzzles. 031728 Brain Puzzles This puzzle variety pack features "spot the difference" puzzles, riddles, mazes, logic, number puzzles, codes and more. 052636 Logic Puzzles Clue-grid puzzles, secret codes, pattern and sequencing predictions, and more. 052640 Word Puzzles Crosswords, word search, and other word games. Brain Games for Kids (3-7) EACH GAME . . . . . . . . . . . . 10.95 8.95 054388 #1 054389 #2 054390 Amazing Brain Builder Puzzles . . . . . . . . . 12.95 9.95 Mindtrap Puzzle Cards - Geometrical Riddles (4-AD) MindTrap has come out with more remarkable puzzle cards that will challenge the way players think. Geometrical Riddles cards feature an assortment of the best mathematical, pattern recognition, and geometrical riddles in each pack. Brain teasers, mysteries, and other riddles will have players thinking outside the box to solve these geometrically oriented puzzles. Each card includes a question along with a graphic, symbol, or picture of some kind to help you find the answer. Great for independent or group fun, you just have to pick which level you think you can conquer! These simple decks make great stocking stuffers, birthday gifts, and travel games. EACH PACK . . . . . . . . . . . . . . 8.99 7.25 039396 Novice Level (4-AD) 039395 Master Level (7-AD) 039394 Genius Level (8-AD) 680 Logic ☼Puzzling World of Winston Breen (4-6) It’s a novel. No, it’s a puzzle book. Actually, it is both! Enter into the world of young Winston Breen who sees puzzles everywhere. He not only sees the puzzles, but is an excellent puzzle solver. These novels contain puzzles throughout, which can be solved immediately or if readers don’t want to (or can’t) solve the puzzles, they can keep reading and find out the answer. Answers to the puzzles (and more puzzles) are in the back of the book. In the first book, Puzzling World, meet Winston and follow him as a present he gives his sister turns out to be a real life puzzle. In Potato Chip Puzzles, Winston is challenged when a potato chip tycoon invites children for a day of puzzling fun at his house. Challenging and unique, these novels keep the reader engaged not only in the story but through completing numerous puzzles along the way. 200+ pgs, pb. ~ Alissa EACH BOOK . . . . . . . . . . . . . 7.99 5.75 036838 Potato Chip Puzzles 036848 Puzzling World of Winston Breen ☼Code Crackers Series (5-9) Best friends Sam and Lisa are adventure magnets. Wherever they go, mystery seems to follow! To advance through these entertaining choose-your-own-adventure stories, you will need to complete a variety of tasks – interpret maps, decode secret messages, complete logic puzzles, and more. These stories will definitely keep your brain actively engaged and thinking while you read. Each book is approximately 125 pages with half of the book dedicated to the story and half dedicated to puzzles. You may want to note that these books were originally printed in the U.K. and contain British terminology (like "car park" and "torch") and are a bit edgy in places (Trapdoor features a large, spider-like creature that amply fills out a bikini top and some wicked looking elves). ~ Anh EACH BOOK . . . . . . . . . . . . . 5.99 4.95 031568 Trapdoor to Treachery Sam and Lisa investigate an outbreak of mysterious robberies over summer break. 031579 Voyage to Victory While on a museum fieldtrip, Sam and Lisa are mysteriously sent back in time to an 8th century Viking ship. ☼I.Q. Brain Train (10+) All the following members of a family are present at a family gathering: mother, father, son, daughter, uncle, aunt, brother, sister, cousin, nephew, and niece. Only 4 people are there. How is this possible? This is one of about 100 puzzling cards that you will answer. If you are ashamed to lose such a mental game in front of others, go at it alone with or without a timer. But if you have the confidence (and you wonder how smart your friends are), you can play against them in teams or separately. Cards are also scored, which can help when comparing the worth of questions. Some questions will stump you, of course, and will have you digging in the back of your brain for the answer. Sometimes it’s best to think about the question before the answer; you’ll have to switch gears from logic to lateral thinking quickly! This is definitely a good game for the road, however far the trip. CHOKING HAZARD (1). Not <3yrs. 032656 . . . . . . . . . . . . . . . 14.99 12.95 ☼Little Book of Big Brain Games (6-AD) Exercise your brain in a big way with this little book! This smaller version of the Big Book of Brain Games (043279) contains over 500 dazzling full-color puzzles designed to challenge your thinking. The puzzles (dubbed “PlayThinks” by the author) are divided into twelve chapters that focus on specific skills: geometry, graphs and networks, patterns, dissections, numbers, logic and probability, science, and more. Puzzles are rated by difficulty level (1-10) and use a variety of skills, including drawing, tracing, mental visual-spatial reasoning, thinking through story problems, and oth☼Brain-Flexing IQ Tests (5-9) ers. The problems can be completed solo or Each of the 22 tests within this book contains with two or more students. Detailed solutions 15 questions of varied type and difficulty fol- included. Digest-sized. 454 pgs, pb. ~ Lisa lowed by the answers on the next page. While 040976 . . . . . . . . . . . . . . . . 9.95 7.95 the questions don’t actually calculate IQ, they require the reader to test their knowledge of Challenging Logic Puzzles (7+) words, numbers, logic, spatial cues, associaThey weren’t kidding when they named tions, and more. These tests are fun for every- this book! These logic puzzles are definitely one and would be perfect for travel or practice Mensa-worthy brainteasers. Many of the puzzles problems. Each “test” should take about 30 deal with determining order, as in a seating minutes. Spiral bound. ~ Alissa arrangement, the order of ingredients added 038931 . . . . . . . . . . . . . . . . 7.95 6.25 to a potion, or the sequence of events in a nightmare, for example. Other puzzles require using clues to correctly matching up columns, such as linking first names with last names and an occupation. Although these sound just like clue-grid puzzles, these are much more difficult because you aren’t provided with a rubric to help organize and eliminate possibilities. 67 puzzles. ~ Anh 011105 . . . . . . . . . . . . . . . . . 6.95 5.50 See page vi for key to Consumer Product Safety Improvement Act warning labels. Big Book of Brain Games (9-AD) Give your brain the ultimate workout with this book full of “PlayThinks”! PlayThinks may be a visual challenge, riddle, puzzle, game, illusion, art object, or 3-D structure that transfers you to a state of mind where play and problem solving coexist. This book contains 1,000 unique puzzles that will challenge you in many different ways. The puzzles come in all shapes and sizes as they utilize different ranges of difficulty (ranging from 1 to 10), use diverse skills (mind, pencil & paper, tracing & cutting), must be done solely or with a group, and cover a wide range of topics, including: geometry, logic & probability, science, patterns, and much, much more! There are fourteen different subjects in all! Detailed solutions are provided (thankfully!) and there is even a difficulty index in case you want to work your way from level one to level ten sequentially. The author, Ivan Moscovich, is by my standards a genius, but is also an internationally known and acclaimed inventor, puzzler, and artist. All-in-all this book is the ultimate math challenge for your brain, but don’t let that fool you, as it is also entertainingly fun! 420 pgs, pb. – elise 043279 . . . . . . . . . . . . . . . 22.95 17.35 PRACTICE & REINFORCEMENT BOOKS SPECIFIC SKILLS Deductive Reasoning - Grid Puzzles Logic Puzzles to Bend Your Brain (3-AD) If you can’t get enough of deductive reasoning puzzles like Mindbenders, check out the logic puzzles in this collection. This book contains 64 logic puzzles, most of them grid-and-clue problems. The story problems covered in the puzzles are fun and varied and include topics such as school, sports, animals, ice cream, parties, and books. The back of the book contains a handy puzzles/skills chart index so you can select puzzles according to specific skills being practiced. Some examples of skills that you can develop while doing the puzzles are averaging, fractions, comparing data, more than/less than, graphs/charts, measurements, sorting, miles per hour, and more. Solutions included. 94 pgs, pb. ~ Lisa 047901 . . . . . . . . . . . . . . . . 6.95 5.50 are simpler. The best part is that there are four different types of Sudoku puzzles. There are Symbolidoku puzzles where you have to find the appropriate place to draw in fun symbols such as crescent moon, stars, and ice cream cones. Then there are Alphadoku, where you have to solve the puzzle using the letters A through F. Next come the Geometridoke puzzles, where you use geometric shapes such as diamonds, circles, and triangles to fill in the blanks. Lastly is the traditional puzzles, Numeridoku, which use the numbers 1 through 6 to solve the puzzles. The rules are the same for all puzzles - each character must appear once in any 6-square box, or in any row up, down, or across. Think you can do it? (Don’t worry – if you get stuck, answers are in the back!) Ready, set… Sudoku! – elise 036545 . . . . . . . . . . . . . . . . 7.95 5.75 First Sudoku Book (3-7) There are a lot of Sudoku books on the market; however, this one is geared towards children from ages 8-13. It contains 48 puzzles with interesting illustrations for hours of fun. No math skills are needed, just reasoning and logic. The first 24 puzzles use the numbers 1-4, and the remaining 24 puzzles use the numbers 1-9. The instructions are at the front of the book to get you started, and the solutions are at the back. 64 pgs, pb. - Stephanie A. 021537 . . . . . . . . . . . . . . . . 3.95 3.50 Sudoku Puzzles for Kids (3-8) This is a great book of Sudoku puzzles for kids. Included are 55 puzzles that have 6x6 grids instead of the traditional 9x9. These smaller grids are perfect for beginners, since kids only have to fill in numbers 1-6 (instead of 1-9). After these beginning puzzles, 22 standard 9x9 sudokus are provided, for a total of 77 puzzles in the entire book. This is a great way to introduce kids to these popular puzzles. Answers are included in the back of the book. 96 pgs, pb. 041709 . . . . . . . . . . . . . . . . 4.95 3.95 ☼Puzzle Baron’s Logic Puzzles (7-AD) Deductive reasoning is a pretty good skill to keep sharp. That’s why this book offers 200 grid-based logic puzzles, with clues to help you figure out which teacher has which pet, which king ruled during which era, and who wore what dress shoes to the party. The clues are just enough to solve the puzzle, and there’s only one right solution. Work your way out from the known, deduce the rest, and try to beat the average time listed on the page! ~ Mark 036803 . . . . . . . . . . . . . . . 