Sarah, a little girl who loves learning, discovers the joy of using a computer at school with the help of her teacher and never forgets the importance of traditional learning methods such as writing and using a ruler.
A mouse named Max uses a rubber to make an eraser for his pencil and becomes a successful story writer.
A teacher's classroom items come to life and they rule a kingdom together in fun and harmony.
A teacher's day takes an unexpected turn when her keyboard and mouse go missing during a lesson.
Max, a mischievous mouse, causes a musical adventure with school supplies in the classroom.
A teacher switches all the objects in the classroom for a prank, leading to confusion and laughter among her students.
A mouse causes a change in pace in a lesson filled with laughter and creativity after playing with a teacher's tools.
A group of stationary items come to life and write stories together with the power of imagination.
A teacher brings a magical book to class that transforms into a computer, leading to a silly and unexpected adventure.
Max, a mouse, goes on a journey through a book and learns how to use a computer with the help of writing and drawing tools.
A teacher loses all her items but her students turn into detectives and help her find them all.
Max the Mouse becomes a famous author with his creativity and determination using only a board, pen, keyboard and other everyday items.
A teacher learns a valuable lesson about technology with the help of a magic mouse and imaginative students.
A ruler, teacher, computer, keyboard, book, and pen have a fun adventure in a classroom where each one tries to claim they're in charge.
A curious mouse uses a ruler, keyboard, rubber, book, pencil, board, mouse, page, pen and impresses its teacher with its creativity.
A rubber duck goes to school, uses a computer mouse as a pen, and learns to write.
A mouse learns to ask for permission before using technology in the classroom.
Ruler and Penelope play a prank on their teacher with the help of a joke book, resulting in laughter and lessons learned.
A group of students and their teacher work together to solve technology problems with creativity and teamwork.
In the classroom, students use their tools, including a rubber, pencil, bag, board, ruler, page, teacher, pen, mouse, computer, book, and keyboard, to learn and grow with guidance from their teacher.
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