Wake up your mind with Pipo
Wake up your mind with Pipo
Climb aboard and explore your intelligence
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Free games!
General introduction.................................................................1
Wake up your mind with Pipo...................................................2
For parents and teachers...........................................................2
To start.....................................................................................3
The games.................................................................................6
The ship’s cargo – remember the sounds...........................7
The key of the chest – remember the numbers..................7
The banners – remember the pictures................................7
The coconut palms – mental arithmetic and calculation......8
The port's scales – balance the scales..................................8
The beach – what figures do you need?..............................9
The tapestry – how many shapes are there?.......................9
The treasure map – word search puzzles...........................9
The galleon's sails – click on the letter.................................9
The hatches – click on the syllables.....................................10
The cabin – complete the series..........................................10
The casks – cover the holes................................................10
General introduction
Pipo is a collection of education games on CD-ROM that, through their
presentation and the creative way they treat different themes, quickly capture
children’s interest.
The programs build up diferent areas of the school curriculum and the skills
necessary for children's learning and development.
They have been created and coordinated by child psychology professionals,
including contributions from teachers and specialists in each area. Clear, simple and
very stimulating, they aim to let children work through the activities by themselves
at their own pace and learn through play, encouraging and stimulating intuition,
reasoning, creativity...
Although the child sees these games as just games and has fun trying to solve them,
from a pedagogical point of view, each one delivers a specific set of learning goals
for children.
Pipo recommends that you
don't print the whole guide
unless necessary.
They cover an extensive range of ages, going from 2 years old up to 8, 10 or even
12 years old. Children move forward at their own personal learning pace, depending
on their age and prior knowledge. Some programs also include the possibility of
regulating the level of difficulty. These have proved to be very useful for children
with learning difficulties or in special education.
wake up your mind with pipo
Wake up your mind with Pipo is a program that children train their intellectual
development in a simple fun and hands-on way.
It is targeted at children from 5 years and upwards; neverthless, the hardest levels
will challenge adults and older kids to exercise their minds through different games.
The product is divided into 3 ranks that are targeted at different ages: cabin boy,
sailor, and captain. The games are the same in the three ranks, what changes is the
difficulty in gaining medals: the time limit for solving the puzzles and the penalties for
making mistakes.
You should solve the games as quickly as possible. The less time used to solve a
game, the more valuable the medal will be. Nevertheless, these are acquired skills
and the children will become more skilful the more they practice. This means that
the best results will come in a gradual way.
These are stimulating games that quickly capture the child’s interest due to the pace
and design. Each time children play they will want to do better than before.
“Wake up your mind with Pipo” exercises cognitive skills such as perception,
memory, logic, language and calculation. Bearing in mind that mental activity in
children from 3 to 10 years is double that in adults, we should make the most of the
opportunity to stimulate these abilities through play, since it will never be easier for
the brain to master new skills.
For parents and teachers
Pipo is designed for the player to interact with the computer as if it were a toy, with
aim to learn and be amused at the same time. It is important that he explores,
investigates, and discovers the options of the game, stimulating a greater interest,
motivation and knowledge.
The points are important as they inspire children to keep playing and motivate them
to make more effort and to do better. However, you have to remember that the
points are not important themselves.
Very quick children will move up a level faster, while children who find it difficult
will take longer to solve it.
It is very important that children try to solve the exercises themselves. When a child
faces difficulties, you should not rush to give them the answers. Help them as little
as possible so that they solve it alone. This means the child should be allowed to
reflect, investigate and thus learn from his or her mistakes.
If you click the green
question mark
a help box will appear.
In all the games you can click on the green question mark to get a summary of how
the game works. You can also go at any time to General Help, which you can print.
This consists of the following parts:
1. How does the program work.
2. Games.
3. General.
4. Tips for learning.
to start
You can choose to play
with your nickname or
with the name that
appears in the register.
Didactic guide
The first time you click on the PLAY button, you should give your age. This establish
the rank for the games: cabin boy, sailor or captain.
Cabin boy. Recommended for children of 6 years or less.
Sailor. Recommended for children between 7 and 9 years.
Captain. Recommended for children of 10 years or more.
Default Rank:
to change it, go to the
configuration screen.
Help. Gives a brief rundown of the functions of the game, from here you can access the
general helpline where you can consult useful guidelines for parents and teachers.
