Siem Coupons, Discount Code June 2021

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20% OFF
20% OFF Journey to the Land of Letters
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20% OFF Smarty goes to ancient Olympia
20% OFF Smarty goes to ancient Olympia
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20% OFF Smarty in Santa's village - For children 6-8 years old
20% OFF Smarty in Santa's village - For children 6-8 years old
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20% OFF Smarty in Santa's village - For pre-schoolers 3-6 years old
20% OFF Smarty in Santa's village - For pre-schoolers 3-6 years old
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20% OFF Smarty in Santa's village - For toddlers 2-4 years old
20% OFF Smarty in Santa's village - For toddlers 2-4 years old
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20% OFF Smarty travels to ancient Athens
20% OFF Smarty travels to ancient Athens
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20% OFF Αγγλικά Γ΄- Δ΄ Δημοτικού
20% OFF Αγγλικά Γ΄- Δ΄ Δημοτικού
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20% OFF Αγγλικά Ε΄ Δημοτικού
20% OFF Αγγλικά Ε΄ Δημοτικού
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20% OFF Αγγλικά ΣΤ΄ Δημοτικού
20% OFF Αγγλικά ΣΤ΄ Δημοτικού
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20% OFF Η Σπίθα και ο Κεραυνός στον πλανήτη Ανδρομέδα
20% OFF Η Σπίθα και ο Κεραυνός στον πλανήτη Ανδρομέδα
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20% OFF Η Σπίθα, ο Κεραυνός και η αποκάλυψη της αλήθειας
20% OFF Η Σπίθα, ο Κεραυνός και η αποκάλυψη της αλήθειας
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20% OFF Η Σπίθα, ο Κεραυνός και η διάσωση του πλανήτη Ανδρομέδα
20% OFF Η Σπίθα, ο Κεραυνός και η διάσωση του πλανήτη Ανδρομέδα
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20% OFF Η Σπίθα, ο Κεραυνός και ο ύποπτος της οδού Ανέμων
20% OFF Η Σπίθα, ο Κεραυνός και ο ύποπτος της οδού Ανέμων
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20% OFF Μαθηματικά Α΄ Δημοτικού
20% OFF Μαθηματικά Α΄ Δημοτικού
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20% OFF Μαθηματικά Β΄ Δημοτικού
20% OFF Μαθηματικά Β΄ Δημοτικού
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20% OFF Μελέτη Περιβάλλοντος - Παιχνίδι Γνώσεων για τη Δ΄ Δημοτικού
20% OFF Μελέτη Περιβάλλοντος - Παιχνίδι Γνώσεων για τη Δ΄ Δημοτικού
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20% OFF Μελέτη Περιβάλλοντος – Παιχνίδι Γνώσεων για τη Γ΄ Δημοτικού
20% OFF Μελέτη Περιβάλλοντος – Παιχνίδι Γνώσεων για τη Γ΄ Δημοτικού
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20% OFF Ο καπετάν Μπουρμπουλήθρας
20% OFF Ο καπετάν Μπουρμπουλήθρας
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20% OFF Ο Ξεφτέρης και η Γραμματική
20% OFF Ο Ξεφτέρης και η Γραμματική
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20% OFF Smarty and the 12 Gods of Olympus
20% OFF Smarty and the 12 Gods of Olympus
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20% OFF Ο Ξεφτέρης στη Χώρα των Ονείρων
20% OFF Ο Ξεφτέρης στη Χώρα των Ονείρων
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20% OFF Ο Ξεφτέρης στην αρχαία Ολυμπία
20% OFF Ο Ξεφτέρης στην αρχαία Ολυμπία
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20% OFF Ο Ξεφτέρης στο μελισσόκοσμο!
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20% OFF Ο Ξεφτέρης στο χωριό του Αϊ Βασίλη!, 1ο μέρος
20% OFF Ο Ξεφτέρης στο χωριό του Αϊ Βασίλη!, 1ο μέρος
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20% OFF Ο Ξεφτέρης στο χωριό του Αϊ Βασίλη!, 2ο μέρος
20% OFF Ο Ξεφτέρης στο χωριό του Αϊ Βασίλη!, 2ο μέρος
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20% OFF Ο Ξεφτέρης στο χωριό του Αϊ-Βασίλη, για παιδιά 2-4 ετών
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20% OFF Ο Ξεφτέρης ταξιδεύει στην αρχαία Αθήνα
20% OFF Ο Ξεφτέρης ταξιδεύει στην αρχαία Αθήνα
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20% OFF Οι Αριθμοί και Πράξεις στην Παιχνιδοχώρα - Η σκανταλιάρα μαϊμού
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20% OFF Οι Αριθμοί και Πράξεις στην Παιχνιδοχώρα - Το μαγικό τρένο
20% OFF Οι Αριθμοί και Πράξεις στην Παιχνιδοχώρα - Το μαγικό τρένο
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Software Description

Journey to the Land of Letters

«Μια φορά κι έναν καιρό, ήταν ένα βιβλίο που το έλεγαν Ξεφτέρη. Αυτό το βιβλίο δεν ήταν σαν τα άλλα• αντί να στέκεται ακίνητο και βουβό στο σκονισμένο ράφι κάποιας βιβλιοθήκης, μπορούσε να περπατάει, να σκέφτεται και να μιλάει! Ήταν, όμως, πολύ δυστυχισμένο γιατί στις σελίδες του δεν είχε ούτε ένα τοσοδά γραμματάκι.
Μια μέρα, λοιπόν, που καθόταν στεναχωρημένο στο δωμάτιό του, του ήρθε μια καταπληκτική ιδέα! Θα πήγαινε ένα ταξίδι στη Χώρα των Γραμμάτων, για να βρει γράμματα και να γεμίσει τις σελίδες του.
Μια και δυο, λοιπόν, ξεκίνησε...»

Το «Ταξίδι στη Χώρα των Γραμμάτων», έκδοση 2.0, είναι η νέα ανανεωμένη έκδοση του ομώνυμου επιτυχημένου εκπαιδευτικού τίτλου. Πρόκειται για ένα προηγμένο δίγλωσσο (Ελληνικά - Αγγλικά) εκπαιδευτικό λογισμικό πολυμέσων που απευθύνεται σε παιδιά ηλικίας Νηπιαγωγείου και Α' Δημοτικού και βοηθά στην εξοικείωση με την αναπαράσταση, την προφορά και τον τρόπο γραφής των γραμμάτων της ελληνικής γλώσσας. Το παιδί, βοηθώντας τον Ξεφτέρη στην αναζήτηση των γραμμάτων του ελληνικού αλφαβήτου, επισκέπτεται 3 πόλεις με 24 διαφορετικά σπίτια τα οποία κατοικούνται από ανθρωπόμορφα ζωάκια που μιλούν, χαιρετούν, κάνουν γκριμάτσες και απαγγέλλουν ποιήματα.

