The Scrapbook is arranged topically for easy browsing. Each topic is clickable, and each topic is either a still photo or a video clip. Students are given the task of creating a Rube Goldberg device to replicate the function of six common inventions, such as a mousetrap or a doorbell. By dragging components into a timeline, students can watch their invention come to life and even print their patent, once complete. The Invention House allows students to explore a home, and all the inventions therein, during the period of 1850 until today.
Kids can see how laundry was done before the invention of the washing machine.
This clever adventure game is amazingly imaginative. Rusty, the dog, needs to travel a great distance. When he encounters an obstacle, such as a river, the student must help Rusty by selecting an inventor to assist. Three inventors are given as choices, and the choices determine how Rusty surmounts the obstacle. For instance, Rusty might choose to cross the river using a bridge or a steamboat, depending on the inventor chosen.