The Strange Calculator

Learning objective: To be able to recognize numbers in the second language.

Mia’s friend Roboto is working hard at a new invention. To give him a hand, Mia attempts to adjust a strange machine that looks somewhat like a calculator.

Using the keys on the calculator, the player must enter each number given by the machine. The ten keys are marked with the characters representing the Arabic numerals ( 1, 2, 3, 4, 5, 6, 7, 8, 9, 0 ). The written form of the number is displayed on the machine’s digital screen. By bringing the mouse pointer over the number, the player hears the number again. After having successfully entered six numbers, Roboto’s invention should start up!

[ Software Presentation ] __<< 10 >>__[ Instructions Guide ]