Χαρακτηριστικά
• Πρωτότυπο και εφευρετικό σενάριο
•  Συμβατό με το σχολικό αναλυτικό πρόγραμμα
• Κατάλληλο για χρήση και από άτομα που δεν γνωρίζουν την ελληνική γλώσσα
• Καλοσχεδιασμένα και ελκυστικά κινούμενα γραφικά
• Διάλογοι από επαγγελματίες ηθοποιούς (25 διαφορετικές φωνές)
• Φιλικό και ευχάριστο περιβάλλον
• Γραφή, παζλ και παιχνίδι ζωγραφικής για κάθε γράμμα
• 10 εκπαιδευτικά και διασκεδαστικά παιχνίδια με τρεις γύρους και με πλήθος ασκήσεων (σκοποβολή, σταυρόλεξο, κορίνες, τροχός, παιχνίδι μνήμης, μήλα, χρωμάτισμα εικόνας, ζωγραφική, ψάρεμα, κουλοχέρης)
• 128 φύλλα εργασιών βασισμένα στο περιεχόμενο του εκπαιδευτικού τίτλου
• Αναλυτικό Βιβλίο δασκάλου
• Δυνατότητα αναβάθμισης μέσω internet

Ελάχιστες απαιτήσεις
• Λειτουργικό Microsoft® Windows 98/ME/2000/XP/VISTA
• Ανάλυση οθόνης 800Χ600 και 65536 χρώματα
• Κάρτα ήχου
• Υπολογιστής με συμβατότητα
για λειτουργία του Adobe® Flash® Player 8

Smarty goes to ancient Olympia

On one of his trips to Greece, Smarty decided to visit Olympia, in the Peloponnese, where the Olympic games first started. He got there rather early, so he decided to while away his time in a pleasant manner by fishing in the nearby river of Alpheus, until it was time for his guided tour of the archaeological site………

In this adventure, Smarty is transported to ancient Olympia, the place where the Olympic games first originated in order to unravel a mystery which has remained unsolved for centuries and to right a terrible past injustice against a great athlete.

  • What could be the little gold statue that Smarty found by chance while he was fishing on the banks of the river Alpheus and why did the guard seem so overjoyed that it had been found?
  • What is the great injustice that Smarty must redress?
  • Why did the “gymnastis” of Leandros, the great athlete who was sure to win the stadion race, go missing?
  • Who are the people who want to exclude Leandros from the contests and why?
  • What is the great secret that Smarty must reveal?
  • What help does the goddess Hera offer and what is the plan, which requires the help of the artist, to uncover the culprit?

Will Smarty manage to triumph in this adventure too? To overcome the challenges and to solve the riddles, he must pluck up his courage and collect valuable facts about the ancient Olympic games and the way they were performed. On this mission, he will be helped by 16 different characters that he meets, like Alpheus, the alitarchis, the exegetis, the aristocrat, the hellanodikis, the priest, the artist and the ravdochos. These people will give him valuable information about the Olympic sports, (what they were, when they took place, and who could take part in them) about the prizes given to the victors and the punishments given to the transgressors, about the competitive spirit of the Greeks, about the training, the cultural activity, the temple of Zeus, the Heraion, and many other things.

“Smarty travels to ancient Olympia” is an advanced educational software product aimed at children aged 6 and up. It contains lively dialogue which successfully combines education and entertainment in an enchanting story-game.

Qualifications

  • Original and inventive script
  • Well-drawn animated graphics
  • Dialogues read by professional actors
  • Friendly and easy-to-use environment
  • Educational and entertaining games
  • Quiz game with 200 questions for 1 or 2 players
  • Five representations of ancient sports in the form of interactive games.
  • Electronic book with information about the Olympic games (ancient and modern)
  • Self-assessment of the student

 

Minimum requirements

  • Microsoft® Windows XP/VISTA/7
  • 800x600 screen with 65536 colours
  • Sound card
  • PC compatible with Adobe® AIR® 3.3

Smarty in Santa's village, for children 6

“Smarty in Santa's village, for children 6-8 years old” is an advanced educational software product for children aged 6-8 which successfully combines learning and recreation through a rich interactive environment. The most Smarty’s new adventure in Santa’s village will keep you company at Christmas and all year long! This program helps children to become familiar with the subjects of the 1st and 2nd classes of Primary school in both an original and entertaining way. It also promotes psycho-motor development with games based on logic, memory observation and creativity:

  • mathematical operations 
  • vocabulary development with compound words 
  • exercises in written language 
  • object correlation 
  • decoration of the Christmas room 
  • picture differentiation 
  • identification of objects unrelated to a picture 
  • picture composition 
  • pairs matching 


Smarty invites you to visit Santa’s house, decorate the Christmas room and discover the secret of the attic. Of course, no one will want to miss out on a visit to Santa’s fantastic toy shop, the wonderful bookshop or the post office to make cheery cards for loved ones. In the restaurant you will decorate the holiday table. But watch out! Mischievous elves might spoil the holiday… 
Santa’s snow-covered village is full of games and surprises!!

Qualifications

  • Well-drawn animated graphics
  • Friendly and easy-to-use environment
  • Dialogues read by professional actors

Minimum requirements

  • Microsoft® Windows XP/VISTA/7
  • 800x600 screen with 65536 colours
  • Sound card
  • PC compatible with Adobe® AIR® 3.3

Smarty in Santa's village, for pre

“Smarty in Santa's village, for pre-schoolers 3-6 years old” is an advanced educational software product for children aged 6-8 which successfully combines learning and recreation through a rich interactive environment. The most Smarty’s new adventure in Santa’s village will keep you company at Christmas and all year long! This program deals with subjects of primarily pre-school education in both an original and entertaining way. It also helps children’s psycho-motor development with games based on logic, memory, observation and creativity. It deals with subjects like: 

  • numbers 1-10 
  • letters of the alphabet 
  • colors 
  • shapes 
  • left and right 
  • ordering of objects 
  • picture composition 
  • picture completion 
  • odd-one-out 
  • picture correlation 
  • pairs matching 
  • correlation of objects to a picture 

Smarty invites you to visit Santa’s house, to hang ornaments on the Christmas tree and decorate the snowman, to help the elves load presents on the sleigh and play games together at the ice-rink and carousel. And don’t forget to take a stroll past the toy shops, candy shops and Christmas shops. Make truly merry Christmas card for your loved ones and create winter-themed art. 
Santa’s snow-covered village is full of games and surprises!!!

Qualifications

  • Well-drawn animated graphics
  • Friendly and easy-to-use environment
  • Dialogues read by professional actors

Minimum requirements

  • Microsoft® Windows XP/VISTA/7
  • 800x600 screen with 65536 colours
  • Sound card
  • PC compatible with Adobe® AIR® 3.3

Smarty in Santa's village, for toddlers 2

“Smarty in Santa's village, for toddlers 2-4 years old” is an advanced educational software product for children aged 2-4 which successfully combines learning and recreation through a rich interactive environment. The most Smarty’s new adventure in Santa’s village will keep you company at Christmas and all year long! This program deals with subjects like:

  • the alphabet
  • numbers 1-10
  • colors
  • animals and their voices
  • picture completion
  • correlation of voice to a picture

Smarty invites you to visit Santa’s house and help Santa be dressed, to choose the correct games for the children, to visit the post office, to make cheery cards and choose the correct stamps, to help the elf load presents on the sleigh, to play games together at the carousel and more. Santa’s snow-covered village is full of games and surprises!!!

Qualifications

  • Well-drawn animated graphics
  • Friendly and easy-to-use environment
  • Dialogues read by professional actors

 

Minimum requirements

  • Microsoft® Windows XP/VISTA/7
  • 800x600 screen with 65536 colours
  • Sound card
  • PC compatible with Adobe® AIR® 3.3

Smarty travels to ancient Athens

“Smarty travels to Ancient Athens” is Smarty’s exciting adventure in the Athens of the 5th century BC., the era of Pericles. In Athens, Smarty meets Soothsayer/ Manteis, who is expecting him because of an oracle deliverd by Pythia:“ The visitor to the town will descend from the sky and will land on the rock of the Acropolis. He will be the one to bring the Great Heroes back to life. It is they who hold the secret of almighty power and the happiness of mankind.”
But things are not as easy as they seem since the Great Heroes are….statues! How will Smarty manage to “unfreeze” them, so that they can reveal their secret to him? What is it, anyway, that makes people all-powerful and happy? Smarty has to keep his eyes and ears open and look closely at everything in Athens listening carefully to everything its inhabitants tell him so as to be able to answer these questions. Will he be worthy enough to uncover such an important secret?