14.95 10.95 Deductive Reasoning - Sudoku Puzzles Do You Sudoku? Book for Kids! (2-8) Sudoku puzzles are great for building deductive logic skills, but many of the puzzles out there are too difficult for younger kids. This little book solves that problem. The grids are smaller (only a six square box), and the puzzles Mastering Sudoku Week by Week: 52 Steps to Becoming a Sukoku Wizard (3-AD) Join the elite ranks of sudoku master problem solvers! This small-format book explains and hones the strategies you’ll need to conquer even the most challenging of these puzzles. After some background information, chapters move See page vi for key to Consumer Product Safety Improvement Act warning labels. from Basic Techniques to Extreme Solving. To see if you’ve mastered the tactics, the author includes 20 hard and extreme puzzles to solve at the end, followed by a chapter discussing variations of the basic sudoku and other places to find puzzles (mostly internet sources). All solutions are included. Did I mention that regular mental workouts are essential for prevention of brain decay? So, let’s get that pencil sharpened! 043113 . . . . . . . . . . . . . . . . 9.95 7.75 Mensa Absolutely Nasty Sudoku (5-AD) If you are finding those “Advanced” newspaper sudokus ridiculously easy, it’s time to ramp it up! This is NOT a book for the beginner. Beginning with challenging, the books increase in difficulty through the levels. Level #1 requires only basic and intermediate techniques to solve; Levels 2 and 3 add more advanced techniques; by Level 4, puzzles require multiple advanced techniques. However, these are all solvable by logic puzzles; none of them requires guessing to complete. So, after cutting your teeth in Mastering Sudoku Week by Week, you can practice some pencil-biting in this series. All answers are included in the back of the book. EACH BOOK . . . . . . . . . . . . . 7.95 6.25 043129 Level 1 043131 Level 3 043130 Level 2 043132 Level 4 Sit & Solve Easy Sudoku (5-AD) 053708 . . . . . . . . . . . . . . . . 5.95 4.75 Deductive Reasoning - Whodunits / MiniMysteries Challenging Whodunit Puzzles (1-9) This collection of whodunit mysteries takes the reader along with Dr. Quicksolve as he names suspects, accuses murderers, finds murder weapons, and disproves wild stories. You have to be quick - and an attentive reader - to catch these clues! 42 short mysteries are included here, (with solutions, in case you get stuck). Some are more difficult to solve than others, but don’t give up! Otherwise, you’ll look at the solution, smack your head and wonder “why didn’t I think of that? I knew that!” 96 pgs. ~ Jess 025644 . . . . . . . . . . . . . . . . 6.95 5.50 ☼One-Minute Mysteries and Brain Teasers (2-AD) Could you figure out how a stopped clock wouldn’t give the time of the robbery which caused the clock to stop? Or how someone could find the owner of a wallet with illegible identification? If so, you’ve come to the right books. Inside are dozens of sleuthing cases to solve, from crimes to natural mysteries. Each case gives a brief synopsis (hence the name “One-Minute”) and a humorous, if inaccurate, illustration. If you need help solving it, simply refer to the clues in the back of the book; don’t worry, they won’t give away the answer too easily. According to the author, these puzzlers are best solved by teams of amateur detectives, but feel free to give them a try by yourself. 052741 Good, Clean . . . . . . . 9.99 7.95 052740 Mind-Boggling . . . . . 9.99 7.95 052742Return of . . . . . . . . . 8.99 7.50 Logic 681 Case Closed? 40 Mini-Mysteries to Solve (4-7) Join Daisy Pepper and Ridley Long, private detectives, to sharpen your own detective skills. 40 mini-mysteries require you to crack secret codes, arrange events in a time sequence, and find important visual clues to solve various crimes. Each mystery is comprised of a short story and accompanying picture; together, these hold the clues to help you reveal the answer, but they aren't simple. Answers are held at the back of the book - but no peeking! 031071 . . . . . . . . . . . . . . . . 6.95 5.95 Kids’ Whodunits: Catch the Clues (4-8) Jonah Bixby is a 12-year-old boy with a mother who is a police detective. His mind is sharp, and he’s often responsible for solving many of his mother’s tough cases, as well as some mysteries his friends come across. Each book contains 20 crimes/mysteries that Jonah solves, and readers can read about all of the clues and try to solve the mysteries themselves. Each crime is described in 2-3 pages, and the solutions are found in the back of the book. Can you figure out who stole Crazy Kate’s autographed baseball, who hacked into the college e-mail system, who set a fire in the warehouse, and who shot and killed the owner of the jewelry store? With subtle clues, these crimes are somewhat tough to solve, but vigilant readers should be able to crack the cases. The cases are at the same difficulty level in both of the books. Black and white illustrations accompany the stories. By popular writer Hy Conrad. Each book is 90 pgs, pb. ~ Rachel EACH BOOK . . . . . . . . . . . . . 6.95 5.50 043125 Catch the Clues! 022759 Whodunits 2: Crack the Cases! You’re the Detective (4-AD) Put your sleuthing skills to the test with the 24 mysteries in this book. Each two-page spread contains a black and white illustration, a narrative setting the scene and explaining the mystery to be solved, and questions (some multiple choice and yes/no) to provide clues. The mysteries vary in difficulty, but all of them require analysis of both the text and the pictures to solve the mystery. A great way to sharpen your observation and visual discrimination skills! Solutions included. 78 pgs, pb. ~ Lisa 044065 . . . . . . . . . . . . . . . . 8.95 7.25 WhoDunit Puzzles (5-10) Can your youngster figure out who stole the midterm exams at Riddle Middle School? And, while he’s at it, solve the other 18 puzzles given here? Wide-ranging thinking skills are tapped in resolving various situations that crop up at the junior high. Brainteasers and logic problems mix with deductive reasoning to give your child an intriguing and challenging mental workout. 043139 . . . . . . . . . . . . . . . . 5.95 4.75 Crime Scene Whodunits (5-AD) Are you smarter than the criminals in this mystery book? If so, you should have no trouble helping Dr. Quicksolve catch the responsible parties for these various crimes committed around town. Twenty-two short stories provide you with all the information you need to accuse the right people - if you are insightful enough to read between the lines. Just in case you get 682 Logic stuck, the answers are in the back of the book. Although the reading level is 5th grade and up, there are several more unsavory cases that may be more appropriate for older readers. 034166 . . . . . . . . . . . . . . . . 6.95 5.50 Two-Minute Mysteries (4-AD) No Sherlock Holmes here. Meet Dr. Haledjian, a famous detective who catches unnoticed details and can see through any witness’s tale to determine the truth and bring the real criminals to justice. Each of the seventy-nine cases only takes a minute or two to read; but trying to solve the case can take a few minutes of investigation as you think through all the details described to Dr. Haledjian. Even after a few minutes, you might reach a conclusion as to “whodunit,” but you might have to check to see if your detective skills are on the mark. Lucky for you, Dr. Haledjian has solved the case in a matter of seconds, and his accurate conclusion is printed upside-down so you can easily check to see if you were right. Trust me, these cases aren’t so easy! I’ve tried my hand at several of them and they are pretty tricky. These cases are a great way to work on reading comprehension, critical thinking, and deductive reasoning. Are you ready to match wits with a professional detective? Time to find out if you are a modern day Sherlock or Watson! 158 pgs, pb. – elise 034045 . . . . . . . . . . . . . . . . 5.99 4.50 Five-Minute Mysteries (8-AD) This popular series for armchair detectives serves up enough devious mysteries to keep your brain spinning for days! Each book features 40 mysteries, each several pages in length. The characters and crimes differ from mystery to mystery, but all share a need to be read through with a mental magnifying glass. Tougher than many of the mini-mysteries in this section, these stories feature well-planted clues that require keen observation and a deep pool of knowledge to solve. I tried to briefly solve several in Even More Five Minute Mysteries before writing this description, and even though I’m usually good at these, I have to admit I was on the wrong track entirely! pb. - Jess EACH BOOK (except noted) . . 9.95 7.50 008415 Five-Minute Mysteries 008452 More... 008396 Even More... . . . . . . . 8.95 6.75 043550 Absolutely Amazing... 043551 Further... . . . . . . . . . 8.95 6.75 organizing data, and analyzing evidence. Each mystery includes a teacher section, which has clues and other directions for teachers to read to students. Students listen to the clues, read the mystery on the student pages, fill out forms, and use various forensic techniques to solve the puzzles. The entire process takes about an hour per mystery. All the books follow the same format but have different mysteries. The first book includes Mystery at the Mall, The Coaster Caper, The Case of Santa’s Blackmail, The Case of the Missing Tiara, and A Hollywood Crime. The mysteries in the second book involve a stolen will, a dog-napping, a forged memento, a stolen video game, and a hoax. The third book is slightly different than the others, as it provides some additional material. Before students delve into the mysteries, they attend “Private Eye School,” which is basically just a few teacheraided activities to get them thinking outside the box and familiar with detective vocabulary and thinking. It also provides directions for students to write their own mysteries, create logic puzzles, and sketch their crime scene. Then they are ready to tackle the five mysteries - The Robbery at the Groaning Board Restaurant, The Great Electric Train Robbery, The Pizza Delivery Joke Mystery, Stealing the Spotlight, and A Vandal Strikes. Solving the mysteries is a lot of fun and helps students build valuable skills. By Mary Ann Carr; the first two have 64 pages and the third has 112; pb. ~ Rachel EACH BOOK (except noted) . . . 11.95 8.95 040989 One Hour Mysteries 040988 More One Hour Mysteries 033073 Private Eye School: More One-Hour Mysteries 14.95 11.55 ☼Baffle Book / Strikes Again (6-AD) These extremely challenging mystery books are perfect for those that crave stories that are designed to sharpen their observational skills. Each book includes an introduction that describes how the Baffle Book came about and how to use them in a game. The 15 puzzlers within each book date back to the early 20th century, recounting what appears to be true caper stories to include bank and museum robberies, kidnappings, and murder. Stories give enough verbal and visual details (via diagrams) to solve each case without going into any gruesome elements of the crimes. At the end of each story, specific questions are asked and points given for accurate answers. Detailed answers to the questions and their point values are found upside-down in the back of the book. These oldfashioned armchair mysteries inspired countless other quickie mystery books to follow! pb. 137 pgs. ~ Alissa 047276 Baffle Book . . . . . . 10.95 8.95 047277 Strikes Again . . . . . 10.95 8.95 Manipulation / Tactile Smart Snips (2-6) 054461 . . . . . . . . . . . . . . . 16.00 One Hour Mysteries (4-8) These reproducible workbooks each contain five mysteries to solve. Unlike many other whodunit books, there are multiple steps students must take to solve the mysteries. Skills include deductive reasoning, inferring, taking notes, 12.95 Tangrams - 330 Puzzles (3-AD) A selection of the best Oriental and American tangram problems. Range in difficulty from easy to almost frustrating. Solutions (thankfully) are included. 