Teaching Chemistry with Games by Richard T. Carman Text Copyright © 2017 Richard T. Carman All Rights Reserved ABOUT THE AUTHOR Richard Carman was born on Long Island, New York. He spent a large part of his boyhood romping and roaming about the bays, inlets, sand dunes and marshlands of the marine environment of the south shore of the island. He graduated from Southampton College of Long Island University with a Bachelor of Science Degree in Marine Biology. He then went on to teach High School Chemistry, Advanced Placement Chemistry, and other various science courses for the next 27 years. The next eight years were spent as a Computer Teacher until his retirement in 2001. He now spends his time playing computer games, writing computer games, painting, woodworking, writing poetry, and just enjoying life as best he can. Other books by the author include: The Wayward Pen - A collection of poems and random thoughts on religion, politics, life and death. PREFACE Teaching High School Chemistry for thirty plus years was at times exciting, disheartening and rewarding. New York State required every student on a Regent's Diploma tract to take Regent's Chemistry. Each September I would have the pleasure of welcoming a total of 90 to 120 students into my world of learning chemistry. Some of them were poorly prepared for the task that was put before them. Chemistry challenged them in the areas of visual recognition, terminology and mathematical relationships. These areas required a disciplined, focused mind. I explained to them that learning Chemistry was like learning a mathematics course along with a language course at the same time. To succeed would require both memorization and problem solving skills. Very often they had difficulty with the problem because they had not memorized the definitions, relationships and formulas needed to understand and solve the problem. To motivate the students into memorizing various definitions and relationships, I formulated a number of competitive game activities. Although these games were designed to teach chemical principles and ideas, they can be easily applied to other areas of study. It is an attempt to make learning fun and it worked for many students. Many of these games were developed at a time when the best educational technology was a movie, filmstrip or overhead projector. Computers were primarily used for individual or small group instruction and not readily available in most schools. There is satisfaction in making something inexpensively with your own hands. I hope those teachers who are creative and diligent will pursue the production of not only their own games, but also encourage their students to make games. The making of the games is part of the learning experience for students. Today's technology provides a wide variety of equipment to be used in presenting ideas to large groups and engaging them in activities. It is for this reason that the latter parts of this book deal with items available on the internet. Keep in mind that this kind of information is quite dynamic and changes quickly overtime. I mention this to encourage readers who are interested in pursuing online resources to do so at their earliest convenience and not to procrastinate. Finally, a word of caution. If the reader plans on surfing the web in search of FREE items, it is imperative that they have up-to-date computer security measures in place. Unfortunately, free items are often stolen, modified and exploited by people with an agenda. This means that the program could contain a virus or malware. I generally only take free items from the manufacturer's or author's website. If I must go to a second or third party distributor, I will do a little research on the site owner first by searching phrases like "[site name] problems", "[site name] legality", "[site name] complaints" and others. Of course, you have to replace [site name] with the actual name of the website. Further, as soon as the item is downloaded, I would do a virus scan of the downloaded items. I did come across some sites which my security software flagged as dangerous while I was researching for this book. In those cases, I halted what I was doing and exited out of my browser and shut down my computer. Then, on rebooting I ran a full in depth virus/malware scan. Table of Contents ABOUT THE AUTHOR PREFACE Chapter 1 - ABOUT USING GAMES Chapter 2 - GRADING SYSTEMS Chapter 3 - MATCHING TILES TO TILES Chapter 4 - MATCHING TILES TO DIAGRAMS Chapter 5 - THE ELECTRON CONFIGURATION OF ATOMS Chapter 6 - USING GAMES WITH THE WHOLE CLASS Chapter 7 - COMMERCIALLY MADE CHEMISTRY GAMES - CARDS & BOARDS Chapter 8 - ONLINE FREE CHEMISTRY GAMES Chapter 9 - DOWNLOADABLE FREE RESOURCES for Computers Chapter 10 - DOWNLOADABLE COMMERCIAL GAMES AND SIMULATIONS Chapter 11 - DOWNLOADABLE TRIAL GAMES Chapter 12 - APPS FOR SMART PHONES AND TABLETS Chapter 13 - FREEWARE GAMES BY THE AUTHOR Chapter 1 - ABOUT USING GAMES The use of games in teaching Chemistry, or any subject for that matter, is frowned upon by some. Those opposed to such techniques feel that the students are being pampered or coddled. "After all," they say, "these students are almost college aged and should learn that they must study hard even if it hurts! ". I have mixed feelings on this. I think some students are so accustomed to doing poorly in math and science, that it affects their selfimage. They start to believe that they can never do well in those areas and actually give up trying. They feel it is a lost cause. I do not think this way. I think students have to find their mode of learning - whether it be through visual, auditory, or tactile input. I think some students assimilate information better through one mode of input than through others. By playing games, it is hoped that these students can salvage a bit of confidence in this area and start exploring the various modes of input to find out which is best for them. Many of the games I used involve words and phrases on tiles. These were durable and easy to store. Another good thing about using tiles is the randomness of the event. For example, if I used a simple sheet with the information printed on it, then the order and relative positions of the data would always be the same. After practicing for a while, students would just remember that the fourth answer down on the right is such and such. The actual process of reading the information, processing it and finding the match has been bypassed. When using tiles that are mixed up and tossed on the table, the matching process does not have those mitigating factors. Chapter 2 - GRADING SYSTEMS I feel I must take a moment to explain a little about how I graded students in Chemistry. During my years of teaching, I tried using two systems of grading. One based on a percentage distribution for different kinds of work and another based on a points system. I used both during my 30 years of teaching and I preferred the point system. When I first began teaching, I used the percentage system. In the percentage system, each area of student performance counted a certain percent towards the final grade. So, I would count homework as 10%, quizzes as 20%, lab reports as 20% and tests as 50%. However, as it turned out, we might have had 12 homework assignments, 5 lab reports, 8 quizzes and 2 tests during the marking period. I felt that this put an unfair amount of influence on the tests. I tried different percentage distributions, but I was never satisfied. Also, if I gave a student extra credit on a test and changed the grade, then that grade no longer accurately represented the student's performance at that time. So, I decided to go to a point system. In the point system, each piece of student work is worth a given number of points. Homework assignments were worth 10 points, quizzes were worth 20 points, labs were worth 30 points and tests were worth 100 points. Extra credit was rewarded as points and kept in a separate category. Students would ask if they could add the extra credit points to a particular grade and I would say that it could be thought of that way if they like. However, in my system a point was a point was a point. So, in my grade book, I had a separate column for extra credit points earned. In this way, I still had a record of the student's performance on separate works and I had a record of their efforts to remedy the situation. The extra credit points could also be interpreted as an indication of a student's motivation and effort. Scoring and Rewards As I mentioned earlier, the student could be rewarded immediately with points. How these points are used