JumpStart 1st Grade – Mac/Windows Readme – English
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jumpstart-1st-grade_mac.win_readme_en_k8p.txt
Knowledge Adventure's
JumpStart 1st Grade 2000
About Knowledge Adventure
Getting Started
Installing the Program for Windows 95/98
Running the Program in Windows 95/98
Uninstalling the Program for Windows 95/98
Installing the Program for Macintosh
Running the Program on the Macintosh
Uninstalling the Program for Macintosh
Welcome to JumpStart 1st Grade 2000
How Do I Sign In?
Set Levels Screen
What's on the Toolbar
Tutor Mode
Progress Report
What's Inside the 1st Grade Classroom?
What's in the Hallway?
What's in the Music Room?
What's in the Art Room?
What's out on the Playground?
What's in the Kitchen?
What's in the Lunch Room?
Treasure Hunt
Practice Mode
Parent Resource Center
Song Lyrics
Questions and Answers for Windows
Questions and Answers for Macintosh
JumpStart 1st Grade 2000 Credits
CD-ROM Storage and Handling
Visit Us on the World Wide Web
------------------------------------------------------------------------
About Knowledge Adventure
Knowledge Adventure is dedicated to creating multimedia products that will
help ensure your child's educational success and life-long love of
learning. We encourage your child's natural love of learning by combining
the latest educational innovations with the latest computer technology. We
build fun and excitement into all our products so that your child will
enjoy using them day after day, week after week.
What Is the JumpStart Learning System?
The JumpStart Learning System is an award-winning line of software that
provides your child with a head start on education from baby-hood through
elementary school. Each product includes dozens of puzzles and games
blending an entire grade level of age-appropriate curriculum combining
reading, math, language arts, science, art, music and more. Instruction is
based on proven lesson plans from teachers.
JumpStart has developed ground breaking technologies to help customize
individual titles to your child's personal skill levels.
* JumpStart Parent Resource Center
Monitors the progress your child has been making throughout the
JumpStart Learning System. Use the Resource Center to view individual
and group progress reports spanning JumpStart Preschool through
JumpStart 6th Grade.
* JumpStart Assessment Technology
Tests your child before beginning product play in order to set the
appropriate level of challenge for each skill.
* JumpStart Adaptive Learning Technology
Automatically adjusts each program's difficulty levels on an ongoing
basis to match your child's abilities.
* JumpStart Tutor Technology
Recognizes your child's learning obstacles and provides targeted
lessons to help master them.
------------------------------------------------------------------------
Getting Started
This section covers everything you need to know to set up and play
JumpStart 1st Grade 2000 on your computer.
What Do I Need?
Windows 95/98
* Pentium 90 MHz or higher
* Quad-speed CD-ROM drive
* 16 MB RAM
* 15 MB available on hard drive
* SVGA 256-color graphics adapter
* 16-bit Windows compatible sound card
* Mouse
Macintosh
* PowerPC processor
* Quad-speed CD-ROM drive
* 16 MB RAM
* 15 MB available on hard drive
* 256- color graphics capability
* 640 x 480 resolution or higher
* System 7.5 or higher
Installing the Program for Windows 95/98
JumpStart 1st Grade 2000 features the AutoPlay function available on
Windows 95/98.
Insert the JumpStart 1st Grade 2000 CD into the CD-ROM drive and close the
drive door. Click the Install button when the Autorun screen appears and
follow the prompts to complete the installation.
NOTE: Once the program has been installed, the Install button will read
Play.
If your CD-ROM drive does not support AutoPlay or AutoPlay has been
disabled on your system, follow these steps to install JumpStart 1st Grade
2000:
1. Click on Start and then move the cursor to Settings.
2. Click on Control Panel.
3. Double-click on Add/Remove Programs.
4. Click on Install and then on Next.
5. Follow the prompts to complete the installation.
Running the Program in Windows 95/98
JumpStart 1st Grade 2000 uses the AutoPlay feature of Windows 95 and 98. To
start the program, just insert the JumpStart 1st Grade 2000 CD in the
CD-ROM drive and click Play when the Autorun screen appears.
