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CLUES GAME BOOK I: A SPACE ADVENTURE.

Petrocco, Angela and Eugene D. Shershen.

Ottawa, Educational Motivation Systems, c1981. 60pp, paper, $2.95, ISBN 0-9691009-1-4.

CLUES GAME BOOK II: A MYSTERY ADVENTURE.

Petrocco, Angela and Eugene D. Shershen.

Ottawa, Educational Motivation Systems, c1982. 60pp, paper, $2.95, ISBN 0-9691009-2-2.

CLUES GAME BOOK III: A SPORTS ADVENTURE.

Petrocco, Angela and Eugene D. Shershen.

Ottawa, Educational Motivation Systems, c1982. 64pp, paper, $2.95, ISBN 0-9691009-3-0. Distributed by Educational Motivation Systems, 914-475 Elgin St., Ottawa, Ont., K2P 2E6.

Grades 4-8
Reviewed by Anna L. Holman

Volume 14 Number 6
1986 November


Angela Petrocco, one of the authors of this series, has a Master of Clinical Sciences degree from the University of Western Ontario. As a graduate psychology student at Carleton University, she worked with underachieving pupils. The co-author, Dr. Eugene Shershen, is a psychologist with the Ottawa Board of Education and a lecturer at Carleton University. Their three books are consumable workbooks that integrate mathematics problems, word games, puzzles, creative writing, and art activities with high-interest, low-vocabulary adventure stories.

The educational objectives, stated in an accompanying brochure, are to encourage attention reading, to reinforce math skills, to develop the attitude that reading and math can be enjoyable, and to increase motivation and self-satisfaction in unmotivated and underachieving pupils. These objectives are skilfully achieved through a variety of problems and activities.

Each book consists of a story interspersed with missing words that can be filled in by solving math problems. The story is divided into sections. At the end of each section are questions on the text, an activity space for writing or drawing, word games, mazes, and additional math problems. The last section is the answer section that students are urged to use only as a last resort.

The answers to the math problems are complicated by the fact that they have to be turned upside down to look like letters of the alphabet. It is suggested that the numbers be written as a computer writes them to make it easier to figure out which letter a certain number represents. This makes conversion easier, but assumes that every user is familiar with computer printing.

The only illustrations, aside from text graphics, are the cover drawings. The authors suggest that students colour the picture and the lettering on the cover and use all blank pages for drawing or doodling. Ecucational Motivation Systems offers a "Certificate of Accomplishment" to the pupils of each school with the best completed Clues Game Books.

Some confusing directions, a spelling error, and an error on an answer page were noticed, but, in general, these wordbooks are interesting to read, fun to use, and should prove very helpful in teaching unmotivated pupils. Since they are consumable workbooks, they are recommended for the classroom rather than the library.


Anna L. Holman, Faculty of Education, University of Western Ontario, London, Ont.
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