depends on the teacher's grading system. (See my earlier discussion on grading systems.) The points could be rewarded according to the time of completion with less points being given for slower times. Alternatively, points could be rewarded for the amount of the task completed. If the task involved matching 20 pairs of tiles, and the student only correctly matched 18, then they could be given 90% of the total points. Whether or not the student is given additional turns to try to raise their point performance is up to the teacher. Chapter 3 - MATCHING TILES TO TILES Brief Description: The student is given a set of tiles in a container. The container is shaken vigorously and the tiles are dumped onto a table top. Then the student places the tiles together as matching pairs or related groups. The student is rewarded once the task is completed, or their time is recorded for comparison with others, or both. Constructing Tiles: The tiles can be made in a number of ways. I found stiff, heavy white faced cardboard to be the best material to use. Although I did make some tiles out of heavier press board and glued paper with the information onto them. These were much sturdier and durable and held up for a number of years. If they are constructed of our cardboard, it may be necessary to replace them a few times during the school year. Ideas for Tile Sets: A tile set can be made from a wide variety of information. For example, when studying the elements and their symbols. A simple, obvious tile set would consist of tiles with the name of an element on each and matching tiles with the symbols. At the beginning of the school year, I gave each class an alphabetical list of 40 common elements along with their symbols. I told them that one of their first quizzes would be based on knowing that information. I would break the list up into groups. Here is a sample of the first group. I tried to design the groups so that elements with similar names were in the same group. I would encourage students to learn one group at a time and then combine the groups. So, learn the first group, then the second group. Then combine them together and work with the combined group for a while. Then learn the next group and incorporate that into the bigger group one it is mastered. Aluminum Al Boron B Bromine Br Carbon C Calcium Ca Chlorine Cl Helium He Hydrogen H Iodine I Iron Fe Phosphorus P Potassium K If students displayed an interest in participating in "Chemistry Games", then I would give them a print out similar to the one below (Figure 1). They would be instructed to cut up the sheets into tiles and begin practicing. They should keep the list nearby and refer to it as needed. As practice continued, they should try to rely on the list less and less. Figure 1 - Sample Group of Element and Symbol Tiles After distributing the list or writing it on the board and having them copy it, I would explain that they were free to memorize this information by whatever method worked for them. I also told them about the simple tile matching game and that it would be available for playing, if they wished to participate. Many Chemistry students need a reason to learn something, even if it is a fabricated reason. So, I would work in a reward in either of two ways. The first way would involve them completing the matching of the whole set of tiles within a set time limit. I usually based this on my own ability to perform the task and I would add about ten percent more time. So, if I matched all the tiles in 5 minutes, then they would have to match them in 5.5 minutes to earn the reward. The reward was usually about 5 points on a test. The second method was more competitive. As students played the game during the marking period, I would keep a running tally of all of the times. The student with the best time at the end of the marking period would get a single reward. Also, to promote enthusiasm and give students "bragging rights", I kept a small message board in my classroom with the name of the top competitor and his time. The actual participation in the games took place during my free time. I would give a student a pass out of study hall or lunch and they would come to play. If there was no time during the day, I would stay after school and meet with the student. In the early days, I would use a stop watch to time the student. Today, there are plenty of phone apps for doing that. The Mechanics of the Play I would place all of the tiles into a container . I used a metal coffee can with a plastic lid. However, today plastic containers come in all sizes and color. So, you should be able to find something satisfactory. The student and I would then go to a location with a nice big clean flat area, a lab table usually worked best. I would vigorously shake the container of tiles for 30 seconds and then remove the lid and spill the tiles onto the table. The time would then begin. Suggestions for additional Tile Groups Here is a list of other topics which work well with tile sets. Polyatomic Ion Formulas and Names Gas Law Formulas and Names Gas Law Relationships and Graphs History of Chemistry - Famous Chemists and their Contributions Organic Chemistry - General Formulas Organic Chemistry - Molecules and Structural Formulas Metric System Atomic Structure - Famous Chemists and their Contributions Common Compounds and Formulas Ionic Compounds and Formulas Periodic Table - Section Names and Representative Elements Lab Apparatus - Pictures, Uses and Names Molecular Formulas and Shapes Chapter 4 - MATCHING TILES TO DIAGRAMS Brief Description: The idea of placing tiles can also be applied to labeling diagrams. In order to get around the problem of students learning tile positions instead of the actual data, it is necessary to have a few different versions of each diagram when possible. Constructing Diagrams and Tiles: I will be using an example of an energy diagram for an exothermic reaction to illustrate this type of game. (See Figure 2 below). The diagram(s) to be used in the actual game can be made by the teacher or by an artful student. I usually did so myself using heavy markers and thick construction poster board. Although using colors may have "spiced up" my diagrams, I avoided that in order to avoid cues that students might use to place tiles. Figure 2 - Potential Energy Diagram for a Reaction Students would be provided with a set of 3 sheets - the one above(Figure 2) and the two following (Figures 3 & 4). There are a total of 15 labels in this diagram. Upon distributing these sheets, I would tell students to study carefully because I will be trying to trick them. I will move labels and arrows around for the game. I emphasize to them that they need to pay attention to what the labels indicate in terms of the content of the diagram. Figure 3a - Unlabelled Potential Energy Diagram for a Reaction Above is the unlabeled diagram as it might appear on the large piece of poster board for the game. Here is an alternate representation (Figure 3b) for the same diagram. Arrows and lines have been shuffled a little, so students have to think before placing tiles. Figure 3b - Alternate Unlabelled Potential Energy Diagram for a Reaction Here is a sheet (Figure 4) with the labels presented as tiles. Students could cut the sheet up to make their own tiles for practicing. Figure 4 - Tiles for Energy Diagram The Mechanics of the Play I would place all of the tiles into a container . I would not reveal which version of the diagram was being used until the game started. I would vigorously shake the container of tiles for 30 seconds and then remove the lid and spill the tiles onto the table. Then I would pull the diagram out from the stack and place it in front of the student and start the timer. Suggestions for additional Tile Groups Here is a list of other diagrams that would work well with this idea. Periodic Table (Showing Labeled Sections and Trends) Energy Changes During Phase Changes Phase Diagram for a Liquid Electrochemical Cell Electrolytic Cell Kinetic Energy Curves for Sold, Liquid and Gas Lab Preparation Setups - Distillation, Electrolysis, Electroplating Commercial Chemical Production - Haber Process for Ammonia Commercial Chemical Production - Extraction of Mg from Sea Water Commercial Chemical Production - The Solvay Process Chapter 5 - THE ELECTRON CONFIGURATION OF ATOMS I have decided to give special attention to this topic because it is one which students found particularly challenging. They had difficulty in remembering the energy order of the orbitals. For example, they couldn't understand why the 4s orbital would fill up before the 3d. After