010885 . . . . . . . . . . . . . . . . 6.95 5.75 See page vi for key to Consumer Product Safety Improvement Act warning labels. Matchstick Puzzles (5-AD) This very colorful book probably contains every matchstick puzzle known to man (or woman). Easy, medium and hard puzzles are mixed throughout, accompanied by vintage match box images (including Elvis and Lassie!), many from other countries. Solutions to all the puzzles are in the back. Sometimes, it’s okay to play with matches! 043126 . . . . . . . . . . . . . . . . 7.95 6.25 Word Puzzles Sit & Solve Boggle Puzzles (5-AD) 053707 . . . . . . . . . . . . . . . . 5.95 4.75 1000 Word Puzzles (7-AD) This compendium includes interesting and unusual word puzzles of all types, requiring the reader to draw on all their vocabulary and spelling skills as well as on their logic, problem-solving, and knowledge of idioms in the English language. Divided into 20 tests with 50 questions each, the book is easy to navigate, and includes answers. At 7.5” square, the go-anywhere format would be perfect to stick in a backpack or bring on a car trip. This puzzle book would be beneficial for anyone preparing for the SAT or other standardized test, wanting to stretch and strengthen their mental muscle, hoping to join MENSA, or just looking for something to do on a Saturday afternoon. ~ Rachel D. 047368 . . . . . . . . . . . . . . . 19.95 15.95 Brain Games for Word Nerds (7-AD) 053702 . . . . . . . . . . . . . . . . 7.95 Physical Manipulation - Simple Cobra Logic Games (1-AD) 054425 Cubes Game . . . . . 21.95 054426 Twist Game . . . . . . 24.95 16.95 19.95 I.Q. Collection Wire Puzzles (3-AD) Engage your brain for hours during car trips, airplane rides, or on those cold snowy evenings when you’re stuck inside. Each wire puzzle features a unique design, and the challenge is figuring out how to manipulate the pieces to “solve” the puzzle. There are four difficulty levels available. Level 1 puzzles are the easiest and usually take a competent adult 10-30 minutes to solve. Level 2 puzzles are an intermediate level that take 30-60 minutes to complete. Level 3 puzzles are difficult and take 1-3 hours to complete. Level 4 puzzles are very difficult and take anywhere from 4 hours to days to figure out. Instructions are included if you get really stuck – but try not to peek! CHOKING HAZARD (1). Not <3yrs. EACH PUZZLE . . . . . . . . . . . . 9.99 Level 1 Puzzles 029730 Brain Baffler 029909 Cowboy’s Hobble 030145 Handcuff 030149 Heart Breaker 030416 Iron Maiden ☼Orbo Snap & Match Puzzle (4-AD) No pieces to lose with this color-matching orb-shaped puzzle. 11 colored balls are moved around inside the orb so that they are positioned with the same-colored ring. One position is always empty to allow movement of balls within the orb. A spongy substance inside keeps the balls in place while allowing repositioning. Small diameter (approx. 2.5”) means easy handling for little hands, but challenging enough for an older child or adult. 049436 . . . . . . . . . . . . . . . . 9.99 8.75 6.25 PRACTICE & REINFORCEMENT PUZZLES & GAMES Note: Puzzles are grouped according to primary skill, though many include other thinking/logic skills as well. CHOKING HAZARD (1). Not <3yrs. Level 2 Puzzles 029684 Black Widow 029807 Brain Bender 031187 Scorpion Sting 032011 Scorpion Level 3 Puzzles 029664 Beetle Bug 029855 Brain Spiral 030080 Fantastic Five Level 4 Puzzles 029607 “A” Puzzle 029854 Brain Game 030423 Mirror Image 030428 Parallel Dimension ~~~~~~~~~~~ 8.75 ☼IQ Twist (2-AD) There are so many puzzle games around, it’s difficult to find one that stands out from the pack. IQ Twist differs from the rest in several regards – its simplicity, its small size, and its originality. To play, you decide which of the 100 puzzles you want to do, and fit pegs into the board to match that puzzle. Then you try to fit all the twisty puzzle pieces onto the board and over the pegs– matching the color of the piece to the peg it fits over, of course. Each puzzle has only one solution, making some of them downright impossible. An excellent travel game, and a great way to boost IQ and spatial reasoning. ~ Mark 027746 . . . . . . . . . . . . . . . . 9.99 8.95 ☼IcoSoKu Puzzle (2-AD) Arrange the 20 numbered triangles in between the pegs numbered 1-12. Each corner of the triangles has between 0-3 filled in dots. What you’re trying to do is arrange the triangles so the number of dots adjacent to each peg adds up to the number on the peg. Like any puzzle of this type, there will be many times you will end up with just a couple pieces out of place. But keep trying! Once you succeed, there’s more. This puzzle is completely changeable; the pegs and triangles can go anywhere, as long as they all end up on the puzzle. Even when you complete it for the 10th time, there are still new ways to play. 037242 . . . . . . . . . . . . . . . 19.99 15.50 See page vi for key to Consumer Product Safety Improvement Act warning labels. ☼Brainstring Puzzles (2-AD) You just can’t wait to get your hands on this puzzle because it’s so intriguing, and once you start arranging and rearranging – you’re addicted! Brightly colored tabs protrude like little spikes all over the outside of a transparent ball. A stretchy string is attached from one tab to another through the center of the ball. The object of this puzzle is simple – start by randomly arranging colored tabs to form a knot in the attached stretchy strings at the middle of the transparent ball. Then, unknot the strings by moving the tabs – a challenging task, because the strings are tucked inside the ball! This puzzle is loads of fun, a great conversation piece, an interesting coffee table adornment, and best of all has no pieces to lose as it is a self-contained puzzle. 027491 Original (A.) . . . . . . 16.99 13.95 Blue, yellow and silver tabs in a cube. 028797 Advanced (B.) . . . . 16.99 13.95 Eight-sided ball with yellow, purple, red and orange strings and tabs. More challenging than the original. 027493 Brainstring R (C.) . . 16.99 13.95 Goal is the same, but you untangle the knot by rotating the entire ball vertically and horizontally. 027494 Brainstring Value Pack . . . . . . . . . . . . . . . 34.99 26.95 Three times the fun. Boxed set of all three at a great savings over buying separately. Z-Knot Brainteaser Challenge (3-AD) The Z-Knot is a simple enough puzzle to look at – six z-shaped pieces of plastic assembled into a rough cube. However, each one is shaped differently on the inside, meaning each one moves in an unpredictable pattern. Solving the puzzle involves gradually sliding each one, testing which other pieces move and how far, and trying to get a glimpse at the inner workings so you can gradually pull pieces off. Once you have all six disassembled, how easily can you put the knot back together? Solutions (disassembly and reassembly) included. ~ Mark 022377 (D.) . . . . . . . . . . . . 11.99 9.25 C. A. B. D. Logic 683 Gordian’s Knot (3-AD) This is possibly the world’s most difficult brainteaser, perfect for puzzle enthusiasts and players who enjoy a challenge. It takes 69 different moves to dismantle the puzzle, and everyone will want to try to solve the mystery. It’s basically six colorful, plastic, interlocking puzzle pieces that form a “knot.” Sounds simple, but take our word for it, it’s a challenge even if you’ve already done it before. Luckily (for those who might go insane trying to untie the “knot”), a solution book is included. 039990 . . . . . . . . . . . . . . . 11.99 9.25 Unhinged Game (3-AD) 051026 . . . . . . . . . . . . . . . 14.99 11.55 Tower Challenge Game (3-AD) 053871 . . . . . . . . . . . . . . . . 9.95 8.50 ☼Baffling Wire Puzzles (3-AD) These puzzles are very durable and are about 1-4 inches long, in varying shapes and sizes. One in particular is the well-known 3 rings puzzle, but you’ve probably never seen the others. These include a kind of “spring” looking puzzle, triangles, crosses, and all sorts of random metal pieces that probably look more complicated than they are. Most of the puzzles involve trying to separate the pieces. A complete instruction manual is included, which offers the suggestion to get some friends together for a “puzzle party.” A word of warning: once you start solving these, you won’t want to stop! The puzzles and manual are packaged neatly in a retro-style box. 032648 . . . . . . . . . . . . . . . 19.99 17.25 Physical Manipulation - Sliding / Moving RUSH HOUR PUZZLES Rush Hour Traffic Jam Puzzle (1-AD) Traffic jams have been called a great many things - inconveniences, frustrations, and major aggravations, just to name a few. How about fun? Yes, fun! In this new thinking skills puzzle, your goal is to move all the other vehicles from the congested formation to get yours home free. 40 different puzzle cards are included, along with a multitude of little brightly-colored cars and trucks in a sturdy gray street-like base. This game was the winner of awards from several groups in 1997, including Parents Magazine, Parent’s Choice, and Mensa. Four skill levels - beginner, intermediate, advanced, and expert - make it more enjoyable for everyone, regardless of age. Now everyone can know the joy of bumper-to-bumper traffic, while trying your sequential thinking skills - not your patience! 005108 . . . . . . . . . . . . . . . . 19.99 14.95 684 Logic Rush Hour Expansion Packs (3-AD) Think you've mastered the original Rush Hour game? You might want to further test your skills against one of these all-original sets of puzzles! Each expansion pack features 40 new puzzles, ranging in skill level from intermediate to GrandMaster (where you may have to navigate two cars out of the jam!). A new vehicle is included with each set also. Please note that you must have a Rush Hour game to use these expansions. EACH SET . . . . . . . . . . . . . . . 5.99 4.75 000217 Set #2 This set includes a red convertible car piece. 002466 Set #3 Includes a white limo car piece. 005255 Set #4 In this set, you're driving a yellow taxi! idea. This game is more challenging than Rush Hour in that some of the game pieces are larger unique shapes and sometimes 2 or more pieces can be moved as a group. 60 challenges are provided at 5 difficulty levels, with solutions provided. Improve your mental health with this challenging logic game. 024571 . . . . . . . . . . . . . . . 19.99 17.25 River Crossing: Perilous Plank Puzzle (3-AD) Don't let your hiker fall in the water and drown or get eaten by hungry alligators! 40 challenging puzzle cards invite you to defy the hazards and obstacles you face. Stumps are placed in different places on every card and magnetic planks of three different sizes are your only tools for getting safely from one side to the other. The hiker has magnetic feet to allow players to easily move planks from one space to another. Great for a challenge at home or on the road! Rush Hour Deluxe Edition (3-AD) For all you Rush Hour fanatics out there, 021576 . . . . . . . . . . . . . . . 19.99 14.95 here’s a special treat! This edition of the classic Rush Hour game has been revved up with River Crossing 2: North Woods Adventure a flashy new design. Your new and improved (3-AD) fiery red car must escape from a gridlock of This sequel offers up 40 brand new challenges! unique metallic-colored vehicles to “getaway” Please note that this set merely builds on the first from the bumper to bumper traffic. 