If your CD-ROM drive does not support AutoPlay or AutoPlay has been
disabled on your system, follow these steps to install JumpStart 1st Grade
2000:
1. Close all running Windows applications.
2. Click on Start.
3. Move the cursor to Programs and then to the Knowledge Adventure
folder, and then to the JumpStart folder.
4. Click on the JumpStart 1st Grade 2000 icon.
Other features available from the Autorun screen:
* Help
Click on the Help button to access this Help system.
* Exit
If you wish to exit the Autorun screen, click on this button.
* Parent Resource Center
This is designed to help you evaluate your child's learning progress
throughout the course of the JumpStart Learning System. Enter a key
name and then click on each product title to select the name you would
like to link to the key name.
* Assessment Test
The Assessment Test enables the parent and child to take a
grade-appropriate test prior to entering the program. From the Autorun
screen, click on the Assessment button. A friendly host character will
guide your child through the Assessment Test and then to the Progress
Report screen to study the results.
* Workbook
To view or print the JumpStart 1st Grade 2000 Activity and Discovery
Book, make sure you have inserted the JumpStart 1st Grade 2000 CD into
your CD-ROM drive. The Activity Guide takes your child through a
series of exercises that reflect those in the JumpStart 1st Grade 2000
program. You can browse through the activities to print the exercise
of your choice or you can print the book in its entirety.
* JumpStart Demo
Click here for a preview of other products in the JumpStart Learning
System.
* JumpStart Web site
Click here to go on-line to www.KnowledgeAdventure.com and
www.JumpStart.com.
Uninstalling the Program for Windows 95/98
Follow these steps to use the uninstall function available under Windows
95/98 to remove JumpStart 1st Grade 2000 from your system:
1. Click on Start.
2. Move cursor to Settings.
3. Click on Control Panel.
4. Double-click on Add/Remove Programs.
5. Click on JumpStart 1st Grade 2000.
6. Click on Add/Remove.
7. Click on Yes to complete the uninstall.
Installing the Program for Macintosh
The Macintosh version does not require installing. However, following these
steps to install JumpStart 1st Grade 2000 should increase performance:
1. Insert the CD into your CD-ROM drive according to the drive
manufacturer's instructions.
2. If the JumpStart 1st Grade 2000 CD menu does not open automatically
(normal for some operating systems), double-click on the JumpStart 1st
Grade 2000 CD icon to show the contents of the CD.
3. Drag the JumpStart 1st Grade 2000 HD folder to your hard disk.
Running the Program on the Macintosh
Follow these steps to start the Macintosh version of JumpStart 1st Grade
2000:
1. Close all running Macintosh applications.
2. Insert the CD into your CD-ROM drive according to the drive
manufacturer's instructions.
3. If the JumpStart 1st Grade 2000 CD menu does not open automatically
(normal for some operating systems), double-click on the JumpStart 1st
Grade 2000 CD icon to show the contents of the CD.
4. To begin, simply double-click on the JumpStart 1st Grade 2000 icon. If
you have installed the JumpStart 1st Grade 2000 HD folder onto your
hard disk, double-click on the JumpStart 1st Grade 2000 icon in the
folder located there.
NOTE: For better performance, we recommend running your Macintosh with
Virtual Memory off while using JumpStart 1st Grade 2000.
Follow these steps to turn off Virtual Memory:
1. From the desktop, click on the Apple icon in the upper left of your
screen.
2. Under Control Panels go to Memory
3. In the Virtual Memory section - set it to Off.
4. Restart your Macintosh.
Other features available:
* Help
Double-click on the 1st Grade Help icon to access this Help system.
* Parent Resource Center
Double-click on the JS Parent Resource Center icon to access this
feature. The Parent Resource Center is designed to help you evaluate
your child's learning progress throughout the course of the JumpStart
Learning System.
* Assessment Test
The Assessment Test enables the parent and child to take a
grade-appropriate test prior to entering the program. Double-click on
the JumpStart Assessment Test icon and a friendly host character will
guide your child through the Assessment Test and then to the Progress
Report screen to study the results.
