Play the Oware strategy game against Tux
At the beginning of the game four seeds are placed in each house. Players take turns moving the seeds. In each turn, a player chooses one of the six houses under his or her control. The player removes all seeds from this house, and distributes them, dropping one in each house counter-clockwise from the original house, in a process called sowing. Seeds are not distributed into the end scoring houses, nor into the house drawn from. That is, the starting house is left empty; if it contained 12 seeds, it is skipped, and the twelfth seed is placed in the next house. After a turn, if the last seed was placed into an opponent's house and brought its total to two or three, all the seeds in that house are captured and placed in the player's scoring house (or set aside if the board has no scoring houses). If the previous-to-last seed also brought the total seeds in an opponent's house to two or three, these are captured as well, and so on. However, if a move would capture all an opponent's seeds, the capture is forfeited, and the seeds are instead left on the board, since this would prevent the opponent from continuing the game. The proscription against capturing all an opponent's seeds is related to a more general idea, that one ought to make a move that allows the opponent to continue playing. If an opponent's houses are all empty, the current player must make a move that gives the opponent seeds. If no such move is possible, the current player captures all seeds in his/her own territory, ending the game. (Source Wikipedia
Don’t use the last ball
Place balls in the holes. You win if the computer has to place the last ball. If you want Tux to begin, just click on him.
Tux is in trouble, and needs to take his boat through a lock. Help Tux and find out how a canal lock works.
You are in charge of the canal lock. Open the gates and the locks in the right order, so Tux can travel through the gates in both directions.
Play chess against the computer in a learning mode
Chess training. Catch the computer’s pawns.
Play the end of the chess game against the computer
Draw the picture by clicking on the blue points.
Draw the picture by clicking on each blue point in sequence.
Learn how to tell the time
Set the clock to the time given, in the time-units shown (hours:minutes or hours:minutes:seconds). Click on the different arrows, and move the mouse, to make the numbers go up or down.
Arrange four coins in a row
Click the position in the line where you want to drop a piece. You can also use the arrow keys to move the piece left or right, and the down or space key to drop a piece.
Arrange four coins in a row
Click the position in the line where you want to drop a piece. You can also use the arrow keys to move the piece left or right, and the down or space key to drop a piece.
Drive the crane and copy the model
Move the items in the bottom left frame to copy their position in the top right model. Below the crane itself, you will find four arrows that let you move items. To select the item to move, just click on it. If you prefer, you can use the arrow keys and the space or tab key instead.
Drag and Drop the shapes on their respective targets
Complete the puzzle by dragging each piece from the set of pieces on the left, to the matching space in the puzzle.
Drag and Drop the items in the double-entry table
Drag and Drop each proposed item on its destination
A creative board where you can draw freely
Select a drawing tool on the left, and a color down the bottom, then click and drag in the white area to create a new shape. To save time, you can click with the middle mouse button to delete an object.
Double click the mouse to erase the area and discover the background
Double click the mouse on rectangles until all the blocks disappear.
Learn about farm animals, what sounds they make, and interesting facts.
There are three levels in this game.
In level one, players enjoy exploring each animal on the screen. Click on the question mark, and learn about the animal, what it's name is, what sound it makes, and what it looks like. Study well this information, because you will be tested in level 2 and 3!
In level two, a random animal sound is played and you must choose which animal makes that sound. Click on the question mark that corresponds to the animal you hear. If you'd like to hear the animal sound repeated, click on the play button. When you have matched all animals correctly, you win!
In level three, a random text prompt is displayed and you must click on the animal that matches the text. When you have matched all texts correctly, you win!
Drag and Drop the regions to redraw the whole country
Drag and Drop the items to redraw the whole map
Reproduce the given tower
Drag and Drop one top piece at a time, from one peg to another, to reproduce the tower on the right in the empty space on the left.
Find the strawberry by clicking on the blue fields
Try to find the strawberry under the blue fields. The fields become redder as you get closer.
Practice reading by finding the word matching an image
Click on the word corresponding to the printed image.
Count how many items are under the magic hat after some have got away
Look at the magician, he tells the number of stars that are under his magic hat. Then, click on the hat to open it. A few stars escape. Click again on the hat to close it. You have to count how many are still under the hat. Click on the bottom right area to answer.