60 specially - you MUST already have the first set in order to selected puzzle challenges from the other Rush use this. While 10 of these cards simply presHour game packs offer you five levels of fun ent additional solo hiker challenges like those from Beginner to Grand Master. Another added in the original set, this set also comes with 10 bonus is that you can store the puzzle cards, extra stumps and a husky dog figure. The dog cars, and game boards in the plush lined col- adds a whole new dimension to the puzzle! For lector’s box. Whether you’re new to Rush Hour 15 of the challenges you must rescue the dog, or a seasoned pro, you’ll want to get behind the which is trapped somewhere in the middle of the river, and for the last 15 challenges you have wheel of this edition! – elise 038004 . . . . . . . . . . . . . . . 24.99 18.95 to safely get yourself as well as the dog across the river! The skill level of the cards ranges from Intermediate to Grand Master. Rush Hour Jr. (1-3) 4.75 Rush Hour puzzles are wonderful for all ages, 025665 . . . . . . . . . . . . . . . . 6.00 but once younger kids get through the beginning cards and a few harder, it can get too difficult ☼Turnstile (3-AD) In this moving maze game, your goal is to for them. The solution to this puzzle? Rush Hour Jr! It has all the fun of the original, with get the four colored pawns from their starting minor changes. For example, their playing points to the matching color corners. However, piece is an ice-cream truck they guide through there are up to four other grey playing pieces the maze of fire trucks, police cars, and other blocking your path, and you must also contend vehicles. The game comes with 40 new junior with moving maze walls. This will open up a challenge cards, and a bag to store the game in. new path, but it might close another. Navigate your way through all 40 challenges (beginA great travel toy. - Melissa 005257 . . . . . . . . . . . . . . . . 19.99 14.95 ner – expert) as you twist and turn the maze to achieve your goal. Try not to get stuck! 051025 . . . . . . . . . . . . . . . 19.99 14.95 ☼Equal 7 Puzzle (2-AD) This puzzle holds seven dice (with varying numbers on their faces) in a cube with one open slot. Amaze (3-AD) Your challenge is to slide the dice around until If you like doing mazes, you will love Amaze! all of the sides equal seven. It’s a very hands-on You get 16 different mazes on one game board. thinking puzzle. Once you finish (if you do!), Choose one of the maze challenges from the display your trophy using the handy flat corner. back of the board or the instruction book. Each 037208 . . . . . . . . . . . . . . . . 9.99 8.95 one is numbered, and the higher the number the more difficult the maze. There are four red indicators on the left side and you match those World Passport, World’s Best Logical Puzzle with the maze you have chosen. Then, take the (2-AD) attached stylus and put it at the start position 1CHOKING HAZARD (1). Not <3yrs. 054427 . . . . . . . . . . . . . . . 19.95 15.95 and begin tracing it through the maze. If you come to a red bar blocks your path, you can slide it over with the stylus, but you can't jump ☼Anti-Virus – the Bio-Logical Game (3-AD) Get rid of that virus in the cell as quickly as over it. Beware, a red bar moved may create a possible! This visual and spatial perception dead end elsewhere. If you do get stuck, you game uses a unique board (the cell) with 9 may reset the indicators in setup positions and pieces that slide diagonally to allow movement go back and start over again. If needed, soluof the other shapes. The objective is to clear tions are in the back of the instruction booklet. a path to the exit to get rid of the red virus. If This would be a great travel game too. ~ Phyllis 7.75 you are familiar with Rush Hour, you get the 027822 . . . . . . . . . . . . . . . . 9.99 See page vi for key to Consumer Product Safety Improvement Act warning labels. ☼Tilt (3-AD) This teetering logic maze will have you tilting the game board to slide pieces into place. The rectangular game board has a grid pattern with grooves for sliding pieces, and it’s slightly elevated on a pedestal for easy tilting. Several round slider pieces (4 blue and 2 green), plus 6 gray square blocker pieces are included. To begin, select a challenge card and place the blocker and slider tokens on the grid as indicated on the card. Your goal is to tilt the board to get the green sliders through the hole in the center of the game grid while leaving the blue sliders on the grid. (It’s harder than it looks!). You get 40 challenge cards with four levels of play (beginner, intermediate, advanced, and expert), and solutions are included in case you get stuck. A handy game-go bag is included for easy storage—and playing on the go. ~ Lisa 039667 . . . . . . . . . . . . . . . 20.00 14.95 Visual Discrimination / Matching Scramble Squares Puzzles (PK-AD) These colorful puzzles will be a test for everyone, regardless of age. Kids will love the bright pictures, and adults will love the challenge. Each puzzle consists of nine large squares which form a picture when arranged correctly. But an individual piece has only half of a design on each side, which needs to be matched up to the side of another square to complete the puzzle. That seems simple enough for the first few squares, but when you're left with only one piece that doesn't match up right, it takes lots of thinking and rearranging until you get all nine squares pieced together right. You'll need plenty of determination! - Melissa EACH PUZZLE . . . . . . . . . . . . 8.95 6.95 010868 American Native Flowers 049106 Ancient Egypt 016869 Bald Eagles 048106 Buffalos 010869 Bunnies 004859 Butterflies 009760 Cats 048107 Cows 015141 Dragonflies 013741 Fairies 009098 Forest Animals 009761 Frogs 004862 Horses 010871 Hot Air Balloons 023313 Kites 051942 ☼Ladybugs 004863 North American Birds 010873 Pirates 013745 Planets 004867 Puppies 009099 Snakes of North America 015176 United States Armed Services SET puzzles, and challenges the player to find all the possible SETs. The first 21 puzzles are “basic” and consist of 9 cards, all of which share one feature. Basic puzzles contain four SETs hidden within the cards. The rest of the puzzles are considered “advanced” and feature 12 cards – and 6 hidden SETs. The illustrated cards are all numbered, so when players locate a SET, they can jot down the numbers of the cards that make up the SET. Answers are included at the end if that last SET eludes you. A fun Tantrix Discovery (2-AD) This fun puzzle will keep any player busy way to practice the game solo – or great gift for for hours. The puzzle consists of ten sturdy, the SET-lover in your life! – Jess 7.75 six-sided tiles in a black mesh bag. The tiles 048323 . . . . . . . . . . . . . . . . 9.95 are numbered from one to ten and display red, blue, and yellow lines. The purpose of the SET Cubed (1-AD) Combine the strategy of SET with the chalpuzzle is to create complete circles or loops by connecting the lines on the tiles. You begin lenge of a crossword-type game, and you get with three tiles, make a circle connecting lines SET Cubed! This game includes a 9x9 grid of the same color on the tiles, then try to do it board, 42 dice printed with SET symbols, and with one more, and so on. Puzzlers add one tile a cloth bag. To begin, each player draws five at a time until finally creating a loop using all dice, and everyone rolls them simultaneously. ten tiles. With less than ten tiles, only one color The first player to find a “SET” plays first, placof loop is possible to create, but with all ten ing their three dice in the middle of the board. tiles, each color has its own solution. If you're Subsequent players roll their dice, and try to looking for more of a challenge, (and believe make SETs between their dice, and the dice me, it's harder than it sounds!) you can play already on the board. Sets can be formed with each die added, so scoring can add up as a with two sets of tiles for more complex loops. player adds one, then two, and then three dice CHOKING HAZARD (1). Not <3yrs. 016966 . . . . . . . . . . . . . . . . 4.99 4.50 to the board. “Wild” dice and bonus squares on the board add even more twists to the game! If Visual Discrimination / Patterning / Attributes you enjoy the SET card game and are ready for a new challenge, you’ll love SET Cubed. If you’re not familiar with SET, this is a good way to get ☼Acuity (2-AD) Designed to sharpen your pattern-matching the hang of making SETS, since each player has skills, Acuity contains 70 tiles with 1 of 4 pat- a turn and the action is a bit slower-paced! 2-4 terns in each quadrant of each tile. 36 of the players. tiles are placed in a 6 x 6 arrangement. A player 030585 . . . . . . . . . . . . . . . 20.00 15.45 draws a tile and all players race to find this same pattern on the 6 x 6 grid. The first player to find Hue Knew? On the Go! Game (3-AD) Word association can really be tricky! Based the 4-part pattern across the edges of 2 tiles or the corners of 4 tiles wins that tile. The overall on the original Hue Knew? game, this card game winner is the one who wins the most tiles. The version challenges players to match the color game is designed for 2 or more players, but vari- to the word or the word to the color… which ants allow for solitary play, cooperative play, sounds easy until you see that the color words and handicap mechanisms to help young play- are printed in a variety of colors. How fast can ers compete against their elders. Playing time you recognize “Yellow” when it’s printed in bright BLUE? It plays somewhat like Uno®, as ranges from 10 to 20 minutes. 021777 . . . . . . . . . . . . . . . 19.95 16.95 players race to get rid of their cards and includes “Skip,” “Reverse,” and “Draw 3” cards to spice things up as well. For 2-6 players. SET Game (1-AD) 6.26 More flexible than attribute blocks! More fun 005803 . . . . . . . . . . . . . . . . 8.95 than Venn diagrams! It’s fast-paced. It’s challenging! It’s...fun! I fell in love with this game the very moment I saw it. It sounds simple; players race to see which three cards (of the twelve showing) form a “set”. There are no turns, no waiting - the quickest to deduce a logical set wins the point. There is no age advantage; your children can beat you if their visual perception in sharper than yours. Even when played alone, the game is a mental challenge. With opponents, the heat is on! MENSA chose ☼ColorCube 3D Puzzle (5-AD) this game as a top mind game in 1991 - chosen This puzzle is a 4x4x4 array of 64 uniquely-colfor originality, intellectual challenge, aesthetics, ored cubes. The idea of the puzzle is to position quality and longevity (you won’t quickly tire of the cubes on connecting rods in such a way as to demonstrate the progression of color through the this game!). So... are you ready to get Set? 008706 . . . . . . . . . . . . . . . 12.99 9.95 visible light spectrum from red to violet. Secret clues are given in the Mystery Envelope to help you get it right, which is a good thing, since New York Times SET Puzzle Book (1-AD) If you can’t find anyone to play SET with you, there are over a billion possible combinations. hone your skills on these addictive puzzles! Visually intriguing when completed. This spiral-bound book features 150 full-color 049275 . . . . . . . . . . . . . . . 24.00 19.95 Crazy Puzzle Game - Ancient Egypt (PK-AD) Provides hours of fun (not to mention an exercise in visual logic). This puzzle may appear simple but it is really mind-boggling. The Crazy Game has nine playing cards. The goal is to form a perfect square, but there are over 250,000 puzzle configurations and only ONE correct solution! Original and eye-catching. 