Flik Flak

Lern to tell the time Step-by-Step Video transcript

LEARNING THE NUMBERS

[YAWNING]
Good morning. Flik and Flak are already awake. They waved goodbye to dreams of adventure in the land of chocolate rivers and candy castles. There was no midnight feast, but out comes the toothbrush. They know every day has to start and finish with clean teeth.
As they brush away, the bathroom mirror gets fogged up, and they both see the shape of a clock face. But where are the numbers? Let's put the numbers on the clock to see if we can tell the time. Where shall we start? At the top, with the number 12. Hmm, what next? Here's a bit of help.
The numbers get higher as your eyes move in a circle to the right, starting with one, then two, all the way around until we're back to the number 12, where we started. Each of these numbers is an hour, so we've just added up to 12 hours. Wow, that was fast! On a clock, the shorter hand points to the hours, and it has to move around the circle twice every day, because each day has 24 hours.
The clock keeps on counting while we're asleep, thank goodness. So it gets to 12 at midday, and again at midnight. Your clock may look different to your friend's clock, with other colors and pictures on it, but the numbers will always be in the same place. Pretty easy, right?
Now you have a go at putting the numbers in the right place on the mirror. Just drag them across. Every time you help Flik and Flak to get it right, you'll get another green level light. When all of them are lit, you know that you've got it absolutely right. If you get stuck, the little button here at the top left can help you.
Flik and Flak can draw on a few of the numbers the first time, if you like. Then you can do it all by yourself. Let's go! Here's 12, then one, and then the rest of the day-- and night of course.

LEARNING THE HOURS

Oh no, Flik and Flak ran as fast as their legs would carry them to the bus stop so they wouldn't miss the bus. But the bus won't move. All the times are mixed up. If Flik and Flak don't hurry and sort out the times, nobody's going to be able to get to school today. Then, they'll be in real trouble. They need our help quick.
On the clock, tap on the bus schedule time that's the same as the time on the display. If you tap on the display instead, Flik and Flak will tell you what time they're looking for. All buses leave on the full hour. You already know that are hours as shown by the shorter hand. And here, it's in the shape of Flak in her red dress to make things even easier. You'll know when the time gets to a full hour because then the longer hand, Flik in his smart blue and white suit, always points to the number 12.
Whenever this happens, we add the word o'clock to the number that Flak is pointing to. For example, it's 9:00 o'clock, 11:00 o'clock, and so on. When we write the time, we always write it with two zeros after the hours number 0 0. So 4:00 o'clock, for example OK, so far?
The number 12 is super important in the world of telling the time. It's also the starting point for the minutes that Flik counts by pointing to them as he moves around the clock face in circles. He hasn't counted any minutes past the hour yet, so that's why it says 0 0 at the bus stop. Time always moves forward, and not backwards, except maybe in certain dreams and stories. So the hands always move in this direction too. And Flik and Flak never count or move backwards.
Seems pretty easy, right? Now, it's your turn, and you get to decide which is the right time for the bus to leave. Can you help Flik and Flak? Every time you help Flik and Flak to get it right, you'll get another green light. When all of them are lit, you know you've got it absolutely right. If you get stuck, the little button here at the top left can help you. And now tickets please.

LEARNING THE MINUTES

For Flik and Flak, some lessons at school are over in a flash. Others feel as though they'll never end. Flak really likes math, but in the art class, she often wishes she could push the time forward. Flik, on the other hand, is not as good at math as his sister. He has the feeling that these lessons take three times as long as the physical education ones, which he really loves.
At Flik and Flak's school, every lesson lasts exactly one hour. Can one hour really last longer than another? No, it can't, is the correct answer. Each hour lasts 60 minutes, whatever you are doing. It just doesn't seem that way sometimes.
On your clock, the minutes are shown on the number sheet with points and lines. Each individual mark stands for a number from 1 to 60. As you can see, the 60 is at the top of the dial, but you've already learned the very top is called 00, because this is the point where you start counting the time. It sounds a bit crazy at first, but if you remember that the same point at the top of the clock face is both the starting point-- 00-- and also the finishing point-- 60-- for every hour, you can't go wrong. It's kind of like running a race around a circular track, where you run as fast as you can to get back to where you started from. And you're not allowed to run backwards, of course.
The longer hand is called the minute hand. It's Flik on our clock, and it keeps track of all the minutes. Each hour, Flik runs around the clock dial once. Every five minutes, he points to a number that matches how many minutes he has already counted. When he's made it around once, it means that his sister, Flak, can point to the next hour. It's as simple as that, and all about teamwork.
So back to school, and Flik and Flak are counting the minutes and hours until school is out and it's time to play in the afternoon. The bell rings when Flik has moved the whole way around the dial once. Oops, sometimes he daydreams and forgets which numbers he's already counted. Can you help him out by putting the forgotten numbers on the dial? Just drag the numbers to the right spot on the board.
Every time you help Flik and Flak to get it right, you'll get another green light. When all of them are lit, you know that you've got it absolutely right and you haven't been daydreaming like Flik. If you aren't quite sure about an answer, just count the dots from the last number to the empty space again. You'll soon figure out how to make play time come around as fast as possible for Flik and Flak. If you get stuck along the way, the little button on the left can help you. We want to hear the sound of that last bell as soon as we can so we know school is out.