all, they would explain, isn't the 3d closer to the nucleus? So, shouldn't it fill up before the 4s? I would explain to them that the electrons would go into the lowest energy positions available. The Bohr atomic model assumed that the distance from the nucleus was the only factor determining the energy of the electron. Also keep in mind that the distance between layers decreased as one moved further from the nucleus. The introduction of quantum mechanics and the wave theory of electrons have revealed other factors determining an electron's energy. The second important factor, I would tell them, is the complexity of the orbitals making up a sublevel. The orbital complexity ties into something called angular momentum. Without going into too much detail, I told them that the more an electron changes direction, the greater its angular momentum. So, if we think of the electron as a particle, then it takes more energy to occupy a d-orbital than an sorbital. This difference in orbital complexity makes up for the slight difference in distance between the 4s and 3d orbitals and thus electrons in the 3d have slightly more energy than those in the 4s. Of course I would illustrate this by moving my hand in a circle to show the s-orbital and then wave it in a more energetic clover-leafed pattern to represent a d-orbital. This usually got a few chuckles from the students but it did get the idea across. Once they had that understanding down, then they could move on to learning how to fill in electron configurations. Of course they had to apply two more rules. First, only two electrons to an orbital and they had opposite spins. And second, each orbital in a sublevel gets one electron before any pairing occurs in that sublevel (i.e. Hund's Rule). Brief Description of Game: The student would reach into a container with bits of paper and pick one piece. The paper would have the symbol and atomic number of an element on it. The student then had to construct the electron configuration of that element and write it out. Just about all of the elements were transition elements. The time to completion was used for scoring. Constructing the Diagram and "electrons": A large diagram filling up an entire poster board (approximately 24" x 36") was created. Electrons were represented by various small items - buttons, rice, candy corn, tic-tacs, Pez, etc. Whatever was available that would allow two within the space of an orbital could be used. The electrons were either of different colors or shapes to represent the two possible spins. An ambitious teacher could make up small squares with single and paired electrons on them. Small tablets such as the 81 mg baby aspirin could also be used. They could be dyed two different colors with markers to represent two different spins. Here is what the diagram would look like... Figure 5 - Atomic Orbitals in Energy Order The Mechanics of the Game - The student would be required to draw a card from a set of cards which have an atomic symbol and the atomic number of a given element. In order to keep the challenge fair, it would be best to use elements from the Transition Series, Actinide Series and the Lanthanide Series. To save time, separate cards or small items could be used to represent an electron pair (a button, bean, small candy, etc.). Scoring in this game would be the same as in the other games with a student being required to finish in a given amount of time or using the time they require to compute a point value. As with other games, best times could be recorded and posted in the classroom. Chapter 6 - USING GAMES WITH THE WHOLE CLASS Chemistry class can sometimes get... dare I say it.... boring to students. Sometimes it is fun to just break from the routine and do something different. Students enjoy this type of activity and the game may give them a chance to move around a little and interact. However, the game must be designed to try to engage all of the students and not just those who normally participate. I always had certain students in class who would always raise their hands energetically whenever I posed a question to the class. Please note that this type of activity can make some students anxious. This is usually true for those students who do not do as well as others in class. The idea that they will be given a difficult question and get it wrong would embarrass them. Therefore, the game must be structured to allow for these students. I would work around this situation in a couple of ways. One way would be to have a student or two act as score keepers and helpers. These were usually mundane responsibilities but kept these students involved and engaged during the game without getting them into an embarrassing situation. Pop Question Competition This techniques usually comes in handy when you are reviewing for a test. It consist of randomly choosing questions and getting answers from the students. Creating the Game Pieces - Chemistry, and other science courses, tend to make extensive use of the multiple choice question format. I would take old State Regents Exams and cut up the tests. I would separate the questions by topic and difficulty. I would place the questions into containers according to topic and difficulty. I usually had three levels of difficulty 1, 2 and 3 representing easy, intermediate and hard. I would save all of these cut up question pieces so I could use them later in the year for midterm and final reviewing. Here are some sample questions from each level on the topic of Atomic Structure. There correct answer is indicated for each question. (Note: Since many answers are numerical, I like to use a,b,c, and d as choices to decrease confusion.) Level 1 - Easy 1) Which particle has a mass of about 1 amu and a charge of +1? a) neutron b) electron c) proton d) positron 2) What is the symbol of the element with the smallest nucleus? a) H b) He c) U d) Ne Level 2 - Intermediate 1) Two electrons can occupy the same orbital if they have opposite a) masses b) charges c) spins d) nuclear factors 2) Which sublevel has seven orbitals? a) s b) p c) d d) f Level 3 - Hard 1) In the p sublevel, electron pairing does not begin until the addition of the a) second electron b) third electron c) fourth electron d) last electron 2) Atoms found in the Lanthanide Series generally have electrons being added to the a) 3d sublevel b) 3p sublevel sublevel c) 4d sublevel d) 4f Setting Up the Game - The class would be divided into two teams. I used to split the class down the middle but I would notice some whispering and other communication going on between the players. Therefore I changed to an odd-even number system. I would use paper drinking cups and put one upside down on alternating student's desk. The teams were intermingled in this manner so as to make collusion between players less likely. Also, as I distributed the cups I would try to make sure that the balance of students matched on each team. After all, I did not want all of the "smart" kids on the same team. I would also let the students make up a name for their team. I would have three containers at the front of the room with a large 1, 2 and 3 on them to designate the question difficulty. Each container would hold a set of multiple choice questions. I would use empty, cleaned bleach bottles that I had removed the label from and written a large number onto. If "helpers" are to be employed, there are a couple of opportunities. Score Keeper - stands at the board (or sits with pen and paper) to keep track of the scores. Questioner - This student would pick a question from the appropriate container and read it to the contestant. This student would know the correct answer because, as shown in the samples above, it is indicated on the question paper. Timer Tracker - This student keeps track of who's turn it is and watches the contestant to make sure there is no communication with other students. This student also uses a smart phone or stopwatch to let the student know when 10 (or 15 seconds are up). Timing starts after the question is read. Below is a diagram of a typical classroom setup for this game. Figure 6 - Classroom Setup for "Pop Question Game" Playing the Game - Game play would begin with the teacher going to the first two students and have one of them call a coin toss. The winner could decide if their team will be first or second to go. The first student to go would announce which difficulty of question they want. The teacher (or the Helper) would pick a question from the appropriate container and read it out loud. If they chose a Level 2 difficulty and get it correct, then their team would get 2 