Summary. A general visit to all the contents.
F9. A visual up-date of the childs progress.
F8. Access to the configuration screen.
Once you have clicked on play button you will go to the port where you can see all
the different games.
The treasure map
The galleon's sails
The hatches
The coconut palms
The ports scales
The ship's cargo
The key of the chest
The banners
The beach
The tapestry
The cabin
The casks
Click on Neuron to hear
short teaching hints for
each game.
Once you have chosen yhe game you will go to the levels screen. The first time you
play, you will only have the first level activated. If you want to move up a level, you
will have to get different medals, accordins to your rank.
If you are a cabin boy, you should achieve the bronze medal.
If you are a sailor, you should achieve the silver medal.
If you are a captain, you should achieve the gold medal.
These are the levels
with the medals and
times achieved.
This is your rank, in
this case “cabin boy”.
You can get
3 diplomas
in each game.
You can access the diploma you have gained from this screen. If you have not yet
gained any, the button will be gray (to find out more, go to page 12).
Once your enter the level you want to play, you will find an explanation of the
game. Pipo will read you the first sentence. If you want him to read all the
instructions click on the loudspeaker button on the wooden board. This will help
you understand how the game works and will be ready to click on the “Start”
button to play.
Click the start
button to play.
Some games (the casks, the treasure map, the coconut palms and the cabin) include
help at the easy levels in the cabin boy and sailor rank, to help understanding of how
the game works.
On the bar, next to Pipo, you will find the time counter. Once you click the 'Start
button', it will begin.
The medals you can achieve in each game are: bronze, silver, gold, platinum or
diamond (from lowest to highest value). The medal you receive depends on the
time you take to solve the exercises.
At the beginning of the game they are all activated, but as time passes they
disappear from left to right. This means you lose medals according to their value,
first the diamond up to the bronze.
In the counter, as well as time and medals, we find:
A bar at the top that shows the total time we have to complete the exercise,
and as the game passes it gets colored in. We have to solve the exercise before
the bar is colored in completely. If this happens, time is up and we cannot gain
any medal.
The exercises left to solve: the number shows the total number of exercises
that have yet to be solved before the game is done.
The mistakes we make in the games bring a time penalty. For each mistake,
seconds are added to the time used.
When we finish the game a screen will show a summary of our score.
Records and medals
Time used
Mistakes, exercises
left to solve, and
Total time
Time used: this is the time it took us to solve the game.
Mistakes and exercises left to solve: this counts the mistakes we have made and
the exercises that we still have to solve.
of the game's score
Penalties: these are the seconds by which we multiply the mistakes.
Total time: this is the sum of the time used and any time penalties. Adding these
together may mean that we lose a medal.
Records and medals: once the times and mistakes have been counted up you may
receive a record and a medal, which will be shown here. The current record is best
time for this game.
Here you will get a global overview of the whole product.
Brief explanation of
each game.
Click on the arrows to see
the different games.
Clicking on the cap button takes us to the configuration screen where you can
change the following things: rank and printer.
Current rank
The first time you enter the game you have to input the child’s name and his or her
age. This establishes the default rank at which they will play: cabin boy (6 years or
less), sailor (7 to 9 years), or captain (10 years or more).
You can change the rank to another one of these three.
You can also activate or deactivate the printer. If you don’t want to print the
diplomas or the score screen, deactivate the button.
To avoid young children using the button by mistake we recommend that you only
turn it on when you need to.
the games
The games are designed to train different skills and cognitive functions that stimulate
young children’s minds, improving their intelligence.
These are all the icons of the games you can play with.
Short-term memory.
Hearing and visual
Discrimination of vision
and hearing.
Attention and
The ship's cargo
The key of the chest
The banners
Children will exercise their memory with these games. The use of sounds and
images stimulates their attention, concentration span, and short- and long-term
memory. Bear in mind that developing attention and concentration is very
important as these are key to building a good memory.
Practicing sums ans
Attention and
The coconut palms
The port's scales
Math strengthens children’s cognitive skills so solving mental arithmetic problems
works the nervous system and keeps the brain in form. Through these games
children will learn quick mental arithmetic strategies for basic math operations.
Identifying geometric
Visual sharpness.
Attention and
Visual perception.