TELLING THE TIME

Uh! Before they can concentrate properly on fun, Flik and Flak have some homework to do. Guess what their topic is today. Precisely. Telling the time.
You're so good at this now, you can give them a hand. You already know how to count the minutes and that 60 minutes make one hour. You can easily see the minutes that have already been counted, because the total number that have passed during the current hour is marked every five minutes. This is really helpful for our little daydreamer Flik, who quite often forgets where he was up to with the counting of the minutes.
As we've learned, Flak is in her brother's hands, because she can only point to the full hour when he's returned to the number 12 after his dash around the dial. While he's on his way, she tiptoes gradually from one hour to the next. Don't worry if you see Flak hanging out between two numbers. Just look and see which number she pointed to last, and remember that time only travels forwards. So she's on her way to the next hour.
Just keep an eye on the number of minutes Flik has already counted. For example, it may be 4:15 or 6:30.
For homework, their teacher wants Flik and Flak to arrange the clocks to match the time noted on the sheet. To make it a bit harder, the teacher added two clocks showing the wrong time. That doesn't catch you out, does it? Just delete the wrong answers so your lights are green.
Then, at last, it'll be time for Flik and Flak to go and play. Every time you help Flik and Flak to get it right, you'll get another green light. When all of them are lit, you know that you've got it absolutely right.
If you can't work out the time on the clock, the little button at the top can help you. If you'd like to hear the time you're looking for, once again, just tap the teacher's homework sheet. Get a move on, and then maybe you, too, can go out and play.

TIME PERIODS

Flik and Flak are playing outside on the swings in the garden. Time is flying. It's so unfair. Flik and Flak want to play until dinnertime, and they're sure time is passing faster than ever. There will be big trouble if they're late for dinner. Can you do them a favor, and tell them when it's time to stop playing and to go inside to eat?
You're a time-telling star now, but let's just go over it one more time to make sure. Flak follows her brother at her own pace. She always points to a new hour when Flik is pointing exactly at the 12. When he's on his way around the dial, she's also on her way to the next hour. Both move in the same direction.
When you move the minute hand, which is Flik, the hour hand, which is his sister Flak, will follow like this. Now it's 10:20, then it's 2:35 and so on. That's how we tell the time. Now it's over to you. Look at the sign in the playground and move the clock hand to the right time. But be careful. You can only move Flik. His sister follows behind automatically.
When you've found the right position for Flik, check to see that Flak is pointing between the right numbers. Maybe Flik needs to move slightly so that his sister is in exactly the right place. Now all your lights should be green and you can go to the next level. If you want to hear the target time again, just tap the sign and you'll see it.
Every time you help Flik and Flak to get it right, you'll get another green level light. When all the lights are on, you know you've got it absolutely right. If you get stuck at all, the little button on the left can help you as usual. Now enjoy playtime before it's dinnertime and then bedtime.

DISPLAYING THE TIME

Wow, that was quick. The day is already over and Flik and Flak have gone to bed. Still, there is one thing hindering them from falling asleep. They aren't at all sure that you have learned all the lessons it takes to tell the time after spending a day with them. Ha, easy for you to convince them. You know all the facts to tell the requested times, so here are just some quick reminders.
Flak always follows her brother at her own speed. Whenever he is on his way around the clock, she is also on her way from one hour to the next. So don't get confused by her standing between two hours. It always takes her exactly as long to get to the full hour as it takes Flik to finish his minute count to 60. For example, if Flik does half a turn, Flak approaches half the way towards the next number.
To tell the time, it's most important to figure out which number she's coming from and add the number of minutes Flik counted. It is also important to remember that Flik counts all the numbers not just those you see on the clock face. So if there's no number attached to Flik's position, just count up from the last one he has passed. Flak is on her way from the two. Flik has counted up to 25, 26, 27, so it's 2:27. Flak is on her way from the 5. Flik has counted up to 50, 51, 52 so it's 5:52. That's how we tell the time.
To get your colored lights to glow and say good night to Flik and Flak, you need to set both hands to the correct position so that the time written in the stars is matched. If you want to hear the requested time again, just tap the writing in the sky. Every time you help Flik and Flak to get it right, you'll get another green level light. When all of them are lit, you know you've got it absolutely right. But if you have trouble managing the task or are not sure about the displayed times, this little button on the left might be of help. And now, nighty night Flik and Flak.

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