points. The difficulty level indicates the point value of the question. If the question is answered incorrectly, it is then given to the next player on the other team. If that player gets it right, then his team gets the points. Play then goes to the next player on the first team either way. Note that a team does not keep control of the questions with a right answer. The game play has to alternate back and forth between teams. If not, then one team may run through all of the Level 1 questions and not give the other team a fighting chance. Alternating turns keep the game fair. Scoring - As the end of the class draws near, the total scores should be tallied and the winning team announced. As a reward, I would give something simple like a tootsie roll or a piece of gum... something simple. I found that I did not need too much incentive to keep the students interested in the game. They actually enjoyed the competitive nature of the activity. Chemical Bingo Game - This is based on the classic bingo game in which you have to get five squares in a row ( diagonally, vertically or horizontally) to win. Since this is a little bit of a "chance" win, it is best to award a minimal prize. I would award 2 or 3 points for the marking period total points. If the total points for the marking period were 300 to 500 points, we would only be talking about a 1% to 0.5 % effect on the grade. Small in the scope of things - but students still felt motivated. Constructing the Game Pieces - This is another group game which works well when it is time to review a lot of material. The chemical bingo cards would contain a 5 x 5 grid of rectangles. Each rectangle would contain a simple answer to a question of clue. Here are sample clues and answers. Clue --------> Answer Formula for the Ideal Gas Law > PV=nRT The dissolved substance in a solution ------> solute This has mass and takes up space > matter ---------------- One-half the mass times the velocity squared --------> kinetic energy Energy needed to remove an outmost electron --------> ionization energy Molar volume at S.T.P. -------> 22.4 liters Carried out the Gold Foil Experiment -------> Rutherford I would prepare a set of about 100 clues and answers. The students were then told to take the list and select 25 answers to fill in on their blank grid so that each square held a different answer. Then I would collect all the sheets and shuffle them up and then redistribute them to the class randomly. Students were given small items like Cheerios or macaroni to use as place holders. One of the clue-answer sets would be cut up into strips of paper and placed into a container. Playing the Game - The pieces of paper would then be taken out one at a time. The clue would be read and after a few seconds, the answer would be given. The pause is to give students who knew the answer a chance to see if they had bingo and call it out. Rewards - The winner would be given something simple as a token prize. The usual items would be a comic book, small plastic animal, candy bar, etc. Chemical Hangman - This is played with the whole class divided up into two teams as with the Pop Question game. Students from opposite teams would take turns guessing letters. After guessing a letter, the student had a chance to finish the answer. This is a quick and easy game with little setup required. Playing the Game- I would draw two scaffolds and nooses on the board along with the blanks below it for the letters in the target word or phrase. Each team has their own hangman. The first student on one team would get to say a letter and then try to guess the whole answer. After giving a correct letter, the student would be given a chance to complete the answer by saying the word or phrase. The turns alternate back and forth between the players on the two teams until the answer is revealed or one of the teams are hung. Students are not allowed to write anything down during the game play and the used letters are not tracked. This encourages students to pay attention as the game progresses. Rewards - There is usually no reward or prize given for this game. Group Question/Problem Sets - Student teams race to answer questions and solve problems. Setting Up the Game - The class is divided up into teams of 3 to 6 students. The teams are constructed so that each one contains students representing a range of ability. It would not be fair to put all the smart kids on one team. The teams can make up names for themselves, just to keep it interesting. A set of questions would be revealed to the class via a screen or smart board or such. Alternatively, the problem sets could be printed up before hand and handed out to the teams face down. Then they could all turn over the sheets at the start. The teams would have to race to solve the problems, write their answers on a slip of paper and get them to the front desk. The submitted answer slips are stacked up so the first is on the bottom. After all of the teams have submitted answer slips, the correct answers are revealed and the solutions to the problems are explained. It is up to the teacher decide on the restrictions in the game. The students could be permitted to use the internet through their phones or their textbooks, or both. Also, the teacher has to decide if the use of a calculator is permitted. They are not allowed to talk to members of other teams. The teacher could also set a time limit on each set. The amount of time should be short enough so that one student can't do all the work. It is intended that the work be split up between team members. Scoring - Whichever team gets all of the answers correct first could be declared the winners. Or, a scoreboard could be setup so that each team gets a point for each correct answer. Helpers - This game is a good one to use helpers in for the purpose of score-keeping and as watchers or monitors. The watchers would circulate around the room during play and make sure there is no improper activity and that all teams are playing by the rules. The nature of the questions and problems will depend on the current topic of study. The difficulty and number of questions will vary for different topics and classes. Below is a sample set that might be used during midterm review. Sample Group Question/Problem Set 1) In what year was the electron discovered? 2) How many silver particles are there in 40.0 grams of silver nitrate? 3) What is the formula weight of magnesium sulfate heptahydrate? 4) Draw the structural formula for 2,3 dichloro-2-butene. 5) How many unpaired electrons are there in a ground state chromium atom? Chapter 7 - COMMERCIALLY MADE CHEMISTRY GAMES - CARDS & BOARDS This part contains a number of programs which I have found on the Internet dealing with various topics and chemistry which look interesting. I have not tried many of these programs, however I'm just put enough there to save you a little trouble in searching for them. I would recommend that you go on the Internet do some further research and look for additional reviews on these programs before investing any money in them. Instructions, as well as sample game play, can be found on YouTube for many of the games below. Elementeo Chemistry Card Game V2 by Alchemist Empire, Inc. http://www.elementeo.com/ Elements come to life and have personalities of their own! 50 elements, 25 compounds, and 25 alchemy cards Five game levels: Element, Reaction, Compound, Alchemy, and Fusion. Make your own Elementeo cards! Suitable for age 8+; 2-4 players Available on Amazon and other sites Comment: I actually own this game. The pieces are quite colorful and attractive. The manufacturer of the game work has designed a variety of games that can be played with the same pieces. The difficulty of these games increases and therefore eases the players into learning the full set of rules needed to play the total game. It is well done. Compounded In Compounded, players take on the roles of lab managers, competing to complete the most compounds with carefullymanaged elements before they are finished by others - or destroyed in a lab explosion. There's a fair share of pressyour-luck tension and strategic planning, but the most successful scientists will often strike a good trade with their fellow lab mates. Players may freely trade elements, lab tools, and even favors - if there is truly honor among chemists! Valence - Chemistry Card Game (Available at KickStarter.com) http://scienceninjas.net/valence/ Valence is a fast-paced, fun card game that uses simple math, colors, and cartoon ninjas to teach kids (8+) chemistry! Players use more than 25 different molecules to interact