018523 . . . . . . . . . . . . . . . . 3.99 2.95 See page vi for key to Consumer Product Safety Improvement Act warning labels. Logic 685 Memory / Visual Memory Spatial - Fit to Space 2D ☼Flip-a-Longs: The Long, Long Locomotive (PK-AD) In this delightful twist on the old Memory game, players are searching for matching halves of train cars to build the longest locomotive. Train cars are not symmetrical, but match together by virtue of a common theme, like the aquarium car or the in-the-tunnel car. From two to four players begin with an engine and a caboose then add matched cars to the middle. Played according to the same rules as Memory, we found this to be a bit more challenging to find matches and more satisfying to translate successful recollection into longer trains. 032790 . . . . . . . . . . . . . . . 12.95 10.95 Mighty Mind / SUPERMIND MightyMind Game (PK-3) This wonderful game builds thinking skills, starting out easy and progressing to harder puzzles so younger kids can develop skills as they go to solve increasingly challenging puzzles. The basic MightyMind game contains a tray with 32 colorful plastic design tiles and 30 sturdy puzzle boards. The puzzles are numbered so you can easily spot their correct order. While the first puzzles consist of spaces to match single shapes to, the puzzles reach a point where they have just an outline, requiring children to experiment with different pieces until they find the correct combination in order to solve the puzzle. Children can work their way through the puzzles without help, all the while building puzzle-working skill and interest. MightyMind has received several awards, among them the Parent's Choice Honor award. A magnetic version of MightyMind is also available, which includes magnetic shapes and is packaged in a tin. Great for the road! SuperMind is a sequel for children who have successfully completed the MightyMind puzzles. It is available separately (in original or magnetic versions), or you can purchase just the design book, since the design tiles are identical to those in the first set. If you're looking for a whole lot of additional puzzles, consider the Super Challenger! It contains two sets of tiles, the SuperMind design book, the MightyMind Challenger design book (all new puzzles), and the Big Idea Book which features the biggest, most challenging puzzles in the line (both sets of tiles in the set will be needed for these puzzles). Extra Design Tiles are available, 32 colored tiles in each set, so more than one child can play at once. These are also great for use without pattern cards to create freeform designs. 008163 Mighty Mind . . . . . 18.95 16.50 016751 Magnetic Mighty Mind 21.95 022503 Challenger Design Bk 9.95 7.95 Contains 26 Mighty Mind Puzzles to complete. 050124 ☼Aquarium Adventure Design Book . . . . . . . 9.95 7.95 Contains all of the Aquarium Adventure puzzle patterns. 008187 SuperMind . . . . . . . . . 18.95 007539 Magnetic Supermind . . 23.95 005130 SuperMind Book only 9.95 7.95 032659 Super Challenger . . . . 29.95 016766 Design Tiles . . . . . . . 8.95 7.95 033988 Mighty Mind Magnetize . . . . . . . . . . . . . . . . 8.95 7.95 Contains 32 pre-cut, peel-and-stick magnets that can be placed on MightyMind or SuperMind Design Tiles. The magnets are sized to fit the tiles and are strong enough to pass through any of the puzzle cards when using a steel backing (or a cookie sheet). 034188 Magnetic Play Tray Set11.95 10.50 Includes metal play tray sized to fit the puzzle cards and 32 peel-and-stick magnets for the design tiles. Great for travel! 044651 Mini Mighty Mind . . . 9.95 This inexpensive starter set provides an introduction to the Mighty Mind series. It includes 16 beginner puzzles (which increase in difficulty) and 12 design tiles. Distraction: Game of Memory and Diversion (3-AD) 051022 . . . . . . . . . . . . . . . 12.99 10.00 Visual / Spatial ☼Swish Game (3-AD) Improve your spatial IQ with this fun family game! The game consists of 60 transparent cards, each containing color images of a small round ball and hoop. A Swish is created by layering two or more cards so that every ball fits into a hoop of the same color. Mentally flip, rotate and stack the cards to make as many Swishes as you can. A drawstring storage bag is included for playing on the go. ~ Lisa 049512 . . . . . . . . . . . . . . . 13.00 10.00 ☼Reflection (3-AD) Invented by famed puzzlist Ivan Moscovich, this challenging game requires players to think quickly in multiple dimensions and with accurate foresight. 60 challenge cards feature colored spheres at random line intersections. Each of these lines becomes possible axes on which a mirror can be placed. He who hesitates is sure to lose, as only one player can reserve an axis line by placing their peg first. When all pegs are placed, a mirror is placed on each reserved line and players receive points depending on the color and number of spheres shown on the board and reflection: the difference between red and blue spheres, the number of green spheres, minus the number of yellow spheres. Quick to learn, the game can be played by two to four players, all of whom will rapidly hone their powers of reflection! 032795 . . . . . . . . . . . . . . . 24.95 21.95 686 Logic Mighty Mind Aquarium Adventure (PK-4) A whole new addition to the Mighty Mind sets, Aquarium Adventure is full of watery fun. The 26 puzzle cards get progressively harder to solve, but kids will love the challenge of filling in the sea snails, fish, seals, shipwrecks, lobsters, and many other creatures and objects that can be found in and around the water. The storage tray is also a puzzle and allows children to see every design tile available to them in one glance. A great way to build visual puzzlesolving skills. 024582 . . . . . . . . . . . . . . . . . 18.95 ☼Magnetic Mightymind Sea Explorer (K-4) Go under the sea with Mightymind! This magnetic tin contains 26 colorful sea-themed puzzle cards to complete, plus 32 proportional design tiles in 6 basic geometric shapes. Place one of the puzzle boards on the reverse side of the metal container’s lid, then choose design tiles from the storage bag and place them within the borders of the puzzle’s design. The magnetic tiles stick securely to the lid, making this the perfect travel game. ~ Lisa 049341 . . . . . . . . . . . . . . . . . 23.95 Mighty Mind Magnetic Zoo Adventure (K-4) 051223 . . . . . . . . . . . . . . . . . 23.95 ☼Crazy Campers (3-AD) Dust off those visual-spatial skills, because this camper-themed puzzle will test them to the limits! It’s a test of patience, too, as you’ll have to think through the possibilities, eliminate pieces that won’t fit, then rely on trial and error to make progress in solving the 36 challenging puzzles. Each of the eleven pieces is uniquely shaped and portrays an appropriate, often humorous, camp scene. These all fit together in a variety of ways to create an entire (busy) campsite. The starting piece each time is a tent being invaded by a bear. For the 23 more difficult challenges, the location of this piece is your only clue. The other 13 “tenderfoot” puzzles also include the location of one other piece. If you need more help, the booklet gives you the location of 2 additional pieces on the back of each challenge, as well as providing complete solutions. Perfect for those long winter evenings. 050208 . . . . . . . . . . . . . . . 24.99 23.25 Katamino Pocket Game (3-AD) 053083 . . . . . . . . . . . . . . . 20.00 See page vi for key to Consumer Product Safety Improvement Act warning labels. 16.75 ☼Kanoodle Puzzle (2-AD) This Tetris-like puzzle features 12 different shapes of between 3 and 5 beads with thin connecting plastic. The puzzle board is a 5 x 11 region of dents in which you will configure your shapes. The object of the game is to fit all 12 shapes on the Kanoodle board, starting with the positions on the cards. As the cards get harder, you will start with fewer and fewer puzzle pieces. Each setup has hundreds of possible combinations but just one solution. It can get quite frustrating when you end up with one bead off the board and one open spot, but the more you try the closer (and farther) you can get. Once you master the 2D setup, you can play 3D Pyramid Kanoodle with the same key concept but one challenging twist - use all 12 pieces to make a pyramid. I hope you find this as fun and challenging as I did. 031880 . . . . . . . . . . . . . . . 12.99 9.95 ☼Bill & Betty Bricks Game (K-AD) I may have had a little too much fun playing with these puzzle blocks! I thought it was going to be way too simple with only ten blocks, but there is more to it than first meets the eye. The blocks are chunky, smooth, solid wood about an inch think. Each is a different shape with a different colored window or girder design. A book of challenges, ranging in difficulty from starter (me!) to wizard, serves as the directions for the game. Each challenge is a picture, so there is no reading involved. You are told what to start with, what blocks you will add, and what the end shape will be. I can see a child sitting and working his way through the book independently, checking off each accomplishment in their heads. The little Betty and Bill wooden characters make it cute and fun, but they are rather small. You could take them out of the game for very small children. This game is simple but applies many principles of spatial relationships important in early learning and creative problem solving. The real challenge was getting them to fit back in the box! ~ Sara CHOKING HAZARD (1). Not <3yrs. Bend-it Puzzle Game (2-AD) 051428 . . . . . . . . . . . . . . . 14.99 053430 . . . . . . . . . . . . . . . 25.99 20.95 13.50 ☼Pathwords (7-AD; 1-AD)) Word search or puzzle? Actually, both! Not only must you find words in the scrambled letters, but all of them must be covered by the transparent pieces so that each uniquely colored and shaped piece contains a complete word. There are 40 challenge cards with four levels of play from beginner to expert. Your vocabulary will get a real workout alongside your problemsolving skills at the upper levels, as there are many possible words using different pieces, but only one combination that will fit – sometimes with an obscure word or two in the mix. When you’ve solved all of the puzzles, extend the fun by making some of your own to challenge another player! 1 CHOKING HAZARD (1). Not <3yrs. 039614 Pathwords (7-AD) . . 19.99 14.95 051024 Pathwords Jr. (1-AD) 19.99 14.95 The junior version plays like the original version, but is simpler for kids. Includes 40 challenges geared towards kids! Spatial - Fit to Space 3D ☼Trucky 3 Puzzle Game (PK-3) How hard can it be to put 3 shapes into the bed of the truck so that the tops are flush? Harder than I thought! This spatial perception logic puzzle from Smart Games challenges youngsters with 48 puzzles. For each puzzle, a page from the spiral-bound puzzle book shows a color picture of the puzzle pieces to be used and the truck to put the pieces in. The back of the page shows the completed puzzle. The book contains 12 puzzles for each age from 4 to 7, and each puzzle shows a gauge of difficulty within the age range. The most challenging puzzles have as many as 8 shapes going into 3 trucks. Included are 10 different plastic shapes, 3 cute little wooden trucks with rolling wheels, and the puzzle book. ~ Bob 027800 . . . . . . . . . . . . . . . 