JumpStart 2nd Grade

JumpStart 2nd Grade

The 2000 cover of JumpStart 2nd Grade (1996 version)
Developer(s) Knowledge Adventure
Publisher(s) Knowledge Adventure
Composer(s) Hamilton Alstatt,
Mark Beckwith[1]
Series JumpStart
Platform(s) PC (Windows, Macintosh)
Release date(s) 1996
Genre(s) Educational
Mode(s) Single-player
Distribution CD-ROM

JumpStart 2nd Grade (known as Jump Ahead Year 2 in the United Kingdom) is a personal computer game released in 1996 by Knowledge Adventure. As its name suggests, it was made to teach second grade students. It was replaced by JumpStart Advanced 2nd Grade in 2002.

Like the previous JumpStart products, the game takes place in a school setting, but begins after school hours when a giant anthropomorphic frog named C.J. enters the classroom and frees a firefly named Edison. C.J. and Edison (Newton in the United Kingdom) form a double act of sorts with C.J. being an ardent, self-styled "adventurer" while Edison is the more pragmatic straight man, who frequently makes sardonic comments in response to C.J.'s grandiosity. The duo have appeared in many other JumpStart products, such as JumpStart Advanced 2nd Grade; however, their looks and personalities have both undergone enormous changes throughout the years.

C.J. and Edison lead the user into a secret elevator hidden behind a bookcase. This elevator leads to several different floors, most of which are caverns beneath the school. The clubhouse and the classroom levels are the only ones to contain more than one activity. The floors are as follows:

Clubhouse

The clubhouse is apparently C.J. and Edison's headquarters and is located directly above the classroom. Activities include:

Classroom

The classroom includes:

Other levels

Boiler Room

The game in the boiler room involves recycling several items. Aside from encouraging recycling and perhaps improving hand–eye coordination, this game does not appear to have any obvious educational value.

Football Field

On a football field, the user uses addition to figure out how many yards the players of the JumpStart team advance on the field and use subtraction to save the JumpStart team from penalties.

Bone Vault

Here, the user solves math and spelling problems to open the mysterious Bone Vault, which, predictably, turns out to be filled with bones. Inside the vault are various objects the user can measure with, by means of a scale and a ruler.

Cave Writings

In this activity, players decode meaningless messages written in American Sign Language, Braille and "Larvaic" ("language of the larva") using a key. Before the game can be played, however, the user must get past a giant Blues-playing caterpillar by answering a biology question.

Cricket Band

In this game, the user creates music with a band of crickets who jump up and down on piano keys.

Log Ride

The user solves math or spelling problems to help five gophers make it across a subterranean river so they can guide C.J. and Edison through their tunnels. After the game is completed, C.J. and Edison are taken to a cave filled with traffic signs. There, C.J. and Edison explain the meaning of whichever signs the user clicks on.

Ice Cave

The user answers addition, subtraction, and multiplication problems to freeze ice bugs so that they will fill a sixteen unit grid. After the user completes the grid, the ice floor breaks which leads to an old pirate ship that is frozen in the ice. There the user will find a map with all seven continents on it. When clicking on a continent, C.J. will inform the user about an interesting fact regarding it. Also, on a pen pal challenge, the user has to pick the correct continent to complete the challenge.

External links

References

  1. http://www.answers.com/topic/jumpstart-2nd-grade