Cyberchase: Trading Places
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While attempting to rescue Dr. Marbles, the kids and Digit crash land on the cybersite Nowhere, along with Hacker, Buzz, and Delete. As a result of the crash, Hacker is shrunk, and Buzz and Delete become smart. In a race to rebuild their cybercraft and save Dr. Marbles, Digit and the kids learn to trade and barter. They even eventually create a monetary system. Part of the "Cyberchase" series.
Media Details
Runtime: 28 minutes 30 seconds
- Topic: Business, Mathematics, Technology
- Subtopic: Computers, Finance and Banking, Mathematics
- Grade/Interest Level: 4 - 8
- Standards:
- Release Year: 2009
- Producer/Distributor: Thirteen Productions LLC
- Series: Cyberchase
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