with each other and win the game! How it Works Players draw Element cards from the deck in order to form Molecules. Each Element has a different Valence number that describes how many electrons it has to give (positive) or how many electrons it needs (negative) to have a full valence shell. If the Valence numbers add up to zero, they form a Molecule! Molecules – a chemistry card game https://www.amep.com/index.php? route=product/product&product_id=10074&search=mole Daniel Dulek Elementally Fun Games 2015 | Card game | $22.95 Molecules is a card game for 2–4 players ages 12 and over. Randomly drawn molecule cards give players target compounds such as carbon dioxide, nitric acid and water. Chemists then pick up atom cards in turn and gain points by using them to build the target molecules. The aim is to be the chemist at the end of the game with the most molecule points. It takes 30–40 minutes to play. Covalence: A Molecule Building Game https://www.kickstarter.com/projects/geniusgames/c a-molecule-building-game Description: In Covalence, players work together to accurately build a number of secret organic molecules. One player has knowledge of the Molecules, while all other players must deduce what these secret molecules are, based upon a limited number of clues given to them by the Knower. Covalence is a cooperative game! One player has knowledge of the secret molecules and must silently gives clue cards to all other players, who then use tiles with elements on them to accurately construct their secret molecules. Four different levels of difficultly provides young and experience players with an enjoyable and challenging experience. Molecules combinations come from 52 distinct and chemically accurate molecule cards providing incredibly diverse replay ability. Ion: A Compound Building Game https://www.kickstarter.com/projects/geniusgames/ion-acompound-building-game Ion is a game about chemistry! But more specifically, it's a card-drafting game about building compounds! Players are given a hand of ion and elements cards, and must select one of those cards either to bond to a card already on the table, or to set it alone. Players then pass their remaining hand of cards to an opposing player to start the process over again. Points are scored based upon the type and quantity of neutrally-balanced compounds players are able to construct, and upon sets of noble gases they are able to collect. Molecular - The Strategic Chemistry Tile Game (Available at KickStarter.com) https://www.kickstarter.com/projects/itbboardgames/molecula the-strategic-chemistry-tile-game Molecular captures the lab in a multiplayer light strategy tile mechanic where players take turns either pursuing their research by activating 'Functional Groups', building up the molecular all players are seeking to use for their research by connecting 'Atom Tiles' or using the tools of the Chemist by activating 'Effector Cards'. Each researcher gets 2 actions per turn, which they can use to do any of the above in any combination. In each game of Molecular, researchers (players) define a 'deadline' which is the number of turns each researcher gets before the game ends. At the end of the game, points are counted and the researcher with the highest score wins! Points are scored by creating new bonds, scoring Functional Group cards, and in some other ways through use of the Effector cards. Chapter 8 - ONLINE FREE CHEMISTRY GAMES The selections in this part are all currently available to be used online for free. Some of these are made with Flash, Java, C++, HTML5 or another programming language which may or may not be supported by the browser being used by the reader. I suggest that the reader visit the website in question and confirm that it will function properly. Sheppard Software - Chemistry Games http://www.sheppardsoftware.com/Elementsga American Chemical Society (ACS) Games https://www.acs.org/content/acs/en/education/whatischemistr in-chemistry/games.html Canary Zoo - Chemistry Games http://www.canaryzoo.com/Chemistry%20Game Review Game Zone - Chemistry Games http://reviewgamezone.com/site/subjects/chem games.php Planeta42 - Chemistry http://planeta42.com/chemistry/ The World is Your Laboratory http://www.msichicago.org/experiment/games/ Chapter 9 - DOWNLOADABLE FREE RESOURCES for Computers Although the items in this part are touted as being free, I must caution the reader that the sites might require information in exchange for the item offered. Usually, it is only an email address and username that is required. It is the reader's responsibility to inspect any online agreements to determine the policy of the site being visited. Molecular Workbench http://mw.concord.org/modeler/ Ellen McHenry's Basement Workshop http://ellenjmchenry.com/homeschoolfreedownloads/chemistry-games/index.php Virtual Chemistry Lab 2.0 http://virtual-chemistrylab.software.informer.com/2.0/ The program Virtual Chemistry Laboratory was created for students who study their first chemistry course and for their teachers. The project is consistent with the Bulgarian study program in the 7th grade, where the students have to study this subject for the first time. If they learn the most important parts of chemistry in this first course, later they will be able to learn new things more easily after that. The program can help them to test different reactions and solve different problems. It can be used both at school and at home. This program has all the things needed in a school chemistry laboratory, from the substances to the equipment. This makes it have all the advantages of a real lab and none of its drawbacks. cK-12 Foundation Home https://www.ck12.org/chemistry/ 101science.com http://101science.com/chemJAVA.htm#Chemis Chapter 10 - DOWNLOADABLE COMMERCIAL GAMES AND SIMULATIONS The software included in this part may be available for Windows PC and/or Mac. Programs written for Windows XP will usually run on later versions of Windows. However, if there is any question, the reader should contact the manufacturer or distributor. Darn Good Solutions (a.k.a. Multimedia Science) - Chemistry http://www.darngoodsolutions.com/mms/chem This is an extensive site with a variety of downloadable software. I did not see any opportunities to download trial versions. A set of tutorials, labs, demonstrations, and games on basic chemistry topics. Screenshots of two of the games are shown below - The Ritzytown Water Projects and the Significant Digits Drill. The Ritzytown Water Projects Significant Digits Drill The Significant Digits Drill software consists of a set of tutorials and drills. The tutorials use step by step examples, interactive simulations, and games to cover the basic concepts of: * what is a significant digit * how to find the number of significant digits in a given number * how to use significant digits in addition & subtraction * how to use significant digits in multiplication & division * how to use significant digits in reading instruments ChemRacer 2713: The Legend of Kid Chem http://www.programmingart.com/products/ods The year is 2713 and Kid Chem, the greatest ChemRacer in history, has retired. Blaze Avogadro, the newest student of venerable trainer Rusty Alkali, is making news in the Elemental Derby League. While becoming the greatest ChemRacer in the universe, your child will learn interesting facts about the elements on the periodic table, as well as how they relate to the planets, geology, and the health sciences. ChemRacer 2713 is three games in one, that allow your child to experience the pulse-pounding excitement of the Training Series, the Pro Series, and the beat-the-clock action of the Super League. The program also contains our Teacher's Edition features, which include a teacher's guideline plus automatic tracking to record your child's learning. Ages 3 to adult. Windows® and Macintosh® compatible. Chapter 11 - DOWNLOADABLE TRIAL GAMES The items in this part differ from the preceding part in few ways. 1) There could be a time limit for the use of the program. 2) The program could be a "Lite" version with features disabled. 3) The program could include repeating advertising for a better version. 