24.99 20.95 ☼Digits in a Box (3-AD) With over 4,000 possible solutions, you would think they would “go back into the box”! The concept is simple: 10 puzzle pieces shaped like the numbers 0-9. They fit perfectly in an approximately 2½” cube. There’s even some empty space. Spill them out, put them back…. if you can! Hard to put down, easy to take with you, challenging to solve. A puzzle Pandora would appreciate! 033913 . . . . . . . . . . . . . . . . 9.99 8.75 Spatial - Construct From Model 2D (Single Plane) Tangram Puzzles & Games Tangoes Game Think of this as a game format for a tangram puzzle book. It’s a fast-paced educational game that keeps you guessing! The objective of the game is to figure out the puzzle before your opponent. Game includes 54 puzzle cards and two sets of plastic tangrams. These double-sided cards have the solution on the opposite side, if you happen to get stumped. All this fits into a compact box. A portable mental challenge! 008148 . . . . . . . . . . . . . . . . 9.99 8.95 See page vi for key to Consumer Product Safety Improvement Act warning labels. Additional Tangoes Card Sets Additional sets of 54 puzzles each, on 27 cards with solutions, in a sturdy plastic case. EACH SET . . . . . . . . . . . . . . . 5.00 4.25 004179 Set 2 003506 Set 4 004180 Set 3 003507 Set 5 Double Tangoes Puzzle Game (2-AD) Tangoes is a fun puzzle game in which players must use tangram pieces (various random shapes) to make specific objects and shapes shown on puzzle cards. It’s a fun game that develops creative thinking and problem-solving skills. Usually (like in the original Tangoes), players use only 7 tangram pieces to solve the puzzles, but in this double edition, there are 14 pieces that must be used! This makes the challenges even more fun as there are more pieces and puzzle options. This great set includes 112 puzzle cards which show the final shape that must be made (the solutions are on the back of the cards). There are also two sets of 14 puzzle pieces so two people can play at once! All this is stored in a durable case, which is perfect for on-the-go use. Double the fun of Tangoes! 045169 . . . . . . . . . . . . . . . 12.99 10.65 Tangoes Jr. (PK-8) The name may say Junior, but I bet any tangram puzzler would be excited to get their hands on this snazzy, all-in-one puzzle case with magnetic pieces! Some of the greatest advantages of this set are that the tangrams and cards are extra-big for little hands, and all the cards and pieces store inside the magnetic playing surface. The set includes 12 double-sided puzzle cards, with one side containing easier Level 1 puzzles and the other side featuring more difficult Level 2 Puzzles. The same picture is depicted on both sides of the card, but Level 1 shows the puzzle broken apart into separate puzzle pieces, so younger children can match up the pieces to see how they fit together, while Level 2 is more of a blank silhouette where puzzlers have to decide how the tangram pieces fit into the shape. The cards are sturdy, and the puzzles are “life-sized” to fit the actual magnetic tangram blocks, so kids can just fit the card into the top of the case and begin puzzling! For more hours of Tangoes Jr. fun, there are three additional Puzzle Packs. Available in three themes (Animals, People, and Objects), each pack contains 10 doublesided cards with the same format as the ones described above. These puzzles build fine motor skills, visual discrimination, cognitive abilities, and pre-math and artistic skills, besides just being plain old fun! CHOKING HAZARD (1). Not <3yrs. 036654 Tangoes Jr. Set . . . . 25.00 EACH PUZZLE PACK . . . . . . . 7.00 018359 Animals 018360 Objects 018365 People 19.95 6.50 Magnetic Travel Tangoes (K-AD) The Tangoes game everyone loves is now available on-the-go. These sets deliver all the fun of traditional Tangrams in a compact, magnetic form. The wire-bound puzzle booklets measure 6.5” x 6.5” and snap shut to store the seven magnetic tangram pieces provided. 24 puzzles are given in each book, and players solve the puzzles on the mag- (continued...) Logic 687 netic play surface included. Using the magnetic puzzle pieces, players fashion a variety of pictures including animals, objects, and people. The magnetic force is strong enough to keep pieces from falling off the board as children move them around. Colorful, interactive, and easy to take anywhere, these puzzle books will be a hit on the road or at home. ~ Rachel CHOKING HAZARD (1). Not <3yrs. EACH BOOK . . . . . . . . . . . . . 9.99 018300 Animal Puzzles 018313 Object Puzzles 018324 People Puzzles 8.95 ☼Tangram Smart Game (K-AD) Be the first to correctly assemble animals, people, objects, letters and numbers with your set of tangrams to win! The game is composed of a flip-chart book featuring complete objects on one side (along with their names in 4 languages: English, Spanish, French and Mandarin) and assembly instructions on the reverse. As each page is flipped, players race to build it, shouting out “Tangram Smart” when they believe they have it correctly. The page is flipped to check for accuracy and the winning player receives a point. The game is composed of special EduStic static-cling vinyl tangram pieces that will stick to any glossy surface (i.e. windows, white boards, refrigerators, laminated paper, etc.). For 1-3 players. ~ Megan 050071 . . . . . . . . . . . . . . . 24.99 20.50 Pattern Smart (K-5) 049243 . . . . . . . . . . . . . . . 26.99 ☼Dr. Super’s Amazing Trigram Puzzle & Outline Puzzle Set (2-AD) Almost as amazing as the puzzle is its creative packaging. The 9-piece, 1/8” thick plastic puzzle rests snugly in a plastic CD-case, along with a puzzle booklet challenging you to construct 75 different figures. Based on a 30°-60°-90° triangle, the pieces can also be used for geometric exploration. The similar triangles are in three sizes; one large, three medium, five small. This is very similar to the tangram puzzle except there are more pieces and all are the same shape. I found them to be more challenging. Puzzles vary in difficulty and are categorized as dinosaurs & animals, aviation & machines, people, geometric shapes, and the alphabet. For younger children, the outline puzzle pages (available separately) provide a boundary shape for the pieces. Puzzle solutions are included in both the booklet and on the outline sheets. 038944 Puzzle & Booklet in CD Case . . . . . . . . . . . . . 8.95 038945 Puzzle Outlines Only . 4.95 21.95 ☼Guess What! Game (K-AD) In this unique and fast-paced game, players must construct a picture with a variety of colored geometric shapes while other players try to be the first to guess what they are constructing. The “builder” rolls a die and matches it to the corresponding number on an object card. They hurry to assemble the object within the time limit while other players shout out guesses – with the first to answer correctly receiving 1 point. Play passes on to the next “builder” until you reach the desired number of points or rounds. The special EduStic static-cling vinyl geometric tiles used will stick to any glossy surface (i.e. windows, white boards, refrigerators, laminated paper, etc.). Speed and accuracy are key in this “big picture” game! 3 or more players. ~ Megan 050070 . . . . . . . . . . . . . . . 24.99 20.50 Shape by Shape (K-AD) Here’s a new variation of an old puzzle you’ve probably tried before - tangrams. Though much like tangrams, Shape by Shape has twice the number of pieces, in two different bright colors, and in a few new shapes, too. Also, they are a lot thicker than regular tangrams for easy handling. The puzzles require you to use one color to build a tangram-like puzzle in the square plastic tray, and then use the other color to fill in the rest of the space. Each of the 60 full-colored cards have the solutions displayed on the back, and they store neatly in a drawer in the base of ☼Color Code Game (K-AD) the tray. This unique but familiar puzzle will be This puzzle is based on color, shape and a challenge for all! - Jess visual/spatial perception. Game consists of 18 005126 . . . . . . . . . . . . . . . 14.99 11.55 transparent plates, each with a colored shape. Objective is to stack the plates in such a way as to visually match the challenge. Look at the challenge, choose the appropriate plates, and place them in the sloped display to see if it matches. Challenges consist of 4 levels of 25 each; while the starter challenges are not too difficult, some at the master level will take a bit of thought. CHOKING HAZARD (1). Not <3yrs. 037260 . . . . . . . . . . . . . . . 19.99 688 Logic 17.25 ☼Flips Pocket Puzzles (K-AD) Think of this as a 3-D slide puzzle. However, instead of being limited to sliding squares around the 3x3 grid, you can flip the cubes (about the size of large dice) over to show any of the six faces and then slide them around the grid. Cubes are contained in the top part of the plastic storage container, while the 36 challenges are stored in the base. Select a challenge from one of 3 difficulty levels, slide it into the display slot on the edge of the container so that it is handy for reference, and start solving the puzzle – an elongated cat or dog. Clear plastic storage cover keeps cubes in place, making the puzzle easily portable for travel use. CHOKING HAZARD (1). Not <3yrs. EACH PUZZLE . . . . . . . . . . . . 9.99 036319 Cat 036320 Dog 7.75 Spatial - Construct From Model 3D Smart Car Game (PK-AD) CHOKING HAZARD (1). Not <3yrs. 053432 . . . . . . . . . . . . . . . 25.99 20.95 ☼Block Builders (K-AD) What can you build using just six blocks? Block Builders contains 50 different challenges, each presenting you with a silhouette and asking you to reconstruct it. It’s not as simple as it first appears: some of the blocks are hinged to transform into different shapes, and not all the blocks are required for some puzzles. Getting the puzzle right means sharpening those visual and spatial perception skills, architects. Puzzle cards also contain architectural quotes, terms, facts, places, and styles for additional learning. And if you’re tired of trying to solve puzzles, just let your creative mind take over and make your own constructs. ~ Mark 049258 . . . . . . . . . . . . . . . 32.95 28.95 Architect Blocks Logic Games (K-AD) If you’re provided the plans, can you build the structure? Each of these games challenges players to take a structure represented on a page, and recreate it using a certain number of Architect blocks. The games act as a series, increasing in difficulty as each set forces the player to strengthen their visual/spatial skills a bit more. Each game set includes a spiralbound book of model structures to build and a set of 18 sturdy plastic Architect blocks. The books feature 50-60+ models to recreate; each challenge includes a simple illustration of the structure to build, a difficulty rating, and a list of blocks the player must use. Because the same set of blocks is used in every set, puzzle books are also available separately, so you can easily add on to one complete set. Tangramino plays somewhat like tangrams in that the building challenges are all flat; however, blocks used can lie vertically or horizontally. At the beginning of Tangramino, the modeled structures are on a 1:1 scale, so players can actually set the blocks on the illustration to build the structure. Towards the end of the book, the illustrations shrink somewhat, so play- See page vi for key to Consumer Product Safety Improvement Act warning labels. ers are forced to build the structure based on appearance, instead of matching up the blocks. In Equilibrio, players are challenged to create upright, 3-D structures with the blocks. The book depicts simple two-dimensional illustrations of the structure, and it’s up to the player to determine the correct placement of the blocks and ensure that their structure can stand independently. Architecto takes the building challenges another step by offering simple 3-D illustrations of structures for players to recreate. In many of these puzzles, the number and shape of blocks used to create different parts of the structure is fairly ambiguous, so building these is a challenge! The most advanced puzzle set is Cliko. This puzzle book also provides 3-D challenges, but players must use two-dimensional illustrations from a “straight on” perspective to build the 3-D structure. This is a puzzle series that can definitely grow with a child’s development – and stretch any adult’s spatial skills too! EACH GAME . . . . . . . . . . . . 