Teaching Thinking and ICT


ICT, Talk and Thinking

Visual and Creative Thinking

Thinking through the web

Logical Zoombinis: an adventure game for thinking


Steve Higgins and Nick Packard
Learning and Instruction Group
University of Newcastle upon Tyne

Logical Journey of the Zoombinis is a captivating critical thinking program designed around an escape story. The Zoombinis are a happy group of creatures whose island is taken over by the Bloats. The player's job is to help them in their escape. It is an unconventional mathematics program, in that numbers and arithmetical operations do not play much of an explicit role. Instead, this program focuses on the logic and reasoning elements of mathematics: attributes, patterns, groupings, sorting, comparisons, and problem solving. This may not be the current focus for development in England and therefore hard to squeeze into an overloaded school day. However the links with mathematical and scientific reasoning, as well as with geography and history (are the Zoombinis invaders or settlers?), or even the potential for contributing to literacy, make the program justifiable for those who see the value in it.
As mathematical creatures, the Zoombinis embody the powerful ideas of attributes and combinations. Each Zoombini may have one of five kinds of hairstyles, eyes or eyewear, nose colours, and feet or footwear. Thus there is the possibility of forming 625 different combinations. In their mathematical structures Zoombinis are similar to records in a database, or base-5 numbers, and other mathematical objects such as vectors. Zoombinis can therefore take part in many mathematical processes related to data analysis, graphing, algebra, and logic.

There are 625 possible combinations of attributes


Players must help the Zoombinis escape from Zoombini Isle and find a new homeland. First you choose specific types of attributes for each of the 16 escaping Zoombinis in your group. Once the team is assembled they set out on a path that would make Indiana Jones tremble. The Zoombinis confront a dozen obstacles that you must overcome using deductive logic and creative reasoning. For example, the first obstacle in their path is a pair of rope bridges at the Allergic Cliffs. A guardian of these cliffs sneezes if a Zoombini with the wrong attribute (or combination of attributes) tries to cross his bridge. Make too many mistakes, and the bridge collapses. This requires children to use sets and evidence to work out how to get all of the Zoombinis across. Other activities include arranging the creatures on a raft in a correct sequence, which develops comparison and pattern skills; and hitching a ride on a toad placed on the correct shaped or colour-coded lily pad to develop pattern identification and analysis. A map is available for you to see where you have been and to try puzzles in the practice mode.



At the hardest level you have to work out the likes and dislikes of three pizza trolls with six pizza toppings and four ice cream choices!


One of the more impressive features of this program is the potential it has for repeated use, across a broad range of ages. Each of the puzzles increases in complexity with each success. At the simplest level five and six-year-olds can complete the puzzles. The hardest levels of the hardest puzzles challenge adults! In practice mode the program can be set at four levels of difficulty, which can be useful for setting specific challenges to focus teaching particular skills and accommodate different teaching and learning styles.


In the classroom

We have used Zoombinis with different ages of pupils, from Year 3 to Year 6. It has been successful on single machines as well as on a network where a whole class used it (in pairs) on a weekly basis. In general pupils collaborated well, though some needed encouragement to share the mouse and to discuss and agree a course of action. The program quickly becomes challenging to even the most able who therefore found it useful to discuss what to do so that they did not lose any Zoombinis. Successful pairings varied, with higher attaining pupils sometimes being surprised at the ideas and suggestions of friends usually less successful at more traditional tasks. The level of motivation and task-related talk observed in all classes was high.


Pupils' strategies

At first most of the pupils we observed solved the puzzles by trial and error. We noted the following loose hierarchy of less to more successful approaches:
  • random attempts with no plan of action
  • randomly trying out a single idea (i.e. forgetting which Zoombinis they had used)
  • systematic testing (working through the band of Zoombinis but with no clear hypothesis)
  • systematic testing with a single idea
  • suggesting alternatives (some pupils found it difficult to change their minds)
  • trying alternatives systematically (but it is easy to lose track!)
  • using feedback effectively (i.e. checking their idea was correct both for successful and unsuccessful attempts)
  • developing a strategy for a type of problem, attacking it systematically and considering the implications of feedback to reach an effective solution.