* Workbook
To view or print the JumpStart 1st Grade 2000 Activity and Discovery
Book, make sure you have inserted the JumpStart 1st Grade 2000 CD into
your CD-ROM drive and double-click on the JumpStart 1G Workbook icon.
The Activity Guide takes your child through a series of exercises that
reflect those in the JumpStart 1st Grade 2000 program. You can browse
through the activities to print the exercise of your choice or you can
print the book in its entirety.
* JumpStart Previews
Double-click on the JumpStart Previews icon for a sample of other
products in the JumpStart Learning System.
* JumpStart Web site
Click here to go on-line to www.KnowledgeAdventure.com and
www.JumpStart.com.
Uninstalling the Program for Macintosh
Follow these steps to uninstall JumpStart 1st Grade 2000 from your system:
1. Double click on your Hard Drive icon.
2. Drag the JumpStart 1st Grade 2000 HD folder to the trash.
3. Scroll down to your System folder then open the Preferences folder.
4. Drag the JS1G2000.KAP folder to the trash.
------------------------------------------------------------------------
Welcome to JumpStart 1st Grade 2000!
JumpStart 1st Grade 2000 presents lessons in colorful and imaginative
environments designed to make learning more enjoyable. Children will
practice skills in phonics, numbers and letters, among others, as they help
Frankie gather clues for an exciting treasure hunt.
------------------------------------------------------------------------
How Do I Sign In?
Before you can enter the schoolhouse Floyd, the school Hall Monitor, will
ask you to sign in.
1. Floyd will hold up a scroll on which you can enter your name to sign
in. Use the keyboard to type your name. There is a maximum of 12
letters.
2. If you've already signed in previously, your name will appear on the
list. You may have to scroll up and down to find it. Click on your
name to continue.
3. After typing or selecting your name, click on the Treasure Chest or
press the Enter button.
4. To delete a name, click on it and press Alt-Delete-Delete(PC) or
Apple-D-D(Mac). As an alternative press Alt-D-D or Ctrl-D-D.
5. From Sign In, you can also access the Set Levels screen.
------------------------------------------------------------------------
Set Levels Screen
The Set Levels screen is a screen from which you can adjust the difficulty
for all the different games in a single location. Each game has three
possible skill levels, 1 being the easiest and 3 being the most difficult.
If your child took the Assessment Test before signing in, the levels will
default to the ones assigned by the test if you click on the Test button.
If not, they will default to level 1. You can either accept these levels or
change them. After changing the levels, if you ever want to reset them to
the levels assigned by the Assessment Test, click on Test. If you have
changed some game levels, but then wish to reset them to the level settings
prior to your change, click on Current button.
------------------------------------------------------------------------
What's on the Toolbar?
Frankie will explain how to work the Toolbar before you start playing.
Then, it will vanish. Afterwards, all that you have to do is bring your
mouse to the bottom of the screen and the Toolbar will pop up. Here's what
you'll find on it in order from left to right:
* Back/Exit
Click on the back arrow to leave the current screen and return to
where you were before. Click on the door to exit out of the game or
log in as a different player.
* Help
Click here if you need help with the game.
* Levels
Click here to adjust the learning level in each game, level 1 being
the easiest and level 3 being the most difficult. Since some
activities have different parts and you may not be as good in some
subjects as in others, this control will only set the level for what
you are currently doing.
* Tutor Mode/Progress Report
Click on the picture of Professor Fleabody's academic cap to access
the Tutor Mode. If you are having problems understanding any part of
the curriculum, this is the place to go. Professor Fleabody will also
automatically take you to the area that is causing trouble. From here,
you can also look at your Progress Report.
* Treasure Chest
Click on the Treasure Chest to see what you have discovered on each of
the islands that you have visited.
* Scroll
The scroll in the right hand corner of the Toolbar keeps track of the
clues that you gather by playing and learning with Frankie and his
friends. If you have no clues, the scroll is completely rolled up. It
takes three clues to unroll the scroll and go on a treasure hunt. Once
the scroll has unrolled, you take a trip on a ship to one of the
magical islands that surround the school.