“Smarty travels to Ancient Athens” is an advanced educational software product aimed at children aged 6 and up. It contains lively dialogue which successfully combines education and entertainment in an enchanting story-game.

Qualifications

  • Compatible with the school curriculum
  • Original and inventive script
  • Well-drawn animated graphics
  • Dialogues read by professional actors
  • Friendly and easy-to-use environment
  • Educational and entertaining games
  • “Question game” with hundreds of questions

 

Minimum requirements

  • Microsoft® Windows XP/VISTA/7
  • 800x600 screen with 65536 colours
  • Sound card
  • PC compatible with Adobe® AIR® 3.3

Αγγλικά Γ΄

 

“English Language for the 3rd and 4th class of Primary School” is an educational software product that successfully combines education with entertainment. Through a variety of exercises it helps students to become familiar with the English Language curriculum for the 3rd and 4th classes of Primary School. It covers the following items:
 
a / an
this / that
to be
adjectives 
have got
possessive adjectives
imperative
who / what
prepositions of place
 
Activities relative to:
  • colours
  • shapes
  • family words
  • body
  • clothes
  • food and drink
  • animals
  • days
  • numbers (1-100)
  • classroom objects
  • toys
  • musical instruments
  • places
  • the time
 
Qualifications
  • Friendly and easy-to-use environment 
  • Well-drawn graphics 
  • Self-assessment of the student 
  • Content management tool and evaluation tool for both individual pupil progress and class progress during school time (with score, detailed  results, level of difficulty for each exercise) 
  • Ability to choose the exercises that will appear in the software
  • Detailed Teacher’s manual
  • Upgradeable via internet 
 
Minimum requirements
  • Microsoft® Windows 98/ME/2000/XP/VISTA/7 
  • 800x600 screen with 65536 colours 
  • Sound card
  • PC compatible with Adobe® Flash® Player 8
 
 
 
 

 

Αγγλικά Ε΄ Δημοτικού

 

“English Language for the 5th class of Primary School” is an educational software product that successfully combines education with entertainment. Through a variety of exercises it helps students to become familiar with the English Language curriculum for the 5th class of Primary School. It covers the following items:
  • a / an / the
  • these / those
  • there is / there are
  • some / any
  • plurals
  • must / can
  • be going to
  • simple future
  • simple present / present continuous
  • adverbs of frequency
  • comparatives / superlatives
  • prepositions
  • object pronouns
  • question words (who, what, which, where, when)
 
Activities relative to:
  • ordinal numbers
  • months
  • jobs
  • hobbies / activities
  • nature
  • seasons
  • food and drink
  • house / home - furniture
  • weather
  • the time
 
Qualifications
  • Friendly and easy-to-use environment 
  • Well-drawn graphics 
  • Self-assessment of the student 
  • Content management tool and evaluation tool for both individual pupil progress and class progress during school time (with score, detailed  results, level of difficulty for each exercise) 
  • Ability to choose the exercises that will appear in the software
  • Detailed Teacher’s manual
  • Upgradeable via internet 
 
Minimum requirements
  • Microsoft® Windows 98/ME/2000/XP/VISTA/7  
  • 800x600 screen with 65536 colours 
  • Sound card
  • PC compatible with Adobe® Flash® Player 8
 

 

Αγγλικά ΣΤ΄ Δημοτικού

 

 “English Language for the 6th class of Primary School” is an educational software product that successfully combines education with entertainment. Through a variety of exercises it helps students to become familiar with the English Language curriculum for the 6th class of Primary School. It covers the following items:
 
  • a / an / the
  • possessive pronouns
  • question words
  • modals
  • present perfect simple
  • simple future / be going to…
  • simple past / past continuous
  • simple present  / present continuous
  • stative verbs
  • adverbs
  • comparatives / superlatives
  • plurals
  • many / much – few / little
  • no, any, some /–body, –thing, –where
  • prepositions of time
  • relatives
  • tag questions

 

Activities relative to:

  • countries / cities
  • monuments
  • celebrations
  • school subjects
  • home
  • the time
 
Qualifications
  • Friendly and easy-to-use environment 
  • Well-drawn graphics 
  • Self-assessment of the student 
  • Content management tool and evaluation tool for both individual pupil progress and class progress during school time (with score, detailed  results, level of difficulty for each exercise) 
  • Ability to choose the exercises that will appear in the software
  • Detailed Teacher’s manual
  • Upgradeable via internet 
 
Minimum requirements
  • Microsoft® Windows 98/ME/2000/XP/VISTA/7  
  • 800x600 screen with 65536 colours 
  • Sound card
  • PC compatible with Adobe® Flash® Player 8
 

 

Η Σπίθα και ο Κεραυνός στον πλανήτη Ανδρομέδα

 

“Spark and Thunder on the planet Andromeda” is the first part of the story in which two inseparable friends, Spark and Thunder, are involved in an incredible adventure, this time, on the planet Andromeda. A strange phenomenon that occurs at Lake Flovela and an unforeseen break-down gives them the opportunity to meet BigMan up close, the alien whose surprising powers protect the inhabitants of 
the planet. During their stay on Andromeda, the children come up against many unexpected obstacles and must use all their courage and intelligence to overcome them.  All the more, the strange mumbled words of the old Master of the Lake, “At my house…in the yard…under the tree…the truth is there,” lead them to discover a locked, metal box which surely hides a great secret.  But this will be revealed in the second part of the adventure! 
 
“Spark and Thunder on the planet Andromeda” is an advanced educational software product that successfully combines education with entertainment. Through a rich interactive environment, it helps students to become familiar with issues of Mathematics for the 3rd and 4th classes of Primary School. It covers the following items:
 
  • Multiplication tables
  • Division without remainder
  • Multiplication of double-digit and 3-digit numbers with single-digit numbers
  • Vertical addition and subtraction of 3-digit and 4-digit numbers
  • Mental horizontal division of a double-digit by a single-digit/double-digit with a remainder
  • Vertical division of a double-digit by a single digit number with a remainder
  • Comparison of fractions
  • Decimal fractions and decimal numbers
  • Addition and subtraction of decimals
  • Geometric shapes
  • Composite numbers
  • Order of numbers up to 1.000.000
  • Addition and subtraction of numbers up to 1.000.000
  • Division with single-digit and double-digit divisor
  • Symmetrical shapes
  • Geometric patterns
  • Data
 
 
Qualifications
  • Compatible with the school curriculum 
  • Original and inventive script 
  • Well-drawn animated graphics 
  • Dialogues read by professional actors 
  • Friendly and easy-to-use environment 
  • Educational and entertaining games
  • 102 worksheets based on the content of the educational title 
  • Self-assessment of the student
  • Content management tool and evaluation tool for both individual pupil progress and class progress during school time (with score, detailed  results, level of difficulty for each exercise) 
  • Ability to choose the exercises that will appear in the software
  • Detailed Teacher’s manual
  • Upgradeable via internet 
 
 
Minimum requirements
  • Microsoft® Windows 98/ME/2000/XP/VISTA/7 
  • 800x600 screen with 65536 colours 
  • Sound card
  • PC compatible with Adobe® Flash® Player 8 
 
 

Η Σπίθα, ο Κεραυνός και η αποκάλυψη της αλήθειας

 

«Hellenic language for the 5th and 6th class of the Elementary School» is the second part of Spark and Thunder’s adventure. The two children are involved in an incredible adventure trying to unlock the mystery behind the man who lives in the Wind Street. Will they be able to uncover the truth? They need to summon up all their intelligence and inventiveness to succeed because things will quickly become very difficult as a terrible threat will appears endangering the entire planet. 
 