The more successful pupils used a combination of approaches. In some of the puzzles you need to try something and risk making mistakes in order to get feedback to work out what to do. In others, such as Captain Cajun's ferryboat, you can plan a complete solution first. It certainly seemed to help to get pupils to explain how to solve the puzzles. Even some 'experts' found it difficult to articulate why they were being successful.


Help strategies

A specific set of help strategies was given to the children working with the program. These were to:

  • talk about it with your with partner
    • what is the problem?
    • what have you tried?
    • what idea are you going to try next?
    • how are you going to keep track of what you have done?
  • use a help sheet
  • ask a friend (who can explain without touching the mouse!)
  • ask an expert (who can suggest a strategy)
  • ask the teacher (who may not be able to do it either!)


Using help materials


The addictive appeal of the game is such that it is hard to get pupils to use support materials while they are on the computer. It was much more fun and engaging to play! Solving puzzles away from the computer was one solution to this difficulty. For instance by having a group of pupils use some of the activities in the teacher's resource pack. This also helped to identify specific problems and helped to make successful strategies clearer. In addition we designed a series of help cards to support pupils' independent use of the program. Although these were successful in helping them tackle the problems, it was much harder to get them to record their attempts to work out a solution. As a teacher, knowing when to intervene directly is always difficult. Ideally probing questions can support the pupils in structuring their ideas, but in practice this is hard to do. In the end we decided that it was probably better to step in after a brief interval and explain how to solve the puzzle then see if the pupils had understood the approach the next time they face a similar challenge. Of course knowing your pupils is also essential, as some may request help too quickly. As the puzzles are always different they need to understand principles rather than solutions. Modelling a solution, or getting other pupils to demonstrate a strategy, while explaining why it works seemed to be the most helpful approach. Encouraging pupils to articulate their strategies was easiest with the whole class arrangement, as it was possible to begin and end sessions with a review or summary.


Challenges in teaching thinking

Each puzzle offers four levels of challenge, and the difficulty level automatically increases as player's master easier mathematics and logic problems. Furthermore, all the puzzle solutions regenerate with each attempt, so a player never faces the same puzzle twice. The advantage of this is that you have to concentrate on principles and strategies. It is possible to develop a shared language for discussing strategies for problem solving with your class. Words for talking about thinking help children to develop 'metacognitive awareness', by which we mean not just thinking but thinking about thinking.
The difficulty for the teacher is in knowing when to intervene. Also, with a single computer used by two children at a time, it is hard to justify interrupting your teaching to try work out a solution and decide the best way to help. Most of the teachers using it in this way expected pupils to manage on their own. Again the help cards were useful in increasing independence, but some pupils became frustrated at being unable to solve a puzzle without losing lots of Zoombinis. Most children find it hard to grasp the idea that mistakes can help you learn.



Which bridge should the last Zoombini cross and why?


Does it work?


The pupils we observed and worked with certainly became more skilful at solving the problems in the software and more articulate in explaining their strategies and solutions. The crucial question is does helping the Zoombinis on their journey mean that these children will think better in other situations? Is time spent with the Zoombinis going to have an effect in their English lessons or on their capacity to understand Mathematics? This kind of 'transfer' of learning from one situation to another is always difficult to show. From our observations the most important factor is the role played by the teacher. Teachers can aid the 'transfer' of skills by making the thinking strategies used with the Zoombinis more explicit and by drawing out connections with different areas. For example the connection between problem solving in the Zoombini world with questioning and hypothesising in Science could be explained. Used in this way experience with the Logical Journey of the Zoombinis can help to develop critical thinking skills of the kind that are useful across the curriculum and in many areas of life.


Steve Higgins and Nick Packard
University of Newcastle upon Tyne

The Logical Journey of the Zoombinis - Pupil Guide in Word Format or as an Acrobat Reader File

Acrobat Reader is avalable from www.adobe.com

The Logical Journey of the Zoombinis - a Powerpoint Presentation, also available in web browser format

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