34.99 27.95 EACH BOOK ONLY . . . . . . . 19.99 16.50 Game Book Only 042383 Equilibrio (K-AD) 042382 042386 Tangramino (1-AD) 042385 042379 Architecto (2-AD) 042378 042381 Cliko Game (3-AD) 042380 ☼Ivan’s Hinge Puzzle (ages 9+) How hard can it be to arrange triangles into a given pattern? You’d be surprised. Ivan’s Hinge has 50 challenges for you, and with all the pieces hinged together, you’re in for a rough time. You have to fold, bend, turn, and otherwise manipulate the pieces carefully to get it into the proper shape. Solving the puzzles will require concentration, spatial reasoning, logic, pattern awareness – in other words, it all hinges on you. ~ Mark 049259 . . . . . . . . . . . . . . . 12.95 10.95 ☼Reptangles (1-3) 2-D puzzles have all sorts of combinations and patterns, but you don’t find many 3-D puzzles like that. Reptangles is one of the few that does this well. The set comes with 24 puzzle turtles (4 of each color) that have many flat surfaces. These surfaces snap together in a variety of ways, so they fit together in just about any pattern possible. The focus is demonstrating various aspects of geometry such as reflection, sliding, and symmetry. Another use is building polygons, such as tetrahedrons, cubes, and dodecagons (and pretty much any angled polygon you can attach a name to). Because it is so open-ended, this set comes with a great exploration guide to help you get started. Inside are “basic moves”, which describes the snapping capabilities of the turtles, basic structures, building polyhedra, and so on. Once you understand the flexibility of these Reptangles, the book gives you some challenges, such as reflections, changing polygons from one to another, and even color code challenges to test your 3-D puzzle abilities. ~ Stephen 049260 . . . . . . . . . . . . . . . 27.95 24.95 replaced by six jungle animals (each with a different color); the game board is the jungle floor with the storage tray/code shield shaped like a rocky outcropping. As is fitting for its age range, the code is now only three colors long, not four. Other than that, it works just like the original. One player, the codemaker, creates a code, and the other player, the codebreaker, tries to duplicate it on the board. The codemaker has white and red creature pieces which they place alongside the code, red indicating that the color and placement of the piece is correct, white Mirrorkal Escher (2-AD) indicating that the color is right, but the placeBy the same company who brought you ment is not. Always thrilling, games are quick Brainstring and Cubigami7 comes their most and scoring is simple – perfect for kids. ~ Mark challenging game yet. A black tray holds 9 047714 . . . . . . . . . . . . . . . 14.00 12.95 cubes; within each cube is a slanted mirror which reflects a part of a picture that is either on Deductive Reasoning - Grid the inside of the tray or on the side of another cube. Arrange the cubes correctly and you will Clever Castle (K-2) form one of 5 pictures. There is no color to give Oh no! The king and queen have invited the you clues; the pictures are all black and white. princesses, the dragons, and the knights of the We passed the puzzle around to let people try land to their castle, but they didn’t tell them it – one puzzle was solved, four more to go! where to sit! The player must look at the clues This puzzle could provide your whole family they’ve left and decide where each person with hours of fun, not to mention it will develop needs to be. A simple game designed for the those reasoning skills. very young, the playing pieces consist of just the 028806 . . . . . . . . . . . . . . . 19.99 15.50 board with nine slots and the nine guests. There are three different types of guests in three differDeductive Reasoning & Code Cracking ent colors, so the player can easily determine which piece is which. The puzzles are arranged Mastermind (3-AD) from least challenging to most; the beginning Can you create a code your opponent can’t puzzles will acclimate players with the game crack? In this classic two-player strategy game, and the advanced puzzles will challenge them. the rules are simple; one player acts as code- The early clues show exactly how all nine guests maker and arranges four colored pegs behind a will sit, while the later ones only show where shield on his/her end of the board. Then it’s up a few will be. For these, the player must deterto the code-breaker to crack the code, guessing mine how the others are arranged using clues at the sequence of pegs the code-maker placed, that don’t show a specific slot but could be any and trying to duplicate it on the board. After of three or four different positions. ~ Mark the code-breaker places a row of four pegs, the 008836 . . . . . . . . . . . . . . . 17.99 14.50 code-maker uses small white and red pegs to give the code-breaker feedback. A white peg Zoologic Game (K-AD) means that the code-breaker has chosen a peg Kids as well as adults will enjoy playing this of the right color, but it’s in the wrong position. logic game. It’s a one-player game in which the A red peg means that one of the four pegs is player attempts to fill a puzzle grid with tiles of the correct color and in the right position. The dogs, cats, mice, bones, fish, and cheese. The catch is that the code-breaker has no way to catch is that no animal can be placed beside its know which one of his pegs is right without favorite food or beside its traditional rival and some trial and error! Play continues until either players will have lots of fun as they try to place all ten rows have been filled unsuccessfully or all their tiles on the grid without doing so. Sixty the code-breaker breaks the code. The code- puzzles are included, which are divided into 5 maker gets points for each row of pegs filled by levels of play from basic to expert. A booklet is the code-breaker, or 11 points if the code is not included that gives directions on how to play cracked. Then it’s time to switch roles and play and also gives visual clues and solutions for again. Simple to learn but challenging every all the puzzles, which younger players may time, everyone can enjoy this brain-twisting find particularly helpful. All the puzzles are challenge. spiral-bound together and can be placed on the 1CHOKING HAZARD (1). Not <3yrs. included plastic tray for play. The tray measures 042834 Original . . . . . . . . . 15.00 12.95 10” x 8.5”, and the tiles are about an inch wide. 051785 ☼Ultimate version . 19.99 17.95 This is a great game for building logic skills and Featues a cool oval design with a storage having some independent fun. ~ Rachel area, roll-top sheild and carry handle. Also 007116 . . . . . . . . . . . . . . . 24.99 19.50 kicks the difficulty up a notch with a 5-peg pattern! 051784 ☼Travel version . . . . 8.99 8.25 Travel version comes in a tin. Mastermind for Kids Game (1-AD) It’s the classic game of Mastermind, but reworked for a younger crowd. Where the older version uses pegs and a pegboard, this version is jungle-themed. The six colored pegs have been See page vi for key to Consumer Product Safety Improvement Act warning labels. Logic 689 ☼AnimaLogic (1-AD) Kids won’t even realize that they’re doing a logic exercise in this animal-based game. Lions, hippos, giraffes and camels of red, yellow, green and blue are set up on the game board as shown in the challenge in the game notebook. Only one animal may cross the bridge at a time, and the type of animal or the color of the animal must be the same for the next animal to cross. The object is to get all 16 across in a way that follows these rules. 60 challenges with 5 levels of difficulty are provided in the game notebook, with solutions. CHOKING HAZARD (1,5). Not <3yrs. 021792 . . . . . . . . . . . . . . . 24.95 21.95 ☼Meta-Forms Game (1-AD) The goal in this game is to arrange 9 shapes of 3 different colors onto a 3x3 game board. A small top-flipping notebook-type puzzle book displays information about the puzzle. It contains clues about how to set up the puzzles, which become harder with each flip of the page (ranging from beginner to expert). White boxes show where the shape could go, but be careful. The color and shape are not always given together; it could be a partial clue that hints at just the shape or the color. Keep trying and you will find the only possible solution to each puzzle. This is certainly a good introduction to puzzling for younger audiences, or a good mental exercise for more advanced groups. 033048 . . . . . . . . . . . . . . . 24.95 19.50 Chocolate Fix Sweet Logic Game (3-AD) The tray holds nine pieces of chocolate. Each customer wants a different arrangement of chocolates, but the instructions on where to place each piece are incomplete. The challenge card tells you where to place the first few, but after that you have to figure out where the rest of the pieces go by using the standard placement rules for shapes and colors. There are 40 challenge cards in four difficulty levels, from beginner to expert. It is a single player game, but solutions are included if you’re stumped… or if the lifelike chocolate pieces are distracting you! 043665 . . . . . . . . . . . . . . . 19.99 14.95 690 Logic Deductive Reasoning - Soduku Colorku Solid Wood Puzzle (3-AD) Sudoku puzzles have exploded in popularity in recent years, and this product allows you to enjoy the logical puzzles with colors instead of numbers. Instead of using numbers, Colorku uses nine differently colored wooden marbles on a large wooden board. The high-quality wood board measures 13.5” x 13.5” and is divided into nine rows, nine columns, and nine 3 x 3 squares. It has 81 wood marbles in 9 vibrant colors. The board and marbles are covered with a plastic tray that holds the balls on the board when storing, and flips over to serve as a ball holder while playing. The board comes with 100 different puzzle cards in four difficulty levels and tell players where to place the first few marbles. The solution to each puzzle is achieved when the player ends up having one and only one of every color ball in each of the nine rows, columns, and 3 x 3 squares. Solutions are included. There’s even a color conversion card that shows you how to alter any Sudoku puzzle from any book or newspaper and solve it using your Colorku board. Think the 100 puzzle cards that come with the game won’t be enough? The Expansion Packs, which offer additional puzzle cards at a variety of levels, are just what you need to keep you stocked with puzzles. Each pack offers 100 puzzles with solutions. The durable wooden game and fun yet challenging puzzles will be enjoyed by new and old Sudoku fans alike. ~ Rachel CHOKING HAZARD (4). Not <3yrs. 038305 Wood Puzzle . . . . . 