“Hellenic language for the 5th and 6th class of the Elementary School” is an advanced educational software product that successfully combines education with entertainment. Through a rich interactive environment, it helps children to become familiar with the Language Arts of the 5th and 6th classes of Primary School. It covers the following items: 
 
  • Synonyms
  • Opposites
  • Compound nouns/ adjectives  
  • Derivatives
  • Paronyms 
  • Homophonics 
  • Noun declension
  • Noun and adjective agreement and declension 
  • Genitive (Subjective, Objective, Indicative, Predicative)
  • Tense substitution
  • Modal substitution
  • Spelling of verbs
  • Active voice- Passive voice
  • Verbal phrases 
  • Syntax
  • Types of sentences
 
Qualifications
  • Compatible with the school curriculum 
  • Original and inventive script 
  • Well-drawn animated graphics 
  • Dialogues read by professional actors 
  • Friendly and easy-to-use environment 
  • Educational games 
  • “Electronic book” with Grammar rules
  • Plenty of activities in game form
  • Cross-curricular work plans
  • 116 worksheets based on the content of the educational title  
  • Self-assessment of the student
  • Content management tool and evaluation tool for both individual pupil progress and class progress during school time (with score, detailed  results, level of difficulty for each exercise) 
  • Ability to choose the exercises that will appear in the software
  • Detailed Teacher’s manual
  • Upgradeable via internet 
 
Minimum requirements
  • Microsoft® Windows 98/ME/2000/XP/VISTA/7 
  • 800x600 screen with 65536 colours 
  • Sound card
  • PC compatible with Adobe® Flash® Player 8 
 

 

Η Σπίθα, ο Κεραυνός και η διάσωση του πλανήτη Ανδρομέδα

“Spark, Thunder and the rescue of planet Andromeda” is the second part of the story in which two inseparable friends, Spark and Thunder, are involved in an incredible adventure, this time, on the planet Andromeda.  So far, the two children have encountered surprises, traps and many obstacles.  But who knows what the future has in store for them? The strange metal box found at the house of the old Master of the Lake hides a great secret which will bring new facts to light causing unexpected upsets. Spark and Thunder put two and two together, concluding that the planet is about to face grave danger. Will they be able to prevent the terrible disaster in time? To succeed, they will certainly need help from you!
 
 “Spark, Thunder and the rescue of planet Andromeda” is an advanced educational software product that successfully combines education with entertainment. Through a rich interactive environment, it helps students to become familiar with issues of Mathematics for the 5th and 6th classes of Primary School. It covers the following items:
 
  • Order of numbers up to 1.000.000.000
  • Addition and subtraction of numbers up to 1.000.000.000
  • Composites / Addition and subtraction of composites
  • Order / Multiplication of decimal numbers
  • Division of whole numbers by whole numbers with decimal quotient 
  • Multiplication of whole numbers and fractions with fractions
  • Division of fractions with same denominator 
  • Division of whole numbers and fractions with fractions
  • Least Common Multiple
  • Addition and subtraction of dissimilar fractions
  • Greatest Common Factor
  • Factorization of natural numbers
  • Conversion of the product of same factors into powers
  • Calculation of the powers of a number and operations
  • Equations
  • Ratio and proportion / Reciprocal ratio
  • Percent
  • Data – Bar charts / Graphs
  • Average
  • Area / Geometric shapes / Symmetry 
 
 
Qualifications
  • Compatible with the school curriculum 
  • Original and inventive script 
  • Well-drawn animated graphics 
  • Dialogues read by professional actors 
  • Friendly and easy-to-use environment 
  • Educational and entertaining games
  • 95 worksheets based on the content of the educational title 
  • Self-assessment of the student
  • Content management tool and evaluation tool for both individual pupil progress and class progress during school time (with score, detailed  results, level of difficulty for each exercise) 
  • Ability to choose the exercises that will appear in the software
  • Detailed Teacher’s manual
  • Upgradeable via internet 
 
 
Minimum requirements
  • Microsoft® Windows 98/ME/2000/XP/VISTA/7 
  • 800x600 screen with 65536 colours 
  • Sound card
  • PC compatible with Adobe® Flash® Player 8 
 

Η Σπίθα, ο Κεραυνός και ο ύποπτος της οδού Ανέμων

Two children, Spark and Thunder are the heroes of our story. One summer afternoon the children decide to go for a walk in the city. But then, they are involved in an incredible adventure. A grouchy man falls over Thunder losing an electronic notebook. The children participate in strange experiments and they face strange and risky situations. Will they be able to discover who the mysterious man is living in Wind Street?  Will they be able to find out his hidden secret? Most importantly, will they have the strength and wisdom to overcome the difficulties that come their way? Let's go and find out! 

 
“Hellenic language for the 3rd and 4th class of the Elementary School” is an advanced educational software product that successfully combines education with entertainment. Through a rich interactive environment, it helps children to become familiar with the Language Arts of the 3rd and 4th classes of Primary School. It covers the following items: 
 
  • Synonyms
  • Opposites
  • Compound nouns/ adjectives 
  • Noun phrases 
  • Noun declension
  • Accusative 
  • Noun endings 
  • Countable - Uncountable
  • Noun and adjective agreement and declension 
  • Appositive adjectives  
  • Tenses
  • Spelling of verbs
  • Verbal phrases
  • Pronouns 
  • Prepositions
  • Simple sentence structure
 
 
Qualifications
  • Compatible with the school curriculum 
  • Original and inventive script 
  • Well-drawn animated graphics 
  • Dialogues read by professional actors 
  • Friendly and easy-to-use environment 
  • Educational games 
  • “Electronic book” with Grammar rules
  • Plenty of activities in game form
  • Cross-curricular work plans
  • 97 worksheets based on the content of the educational title  
  • Self-assessment of the student
  • Content management tool and evaluation tool for both individual pupil progress and class progress during school time (with score, detailed  results, level of difficulty for each exercise) 
  • Ability to choose the exercises that will appear in the software
  • Detailed Teacher’s manual
  • Upgradeable via internet 
 
 
Minimum requirements
  • Microsoft® Windows 98/ME/2000/XP/VISTA/7 
  • 800x600 screen with 65536 colours 
  • Sound card
  • PC compatible with Adobe® Flash® Player 8 
 

 

Μαθηματικά Α΄ Δημοτικού

 

“Maths for the 1st class of Primary School” is an advanced educational software product that successfully combines education with entertainment. Through a rich interactive environment, it helps students to become familiar with the issues of Mathematics for the 1st class of Primary School. It covers the following items:
 
Numbers 1-5
  • Equivalence, Comparison, Addition, Subtraction
 
Numbers 0 and 6-10
  • Equivalence, Comparison, Addition, Subtraction
 
Numbers up to 20
  • Comparison, Addition, Subtraction, Problems
 
Numbers up to 100
  • Comparison
  • Horizontal operations
  • Vertical addition without carrying
  • Vertical subtraction without borrowing 
 