Recognizing and
identifying letters and
Attention and
The beach
The tapestry
Perception games can be very stimulating for young children, increasing their
creativity and mental agility. These are fun games that strengthen visual sharpness
while stimulating intelligence.
The galleon's sails
The hatches
The treasure map
These three language games are very important in children’s intellectual
development. They work with letters, syllables and finally words. For the youngest
children it is useful to practice recognizing and identifying shapes, linking letters with
sounds, and discriminating between similar letters, for example “b” and “d”, all of
which will help when learning to read.
These games introduce children who cannot yet read to the world of reading and
writing, while helping older children develop perception, attention and, without
doubt, increase their vocabulary.
Spatial reasoning.
The cabin
The casks
Through the logic games children will find their ingenuity challenged while
developing their strategic thinking, almost without realizing it. These games make us
think carefully and so reinforce reasoning and spatial intelligence.
the ship's cargo
Listen to the animal noises and remember the secuence. Then, repeat it by clicking
on the boxes that are in the canoe.
Repeat the secuence.
Time and medal
'Repeat' button: if you
want to hear the
sequence again.
As we move up the levels, the sound sequences become more complicated. You
will have to listen very carefully and use any help from the images to solve the
exercises correctly.
the key of the chest
Note the number that appears on the chest and, when you have memorized it,
repeat it using the stones. The less time you take to memorize it, the more points
you will win.
Remember the
number, and use the
stones to repeat it.
'Repeat' button: If you
forget the number while
you are writing it, click
the button to see it
As we move up the levels, the numbers to memorize become more complicated.
the banners
Concentrate on the image during the countdown. Repeat it on the right-hand
banner by clicking on the squares.
Click on the squares
to copy the picture.
'Repeat' button:
If you forget the
picture, click the button
to see it again.
At the easiest levels the shapes are simple with few squares and as the level gets
harder, the shapes also become more difficult.
the coconut palms
Solve the math operation and click on the coconut with the correct result.
Possible answers.
Button “loudspeaker”:
will repeat the
Operation to solve.
The content of the five levels is:
L1. Sums where the answer is less than 10. Numbers to be added are between 0
and 5.
L2. Substractions where the answer is less than 10. Numbers between 0 and 10.
L3. Sums where the answer is less than 10. Numbers to be added are between 1
and 10.
L4. Sums where the answer is less than 20 . Carrying over.
L5. Substractions where the answer is between 10 and 20, without carrying over.
the port's scales
Note the total weight on the right and solve the operation. To balance it, click on
the weights on the table that add up to the total weight on the scales.
If you have placed a weight on the scales by mistake, click on it and it will return to
the table.
Use the weights from
Right plate: the
the table that you need.
quantity you need
to achieve.
the beach
Which figures do you need? Look at the picture on the board.
The pieces that make up the picture, plus some to confuse you, are in the bottom
part of the screen. You have to identify the pieces that make up the picture on the
Note the picture
on the board.
Click on the pieces
that form it.
As level increases, the shapes also become more difficult:
L1. Two pieces, very far apart.
L2. Three pieces, very far apart.
L3. Two pieces, almost together.
L4. Three pieces, together and turned around.
L5. Four pieces, together and turned around.
the tapestry
Count the shapes that appear on the tapestry and click on the jar that contains the
correct response.
Count the shapes
that appear on the
Time and medals
As the level increases, the difficult also goes up:
L1. From 2 to 5 shapes, of different colors.
L2. From 2 to 5 shapes, of the same color.
L3. From 4 to 8 shapes, of two different colors.
L4. From 4 to 8 shapes, of the same color.
L5. From 6 to 9 shapes, of two differents colors.
the treasure map
Find the words in the words search puzzles. To choose it, click on the first letter
and move the cursor to the end, or in reverse. Click again to finish the selection.
The words are written only vertically or horizontally.
If you have clicked on a letter by mistake, click on it again to deactivate it.
At the bottom you will see the word that we are looking for.
Chosen word.
The word we are
looking for.
The fact that the word appears written helps children who cannot read yet because
they can look for it by comparing the shape.
the galleon's sails
Click on the letter that Pipo ask you for. On the left-hand sail you will see written
the letter Pipo ask you for, and on the right-hand sail the number of letters left to
click. This will help you know how many are left.
This is the letter
we are looking for.
Here you can see how
many letters you still
have to click.