4) These programs often require more information that free programs. Full name, address, phone number, age, and more may be required. What I present here is just a sampling of the currently available software. As I pointed out in the preface to this book, the population of the online community is constantly changing. So, it is best that the reader do a thorough search of the most up-to-date resources available online. Some of the software in this category is called Shareware. This generally Windows programs and may have been written for one of the earlier versions of Windows, such as XP or Vista. However, I have found that most of these earlier programs run with no problems on Windows 7 and Windows 10. That being said, let us continue. Chemware Home Page http://chemware.co.nz/ Ray's Educational Software http://www.rayslearning.com/ Chapter 12 - APPS FOR SMART PHONES AND TABLETS These are programs primarily for smart phones and tablets. Although the app may be presented as Android or iOS, it may also be available in the opposing format. Best advice to the reader is to search online for the app. ChemCaper https://chemcaper.com/ This is an online Chemistry RPG for Android and iOS. 24 Free Chemistry iPad Apps For Students https://elearningindustry.com/24-freechemistry-ipad-apps-for-students This is a collection of assorted applications. They contain calculators, tutorials, databases and games. Many of these applications require that iTunes be installed. Complete Chemistry App for Android https://play.google.com/store/apps/details? id=com.toscanyacademy.completechemistry&hl This app contains a variety tutorials, accessories, reference tables and games. They are made for Android devices. I have installed it on my Samsung Note 3 and my Samsung Galaxy Tab S2 and have no problems with it. BASIC CHEMISTRY for the Android https://play.google.com/store/apps/details? id=com.zayan.chemistry.app&hl=en This is essentially a Chemistry textbook on your device. It is great for studying various topics. Also, since it digital it is searchable; making it very easy to find topics, concepts and terms. Chemistry Lab https://play.google.com/store/apps/details? id=com.electrolyticearth.chemistrylab&hl=en This app is for the organic chemistry student. Become a chemistry ace by playing the app that turns real organic chemistry mechanisms into an outstandingly fun game. Play your way through actual reactions in a fun game rather than simply memorizing flash cards and reaction names. This app is the perfect study companion for a chemistry student and is just plain fun for anyone interested in chemistry as you play your way from one reaction to the next. Chapter 13 - FREEWARE GAMES BY THE AUTHOR I have been interested in computing and computers ever since the mid 1970's. Of course, back then there was no computer screen. We had to use a teletype machine and connect to a mainframe PDP machine via an acoustic modem. Programs were stored on punched on paper tapes which had to be fed back in if you wanted to load a program. Wow, things have come a long way. In 1994 I came across a programming authoring tool called "Klik& Play" by Francious Lionet and Yves Lamoureux and produced by a company called Europress. It was an object oriented programming tool which allowed the production of impressive projects which were rendered in C code in the final stage. I found it very easy to use and enjoyed it thoroughly. This program has gone through numerous revisions and producers. It is now produced by a company called ClickTeam (http://www.clickteam.com/ ) and produces programs and apps for a wide variety of systems ( Java, Flash, Android, iOS, and HTML5). I produced numerous programs between 1995 and 2002 which still run on all of the Windows systems. Although the games runs on the more recent versions of Windows (7, 8 & 10), the main inconvenience is the resolution of the screen. Since the games were originally made in 480x640 or 600x800 pixels, I have to increase the resolution or set them to resize on the screen. I will do this as I get requests for the games. I will give the games free to those people who send an email to me at rtc1947@aol.com Here is a list of the games with a short description and screen shot. These programs are all available in formats for a variety of versions of Windows ( 98, 2000, Me, XP,NT, Vista, 8.1, and 10). Many of the programs contain background music and hi- resolution graphics (24 bit Pricing: FREE - originally sold, but now made available for free from the author. The programs may not be sold for profit by other companies or included in promotions. Contact: Richard T. Carman e-mail: rtc1947@aol.com To obtain a copy of one or more of the programs below, send an email request to the author. If five or more programs are desired, email the author and he will inform you of any cost involved in mailing a CD/DVD to you. The recipient will have to provide funds before the item is sent out in the mail. CHEMISTRY GAMES THE METRIC ARCADE Practice the Metric System while playing an arcade game. Covers the basic prefixes, their decimal values, fractional values, and exponential values. Also covers metric to metric conversions and metric to English relationships. Has adjustable game speed for setting the difficulty. Grade Level: 6 – 12 BUILD THAT ATOMIC THING Practice the structure of atomic nuclei, atoms and ions. The user sets the number of protons, neutrons and electrons and then clicks a button to check his answer. Uses the first 20 elements of the Periodic Table and randomly creates mass numbers and charges. Grade Level: 6 – 12 LABEL THAT DIAGRAM: Chemistry 1 Place labels onto diagrams which are important to 1st year Chemistry. Fours diagrams are covered - Heating & Cooling Curve, Potential Energy Diagram for a Reaction, Electrochemical Cell, and an Electrolytic Cell. Labels are randomly displayed on the screen and students must place them on the diagram. Race to see who can get the best time! Grade Level: 8 – 12 Chemistry Review #1 Matter & Energy, Atomic Structure, Bonding Review almost 200 terms dealing with first year chemistry. The words are broken up into three main groups of words and seven smaller groups . A total of 192 words are covered. The game consist of matching word tiles to the definition which appears on the screen. Pressing H causes the correct answer to flash. Music and sound fx may be turned off from the menu bar. Date, score and levels played may be printed. Grade Level: 9 - 12 Chemistry Review #2 Periodic Table, Stoichiometry (Math), Organic Chemistry Covers 276 items including chemical and structural formulas ! The items are broken up into three main groups of words and fourteen smaller groups. The words and definitions may be printed out. The game consist of matching word tiles to the definition which appears on the screen. Pressing H causes the correct answer to flash but also costs an increasing number of points. The End of Game report gives the date, score and levels played and may be printed. Grade Level: 9 – 12 Chemistry Review #3 - Kinetics &Equilibrium, Redox & Electrochemistry, Acids & Bases Review 148 items! The items are broken up into three main groups of words and nine smaller groups. The words and definitions may be printed out. The game consist of matching word tiles to the definition which appears on the screen. Pressing H causes the correct answer to flash but also costs an increasing number of points. The word list may be called up and referenced during game play by pressing F1. Music and sound fx may be turned off from the menu bar. A report gives the date, score and levels played and may be printed. A High Score table displays the highest 5 games. Levels may be played individually or in sequence. Grade Level: 9 – 12 Multiple Choice Chemistry Review Covers the 9 basic units of the NY State Chemistry Regents Syllabus with a total of 180 Regents questions. Each unit randomly presents 20 terms. Music and sound fx may be turned off. The timer may be turned off if it "frazzles" some players. The score, the number of correct answers and the grade as a percentage are all displayed. After finishing a level, the player may print out a report showing the date, time, player's name, score, and number correct. Pressing F1 will bring up a Help file containing the Chemistry Reference Tables. Grade Level: 9 – 12 MOLECULAR MADNESS v. 2.5 Users may study 4 screens and play 6 screens dealing with information on elements, symbols, polar and nonpolar molecules, and polyatomic ions. Makes learning these basic chemical facts fun. Covers 10 common molecular substances, 29 elements and 30 polyatomic ions. Music and sound fx may be turned off by the menu. Great for Jr.HS, HS, & College Chem. classes. ACID-BASE ARCADE Designed with beginning Chemistry students in mind, this program is both a tutorial and a collection of fun games. Tutorial topics include: 1) Naming acids, 2) Naming Salts ,3) Writing Formulas, 4) What are Anhydrides?, and 5) AcidBase Theories. The individual tutorial screens may be printed. Games include 1) Acid