Geometry
  • Shapes, Lines, Geometric patterns
 
Measurement
  • Money, Time
 
 
Qualifications
  • Compatible with the school curriculum 
  • Well-drawn animated graphics 
  • Friendly and easy-to-use environment 
  • Self-assessment of the student
  • Content management tool and evaluation tool for both individual pupil progress and class progress during school time (with score, detailed  results, level of difficulty for each exercise) 
  • Ability to choose the exercises that will appear in the software
  • Detailed Teacher’s manual
  • Upgradeable via internet 
 
 
Minimum requirements
  • Microsoft® Windows 98/ME/2000/XP/VISTA/7 
  • 800x600 screen with 65536 colours 
  • Sound card
  • PC compatible with Adobe® Flash® Player 8 
 

 

Μαθηματικά Β΄ Δημοτικού

 “Mathematics for the 2nd class of Primary School” is an advanced educational software product that successfully combines education with entertainment. Through a rich interactive environment, it helps students to become familiar with the issues of Mathematics for the 2nd class of Primary School. It covers the following items:
 
Numbers up to 100
  • Vertical addition without carrying
  • Vertical subtraction without borrowing 
  • Multiplication table
  • Multiplication
  • Division
  • Word Problems
 
Numbers up to 1000
  • Comparison, Addition, Subtraction
 
Geometry
  • Symmetry, Perimeter, Geometric patterns
 
Measurement
  • Money, Weight
 
 
Qualifications
  • Compatible with the school curriculum 
  • Well-drawn animated graphics 
  • Friendly and easy-to-use environment 
  • Self-assessment of the student
  • Content management tool and evaluation tool for both individual pupil progress and class progress during school time (with score, detailed  results, level of difficulty for each exercise) 
  • Ability to choose the exercises that will appear in the software
  • Detailed Teacher’s manual
  • Upgradeable via internet 
 
 
Minimum requirements
  • Microsoft® Windows 98/ME/2000/XP/VISTA/7 
  • 800x600 screen with 65536 colours 
  • Sound card
  • PC compatible with Adobe® Flash® Player 8 
 

Μελέτη Περιβάλλοντος

 

 «Welcome! Welcome ! To my home
From your school, it’s time to roam!
The show is starting with a puff
Lots of magic, there’s never enough.
Together we’ll travel here and there
Flying, flying in the air!
How much magic can I do?
I don’t know, it’s up to you!».
 
This time, the amazing magician Puff invites you to a phantasmagorical performance at his enchanted castle.  With his magic powers, he transports you to the jungle, outer space, archeological sites, the depths of the sea and many other interesting places.  Using his magic wand and hat, scarves and many other impressive tricks, Puff brings exotic plants to life and makes parrots and rabbits appear, giving knowledge unique charm.  But he is sure to need your help if he is to succeed!
 
“Environmental Studies – Quiz for the 4th Class of Primary School” is an interactive multimedia educational game with 1000 different questions from the curriculum of the 4th class of Primary School.  It gives the child the opportunity to enrich and consolidate his knowledge in the thematic units: 
 
  • Plants – Animals 
  • Environment
  • History 
  • Anatomy 
  • Computers 
  • Science
 
 
Qualifications
  • Compatible with the school curriculum 
  • Well-drawn animated graphics
  • Dialogues by professional actors 
  • Friendly and easy-to-use environment 
  • 3-level game with questions – answers from different categories, for 1 or 2 players
  • Scores with the players’ best results 
  • Ability to choose thematic unit and the number of questions in order to practice before starting to play the game 
  • Worksheets based on the content of the educational title 
  • Self-assessment of the student
  • Content management tool and evaluation tool for both individual pupil progress and class progress during school time (with score, detailed  results, level of difficulty for each exercise) 
  • Ability to choose the exercises that will appear in the software
  • Detailed Teacher’s manual
  • Upgradeable via internet 
 
 
Minimum requirements
  • Microsoft® Windows 98/ME/2000/XP/VISTA/7 
  • 800x600 screen with 65536 colours 
  • Sound card
  • PC compatible with Adobe® Flash® Player 8 
 
 

Μελέτη Περιβάλλοντος – Παιχνίδι Γνώσεων για τη Γ΄ Δημοτικού

 

"Magician Puff is my name
And casting spells is my game.
My name is Puff, but why, you ask?
Because it is a magic task!
Everyone knows far and wide
A puff of smoke is where I hide.
But when I want to reappear
Puff!  Puff again! And I am here!".  
 
With his magic wand and hat, with cards and scarves and other spectacular tricks, Puff the Magician gives knowledge unique charm.
• What was Talos?
• Name some manufactured products.
• What was the real cause of the Trojan War?
• How do reptiles breathe?
• What are clouds made up of?
• How do people sense taste?
 
An exciting game for one or two players. Do you want to play? Then get ready to answer the Magician’s questions quickly and accurately! Who knows? Maybe your name will appear on the list of best scores!  Good Luck!
 
“Environmental Studies – Quiz for the 3rd Class of Primary School” is an interactive multimedia educational game with 1000 different questions from the curriculum of the 3rd class of Primary School.  It gives the child the opportunity to enrich and consolidate his knowledge in the thematic units: 
 
  • Anatomy
  • Science
  • Geography 
  • History
  • Mythology 
  • Plants – Animals 
 
 
Qualifications
  • Compatible with the school curriculum 
  • Well-drawn animated graphics
  • Dialogues by professional actors 
  • Friendly and easy-to-use environment 
  • 3-level game with questions – answers from different categories, for 1 or 2 players
  • Scores with the players’ best results 
  • Ability to choose thematic unit and the number of questions in order to practice before starting to play the game 
  • Worksheets based on the content of the educational title 
  • Self-assessment of the student
  • Content management tool and evaluation tool for both individual pupil progress and class progress during school time (with score, detailed  results, level of difficulty for each exercise) 
  • Ability to choose the exercises that will appear in the software
  • Detailed Teacher’s manual
  • Upgradeable via internet 
 
 
Minimum requirements
  • Microsoft® Windows 98/ME/2000/XP/VISTA/7 
  • 800x600 screen with 65536 colours 
  • Sound card
  • PC compatible with Adobe® Flash® Player 8 
 
 

Ο καπετάν Μπουρμπουλήθρας

 

“Smarty and Paliatsos/Clown could not believe their eyes when they met the legendary Captain Bubble. And when he suggested a voyage in his submarine, the Seaborne, the two friends leapt at the chance without thinking twice. That is how Smarty’ and Paliatsos’ wanderings in the amazing Underwater World began. The enjoyable games at the start of the voyage did nothing to prepare our friends for the dangers they were to come up against later on:
  • Why did Captain Bubble vanish suddenly without a trace?
  • How will they get the submarine out of the Coral Cave?
  • What mystery is hidden within the old wreck of the pirate ship?
  • Where is the ancient Kingdom of the Mermaids?
Our heroes must demonstrate great strength, incredible courage and unbeatable intelligence to succeed in this adventure. Will they pull it off once more, this time?
 