As the level increases, the difficult also goes up:
L1. Look for 4 letters in the 3x3 square.
L2. Look for 6 letters in the 4x4 square.
L3. Look for 8 letters in the 5x5 square. Very different letters.
L4. Look for 8 letters in the 5x5 square. Similar letters.
L5. Look for 10 letters in the 6x6 square.
the hatches
Click on the syllables that Pipo ask you for.
On the left-hand hatch you will see the syllable Pipo ask you for, and on the righthand hatch the syllables left to click.
Here you can see
how many syllables
you still have to
This is the syllable we
are looking for.
As the level increases, the difficult also goes up:
L1. Look for 4 syllables in the 3x3 square. Very different syllables.
L2. Look for 5 syllables in the 3x3 square. Some syllables are similar.
L3. Look for 6 syllables in the 4x4 square. Very similar syllables.
L4. Look for 8 syllables in the 5x5 square.
L5. Look for 10 syllables in the 5x5 square..
the cabin
Complete the series. Note the shapes above and work out which one should
substitute the question mark. When you know the answer, click the correct shape
from those below.
la izquierda
the question
los de lamark?
Consulta la teoría
Click the correct
As we go up the levels, the difficulty also rises.
the casks
You will see one or more holes in the cask. Note where they are and choose from
below the plank that you think covers them.
Cover the holes.
Choose the plank that
cover the holes.
As the level increases, the difficult also goes up:
L1. A blank and three choises.
L2. Two blanks and three choises.
L3. Two blanks and four choises.
L4. Three blanks and three choises.
L5. Three blanks and four choises.
Press this button to access
the scoring screen.
Windows users have a quick
acces by clicking the key F9.
Here you can see how many
medals you have gained in
total and of what type.
The programme follows up the progress and scores of each player. This keeps the
children constantly motivated to improve and continue playing.
Times and medals
When you pass the
achieved in each
mouse over the icons
game and at each
you will see a short
explanation of the
Medal tally:
total of the all the
'Records' button.
medals gained.
For the interest of parents and/or teachers, you can access the score screen and see
each player’s progress. You can print this screen and it will show the name of the
player, date, rank, and the best times achieved in each game and at each level.
Remember to deactivate the printer in the configuration screen so that young
children do not use it indiscriminately and waste paper.
As an achievement reward Pipo will award 3 “Wake up you mind with Pipo”
diplomas in each game, so long as you gain the most difficult medals (gold, platinum,
and diamond).
Thus, when the players solve 5 levels of a game with a gold medal, they are awarded
a gold medal diploma; when they solve 5 levels with platinum, they get the platinum
medal diploma; and likewise with the diamond medal.
You have not yet gained
any diploma.
The diplomas are available in the levels menu, by clicking on the diploma icon.
Press this icon to access
to the diploma that you
have gained.
The diploma will appear with the name of the player, rank, and the date when he or
she solved the levels. You can print the diploma in color or in black and white so the
child can color it in.
Copyright © 1996-08.
Cibal Multimedia.
Total and/or parcial
reproduction, adaptation,
or translation without prior
permission in writing is
forbidden, except where
permitted by the laws of
author rights.
Produced by: CIBAL Multimedia S.L.
Original idea and direction: Fernando Darder
Original graphical creation: Eva Barceló
Graphical design, ilustration and animation: Eva Barceló, Javier Liébana, Miquel
Programming: Marc Puig, Fernando Darder, Miguel Ángel Ferri, Alicia González,
Juan Gabriel Covas.
Legal deposit:
PM 1826-2008.
ISBN 978 84 953702-36-5.
All rights reserved.
Contents learning guide: Marina Perelló
Melodies: Pedro Darder
Pipo's voice: Mary Ramírez
Neuron's voice: Pere Pau Sancho
Psychopedagogical consultant: Fernando Darder, Marina Perelló
Learning guide design: Eva Barceló
Commercial department and management: Domingo Sanz, Pilar Gómez
General direction: Domingo Sanz
Collaborators: Carlos Darder, Aina Darder, Toni Darder, Juan Negre, Luisa Negre,
Álvaro Coromina, Alejandro Coromina, Marina Darder, Núria Darder, Esther Lara,
Sergio Lara, Victoria León, Lucía León, Andrea Gómez, Olga Gómez
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