Mysteries About True Histories (M.A.T...

From the creators of Who Smarted? comes Mysteries About True Histories (aka M.A.T.H.), a podcast for kids where every episode promises an exhilarating mix of adventure, comedy, and educational exploration! Follow along as Max and Molly are recruited into a secret order of Problem Solvers who time travel while solving logic and math problems created by their arch nemeses, The Troublesome Trolls. 


Tune in every Thursday for a brand new episode of Mysteries About True Histories!


This series is perfect for kids ages six and up. Even if your child hasn’t learned some of these concepts yet in school, the storytelling seamlessly plants the seeds for all kinds of math, history, geography and science lessons that will keep your little ones curious and excited to learn. 


Max and Molly, the dynamic duo at the heart of our captivating story, are best friends with a passion for problem-solving. Every episode of M.A.T.H. takes our heroes to cool, new places throughout time and space (including the International Space Station) where they must solve riddles, puzzles and equations designed by the Trolls to cause chaos. By solving these interactive problems (that the listener can play along with) Max & Molly keep the Troublesome Trolls from eliminating things we all love... like ice cream!


From ancient civilizations to futuristic realms, Max and Molly traverse the ages, encountering historical figures, exploring distant lands, and unraveling the mysteries of the universe. Alongside Max and Molly, young adventurers will tackle a series of ingenious puzzles, brain-teasing riddles, and perplexing equations meticulously devised by The Troublesome Trolls.


But fear not, parents! While your kids are busy cracking codes and saving the day, they'll also be exercising their critical thinking skills, honing their math abilities, and expanding their knowledge of history, geography and science. It's educational entertainment at its finest – all wrapped up in a package of non-stop fun!


With each interactive challenge, kids will develop essential problem-solving skills, logical reasoning, and mathematical literacy – all while having a blast with Max & Molly – as well as their middle school rivals, Brad & Katrina, and Max's kooky Aunt Murgatroyd who is the mastermind behind it all! As our kids outsmart The Troublesome Trolls, they learn valuable lessons about teamwork, perseverance, confidence and the power of friendship.


M.A.T.H. is designed to ignite a lifelong love of learning in young minds. By weaving together elements of history, science, geography and mathematics in a captivating narrative, the podcast sparks curiosity and encourages exploration of the world around us. It's an immersive learning experience that transcends the confines of the classroom, inspiring kids to see the world through a new lens.


As parents, you'll love M.A.T.H. for its unique blend of entertainment and education. Not only does it provide an alternative to screen-time, it also offers valuable learning opportunities that complement their school curriculum.


But let's not forget the laughter! With its witty humor, lovable characters, and unpredictable twists, M.A.T.H. is guaranteed to keep the whole family entertained from start to finish. It's the perfect way to bond with your kids while sharing a meaningful and enriching experience together.


So why wait? Join Max and Molly on their thrilling quest to save history, one problem at a time. With Mysteries About True Histories (M.A.T.H.), the adventure has just begun – while the learning never ends! A Starglow Media original.

Kids & Family
Education for Kids
1
Toys Will Be Toys!
A glitchy Alexa, a coded message, and a meeting of evil toys reveal a shocking truth—sometimes the best way to beat a Mole… is to become one.
14 min
2
A Mole Lot of Nothing
Max and Molly are brought before the Problem Solving Judge to back up their claim of a Mole infiltrating the Problem Solvers – however, they come to realize their lack of evidence might point to a mole lot of nothing!
16 min
3
Who Solves the Problem Solvers? (Part 2)
17 min
4
Who Solves The Problem Solvers?
When paranoia meets philosophy, Max and Molly chase a Mole, solve a doorbell equation, and spiral through a cabbage crisis that would make even Zeno dizzy.
15 min
5
The Fast and the Curious
Max and Molly race to stop Charlene from altering history at Australia’s most famous horse race—and discover that one small change can make a world of difference.
16 min
6
Sometimes the Soccer Ball Kicks You!
When the team’s new soccer plays make zero sense, Max and Molly use probability and statistics to uncover the truth—only to learn that sometimes, the best plays are about more than winning.
16 min
7
Mole Playing or Role-Playing?
When a “super-secret” mission leads Max and Molly to medieval France, they uncover the shocking truth: their teachers aren’t time-traveling villains—they’re just RPG nerds rolling for initiative!
16 min
8
A Wrinkle in Time Travel
Max and Molly join a school book club they suspect is a Mole front, using math to calculate reading goals and Suspicion Numbers—only to uncover hints of an even bigger conspiracy.
16 min
9
A Hard Day’s Mole
Max and Molly infiltrate a Beatles concert to uncover the POGs’ delivery network—only to find Katrina unknowingly working for the enemy and maybe, eventually, for them.
14 min
10
Molecraft!
Max and Molly’s Mole job application sends them 2 million years into the past, where they must dig a mysterious box at Olduvai Gorge—only to face the consequences in the present.
15 min
11
I Spy With My Little Eiffel
Max and Molly join superstar spy Josephine Baker in WWII Paris, using math, music, and a little razzle-dazzle to outsmart the enemy.
15 min
12
The Great Call of China!
Max and Molly travel to the Great Wall of China to investigate a POG transmission, only to find that not all monsters are what they seem.
16 min
13
There’s No Place Like Nome!
To save Nome from a deadly outbreak, Max, Molly, and Rufus join the legendary 1925 Serum Run—learning math on the trail and discovering that some heroes truly wear fur.
14 min
14
Bunker Down!
A textbook scribble sends Max and Molly on a mission deep underground, where they must decode mysterious transmissions from a Cold War-era bunker—only to discover the signal’s been targeting their hometown all along.
17 min
15
The Unsinkable Max & Molly
To solve a mystery at sea, Max and Molly time-jump to 1912—and help navigate one of the greatest rescue efforts in maritime history.
18 min
16
Trolls in the Harbor!
A return to the Trolls takes Max and Molly to ancient Alexandria, where they must stop a stone-skipping catapult from sinking history—literally.
15 min
17
Are We There, Yeti?
A mysterious snack leads Max, Molly, and Rufus on a chilly journey to Mount Everest, where math, mythology, and mystery collide in a legendary lesson on the Yeti.
17 min
18
Whack-a-Mole!
As strange mole activity spreads through the school, Max and Molly investigate new suspects, old technology, and puzzling probabilities—learning math, logic, and espionage skills along the way.
15 min
19
A New Old School (Part 2)
As Max and Molly try to understand how and why their school is stuck in the year 1970, they must use quick thinking—and advanced math—to help NASA bring the Apollo 13 astronauts safely back to Earth.
15 min
20
A New Old School (Part 1)
When Max and Molly’s school mysteriously shifts to 1970, they must decode retro clues, find a missing Aunt M, and stop the POGs before history is permanently altered.
15 min
21
POG-Nosticators
A cryptic clue sends Max and Molly to 16th-century France, where palace intrigue, permutation math, and a wormy apple help them gain the trust of Nostradamus. But can they catch a POG Mole without blowing their cover?
16 min
22
Sunken Treasure!
16 min
23
It’s All About the Timing (and Time Traveling!)
Max and Molly repair their Time Radio with geometric precision and travel to 1876 to uncover a secret POG message hidden inside the Statue of Liberty’s torch.
16 min
24
Unlocking the Truth!
In a mission filled with rumors, resistance, and rusty prison door hinges, Max and Molly learn from Gandhi that sometimes the best way to move forward in problem-solving is by staying put.
16 min
25
The Siege!
A surprise mission lands Max and Molly in the middle of an ancient war, where math is the only weapon they have to survive The Siege of Rhodes of 305 BCE.
18 min