“Smarty and Captain Bubble (3.0)” using modern methods of presentation, helps to familiarize children with issues of Mathematics (4th part). It covers the following items:
 
Addition (with and without “carrying”)
  • Horizontal addition of a single-digit number to a double-digit number 
  • Horizontal addition of a double-digit number to a double-digit number
  • Vertical addition of a single-digit number to a double-digit number 
  • Vertical addition of a of a double-digit number to a double-digit number
 
Subtraction (with and without “borrowing”)
  • Horizontal subtraction of a single-digit number from a double-digit number 
  • Horizontal subtraction of a double-digit number from a double-digit number
  • Vertical subtraction of a single-digit number from a double-digit number 
  • Vertical subtraction of a double-digit number from a double-digit number
 
Multiplication
  • Multiplication with the help of addition
  • Multiplication tables
 
Division 
  • Division with the help of subtraction (Long division)
  • Division as a reverse operation of multiplication
 
 
Qualifications
  • Compatible with the school curriculum 
  • Original and inventive script 
  • Well-drawn animated graphics 
  • Dialogues read by professional actors 
  • Friendly and easy-to-use environment 
  • 13 educational and entertaining games
  • Worksheets based on the content of the educational title 
  • Self-assessment of the student
  • Content management tool and evaluation tool for both individual pupil progress and class progress during school time (with score, detailed  results, level of difficulty for each exercise) 
  • Ability to choose the exercises that will appear in the software
  • Detailed Teacher’s manual
  • Upgradeable via internet 
 
 
Minimum requirements
  • Microsoft® Windows 98/ME/2000/XP/VISTA/7 
  • 800x600 screen with 65536 colours 
  • Sound card
  • PC compatible with Adobe® Flash® Player 8 
 
 

 

Ο Ξεφτέρης και η Γραμματική

“Smarty has just returned from the Land of Letters. He is very happy because he has brought back with him all the letters of the alphabet. Now, at last, he can write a beautiful story to adorn his pages.

Full of enthusiasm, he gets down to work. Yet, as time goes by, he realizes that it’s not as easy as it seems. How can the 24 letters become a story? “I’ll go to my godmother Grammar and ask her to help me” he thinks and off he goes straight away…….”.

This time Smarty sets off on a long journey trying to gather the four magical objects needed to write a story: the magic cap of inspiration, a feather from the wise peacock, some ink from the octopus of the shipwreck and a papyrus from the banks of the Golden Lake.

“Smarty and Grammar (3.0)” is an interactive multimedia educational game aimed at children between 6 and 8, helping them to become familiar with features of the grammar of Modern Greek. Using modern methods of presentation, it covers the following items in a unique and entertaining way, which is compatible with the school curriculum:

  • Capital letters and small letters
  • Use of the capital letter
  • Accentuation
  • Spelling
  • Punctuation
  • Syllabification
  • Clusters
  • Nouns
  • Genders
  • Articles 
  • Endings
  • Verbs
  • Singular - Plural
  • Adjectives
  • Opposites
  • Sentence structure

 

Qualifications

  • Original and inventive script
  • Compatible with the school curriculum
  • Well-drawn animated graphics
  • Dialogues read by professional actors
  • Friendly and easy-to-use environment
  • Grammar rules
  • Worksheets based on the content of the educational title 
  • Content management tool and evaluation tool for both individual pupil progress and class progress during school time (with score, detailed  results, level of difficulty for each exercise)
  • Ability to choose the exercises that will appear in the software
  • Detailed Teacher’s manual
  • Upgradeable via internet

 

Minimum requirements

  • Microsoft® Windows 98/ME/2000/XP/VISTA/7
  • 800x600 screen with 65536 colours
  • CD-ROM
  • Sound card
  • PC compatible with Adobe® Flash® Player 8

Ο Ξεφτέρης και οι 12 θεοί του Ολύμπου

Smarty and the Twelve Gods of Olympus

“One of Smarty’s biggest weaknesses is excursions to the countryside.  On one of these excursions, our beloved friend finds himself in the forested foothills of Mount Olympus. Smarty sits down under an age-old oak tree to enjoy the peace and quiet, but tired as he is, he quickly falls asleep. Before long, a noise awakens him and opening his eyes, he sees before him a strange young girl, crying…” And so, Smarty meets the nymph Drosanthe, inconsolable for having lost the “Great Book of Olympian Gods”, what’s more, through her own carelessness. Smarty is eager to help her write a new Great Book of Gods.  But things aren’t as easy as they seem. Where will they find all the valuable information needed about each god? The only solution is to get it from the gods themselves….

“Smarty and the Twelve Gods of Olympus 3.0” is Smarty’s exciting new adventure in the world of Greek mythology. The child explores the palaces of the twelve gods of Olympus together with Smarty and Drosanthe, learning interesting facts and meeting face to face with each of the gods who recounts tales of their lives. In addition, the child consolidates the knowledge he has acquired through entertaining and original games. In this way the child, through play and discovery, learns about Greek Mythology and the imaginative adventures of the gods of Olympus.

Qualifications

  • Compatible with the school curriculum
  • Original and inventive script
  • Well-drawn animated graphics
  • Dialogues read by professional actors
  • Friendly and easy-to-use environment
  • Educational and entertaining games
  • “Question game” for 1 or 2 players
  • Worksheets based on the content of the educational title
  • Self-assessment of the student
  • Content management tool and evaluation tool for both individual pupil progress and class progress during school time (with score, detailed  results, level of difficulty for each exercise)
  • Ability to choose the exercises that will appear in the software
  • Detailed Teacher’s manual
  • Upgradeable via internet

 

Minimum Requirements

  • Microsoft® Windows 98/ME/2000/XP/VISTA/7
  • 800x600 screen with 65536 colours
  • CD-ROM
  • Sound card
  • PC compatible with Adobe® Flash® Player 8

 

Ο Ξεφτέρης στη Χώρα των Ονείρων

«Ο Ξεφτέρης στη Χώρα των Ονείρων – έκδοση 1.0» είναι η νέα συναρπαστική περιπέτεια του Ξεφτέρη, ο οποίος αυτή τη φορά με τον φίλο του τον Παλιάτσο έχουν να αντιμετωπίσουν ένα σοβαρό θέμα που έχει προκύψει στη Χώρα των Παραμυθιών. Οι κάτοικοί της βλέπουν συνεχώς πολύ άσχημα όνειρα! Οι φίλοι μας είναι σίγουροι ότι κάτι σοβαρό συμβαίνει στη γειτονική τους Χώρα των Ονείρων. Έτσι αποφασίζουν να την επισκεφτούν για να δουν τι συμβαίνει… Μια ατμόσφαιρα μουντή, γκριζωπή και κάθε άλλο παρά χαρούμενη επικρατεί εκεί. Το Ονειροσκιάχτρο είναι αυτό που τους πληροφορεί για τις δυσάρεστες εξελίξεις: ο Εφιάλτης με τη συνοδεία του προσπαθούν να κυριέψουν τη Χώρα των Ονείρων, να καταστρέψουν το παλάτι της και να αποκτήσουν δύναμη, κάνοντας όλους, ακόμα και τα παιδιά, να βλέπουν άσχημα και τρομακτικά όνειρα στον ύπνο τους. Ο Ξεφτέρης και ο Παλιάτσος αναλαμβάνουν να σταματήσουν τα σκοτεινά σχέδια του Εφιάλτη. Άραγε θα τα καταφέρουν να γλιτώσουν από την καταπακτή που τους ρίχνει ο Εφιάλτης, να βάλουν σε λειτουργία το εκκολαπτήριο των ωραίων σκέψεων, να ξεφύγουν από τους τρομερούς βοηθούς του, να σώσουν την Ονειρένια, την υπεύθυνη για τα ωραία όνειρα και να διορθώσουν τις ζημιές που έχει προκαλέσει, ώστε να έχουν ξανά όλοι και κυρίως τα παιδιά, ωραία όνειρα; Ο Εφιάλτης δεν είναι τυχαίος αντίπαλος και σίγουρα οι φίλοι μας θα πρέπει να βάλουν τα δυνατά τους για να τον αντιμετωπίσουν!