Count how many items are under the magic hat
Click on the hat to open or close it. Under the hat, how many stars can you see moving around? Count carefully. :) Click in the bottom-right area to input your answer.
Find your way out of the maze
Use the keyboard arrows to move Tux up to the door.
At the first levels, Tux walks comfortably, one step on each keypress, through the labyrinth.
For larger labyrinths, there is a special walking mode, called "run-fast-mode". If this run-fast-mode is enabled, Tux will run all the way automatically until he reaches a fork and you have to decide which way to go further.
You can see whether this mode is enabled or not, by looking at Tux's feet: If Tux is barefooted, "run-fast-mode" is disabled. And if he wears red sport shoes, "run-fast-mode" is enabled.
From level 14 on, run-fast-mode will be enabled automatically. If you want to use this feature in earlier levels or want to disable it in advanced levels, click on Tux or the "barefoot / sportshoe"-icon in the upper left corner of the screen to toggle the run-fast-mode.
Find your way out of the 3D maze
Use the keyboard arrows to move Tux up to the door. Use the spacebar to switch between 2D and 3D modes. 2D mode just gives you an indication of your position, like a map. You cannot move Tux in 2D mode.
Repeat a melody
Listen to the sound sequence played, and repeat it by clicking on the elements. You can listen again by clicking on the repeat button.
Play the audio memory game against Tux
A set of violinist Tux is shown. Each Tux has an associated sound, and each sound has a twin exactly the same. Click on a Tux to see its hidden sound, and try to match the twins. You can only activate two Tux at once, so you need to remember where a sound is, while you listen to its twin. When you turn over the twins, they both disappear.
Have a memory competition with Tux.
You can see a set of cards that all look the same. Each card has a picture on the other side, and each picture has a twin somewhere in the set. You can only turn over two cards at once, so you need to remember where the pictures are until you can find the twin. When you turn over twins, they disappear! You take turns with Tux, and to win the game, you have to find more pairs of twins than he does.
Fill in the missing letter
An object is displayed in the main area, and an incomplete word is printed under the picture. Select the missing letter to complete the word.
Practice money usage
Click on the coins or paper money at the bottom of the screen to pay. If you want to remove a coin or note, click on it on the upper screen area.
Double click the mouse on the ball to score a goal.
Double click the mouse on the ball to kick it. You can double click the left right or middle mouse button. If you lose, Tux catches the ball. You must click on it to bring it back to its former position
Find the differences between two pictures
Observe the two pictures carefully. There are some slight differences. When you find a difference you must click on it.
Move the helicopter to catch the clouds in the correct order
Catch the numbers in increasing order, using the up, down, right and left arrows on the keyboard to move the helicopter.
Learn to play melodies on the piano keyboard!
The notes you see will be played to you. Click on the corresponding keys on the keyboard that match the notes you hear and see. All levels except for the last have the notes colored so you can match the notes to the keyboard colors. Each level increases in difficulty by adding more notes. Levels 1-6 test the treble clef, levels 7-12 test the bass clef. When you get five points, you move onto the next level (incorrect answers deduct points, correct answers add points).
The following keyboard bindings work in this game:
- backspace: erase attempt
- delete: erase attempt
- enter/return: OK button
- space bar: play
- number keys:
- 1: C
- 2: D
- 3: E
- 4: F
- 5: G
- 6: A
- 7: B
- 8: C (higher octave)
- etc.
- F1: C# / Db
- F2: D# / Eb
- F3: F# / Gb
- F4: G# / Ab
- F5: A# / Bb
Read a list of words and work out if a given word is in it
A word is shown at the top right of the board. A list of words will appear and disappear on the left. Does the given word belong to the list?
Read a vertical list of words and work out if a given word is in it
A word is shown at the top right of the board. A list of words will appear and disappear on the left. Does the given word belong to the list?
Tux is hungry. Help him find fish by counting to the correct ice spot.
Click on the dice to show how many ice spots there are between Tux and the fish. Click the dice with the right mouse button to count backwards. When done, click on the OK button or hit the Enter key.
Drag and Drop weights to balance the scales
To balance the scales, move the weights on the left or the right side. The weights can be arranged in any order.
Tux has hidden several items. Find them again in the correct order
Click on the items until you find what you think is the correct answer. Then, click on the OK button in the control bar. In the lower levels, Tux gives you an indication if you found a hiding place by marking the item with a black box. You can use the right mouse button to flip the colors in the opposite order.
