The goal of current research aimed to determine the impact of hints associated with the electronic educational games on the achievement and the development of problem-solving skills, the researcher presented research problem and hypotheses, methodology, and tools, and its importance and steps, as has been the theoretical foundations for research, and in the light of the nature of this research the researcher used the research methodology based on Design and descriptive approach, which is based on the educational game E equipped with allusions design, according to the stages of scientific and steps deliberate, and in accordance with Model Mohammed Khamis (2007), also included research procedures to choose a sample of (60) male and female pupils of first-graders preparatory peace school prep, sample was divided into two groups each group (30) male and female pupils, and represented research tools in achievement test, and test problem-solving, as the researcher applying appropriate statistical processing methods using the program (Spss), and it became clear from the search results no difference between the two experimental groups, any The educational site-based provider of educational electronic games started allusions did not make a difference is significant for the existing educational site on the electronic games and allusions equipped with audio.