 

«Ο Ξεφτέρης στη Χώρα των Ονείρων – έκδοση 1.0» είναι ένα προηγμένο εκπαιδευτικό προϊόν πολυμέσων, που απευ-θύνεται σε παιδιά κυρίως Α΄ και Β΄ τάξης Δημοτικού και συνδυάζει με επιτυχία τη μάθηση και την ψυχαγωγία, μέσα από ένα αλληλεπιδραστικό περιβάλλον, πλούσιο σε ερεθί-σματα. Το πρόγραμμα, με τρόπο πρωτότυπο και διασκεδα-στικό, πραγματεύεται θέματα ορθογραφίας για την Α΄ και Β΄ Δημοτικού και συγκεκριμένα καλύπτει τους παρακάτω εκπαι-δευτικούς στόχους:

 

• Εξάσκηση στον διπλό τόνο

• Θηλυκά σε –η / Ουδέτερα σε –ι / Ουδέτερα σε –υ

Πληθυντικός αρσενικών σε –ος

• Διάκριση της – τις / τον – των

• Διπλά σύμφωνα

• Χρήση συμπλεγμάτων γγ – γκ

• Ρήματα σε –ω  / Ουδέτερα σε –ο

• Αρσενικά σε –ης / Επίθετα σε –υς

Β΄ και Γ΄ πρόσωπο ενικού αριθμού ρημάτων ενεργητικής   φωνής

• –αι / –ε στις καταλήξεις ρημάτων

• Μετοχές –οντας  / –ώντας

• Ρήματα σε –ίζω (& εξαιρέσεις), –αίνω (& εξαιρέσεις),

–ώνω, –εύω

• Μέλλοντας και Αόριστος ρημάτων σε –ω (Α΄ συζυγία) και

–ώ (Β΄ συζυγία)

• Συνδυασμοί αυ (αβ, αφ) / ευ (εβ, εφ)

• Διάκριση:

ποιο – πιο

ποια – πια

πως – πώς

που – πού

πολλή – πολύ

 

Χαρακτηριστικά

• Πρωτότυπο και εφευρετικό σενάριο

• Καλοσχεδιασμένα και ελκυστικά κινούμενα γραφικά

• Φιλικό και ευχάριστο περιβάλλον

• Παρουσίαση κανόνων ορθογραφίας

• Φύλλα εργασιών που βασίζονται στο περιεχόμενο του εκπαιδευτικού τίτλου

• Εργαλείο διαχείρισης περιεχομένου και αξιολόγησης της προόδου του μαθητή και όλης της τάξης στη διάρκεια του χρόνου (με βαθμολογία, λεπτομερή αναφορά αποτελεσμάτων, βαθμό δυσκολίας ανά άσκηση)

• Προσθήκη νέου περιεχομένου και επιλογή των ασκήσεων που θα εμφανιστούν στο λογισμικό

• Αναλυτικό εγχειρίδιο δασκάλου για την εκπαιδευτική αξιοποίηση του τίτλου

• Δυνατότητα αναβάθμισης μέσω internet

 

 

Ελάχιστες απαιτήσεις

• Λειτουργικό Microsoft Windows 98/ME/2000/XP/VISTA

• Ανάλυση οθόνης 800Χ600 και 65536 χρώματα

• Οδηγός CD ROM

• Κάρτα ήχου

• Υπολογιστής με συμβατότητα

για λειτουργία του Adobe Flash Player 8

Ο Ξεφτέρης στο μελισσόκοσμο!

«Ο Ξεφτέρης στο μελισσόκοσμο!» είναι η νέα συναρπαστική περιπέτεια του Ξεφτέρη, ο οποίος αυτή τη φορά βρίσκεται στον κόσμο των μελισσών, έξω από μια κυψέλη. Εκεί συναντά τη Μελίνα, τη μέλισσα, η οποία είναι πάρα πολύ αναστατωμέ-νη επειδή κάτι φοβερό έχει συμβεί: η βασίλισσα του μελισσιού έχει εξαφανιστεί! Το μόνο που άφησε είναι ένα περίεργο σημείωμα με το οποίο ανακοινώνει ότι, για να επιστρέψει στην κυψέλη, θα πρέπει οι μέλισσες να της φτιάξουν το καλύτερο μέλι από νέκταρ δρακολούλουδων, που είναι επικίνδυνα φυτά και φυτρώνουν σε ένα άγνωστο μέρος. Έτσι ο Ξεφτέρης μαζί με τη Μελίνα αρχίζουν να αναζητούν τα ίχνη της εξαφανισμέ-νης βασίλισσας. Στο δρόμο τους βοηθούν την παγιδευμένη πυγολαμπίδα, συνθέτουν το λυπητερό τραγούδι της βασί-λισσας, συναντούν τον μυστηριώδη βραχνιασμένο τζίτζικα και το αρκουδάκι που τρελαίνεται για μέλι και αντιμετωπίζουν τους απρόθυμους κηφήνες. Τα εμπόδια και οι δυσκολίες που θα συναντήσουν, άραγε θα τους επιτρέψουν να φτάσουν στο στόχο τους; Θα καταφέρουν τελικά να ανακαλύψουν πού βρί-σκεται η εξαφανισμένη βασίλισσα και τι πραγματικά κρύβεται πίσω από την εξαφάνισή της και το περίεργο σημείωμα που άφησε;

«Ο Ξεφτέρης στο μελισσόκοσμο!» είναι ένα προηγμένο εκ-παιδευτικό προϊόν πολυμέσων, που απευθύνεται σε παιδιά κυρίως προσχολικής ηλικίας και συνδυάζει με επιτυχία τη μάθηση και την ψυχαγωγία, μέσα από ένα αλληλεπιδραστικό περιβάλλον, πλούσιο σε ερεθίσματα. Το πρόγραμμα, με τρό-πο πρωτότυπο και διασκεδαστικό, πραγματεύεται θέματα της Προσχολικής αγωγής και συγκεκριμένα καλύπτει τους παρα-κάτω εκπαιδευτικούς στόχους:

• Σύνδεση χρώματος – αντικειμένου

• Παιχνίδι μνήμης με χρωματισμένα αντικείμενα

• Αναγνώριση ήχων

• Αναγνώριση συγκεκριμένου σχήματος σε αντικείμενα της καθημερινότητας

• Σύνδεση εικόνων με κοινά χαρακτηριστικά (χρώμα – σχήμα)

• Σύνθεση εικόνων μέσων μεταφοράς

• Σύνδεση περιβάλλοντος και μεταφορικού μέσου

• Σύνδεση επαγγέλματος και σχετικού αντικειμένου

• Ημέρες της εβδομάδας

• Σύνδεση εποχών – αντίστοιχων εικόνων

• Σύνδεση εποχών – μηνών

• Ώρα (ακριβώς – και μισή)

• Ώρα (ακριβώς – και μισή – και τέταρτο – παρά τέταρτο)

• Σύνθεση ιστορίας με εικόνες

• Εύρεση του αντικειμένου που δεν ταιριάζει στη σειρά

• Συσχετισμός εικόνων

Ο Ξεφτέρης στο χωριό του Αϊ Βασίλη!, 1ο μέρος

Smarty’s new adventure in Santa’s village will keep you company all Christmas long! Smarty invites you to visit Santa’s house, to help the elves load presents on the sleigh and play games together at the ice-rink and carousel. And don’t forget to take a stroll past the toy shops, candy shops and Christmas shops. Make truly Merry Christmas card for your loved ones, create winter-themed art and write Christmas stories. Santa’s snow-covered village is full of games and surprises!