Hit the target and count your points
Check the wind speed and direction, and then click on the target to launch a dart. When you all your darts are thrown, a window appears asking you to count your score. Enter the score with the keyboard then press the Enter key or the OK button.
Remove the red car from the parking lot through the gate on the right
Each car can only move either horizontally or vertically. You must make some room in order to let the red car move through the gate on the right.
A simple word processor to enter and save any text
In this wordprocessor you can type the text you want, save and get it back later. You can add some style to your text by using the buttons on the left. The first 4 buttons let you select the style of the line on which your insert cursor is. The 2 others buttons with multiple choices let you select from a predefined document and color theme.
Type the falling words before they reach the ground
Type the complete word as it falls, before it reaches the ground
Answer some algebra questions
A multiplication of two numbers is displayed. At the right of the equals sign, give the answer, the product. Use the left and right arrows to modify your answer and press the Enter key to check if you've got it right. If not, just try again.
Work out the right combination of numbers and operations to match the given value
At the top of the board area, choose the numbers and arithmetic operators that give the specified result. You can deselect a number or operator by clicking on it again.
Free drawing and animation tool.
Select a drawing tool on the left, and a color down the bottom. Then click and drag in the white area to create a new shape. Once you've completed a drawing, you can select a new frame to work on by selecting one of the small rectangles on the bottom. Each frame contains the same content as its previous one. You can then edit it by moving objects a little bit or adding/deleting objects. When you create several frames and then click on the 'film' button, you will see all your images in a continuous slide-show (an infinite loop pattern). You can change the last image in your film by right clicking on a time frame. You can also change the viewing speed in this mode. In viewing mode, click on the 'drawing' button to return to drawing mode. You can also save and reload your animations with the 'floppy disk' and 'folder' buttons.
This chat activity only works on the local network
This chat activity will only work with other GCompris users on your local network, not on the Internet. To use it, just type in your message and hit Enter. Your message is then broadcast on the local network, and any GCompris program running the chat activity on that local network will receive and display your message.
Guide the Number Muncher to the expressions that equal the number at the top of the screen.
Use the arrow keys to navigate around the board and to avoid the Troggles. Press the spacebar to eat a number.
Guide the Number Muncher to the all the expressions that do not equal the number at the top of the screen.
Use the arrow keys to navigate around the board and to avoid the Troggles. Press the spacebar to eat a number.
Guide the Number Muncher to all the multiples of the number at the top of the screen.
The multiples of a number are all the numbers that are equal to the original number times another number. For example, 24, 36, 48 and 60 are all multiples of 12. 25 is not a multiple of 12 because there isn't any number that can be multiplied by 12 to get 25. If one number is a factor of a second number, then the second number is a multiple of the first number. Again, you can think of multiples as families, and factors are the people who belong to those families. The factor 5, has parents 10, grandparents 15, great-grandparents 20, great-great-grandparents 25, and every extra step of 5 is another great- in front! But the number 5 does not belong in the 8 or 23 families. You can't fit any number of 5s into 8 or 23 with nothing left over. So '8 isn't a multiple of 5, nor is 23. Only 5, 10, 15, 20, 25 ... are multiples (or families or steps) of 5. Use the arrow keys to navigate around the board and to avoid the Troggles. Press the spacebar to eat a number.
Help Tux escape the cave. Tux hides a number for you to find.
Read the instructions that give you the range of the number to find. Enter a number in the top right blue entry box. Tux will tell you if your number is higher or lower. Then enter another number. The distance between Tux and the escape area on the right represents how far you are from the correct number. If Tux is over or under the escape area, it means your number is over or under the correct number.
Reproduce the tower on the right side
Drag and Drop the top pieces only from one peg to another, to reproduce the tower on the right in the empty space on the left.
Drag and Drop each item above its name
Drag each image from the (vertical) box on the left to its (corresponding) name on the right. Click the OK button to check your answer.
Find your way out of the maze (Move is relative)
Use the keyboard arrows to move Tux up to the door. In this maze, the move is relative (first person). Use the up arrow to go forward. The other arrows let you turn Tux in another direction.
At the first levels, Tux walks comfortably, one step on each keypress, through the labyrinth.
