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JumpStart 2nd Grade Math |
| $14.95 |
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(Win95/98/Me/Mac) (Jewel Case) (JUMP2NDMDJ) |
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Knowledge Adventure
Children
Ages: 6 to 8
Everything your 2nd Grader Needs to
Succeed at Math
Join CJ the Frog and his sidekick, Edison, on an amazing
quest through a medieval kingdom. Along the way, your child will develop the
same progressive mathematics skills taught in a full year of classroom
instruction.
JumpStart 2nd Grade Math introduces seven critical concepts
that are essential to math success. Each skill area provides a necessary
foundation for the next math concept.
Here's Why It Works
Kid's Tutor Technology. A special tutor appears to help
teach skills and reinforce learning in any activity where the child is having
difficulty.
Emphasis on Fun! Arcade-style gameplay, colorful
graphics, fun animation and whimsical music will keep your child engaged and
entertained for hours on end.
Grade-Based Lessons. Math lessons are organized by the
2nd grade year. Every activity reinforces the skills yur child is learning at
school.
A 7-Step Foundation. We've selected 7 classroom-proven
skill sets that are essential for your child to learn in order to be successful
in school.
Math Reinforcement Tools. JumpStart 2nd Grade Math
includes printable workbook pages that extend learning beyond the computer.
Math skills are reinforced in a fun and creative way.
Here's What You Get:
- 13 Skill-Building Activities
- 5 Sing & Learn Songs
- Over 30 Skills Taught
- Multiple Difficulty Levels
- 32 Printable Workbook Pages
- Kid's Tutor Technology
Help CJ Save the Kingdom
CJ loves his job as Royal Fly Catcher of the castle,
protecting the royal family from insects and other pesky creatures. But there's
one particular rodent that CJ can't get rid of - the evil Duke Ratso. Ratso and
his band have taken over the castle and imprisoned the royal family in a magic
mirror. Using a book of magic spells given to you by the Princess, help CJ
disarm Ratso's traps by playing exciting games that build critical math skills.
The fate of the kingdom rests in your hands - no, legs!
1. Time Telling
Inside the castle, CJ needs to open Ratso's time locks.
Listen to verbal clues and match the time with the lock combination. Learn both
digital and analog forms of time telling.
2. Catapult Addition
Climb up to the castle tower and use the catpult to break
down walls built by Ratso's henchmen. Fill the catapult by answering addition
problems that involve carrying numbers over from the ones place to the tens
place.
3. Subtraction Jousting
It's turtle-mounted jousting fun in the castle courtyard.
Use your lance to capture numbered rings that complete the subtraction
equation. Practice borrowing skills at higher levels.
4. Fractions
Some of the ingredients that CJ needs to concoct his
spell-breaking potion are locked in treasure chests. Use your knowledge of
fractions to mould a new key and open the chests.
5. Stained Glass Geometry
Help CJ in the stained glass studio. Finish incomplete
stained glass windows by filling in the spaces with the correct geometric
shapes. Practice symmetry and estimation skills while you finish a work of
art.
6. Multiplication Gate Trap
Help CJ outsmart Ratso's multiplication trap by piling
stones of equal weight into the basket. Don't over-fill the basket, or you'll
be sent to the dundeon.
7. Logic and Problem Solving
Ratso's henchmen are hungry - and it's up to you to keep
them happy by feeding them. Practice your logic and problem-solving skills
while trying to deduce the correct items to feed the gang.

Requirements:
Windows 95/98/Me - 486DX2 66 PC or higher,
double-speed CD-ROM drive, 16MB RAM for Windows 95, 8MB RAM for Windows
3.1/3.11, 15MB available on hard drive, SVGA 256 color graphics adapter,
MPC-compatible sound card, mouse.
Macintosh - 68040 40MHz or Power PC processor,
double-speed CD-ROM drive, 15MB available on hard drive, 8MB RAM, 256 color
graphics capability, 13" or larger color monitor, Macintosh System 7.1 or
higher.

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