“Smarty in the village of Santa Claus!, Part I (1.0)” is an advanced educational software product for children aged 3-6 which successfully combines learning and recreation through a rich interactive environment. This program deals with subjects of primarily pre-school education in both an original and entertaining way. It also helps children’s psycho-motor development with games based on logic, memory, observation and creativity. It covers the following items:

  • Numbers 1-10
  • Letters of the alphabet
  • Colors
  • Shapes
  • Left and right
  • Ordering of objects
  • Picture composition
  • Odd-one-out
  • Picture correlation
  • Pairs matching,
  • Picture completion,
  • Story writing
  • Correlation of objects to a picture

Qualifications

  • Well-drawn animated graphics
  • Friendly and easy-to-use environment
  • Dialogues read by professional actors

Minimum requirements

  • Microsoft® Windows 98/ME/2000/XP/VISTA/7
  • 800x600 screen with 65536 colours
  • Sound card
  • PC compatible with Adobe® Flash® Player 8

Ο Ξεφτέρης στο χωριό του Αϊ Βασίλη!, 2ο μέρος

The second part of Smarty’s adventure in Santa’s village! Smarty invites you to visit Santa’s house, decorate the Christmas room, hang ornaments on the Christmas tree, page through a photo album and discover the secret of the attic. Of course, no one will want to miss out on a visit to Santa’s fantastic toy shop, the wonderful bookshop or the post office to make cheery cards for loved ones. In the restaurant you will decorate the holiday table. But watch out! Mischievous elves might spoil the holiday… In any case, you’ll go crazy over the Christmas recipes waiting for you there. Santa’s snow-covered village is full of games and surprises!

“Smarty in the village of Santa Claus!, Part II (1.0)” is an advanced educational software product for children aged 6-8 which successfully combines learning and recreation through a rich interactive environment. This program helps children to become familiar with the subjects of the 1st and 2nd classes of Primary school in both an original and entertaining way. It also promotes psycho-motor development with games based on logic, memory observation and creativity. It covers the following items:

  • Mathematical operations
  • Vocabulary development with compound words
  • Exercises in written language
  • Object correlation
  • Decoration of the Christmas room
  • Picture differentiation
  • Identification of objects unrelated to a picture
  • Picture composition
  • Pairs matching

Qualifications

  • Well-drawn animated graphics
  • Friendly and easy-to-use environment
  • Dialogues read by professional actors

Minimum requirements

  • Microsoft® Windows 98/ME/2000/XP/VISTA/7
  • 800x600 screen with 65536 colours
  • Sound card
  • PC compatible with Adobe® Flash® Player 8

Ο Ξεφτέρης στο χωριό του Αϊ

“Smarty in Santa's village, for toddlers 2-4 years old” is an advanced educational software product for children aged 2-4 which successfully combines learning and recreation through a rich interactive environment. The most Smarty’s new adventure in Santa’s village will keep you company at Christmas and all year long! This program deals with subjects like:

  • the alphabet
  • numbers 1-10
  • colors
  • animals and their voices
  • picture completion
  • correlation of voice to a picture

Smarty invites you to visit Santa’s house and help Santa be dressed, to choose the correct games for the children, to visit the post office, to make cheery cards and choose the correct stamps, to help the elf load presents on the sleigh, to play games together at the carousel and more. Santa’s snow-covered village is full of games and surprises!!!

Qualifications

  • Well-drawn animated graphics
  • Friendly and easy-to-use environment
  • Dialogues read by professional actors

 

Minimum requirements

  • Microsoft® Windows XP/VISTA/7
  • 800x600 screen with 65536 colours
  • Sound card
  • PC compatible with Adobe® AIR® 3.3

Οι Αριθμοί και Πράξεις στην Παιχνιδοχώρα

“Every night, when everybody is asleep, the toys come to life, get out of the toy boxes and cupboards and gather together in a secret hideaway. On the stroke of midnight, the magic train passes by, transporting them to their homeland Toyland. There, they play and sing all night long, and, as soon as morning comes, they take the train and return to their original places.

But this time, the toys do not return from Toyland. The children are inconsolable and Smarty decides to help them. So he sets out on another long journey to find Toyland and bring the missing toys back.

This time, though, he is not alone. He has Paliatsos/Clown, a forgotten toy, with him. He knows Toyland’s secrets inside out and he always gives very sound advice……”

“The Mischievous Monkey – version 3.0” is the second part of Smarty’s adventure is the second part of Smarty’s adventure and helps children (ages 5-8) to become familiar with issues of Mathematics (2nd part). It covers the following items:

Numbers 0 and 6 to 10

  • Consolidation and writing
  • Addition and Subtraction
  • Multiplication in the first ten

Numbers 11 to 20

  • Consolidation
  • The meaning/significance of “tens”.
  • Addition and Subtraction with “ten” as the starting point

Mathematical Operations with numbers 0 to 20

  • Addition
  • Subtraction
  • Multiplication

Qualifications

  • Compatible with the school curriculum
  • Original and inventive script
  • Well-drawn animated graphics
  • Dialogues read by professional actors
  • Friendly and easy-to-use environment
  • 20 educational and entertaining games
  • Worksheets based on the content of the educational title
  • Self-assessment of the student
  • Content management tool and evaluation tool for both individual pupil progress and class progress during school time (with score, detailed  results, level of difficulty for each exercise)
  • Ability to choose the exercises that will appear in the software
  • Detailed Teacher’s manual
  • Upgradeable via internet

Minimum requirements

  • Microsoft® Windows 98/ME/2000/XP/VISTA/7
  • 800x600 screen with 65536 colours
  • CD-ROM
  • Sound card
  • PC compatible with Adobe® Flash® Player 8

 

Οι Αριθμοί και Πράξεις στην Παιχνιδοχώρα

“Every night, when everybody is asleep, the toys come to life, get out of the toy boxes and cupboards and gather together in a secret hideaway. On the stroke of midnight, the magic train passes by, transporting them to their homeland Toyland. There, they play and sing all night long, and, as soon as morning comes, they take the train and return to their original places.

But this time, the toys do not return from Toyland. The children are inconsolable and Smarty decides to help them. So he sets out on another long journey to find Toyland and bring the missing toys back.

This time, though, he is not alone. He has Paliatsos/Clown, a forgotten toy, with him. He knows Toyland’s secrets inside out and he always gives very sound advice……”

“The Magic Train – version 3.0” is the first part of Smarty’s adventure and helps children (ages 5-7) to become familiar with issues of Mathematics (1st  part). It covers the following items:

Pre-mathematical Terms

  • Terms within the field
  • Comparison
  • Equivalent sets
  • Greater than – Less than
  • Correspondence
  • Arrangement

Numbers from 1 to 5

  • Consolidation and writing
  • Arrangement
  • Comparison
  • Addition
  • Subtraction

Qualifications

  • Compatible with the school curriculum
  • Original and inventive script
  • Well-drawn animated graphics
  • Dialogues read by professional actors
  • Friendly and easy-to-use environment
  • 25 educational and entertaining games
  • Worksheets based on the content of the educational title
  • Self-assessment of the student
  • Content management tool and evaluation tool for both individual pupil progress and class progress during school time (with score, detailed  results, level of difficulty for each exercise)
  • Ability to choose the exercises that will appear in the software
  • Detailed Teacher’s manual
  • Upgradeable via internet

Minimum requirements

  • Microsoft® Windows 98/ME/2000/XP/VISTA/7
  • 800x600 screen with 65536 colours
  • CD-ROM
  • Sound card
  • PC compatible with Adobe® Flash® Player 8