For larger labyrinths, there is a special walking mode, called "run-fast-mode". If this run-fast-mode is enabled, Tux will run all the way automatically until he reaches a fork and you have to decide which way to go further.
You can see whether this mode is enabled or not, by looking at Tux's feet: If Tux is barefooted, "run-fast-mode" is disabled. And if he wears red sport shoes, "run-fast-mode" is enabled.
From level 14 on, run-fast-mode will be enabled automatically. If you want to use this feature in earlier levels or want to disable it in advanced levels, click on Tux or the "barefoot / sportshoe"-icon in the upper left corner of the screen to toggle the run-fast-mode.
Practice money usage by giving Tux his change
Click on the coins or paper money at the bottom of the screen to pay. If you want to remove a coin or note, click on it on the upper screen area.
Learn to listen to, read, and play musical rhythms.
This is a relatively challenging game to master, so good luck.
Listen to the rhythm played, and follow along with the music. If you would like to hear it again, click the play button. When you're ready to perform the identical rhythm, click the drum to the rhythm, then click the OK button. If you clicked correctly and in the right tempo, another rhythm is displayed. If not, you must try again.
Even levels display a vertical playing line when you click the drum, which helps you see when to click to follow the rhythm. Click on the drum when the line is in the middle of the notes.
Odd levels are harder, because there is no vertical playing line. The rhythm will not be played for you. You must read the rhythm, and click it back in tempo. Click the metronome to hear the quarter note tempo.
The following keyboard bindings work in this game:
- backspace: erase attempt
- delete: erase attempt
- enter/return: OK button
- space bar: play
Copy a drawing from the box on the right into the box on the left.
First, select the proper tool from the toolbar. Then drag the mouse to create objects. When you are done, click on the OK button. Errors will be marked with a little red cross. The order of objects (above/under) is not important but be careful not to end up with unwanted objects under others.
Tux has come back from a long fishing party on his boat. Bring the water system back up so he can take a shower.
Click on different active elements : sun, cloud, water pump station, and water cleanup station, in order to reactivate the entire water system. When the system is back up and Tux is in the shower, push the shower button for him.
To understand color mixing.
The activity deals with mixing primary colors of paint (subtractive mixing).
In case of paints the inks absorb different colors of light falling on it, subtracting it from what you see. The more ink you add, the more light is absorbed, and the darker the combined color gets. We can mix just three primary colors to make many new colors. The primary colors for paint/ink are Cyan (a special shade of blue), Magenta (a special shade of pink), and Yellow.
Draw the picture by following numbers
Draw the picture by clicking on each numbers in the right order.
Learn about world animals, interesting facts and their location on a map.
There are two levels in this game.
In level one, players enjoy exploring each animal on the screen. Click on the question mark, and learn about the animal, what it's name is, and what it looks like. Study well this information, because you will be tested in level 2!
In level two, a random text prompt is displayed and you must click on the animal that matches the text. When you have matched all texts correctly, you win!
Learn about the music of the world.
There are three levels in this activity.
In the first level, enjoy exploring music from around the world. Click on each suitcase to learn about the music from that area, and listen to a short sample. Study well, because there will be two games related to this information next!
The second level is a matching game. You will hear a clip of music, and you must select the location that corresponds to that music. Click the play button if you'd like to hear the music again. You win the level when you have correctly matched all sound clips.
The third level is also a matching game. You must select the location that matches the text description on the screen. You win the level when you have correctly matched all text prompts.
Tux has come back from a long fishing party on his boat. Bring the electrical system back up so he can have light in his home.
Click on different active elements : sun, cloud, dam, solar array, wind farm and transformers, in order to reactivate the entire electrical system. When the system is back up and Tux is in his home, push the light button for him. To win you must switch on all the consumers while all the producers are up.
Click on the correct musical instruments
Click on the correct instrument.
Introduction to the concept of gravity
Follow the instructions when you run the activity.
Understanding acceleration due to gravity.
Acceleration due to gravity experienced by the spaceship is directly proportional to the mass of the planet and inversely proportional to the square of the distance from the center of the planet. Thus, with every planet the acceleration will differ and as the spaceship comes closer and closer to the planet the acceleration increases.
Use the up/down keys to control the thrust and the right/left keys to control direction.
The landing platform is green if your speed is fine for a safe landing.