Arcade, 2) Base Arcade, 3) Terminology Arcade, 4) Salt Arcade, and 5) Anhydride Arcade. Covers three Acid-Base Theories (Arrhenius, B&L, and Lewis), naming binary & ternary acids, binary & ternary salts, criss-cross method of writing formulas, dissociation, ionization, and more. Has music, sound effects and hi-res colors (16-bit). Grade Level: 9 – 12, College Chemistry REACTION SIMULATION #1 Visualize the activity of molecules during a chemical reaction. The reaction of H2 and O2 to form H2O. The user can vary the temperature and/or pressure and/or concentration to see the effect. It is not a strict mathematical model and will not stand up to a rigid analysis with the Gas Laws or Equilibrium calculations. However, it clearly demonstrates active complexes, reaction intermediaries, and elementary processes (reaction mechanism). Grade Level: 7 – 12, College Chem ADVENTURES OF SCI-MAN # 1 This adventure is a puzzle solving game which draws on the chemical knowledge of the player. Use the right chemicals to help Sci-Man get to the next screen. Draws on knowledge of solubility, flammability, density, electrochemistry, and more. Comes with a printout of how to solve each level. Also includes the chemical equations and descriptions for each action in the game. Great for Middle School, Junior HS, HS, & College Chemistry classes. Grade Level: 8 – 12 CHEMWORDS: BONDING Practice the terms associated with Bonding in Chemistry in an arcade platform game setting. Use the arrow keys to move and jump. Has 5 levels and covers 41 terms. Allows studying of terms before playing. User sets difficulty through game speed. This effects the maximum score. Grade Level: 8 – 12 CHEMWORDS: ATOMIC STRUCTURE Practice the terms and definitions associated with the structure of the atom. More than 40 terms and ideas are covered in an arcade shooting game. Shoot the correct term to match the definition displayed at the bottom of the screen. The user can set the game difficulty level by selecting the game speed at the onset. Use the arrow keys to move the cannon and the spacebar to fire. The user may also view a list of the terms and definitions for studying purposes. Grade Level: 8 – 12 BIOLOGY GAMES BODY PARTS - A Students practice identifying some of the common body parts of the human body with four activities: Catch-A-Part, Find-A-Part, Place-A-Part and Body Puzzle. Covers the common human internal organs - stomach, liver, pancreas, gall bladder, spleen, esophagus, duodenum, trachea, lungs, small intestine, colon, and appendix. Students learn to recognize these by sight and learn where they are placed in the body. Grade Levels: 4 – 8 LABEL THAT DIAGRAM - Cells Place the labels onto the correct location on the diagram of the animal cell. Timer and score indicate progress. Also covers a plant cell, Paramecium, Amoebae, and Euglena. Students may view labeled diagrams for studying purposes. Grade Level: 7 – 12, College Biology WHERE'S MY GUTS This program allows students to practice the recognition of some of the internal organs of the human body. Aliens have stolen the parts from the human anatomical model in the laboratory. The player has to find where the aliens have taken the parts to, retrieve them and return them to the lab. Covers 12 basic internal organs. The program also has SAVE GAME and RESUME GAME feature. Also comes with "cheat" keys for quickly jumping between levels. Grade Levels: 7 – 9 LABEL THAT DIAGRAM: Skeleton Player must identify the correct bones on the human skeleton as the names appear randomly at the bottom of the screen. The skeleton is broken up into two screens – top and bottom. Twenty-two (22) common bones are covered. Users may also view labeled diagrams for study purposes. Grade Levels: 7 – 10 BODY PARTS - A Students practice identifying some of the common body parts of the human body with four activities: Catch-A-Part, Find-A-Part, Place-A-Part and Body Puzzle. Covers the common human internal organs - stomach, liver, pancreas, gall bladder, spleen, esophagus, duodenum, trachea, lungs, small intestine, colon, and appendix. Students learn to recognize these by sight and learn where they are placed in the body. Grade Levels: 4 – 8 MUSCLE ARCADE This program covers over 25 of the common muscles of the human body. The program contains six major screens 4 study screens (Upper Front, Lower Front, Upper Back and Lower Back) and 2 games screens (Full Front and Full Back). The Study Screens allow you to guess the muscle name before revealing its label. In the Muscle Arcade game screens, the player moves a cannon and then shoots the label indicated by a blinking tag. Game speed can be set to control difficulty. Each Study Screen may be printed with or without the labels. Grade Levels: 8 – 12, College Biology WORD WAR - CELLS 100 Words taken from the opening topics in Junior High School and High School biology covering cellular biology. There are five screens with 20 words each: (1) Introduction to Biology; (2) The Cell; (3) Activities of Cells; (4) Reproduction of Cells; (5) Genetics. Contains a printable word list with definitions. Has 1 and 2 player mode. One player mode has a hint key and a study mode and pleasant music to study by. Two player allows 2 students to play against each other. Grade Level: 7 – 12, College Biology WORD WAR - ANIMALS This program covers 100 biological terms relating to the study of animals. The words are divided up into 5 groups: Invertebrates 1, Invertebrates 2, The Chordates, The Vertebrates, and Animal Behavior. The program may be played in single or double player mode. In Double Player mode, the players play simultaneously against each other. A definition appears and they race to shoot the proper word. Points are deducted for wrong answers and for being hit by your opponent. The Single Player mode has three difficulty levels in which computer cannons fire at you. Press H will to make the answer flash. Or, play in the Study Mode with no cannons at all. Word list and definitions may be printed out. A printable report is given at the end displaying scores and levels played. Grade Levels: 6 – 9 WORD WAR - HUMAN BODY This program covers 120 biological terms relating to the study of the human body. The words are divided up into 6 groups: Nutrition, Muscles & Bones, Circulation, Excretion, Nervous System, and Reproduction. The program may be played in single or simultaneous double player mode. A definition appears and they race to shoot the proper word. The Single Player mode has three difficulty levels in which computer cannons fire at you. Pressing H will cause the answer to flash. Study Mode has no cannons at all. Word list and definitions may be printed. Report is given at the end displaying scores and levels played. A High Score table saves 3 highest scores. Grade Levels: 6 – 9 VITAMINS & MINERALS Learn the various names and functions of the vitamins and minerals needed by the human body. It also covers the diseases and conditions associated with deficiencies if these chemicals are not in the diet. Grade Levels: 7 – 12, Adult GEOGRAPHY GAMES LABEL THAT DIAGRAM - USA This program allows students to practice labeling a map of the United States. The contingent US map is divided up into 4 sections. A name randomly appears on the screen and the user must pick it up and place it correctly on the map. A timer is used for scoring purposes. (If a more in depth program is desired, check out the program USA Facts below.) Grade Levels: 7 – 12 WORLD GEOGRAPHY Practice the location on the world of 17 major land areas, 21 water bodies, 28 major cities, and 22 Rivers, Mountains. & Deserts - 88 items in total. Items are presented in a random order in four screens! Each screen may be played with labels visible for practice. Play levels individually or sequentially. Each screen has its own timer. Great way to learn where things are on our world. Grade Levels: 7 – 12 EUROPEAN GEOGRAPHY Study and practice the location of 20 bodies of water, 34 major cities, and 39 countries in modern day Europe. Also, study the flags of 39 European countries. Each screen has a "Study Mode" which allows for practicing the information. Instructions and maps can be printed for making quizzes and tests or study guides. All done in 256 colors with sound fx and music. Sound effects and music can be turned off. Grade Level: 6 – 12, College SOUTH AMERICAN GEOGRAPHY 14 Countries, 28 Major Cities, 14 Capitals, 14 Flags and 30 geographical Features are covered in this program. Each screen is accompanied by a different musical midi file. Online instructions are available from any screen. Game may be played one