The kids must use forensic science to investigate the culprit's footprint who stole a cyberbeast.
He finds the wonders and perils of kite flying and uses his inquiry skills to help an accused cat.
An evil WordGirl copy is on the loose to make it look like WordGirl has turned to a life of crime.
WordGirl challenge Granny May in a bingo tournament. Wordgirl must defeat a snazzy new villain.
When Pig is too sick to cook, his friends step in to help. Pig and Ant argue while playing a game.
The countryside catches worm-racing fever when George's prize worm enters a championship race.
A Princess mistakes Hundley for a Royal Doggie. George's misfortunes turn when he gets a new hat.
He finds what building materials will make a boat float and learns about momentum while skating.