Review the major dates of the inventor of the Braille system.
Read the history of Louis Braille, his biography and discovery of the Braille system. Click on the previous and next buttons to move to the respective story page. At the end, arrange the sequence in the chronological order.
Find your way out of the invisible maze
Use the keyboard arrows to move Tux up to the door. Use the spacebar to switch between invisible and visible modes. Visible mode just gives you an indication of your position, like a map. You cannot move Tux in visible mode.
At the first levels, Tux walks comfortably, one step on each keypress, through the labyrinth.
For larger labyrinths, there is a special walking mode, called "run-fast-mode". If this run-fast-mode is enabled, Tux will run all the way automatically until he reaches a fork and you have to decide which way to go further.
You can see whether this mode is enabled or not, by looking at Tux's feet: If Tux is barefooted, "run-fast-mode" is disabled. And if he wears red sport shoes, "run-fast-mode" is enabled.
From level 14 on, run-fast-mode will be enabled automatically. If you want to use this feature in earlier levels or want to disable it in advanced levels, click on Tux or the "barefoot / sportshoe"-icon in the upper left corner of the screen to toggle the run-fast-mode.
Learn the names of the notes, in bass and treble clef, with the help of sounds and colors
The first level and the eleventh level introduce two different staffs with a C major scale. The following levels then quiz the player on note names. To help learn the names, the note pitches are played when the mouse is rolled over the note, and the pitch names can be color coded.
An activity to learn how the piano keyboard works, how notes are written on a musical staff and explore music composition by loading and saving your work.
This activity has several levels, each level adds a new functionality to the previous level.
Level 1: basic piano keyboard (white keys only) and students can experiment with clicking the colored rectangle keys to write music
Level 2: the musical staff switches to bass clef, so pitches are lower than in previous level
Level 3: option to choose between treble and bass clef, additional function includes option to select note duration (quarter, half, and whole notes)
Level 4: addition of black keys (sharp keys)
Level 5: flat notation used for black keys
Level 6: load children's melodies from around the world
Level 7: all features available, with the additional feature to load and save your composition
The following keyboard bindings work in this activity:
- backspace: erase one note
- delete: erase all notes
- space bar: play composition
- number keys:
1: C
2: D
3: E
4: F
5: G
6: A
7: B
8: C (higher octave)
etc.
F1: C# / Db
F2: D# / Eb
F3: F# / Gb
F4: G# / Ab
F5: A# / Bb
Understanding effect of mass and distance on orbital velocity.
A satellite revolves around the Earth because of the force between them. Orbital velocity of a satellite of Earth is directly proportional to the square root of the mass of Earth and inversely proportional to the square root of the distance from the center of Earth to the satellite.
In this activity, play with the speed of the satellite and mass of Earth to see what happens to the satellite. If the speed of the satellite is slower than the required orbital speed then the force applied by the Earth on the satellite is too much and thus the satellite gets pulled towards the Earth and burns in it's atmosphere. If the speed of the satellite is more than the required orbital speed then the Earth's force is not enough to keep it in orbit and thus the satellite flies away due to it's own inertia.
Copy the mirror image of an object from the box on the right into the box on the left.
First, select the proper tool from the toolbar. Then drag the mouse to create objects. When you are done, click on the OK button. A little red cross will show you where something isn't right yet. The order of objects (above/under) is not important but be careful not to end up with unwanted objects under others.
Drag and Drop masses to balance the scales and calculate the weight
To balance the scales, move the masses on the left or the right side. Take care of the weight and the unit of the masses, remember that a kilogram (kg) is 1000 grams (g). They can be arranged in any order.
Symbols must be unique in a row, in a column, and (if defined) each region.
For the first level with colored symbols, select a symbol on the left and click on its target position. For the higher levels, click on an empty square to give it the keyboard focus. Then enter a possible letter or number. GCompris will not let you enter invalid data.
Learn and memorize the Braille system.
The screen has 3 sections: an interactive braille cell, an instruction telling you the letter to reproduce, and at the top the Braille letters to use as a reference. Each level teaches a set of 10 letters.
