"Be the Agent"
After School Activities

Odd Squad needs your help! With these activities, kids can help Olive and Otto make sense of odd happenings, restore order, and put things right before it’s too late. Each activity takes approximately 60 minutes.

  • The Flurry of Fifteens

    The Flurry of Fifteens

    Franny Fifteen is on her way, and she needs lots of 15s ready for her when she arrives! Agents will need to figure out all the possible ways to add two numbers together to total 15 - or who knows what might happen when Franny appears.

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  • The Case of Double Duck

    The Case of Double Duck

    Double Duck is in town, and he's stolen the Squad's prized Doublenator. Agents will need to double number after number to find his secret hiding place and recover the gadget before it's too late.

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  • The Return of Symmetric Al

    The Return of Symmetric Al

    Symmetric Al is at it again, stealing objects that are the same on both sides. Agents will work as a group to identify and protect those items that have matching halves so they won't get caught up in Al's stealing spree!

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  • The Case of The Doobles, Snoobles, and Oobles

    The Case of the Doobles, Snoobles, & Oobles

    Dangerous Doobles are on the loose, and agents must work together to quickly find them all and put things right again. Only with stellar sorting and classifying skills will agents be able to separate the Doobles from their creature cousins and send them back to Headquarters before they turn everything upside down!

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  • Who's the Patternista?

    Who's the Patternista?

    Spotting tricky patterns and cracking secret codes is the only way to solve some of the oddest cases that land at Odd Squad Headquarters, and now it's training time for agents everywhere. Only with careful practice can agents hone their pattern sleuthing skills to put things right every time -- and potentially become a Patternista like their fearless leader, Ms. O.

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  • Ms. O's Coldest Cases

    Ms. O's Coldest Cases

    It's not just one, but four cases for the Odd Squad…and they're very, very cold. These cold, old mysteries have long been sitting on the shelves of the cold case vault, and agents will need to use deductive reasoning skills to sort through Obfusco's totally confusing notes, find the critical information and finally crack the Odd Squad's coldest cases.

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  • The Case of the Trophy Room Bandit

    The Case of the Trophy Room Bandit

    A mystery thief is stealing objects from the Trophy Room, and only with subtraction sleuthing skills and a secret gadget from Oscar's Lab will agents be able to figure out "whodunit," crack the case, and put things right again.

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  • The Case of Common Chris

    The Case of Common Chris

    Calling Odd Squad! Common Chris is on his way to steal objects from your room and all common shapes are at risk! In order to crack the case, kids will explore how shapes can be composed of other shapes and use this knowledge to stop Chris in his tracks before he swipes your most commonly-shaped objects.

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  • The Case of the Centigurps the Keep Escaping

    The Case of the Centigurps that Keep Escaping

    Calling Odd Squad! Those silly Centigurps have escaped again, and this time they’ve moved on from Headquarters and invaded your room! Agents will need to track them down, gather them up and use skip counting skills to be sure all 100 sneaky critters have been captured.

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  • Ms. O’s Missing Badge

    The Case of Ms. O’s Missing Badge

    The mysterious Shape Shifter has stolen Ms. O’s badge and transformed it into something else entirely. With only a pan balance and single clue from Ms. O, agents will need to use their knowledge of balance and weight to identify the shifted object and return Ms. O’s badge before she loses her job as head of the Odd Squad forever.

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