level at a time, or in Tournament Mode in which a cumulative score is reported at the end. Each screen has a hint key which flashes the right answer. Also, each level may be played in the Study Mode without the distraction of the timer and the score. Grade Level: 6 –12, Adult GEOGRAPHY OF AFRICA 49 Countries, Capital Cities on a map, Capitals with countries, 48 Flags and 30 geographical Features are covered in this program. Each screen is accompanied by a different musical midi file. Online instructions are available from any screen. Game may be played one level at a time, or in Tournament Mode in which a cumulative score is reported at the end. Each screen has a hint key which flashes the right answer. Also, each level may be played in the Study Mode without the distraction of the timer and the score. Grade Level: 6 – 12, Adult USA FACTS This program covers all fifty US States - their locations, capitals, flags, flowers and nicknames. The map screen may be printed with or without the labels. Each screen has a "Study Mode" which allows the user to practice the information at hand. Game screens show time and score. Each screen has pleasant music and sound effects. Grade Levels: 6 – 12, Adult GEOGRAPHY OF ENGLAND & SURROUNDING AREAS The program includes England (UK), Wales, Scotland, Ireland and Northern Ireland. This program covers 32 major cities, 33 bodies of water, and 32 features. Each set of items is presented in 2 screens. On one screen the player must choose the dot on a the map which indicates the location of the item named. In the second screen, the player must click on the item's name which is located at the flashing dot on the map. Each screen displays the score and the number of wrong answers. Pressing H which will flash the answer at the cost of an increasing number of points. Also has 18 hi-res photos. Grade Level: 8 – 12, Adult HISTORY & GLOBAL STUDIES AMERICAN HISTORY: PREREVOLUTIONARY WAR Read, study and practice facts about American History leading up to the Revolutionary War. The Study Mode allows for the viewing of a list of all the facts used in the game. Print feature will produce a hard copy for home study purposes or for use during play. Covers the facts in four screens - 1) Who 2) What 3) Where 4) When Good for Junior or Middle School, High School and 1st year College. Grade Level: 7 – 9, College History AMERICAN HISTORY: REVOLUTIONARY WAR Read, study and practice facts about American Revolutionary War. Covers 21 major people and 29 events in three screens. The Study Mode allows for the viewing of a list of all the facts used in the game. Print feature will produce a hard copy for home study purposes or for use during play. Covers the facts in three screens - 1) Who 2) Where and 3) When. Grade Level: 7 – 9, College History MULTIPLE CHOICE GLOBAL STUDIES REVIEW 1 Covers 9 areas of Part I of the NY State Global Studies Exam with a total of 180 Regents questions. The units may be played individually or sequentially. There are 20 questions on each unit which are presented in a random order each time the game is played. Pleasant music accompanies game play and may be turned off for convenience. A timer is displayed at the top of the screen which may be turned off if it "frazzles" some players. The score, the number of correct answers and the grade as a percentage are all displayed. After finishing a level, the player may print out a report showing the date, time, player's name, score, and number correct. Pressing F1 will bring up a Help file with playing instructions. Grade Level: 9 – 11 MULTIPLE CHOICE GLOBAL STUDIES 9 REVIEW 2 Covers 7 areas of the NY State Global Studies Course which is presented in 9th grade. The units may be played individually or sequentially. There are 10 to 18 questions on each of 7 units (104 questions) which are presented in a random order each time the game is played. Pleasant music accompanies game play and may be turned off for convenience. The timer may be turned off if it "frazzles" some players. The score, the number of correct answers, and the number wrong are all displayed. Print a report showing the date, time, player's name, score, and number correct. Grade Level: 9 – 10 MISCELLANEOUS VOCABULARY BUILDER - English 1 This program is for those people who need practice recognizing English words. Objects bounce around on the screen and a name randomly appears. The player uses the arrow keys and space bar to shoot the correct object. The game speed can be set to control the difficulty of the game. Covers 40 different objects broken up into 4 groups - Group 1 & 2 are Household Items, Group 3 contains Food Items and Group 4 contains Animals. Grade Level: K – 3, ESL VOCABULARY BUILDER - English 2 This is a NON-VIOLENT arcade game for elementary education ( or ESL ) for learning the names of People, Places, Vehicles, and Plants. Cupid drops hearts on the objects as they bounce around on the screen. Forty different objects are covered in four screens. Grade Level: K– 3 , ESL WEB-WORDS This program will allow individuals to practice words and terms associated with telecommunications and the World Wide Web in a fun-filled arcade style platform game. Move your character to the word which matches the definition at the bottom of the screen. Grade Level: 6 – 12, Adult WORD WAR - SET # 1 Sixty challenging words are broken up into five screens of twelve. In Double Player mode, the players play simultaneously against each other. A definition appears and they race to shoot the proper word. Points are deducted for wrong answers and for being hit by your opponent. The Single Player mode has three difficulty levels in which computer cannons fire at you. If you get stumped, pressing H will cause the answer to flash. Or, play in the Practice Mode with no cannons at all. The entire word list, with definitions and sample sentences, may be printed out. Grade Level: 7 – 12, Adult WORD WAR - SET # 2 More fun with vocabulary! 100 challenging words are broken up into five screens of 20. In Double Player mode, the players play simultaneously against each other. A definition appears and they race to shoot the proper word. Points are deducted for wrong answers and for being hit by your opponent. The Single Player mode has three difficulty levels in which computer cannons fire at you. If you get stumped, pressing H will cause the answer to flash. Or, play in the Practice Mode with no cannons at all. The entire word list, with definitions and sample sentences, and word origins may be printed out. Grade Level: 7 – 12, Adult SPACE FRACTIONS 1 - Common Fractions This game provides practice with fractions. Players practice a set of 20 basic fractions and their decimal and percent equivalents. If a student finishes a perfect level he is given the opportunity to play a space invaders type of game for two minutes. There are 6 levels: Decimal to Fraction, Fraction to Decimal, Decimal to Percent, Percent to Decimal, Percent to Fraction and Fraction to Percent. The player may view a Study screen which contains a table of all of the relationships used in the program. This table may be printed. A Report Screen is displayed after all of the levels are completed. Grade Level: 7 – 9 SPACE FRACTIONS 2 - Adding Fractions This game provides practice with subtracting fractions. Players practice a set of 20 problems - recognizing the . If a student finishes a perfect level he is given the opportunity to play a space invaders type of game for two minutes. There are 3 levels: Finding the LCD, Substitution, and Getting the Final Answer.. The player may view a Study screen which contains an explanation of how to add fractions. A Report Screen is displayed after all of the levels are completed. Grade Level: 7 – 9 LEARNING ABOUT YOUR CAMERA - CANON 50D This program covers the buttons, dials and screens of the Canon 50D SLR camera. The user may practice or study any of the screens. There are five screens: Front of the Camera, Back of the Camera, Mode Dial, Viewfinder and Top View. Grade Level: 6 –12, Adult LEARNING ABOUT YOUR CAMERA - CANON Rebel T2i This program covers the buttons, dials and screens of the Canon RebelT2i SLR camera. The user may practice or study any of the screens. There are five screens: Front of the Camera, Back of the Camera, Mode Dial, Viewfinder and Top View. Grade Level: 6 –12, Adult As a final closing word, if any of the readers are also already using ClickTeam Fusion Developer (a.k.a. Multimedia Fusion Developer) and would like to work together on any programming projects, please send me an email at rtc1947@aol.com. Thanks for taking the time to read this book.