Create and simulate an electric schema
Drag electrical components from the selector and drop them in the working area. Create wires by clicking on a connection spot, dragging the mouse to the next connection spot, and letting go. You can also move components by dragging them. You can delete wires by clicking on them. To delete a component, select the deletion tool on top of the component selector. You can click on the switch to open and close it. You can change the rheostat value by dragging its wiper. In order to simulate what happens when a bulb is blown, you can blown it by right-clicking on it. The simulation is updated in real time by any user action.
Move each item to make an increasing series: from the smallest to the largest
Click on any item that has a free block beside it, and it will be swapped with the empty block.
Guide the Number Muncher to all the factors of the number at the top of the screen.
The factors of a number are all the numbers that divide that number evenly. For example, the factors of 6 are 1, 2, 3 and 6. 4 is not a factor of 6 because 6 cannot be divided into 4 equal pieces. If one number is a multiple of a second number, then the second number is a factor of the first number. You can think of multiples as families, and factors are the people in those families. So 1, 2, 3 and 6 all fit into the 6 family, but 4 belongs to another family. Use the arrow keys to navigate around the board and to avoid the Troggles. Press the spacebar to eat a number.
A word is hidden, you must discover it letter by letter
You can enter the letters using the virtual keyboard on the screen or with the real keyboard.
Practice money usage by giving Tux his change
Click on the coins or paper money at the bottom of the screen to pay. If you want to remove a coin or note, click on it on the upper screen area.
Practice money usage including cents
Click on the coins or paper money at the bottom of the screen to pay. If you want to remove a coin or note, click on it on the upper screen area.
Pilot a submarine using air tanks and dive rudders
Click on different active elements : engine, rudders and air tanks, in order to navigate to the required depth. There is a close gate on the right. Catch the jewel to open it, then pass through it to reach the next level.
Click on the correct color
Click on the correct colored box.
Braille the falling letters
Enter the braille code in the tile for the corresponding falling letters. Check the braille chart by clicking on the toggle button for help.
Discover the Braille system for numbers.
Each player must find if the proposed number is in their board. If the code is in the board, just click on it in order to validate it. The player who crosses all the Braille numbers correctly wins the game. Check the Braille table by clicking on the toggle button in the control bar.
Guide the Number Muncher to all the prime numbers.
Prime numbers are numbers that are only divisible by themselves and 1. For example, 3 is a prime number, but 4 isn't (because 4 is divisible by 2). You can think of prime numbers as very small families: they only ever have two people in them! Only themselves and 1. You can't fit any other numbers into them with nothing left over. 5 is one of these lonely numbers (only 5 × 1 = 5), but you can see that 6 has 2 and 3 in its family as well (6 × 1 = 6, 2 × 3 = 6). So 6 is not a prime number. Use the arrow keys to navigate around the board and to avoid the Troggles. Press the spacebar to eat a number.
The aim is to switch off all the lights.
The effect of pressing a button is to toggle the state of that button, and of its immediate vertical and horizontal neighbors. The sun and the color of the sky depend on the number of clicks needed to solve the puzzle. If you click on Tux, the solution is shown.
Direct your boat accurately to win the race.
In the text entry, enter one command per line, to control your boat.
Commands supported are displayed between the two entry areas. The 'left' and 'right' commands must be followed by an angle in degrees. The angle value is also called a 'parameter' to the left or right command. By default 45 degrees is used. The 'forward' command accepts a distance parameter. By default 1 is used.
For example:
- left 90: Make a perpendicular left turn
- forward 10: Go forward for 10 units (as displayed on the ruler).
The goal is to reach the right of the screen (the red line). When done, you can try to improve your program and start a new race with the same weather conditions by using the retry button. You can click and drag your mouse anywhere on the map to get a measurement in distance and angle. Going to the next level will give you more complex weather conditions.
Give good instructions to your ship in order to be first in the race.
In the text entry, enter one command per line, to control your boat. Commands supported are displayed between the two entry areas. The 'left' and 'right' commands must be followed by an angle in degrees. The angle value is also called a 'parameter' to the left or right command. By default 45 degrees is used. The 'forward' command accepts a distance parameter. By default 1 is used.
For example:
- left 90: Make a perpendicular left turn
- forward 10: Go forward for 10 units (as displayed on the ruler).
The goal is to reach the right of the screen (the red line). When done, you can try to improve your program and start a new race with the same weather conditions by using the retry button. You can click and drag your mouse anywhere on the map to get a measurement in distance and angle. Going to the next level will give you more complex weather conditions.