Cyberchase – Math cartoon series for children 6-12

Cyberchase tries to show kids that math is everywhere and everyone can be good at it. DE Streaming features 26 episodes.

Cyberchase is the Emmy award-winning math mystery cartoon on PBS and PBS KIDS GO! that features a team of curious kids – Jackie, Matt, and Inez – who use math and problem solving to outwit and outsmart the dastardly villain Hacker in their adventurous quest to save Cyberspace. Each episode ends with a live-action For Real segment, hosted by young, comedic actors who explore the show’s math topic in the real world.

Download the Cyberchase Teacher’s Guide


  1. Using Data: Castleblanca – Dr. Marbles is captured by Hacker and taken to a castle in Castleblanca, cyberspace’s Transylvania — but which castle? To find Marbles, the kids must master the art of collecting data and organizing it.
  2. Probability: R-Fair City – Disguised as a gypsy, Hacker lures Digit to a cyber amusement park and holds him captive. When the kids arrive, they analyze games of chance, figuring out which ones are fair and which ones are not, and use what they learn to find Hacker and beat him at his own game!
  3. Estimation: Snow Day to be Exact – Hacker steals the sunisphere from Solaria, causing the cyberworld’s vacation paradise to be covered in snow! In a fun-filled chase, the kids discover the power and speed of estimation in order to recover the orb from Buzz and Delete before the site freezes over forever.
  4. Area: Sensible Flats – The Cyber-Team is transported to a Wild West site to find out if Hacker’s homestead is really larger than what Judge Trudy will allow. The kids must discover how to measure the area of his irregularly shaped property in order to find the answer.
  5. Fractions: Zeus on the Loose – When the kids fail to stop Hacker from stealing Pandora’s box in mythological Greece, they must solve a riddle and complete challenges to satisfy Zeus and earn a second chance. In the course of their adventure, Matt, Jackie and Inez discover that fractions are the numbers to use when you need to share.
  6. Patterns: The Poddleville Case – The diabolical Hacker wreaks havoc when he steals the power pods of Poddleville, a cybercity filled with patterns. Our heroes must use math and logic to crack the double pattern that unlocks the Poddles’ cyberpower vault before Hacker and his henchmen do!
  7. Number Sense: And They Counted Happily Ever After – Hacker kidnaps the King of this fairy-tale world and demands a ransom of golden eggs. The Wicked Witch then casts a spell, taking away everyone’s ability to count. The kids must help the fairy-tale folk understand the role of place value in our number system before time runs out!
  8. Timekeeping: Click Like An Egyptian – Dr. Marbles finds the encryptor chip, which he needs to delete Motherboard’s virus, in an ancient pyramid. When the kids arrive, they must find Dr. Marbles and escape, by measuring the passage of time, before a trap set by the Mummy who guards the pyramid seals them inside forever.
  9. Combinations: A  Day at the Spa – Hacker finds the Krystal of Kalamoor, a potential source of perpetual power. When the kids and Digit arrive to retrieve it, they are stymied by a series of switches, levers and buttons. Faced with the challenge of too many choices, the kids discover the value of lists, tables and, yes, tree diagrams!
  10. Logic: Of All The LuckConvinced that his failure to defeat Motherboard is simply a result of bad luck, Hacker collects
    the Ten Lucky Charms of Cyberspace. When Motherboard realizes what Hacker has done, she sends the kids and Digit
    to help the Lucky Charms escape. The kids use logic, Venn diagrams and the understanding of the words “and,” “or” and “not”
    to free the Charms.
  11. 2-D & 3-D Geometry: EurekaDigit lands on cybersite Eureeka, where his mission is to find Professor Achimedes — the maker of the encryptor chip. But Archimedes is nowhere to be found — only a pile of two-dimensional rods. The kids arrive to help and discover that by linking the two-dimensional rods together they create a three-dimensional shape that leads to unraveling the mystery of Archimedes’ disappearance.
  12. Liquid Volume: Cool ItDetermined to destroy Motherboard, Hacker cleverly clogs up her cooling system. The coolant Motherboard needs, cryoxide, is found only in Castleblanca.To bring back exactly enough cryoxide, the kids have to figure out the exact volume of Motherboard’s tank. In the process, they discover the importance of a standard unit of measure.
  13. Algebraic Variables: Find Those Gleamers! Hacker challenges Jackie, Matt and Inez to a contest on cyber
    wide television! Their mission is to power up a Mini-Wreaker, using energy from cyber-fireflies before the island turns
    inside out, and they must use algebraic equations to determine how many Gleamers they’ll need.
  14. Codes: Code Name: IckyIn the watery depths of cybersite Aquariyum, the kids and Hacker go in search of a giant
    cyber slug who feeds on pure energy. The kids outsmart Hacker by devising a series of codes to send secret messages. But unless the kids can reach the slug first, Hacker will use it to disable Motherboard’s circuitry!
  15. Line Graphs: Return to Sensible FlatsSomething is amiss in Sensible Flats. The town is out of water. But why? When the kids and Digit arrive, they use line graphs to reveal the true story of what happened — and all lines lead to Hacker.
  16. Problem Solving: Problem Solving in Shangri-LaHacker and the kids are taken prisoner by a mysterious Zen Master, who devises a game of strategy to test their problem-solving skills. The winner of the game will be set free — the loser will remain a prisoner. Working together, the kids find a way to defeat Hacker and gain their freedom.
  17. Multiplication: Send in the ClonesHacker’s plan to make multiple clones of himself goes haywire when his clonitron repeatedly clones Delete. As the problem escalates, the kids do the math to keep track of the number of clones. Meanwhile, Cy Clone, a famous clone catcher, vacuums up the clones — while Digit tries to get the Clonitron away from Hacker.
  18. Monetary Systems: Trading PlacesWhile attempting to rescue Dr. Marbles, the kids and Digit along with Hacker, Buzz and Delete crash land on a cybersite. As a result of the crash, Hacker is shrunk, and Buzz and Delete become smart. In a race to rebuild their cybercraft and save Marbles, Digit and the kids learn to trade and barter and eventually create a monetary system.
  19. Negative Numbers: Less Than ZeroHacker’s henchmen hide the Leaders of Cyberspace in a building. In order to rescue them, the kids have to scale the building and turn it into a giant numberline. When they discover that there are levels beneath ”zero,“ they must tap into the power of negative numbers to save the day.
  20. Scale and Size: Size Me UpHacker plans to launch a new virus at Motherboard. To stop the kids and Digit from getting in his way, he tricks them into a cybersite in which they first find themselves in a land of giants — then become giants in a land of little people. The kids must use their brainpower to understand scale and size and then escape and warn Motherboard before Hacker can launch his virus.
  21. Balancing Equations: A Battle of EqualsHacker pollutes cyberspace with dangerous cyberstatic. But is his plan only to trash cyberspace — or does he have something even more devious up his cloak? The kids learn the answer as they use balance scales and equations to save Motherboard.
  22. Body Math: EcoHaven CSE – Give students a lesson in using measurement, the principles of proportional reasoning, and “body math” to solve this cybersite mystery!
  23. Decimals: Mother’s Day – Use this adventure to help students discover how decimals can make fractions easier to work with.
  24. Elapsed Time: A Time to Cook – Learning to clock how much time has gone by during an event is easy with this timely cyber adventure.
  25. Point of View: The Guilty Party – Investigate how, depending on their point of view, the shapes of objects can trick students into thinking they are seeing different things.
  26. Zero: A World Without Zero – This engaging episode explains the unique importance of zero and the surprising results you get when you calculate with it.

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