34.99 EACH EXPANSION PACK . . . . 9.95 038304 Beginner Puzzles 038303 All Four Levels Puzzles 038302 Advanced Puzzles 29.50 7.95 Logic & Strategic Thinking Blokus Game (K-AD) A tactical game of strategy. Board looks like a blank Scrabble board. The colored game pieces are all different shapes - like the game pieces in the computer game Tetris - which players take turns playing so their color game pieces are only touching at the corners, not ever along a flat side. The object of the game is to block the other player's pieces while protecting your own - and end the game with the lowest remaining total surface area for your game pieces. Instructions are straight forward, and the rules are easy to learn. 2 to 4 players. Europe’s 2002 Game of the Year! This game is also available in two different travel versions, suitable for two players: Blokus Duo and Blokus to Go! Both travel games are similar, but Blokus to Go! has the additional feature of two detachable storage panels that fold up the game for easy storage. 024111Regular . . . . . . . . . 34.00 25.95 033518 Duo . . . . . . . . . . . . 17.99 13.95 034725 Blokus To Go! . . . . 26.68 19.95 (see below). The beauty of games like these is their simplicity of play combined with the intensity of strategic maneuvering. The game can accommodate from 2-4 players, with even elementary-aged children able to understand the rules. Each player has one pawn and the simple goal of moving it, one space at a time, across the 10" board (with a 9x9 grid). On each turn, a player can move his pawn one space to the left, right, forward, or back - OR he can erect one of his ten allotted walls to impede the progress of another player. The only restriction is that you can not totally wall in any of your opponents. Obviously, the character of the game changes along with the number of players. With two, it’s a more intense strategic struggle. With four, every move you make impacts every other player; moves that help you reach the goal will help at least one of your opponents as well. Game play lasts from 10-20 minutes, and ties are impossible, though many games are won by 1-2 moves, making this exciting to the end. 000703 . . . . . . . . . . . . . . . 31.49 24.95 Octi Game (3-AD) 033074 . . . . . . . . . . . . . . . 29.99 24.95 Solitaire Chess (3-AD) Condensing the most exciting part of chess into a puzzle game, Solitaire Chess gives you 10 pieces (a king, queen, and two knights, rooks, pawns, and bishops) and 40 challenges. Your goal is to have only one piece left, but there are some rules – you can only move in accordance with traditional chess rules, and you have to capture a piece with every move. Fast-paced and requiring an ample amount of forethought and carefulness, this game would be excellent for chess aficionados or logic puzzle lovers alike. ~ Mark 048325 . . . . . . . . . . . . . . . 19.99 14.95 ☼Troy Extra Muros Logic Game (3-AD) Defend Troy against the Greeks once more in this straight-forward but tricky game of visual and spatial perception. 60 challenges, in 5 difficulty levels from Starter to Wizard, are provided in the game booklet. Each color page shows the position of up to 3 attackers and 3 defenders. The player is to position the 4 uniquely-shaped sections of city wall on the game board so that the attackers are outside the wall and the defenders are on the inside. Stumped? Solutions are provided in the game booklet. Will Achilles break through, or will Hector prevail? 037262 . . . . . . . . . . . . . . . 19.99 17.25 Quoridor (1-AD) We know you like these mind-stretching strategy games, and this new one comes highly recommended. Winner of the prestigious Game of the Year Award for 1998, this imported game comes from the same team as Quarto! See page vi for key to Consumer Product Safety Improvement Act warning labels. ☼Lab Mice Game (3-AD) Help each colored mouse find his matching cheese without intersecting the path of another match. It will take some careful planning and foresight to prevent “tangles” as you draw trails with dry erase marker on the glossy cards. Game includes 100 puzzles at 3 levels of difficulty, 2 different colored markers, and instructions. Play alone or challenge a friend! These visual, logistic puzzles are an appealing variation of the traditional maze. Because you can easily erase them, the whole family can enjoy working them over and over again – making them a great value, too. 049368 . . . . . . . . . . . . . . . 17.95 16.15 ☼Tri-Cross Game (6-AD) Can you hold the Tri-Cross square for four turns? Two to four players vie in this game of capturing, maneuvering, and strategy. Each player has a hierarchy of pieces, six to one, designated by the number of crosses along the back. Each piece can capture anything weaker than it, with the exception of the six, which can’t capture the one, and the one, which can only capture the six. Each player starts at the four corners of the cross-shaped board, with the object – the Tri-Cross – at the center. Each piece can only move one space at a time, and if it ends up next to a piece it can capture (or if a piece it can capture ends up next to it), it has to jump over and capture it. Within those rules, dozens of different strategies are possible – lead your enemies into a trap by sacrificing weaker pieces, make an all-out dash for the Tri-Cross, or move slowly and surely across the board. What will you do? ~ Mark 1CHOKING HAZARD (1). Not <3yrs. 050092 . . . . . . . . . . . . . . . 24.95 19.95 Software Cubulus Game (3-AD) 053081 . . . . . . . . . . . . . . . 25.00 19.95 Colorpop Game (3-AD) 053080 . . . . . . . . . . . . . . . 33.50 27.95 Kabaleo Game (3-AD) 053082 . . . . . . . . . . . . . . . 25.00 19.95 Pentago (4-AD) The first one to get five in a row wins. It’s really a pretty straightforward game to play. Except for the fact that the game board is made up of rotating squares – one of which players turn 90° after each play they make. This, of course, changes the whole set-up of the game board – though players are still aiming to get five in a row. The travel game is made up of 4 squares (each with 9 depressions for the marbles), while the multiplayer version is made up of 9 of the same squares. Also, the playing pieces in the multiplayer version have a different color on each side, allowing 2 players to play one or two colors each; 3 players to play their own colors, or as a team against a single; and 4 players to play against each other or in teams of 2, utilizing each other’s colors. A versatile game that takes a lot longer to master than it does to learn. CHOKING HAZARD (1). Not <3yrs. 048449 Travel Game . . . . . . . 048450 Multiplayer Game . . . . 19.95 29.95 Zoombinis Logical Journey CD-ROM (3-12) If you’re looking for a logic game that your kid will zoom through with no problems, you’re going to want to look elsewhere. This game is a lot of fun, but it will definitely challenge younger kids and even give older students a bit of a run for their money. The premise of the game is this: the poor Zoombinis have let the horrible Bloats take over their island, and must now leave on an expedition to find a new homeland. The problem is that the terrain is full of logic puzzles you have to solve before journeying forward. Players sometimes use the Zoombinis themselves to solve the puzzles. Zoombinis are interesting-looking creatures; at the beginning, you get to pick out their eyes, hairstyle, nose color, and foot style. Then throughout the puzzles, these features are usually part of solving the puzzle. For example, those with a certain hairstyle can cross one bridge while those with another must cross another way, so you have to carefully figure out which characteristics can cross which way. In this particular puzzle, if more than six Zoombinis try to cross the incorrect bridge, both bridges collapse and whichever ones had already crossed must continue the journey alone. This becomes a problem later on, because you need at least 16 Zoombinis to pass each level and you need 625 Zoombinis to complete all levels to win. You can only take 16 at a time and it’s almost impossible to make the journey without losing some, so this is definitely a game that will last players for quite a while. As the game moves forward, the puzzles get progressively harder, and as you level-up, the difficulty level increases even for earlier puzzles. There are 12 puzzles in all and 4 levels of difficulty. Puzzles shift rules and patterns each play, so you can’t memorize answers: you have to logically make your way through each time. I’m not going to lie – some of the upper level puzzles are really hard to pass with any Zoombinis at all. Some skills covered include algebraic thinking, data analysis, graphing and mapping, logical reasoning, pattern finding, problem solving, statistical thinking, and theory formation and testing. I’m making See page vi for key to Consumer Product Safety Improvement Act warning labels. it sound really complex but it is an enjoyable game to play. You’ll get lots of use out of this game, and you’re able to save several games at a time, so players at different skill levels can use it at the same time. An additional bonus are several printable worksheets that include tasks like matching and sequencing using the cute Zoombinis, as well as printable dominoes, bingo guessing games, and more. This one’s well worth the price if you’re in the market for logic software. System requirements: Windows 98, Me, 2000, XP, Pentium 200 MHz or faster; Macintosh: Mac OS 8.6-9.2, OS X, Power PC 180 MHz or faster; 32 MB RAM, 40 MB free hard disk space, 8X CD-ROM drive. ~Rachel 030263 . . . . . . . . . . . . . . . . 9.99 7.95 Dr. Brain Action Reaction CD-ROM (4-12) It’s hard to find high-quality computer games that are adventurous and fun without being too violent or graphic for children. This game is a great solution, as it provides all the excitement of a traditional video game, but doesn’t have the player leaving a path of destruction. Trapped in a complicatedly-designed S.P.O.R.E. (Sinister People Organized Really Efficiently) submarine, the player must follow clues given by Dr. Brain, a recent escapee, and navigate around each level to get to an exit. There’s no shooting or violence, though in some mazes, there are guards you have to “stun.” Players use logic to navigate through the various levels by figuring out puzzles. You ride elevator lifts in a certain sequence to find the exit, knock down specific walls to lead a droid to a chamber that opens an exit, and solve other problems to work through the levels. There are 45 different rooms/levels to work through (which get more and more difficult as the game progresses) and some of them are really challenging, though the clues given by Dr. Brain and trial and error can usually help you pass each level without too much stress (at least for me, at a young 29). The graphics and sound are really top-notch here, and really remind me of many mainstream computer games that are on the market right now. If your child loves solving logic puzzles, they’re going to enjoy this game. If your child isn’t that into puzzles but likes the typical shoot ‘em up computer games, try this captivating game as a less violent but equally challenging and fun alternative. System requirements: Windows 98, Me, XP, Pentium III 500 MHz or higher recommended, 128 MB RAM recommended (32 MB minimum), 400 MB free hard disk space recommended (100 MB minimum), 24x CD-ROM drive recommended (12x minimum). ~ Rachel 030035 . . . . . . . . . . . . . . . . 9.99 7.95 Logic 691