Learning Village Reviews > Educational Software > Thinking > Zoombinis Logical Journey








Ratings
Educational: 4.5
Overall Design: 4.8
Ease of Use: 4.7

(4.0 = good, 4.5 = very
good, 5.0 = excellent)








If you already have the earlier edition - The Logical Journey of the Zoombinis, the new Zoombinis - Mountain Rescue is the second in the new Zoombinis series. It's design is the same as Zoombinis - Logical Journey described here, but with a new set of puzzles and story line.




To order from the CDROM Store,

Zoombinis Logical Journey - 2002 Ed.


Publisher:  The Learning Company

Learning Areas: Exercises and develops observation skills, pattern detection and logical reasoning, information organizing, memory and understanding problem solving guidance.

Age Range: 9-14  Grades: 4 through 7

Minimum Reqs:  Windows 95 & up, XP or Mac OS 8.6 - OS X
(see detail below)
Pricing and Online Ordering
(or call toll free -1-800-250-9229 )


Program Description    What The Kids Said    Who Is This Program For
Why We Selected This Program
   Computer Requirements


The 2002 edition of Zoombinis - Logical Journey brings forward all the clever and engaging "problem solving" puzzle activities that made the original program one of the best of it's kind. What is new in the 2002 edition is up to date graphics and significantly enhanced quality in the program's operating design and duration of play.

The story starts off with you helping a group of little people called the Zoombinis escape from Zoombini Isle. In search for a new home, the Zoombinis travel to a mysterious island where they are presented with a series of 12 challenges. Your objective is to get as many of the Zoombinis as possible through each one of the of the activities and eventually get them to the safety of the village in the middle of the island.

Your journey starts at the "Allergy Cliffs" (see right) where you have to find a way to get everybody across two swinging bridges over the "sneezing" cliffs. To do this you have to figure out which specific physical characteristic (nose, hair, eyes, feet, etc.) of each of the Zoombinis is going to be allowed to cross which bridge. If you get it wrong, the cliffs will sneeze and your Zoombini will be thrown back to the starting point. You have only so many chances before these bridges collapse. This is a real exercise in hypotheses testing to determine the right sets or groupings of Zoombinis, for each bridge.

With the Pizza Eating Trolls (see right) you have to figure out which particular combination of pizza toppings the fussy gatekeeper likes. When you get the right combination, he will allow one of your Zoombinis through the village. Once again you are testing hypotheses on what might be the right combination. The key is remembering what didn't work so you can find the right answer as quickly as possible.

The "Mudwall" (see right) has you throwing colored mud balls at the mud wall in an effort to get your Zoombinis to the other side. To hit the right targets on the wall, you have to figure out which combination of color and symbol on your mud ball is going to hit the right panel on the wall. This is a very clever and very amusing exercise in deductive reasoning and remembering.

The 12 challenges, designed by a team of educators, develop specific skills and strategies that underlie mathematical problem solving, as used in early algebra and which kids, in this age range, are doing in school.

Each of the activities has 4 levels of difficulty which can be increased if you are looking for even greater challenge. Each time you start the program, a new set of solutions is created for each of the activities so the program is "new" every time you use it. Some of the actual activities will also change. Each puzzle will give you clear instructions before you start. You also can access a practice area, where you can first get a good handle on how each puzzle works, before you embark on the journey..

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Zoombini Isle




"Allergy" Cliffs




The "Pizza" Puzzle




The "Mud wall"


"Boy, some of these were not easy." So did you like it? "Yes" Would you play it again? "Definitely"
- Robert, age 12 ("excerpt" from a discussion with one of our testers)

" I liked the game because it makes you think really hard. I had to remember which bridge would let each of my people across. That was kind of hard."
- Sean, age 10

"It was a real challenge to get to the village. I spent hours on some of these."
- Doug, age 13

" I liked the one where you threw coloured goop at a big wall to get matching patterns".
- Jamie, age 14



The Zoombinis is an excellent program for those who really enjoy the experience of trying to "figure things out". These programs develop concentration and thinking skills and will fit with someone who is patient, likes a challenge and will stick with it. Also, if you know someone like this and who is "terrified of numbers", this is a great bridge to developing some of the underlying strategies and capabilities involved in mathematical thinking without "all the numbers". This program is equally suitable for both boys and girls.

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The Zoombinis is an excellent selection if you want to give your child or students a program that is not overtly a "learning" program, but does in fact develop very fundamental thinking and logic skills, which are very useful in our increasingly "mathematical" world.

The program requires the user to pay attention to detail, so they can detect the patterns. What many have noticed as well with the Zoombinis, is that it challenges you to be creative when "looking at the problem". Zoombinis is like being in a "mathematics" work out room without the numbers and that is the clever quality to these programs.

Two or more kids (or moms and dads) can work well together on this program. It is often a question of what detail you are noticing that will help you. Having more than one set of eyes working on the puzzles can really help. If you set the difficulty level to the highest setting, you will find a level of difficulty that will be challenging enough for anyone of any age. My daughter and I spent two hours at the "Mud Wall" the other night. We also liked the fact that you can't get through this program quickly and the fact that the solutions change every time you re-enter. There is lots of mileage on this one.

This program has been around since 1996 and with significant enhancements to the 2002 edition, it still stands as one of the best of it's kind. Ask anybody who knows a lot about educational software, and you will typically find the Zoombinis near or at the top of their personal "all time best" list.

If you already have The Logical Journey of the Zoombinis and liked it, the new companion program - Mountain Rescue (PC version only) also just released (see top left), is very much in the same style as The Zoombinis - Logical Journey, but with a new story and a new set of puzzles to work the brain.
Pricing and Online Ordering
(or call toll free -1-800-250-9229 )


Platform: Windows 95/98/ME/2000, Media: CD-ROM, CPU: Pentium 166 MHz+, RAM: 32 MB, Hard Drive: 40 MB free*, CD-ROM: 8X, Sound: Windows compatible sound card, speakers, Monitor: High color, 16-bit Optional: tactile mouse (for use with Win 98/ME/2000)** Other: *An additional 7 MB of disk space may be required to install Adobe Acrobat Reader. **Currently this feature is not compatible with Windows 95 or XP. However, a Windows XP compatible tactile mouse is expected to be available in Fall, 2001.

Platform: MAC OS 8.6 through OS X, Media: CD-ROM, CPU: Power PC 180 MHz+, RAM: 32 MB, Hard Drive: 40 MB free*, CD-ROM: 8X, Sound: Speakers, Monitor: High color, 16-bit, 13"+, Other: *An additional 7 MB of disk space may be required to install Adobe Acrobat Reader

Platform:Windows® XP, CPU: 300 MHz, RAM: 128 MB RAM

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or to see other thinking and problem solving programs

Reader Rabbit Thinking Adventures - ages 4-6
I Spy School Days - ages 5 - 9
Cluefinders Search and Solve Adventures - ages 9 -14
Zoombinis' Island Odyssey - ages 9 -14
Nancy Drew: Stay Tuned For Danger - ages 10/11 - 15