Interview the Witness

Interview the Witness is an activity in the JumpStart Advanced 2nd-4th Grade: Mystery Club series.

Description
For each case, the player has the opportunity to interview someone at the scene. First, the player must help the witness get comfortable by using the objects on the left side of screen. The witness will make some kind of statement indicating whether they are hungry, thirsty, or too hot/cold. The player can click and drag objects to the witness. There are five foods (apple, muffin, soup, pizza, and ice cream) and five drinks (water, soda pop, coffee, tea, and juice) to choose from, and two objects for cooling/heating.

Each witness has a certain set of likes and dislikes when it comes to the food and drink options. The player can figure these out through trial and error. The personality of the witness may also help inform the player's decisions. Each time the witness is satisfied, one of the circular lights below the witness's picture will light up. When the lights with question marks inside of them are reached, the player can try to ask the witness for information by selecting one of the five buttons below. Each button stands for a different 'conversation type', which there are five of: Ask Directly, Get Tough, Calm Them Down, Ask Politely, and Be Funny. Each witness will only respond to one conversation type.

This activity doesn't have any difficulty levels.

Mystery Club Volume 1
Problem solve using social skills in dialog interactions with key witnesses.

Game Play Instructions

Brush up on your social skills and draw out the witness in this comical interview game. First, listen to the witnesses to find out what they need. Click and drag objects on the left to the witness on the right. If they like what you give them, you earn a light. When a question mark light comes on, use the CJ buttons to ask the witness a question in one of five ways: Be Direct, Ask Politely, Relax, Be Funny or Grill 'em.

If you ask just the right way, the witness will give you a clue. If the witness doesn't like your tone, you'll need to light another question mark and try again. Chatty answers from these wacky witnesses yield a clue.

Mystery Club Volume 2
Problem solve using social skills in dialog interactions with key witnesses.

Game Play Instructions

Brush up on your social skills and draw out the witness in this comical interview game. First, listen to the witness to find out what they need. Click and drag objects on the left to the witness on the right. If they like what you give them, you earn a light. When a question mark light comes on, use the Botley buttons to ask the witness a question in one of five ways: Be Direct, Ask Politely, Relax, Be Funny or Grill 'em.

If you ask just the right way, the Witness will give you their story. If the witness doesn't like your tone, you'll need to light another question mark and try again. Chatty answers from these wacky witnesses yield a clue.