------------------------------------------------------------------------
Progress Report
Knowledge Adventure's exclusive Adaptive Learning Technology tracks a
child's advancement through the program. You can access the Progress Report
for immediate feedback on how your child is doing in each fundamental
concept.
1. To access the Progress Report, click on the Tutor Mode button on the
toolbar and then select the Progress Report.
2. There are three views in the Progress Report:
The first shows the progress of a single player covering all
curriculum subjects. It includes bar graphs showing the number of
attempts versus successes the player made in each game. Clicking on
the All Players button at the bottom left of the screen will take you
to the multiple player view. This view shows the progress of all
active players across all curriculum subjects.
While in Single Player progress report mode, you can click on a single
curriculum subject and go to the third view. This view shows a single
child's progress in a single curriculum subject broken down by level,
and charts the child's progress over the last sixty days. This view
also includes icons representing the different games that teach that
individual subject. If you would like to practice one of those games,
click on the game icon. Exiting these games returns you to the
Progress Report.
3. To print a report, select the Print button.
4. To access the Set Levels screen, click on the Set Levels button.
------------------------------------------------------------------------
What's Inside the 1st Grade Classroom?
Click on any object in the classroom to see what happens. There is a lot to
do and see. Sometimes, clicking on these objects lets you play various
games and activities.
* Beanbag Shooter
* Book Club
* Lost and Found
------------------------------------------------------------------------
Beanbag Shooter
Object
The Beanbag Shooter has spinning tiles that show land animals, water
animals, food, and means of transportation. Ms. Nobel will give you some
clues. Listen carefully to the clues so that you can fire beanbags at the
tile that answers her question. The beanbag machine can shoot beanbags at
any of the three spinning tiles. You must get four correct answers in a row
to win, so use your bags carefully.
* Listen to the clue. Wait until the answer to the clue shows up in a
tile that will help you get four correct answers in a row. Fire the
beanbag.
* You have a limited supply of beanbags. Don't waste them by firing at
tiles that can't help you win.
Levels
* Level 1 consists of easy clues.
* Level 2 consists of medium clues.
* Level 3 consists of hard clues.
Educational Benefits
Your child learns about science while having fun in an arcade game.
------------------------------------------------------------------------
Book Club
Object
Ms. Nobel will read some rhymes and stories. Listen carefully to answer her
questions.
* Click a book on the shelf next to Ms. Nobel to choose a story.
* There are two kinds of reading comprehension: direct and deductive.
The answers to direct reading comprehension questions are found in the
story itself. Deductive reading comprehension is figuring out the
answer based on clues in the story.
* In Free Read mode, click on the arrows to turn the pages forward and
backward.
* In Adventure mode, click on the Read Again button to have the story
read again.
* If you don't want to answer questions, click the Free Read button. Ms.
Nobel will only read the stories and rhymes.
Levels
* Level 1 consists of direct easy questions based on easy stories.
* Level 2 consists of direct difficult questions based on medium
stories.
* Level 3 consists of deductive questions based on hard stories.
Educational Benefits
Your child practices reading comprehension techniques of direct and
deductive reasoning.
------------------------------------------------------------------------
Lost and Found
Object
Help Ms. Nobel match the children with their lost items.
* Click an item on the shelf above the blackboard. A word will unfold on
a banner next to the item. Then, click on one of the children to make
another word appear. If the child's word and the item's word match,
the child will take the item and then sit down.
* If you don't make a match on the first try, click on more items and
children. Compare the words on the children's banners to the words on
the banners for the lost items. When you see a match between a child
and a lost item, click on both of them. The child will sit down with
the item in front of them.
Levels
* Level 1 - Match four items with four children using easy words.
* Level 2 - Match six items with six children using medium words.
* Level 3 - Match eight items with eight children using hard words.
Educational Benefits
Your child learns about synonyms, antonyms, and rhyming words by
remembering and matching clues.
------------------------------------------------------------------------
What's In the Hallway?
Frankie's friend Floyd, the Hall Monitor, knows everything there is to do
in the schoolhouse. The hallway is a busy place. From here, you can choose
where you would like to go.
* Hall Pass
* Classroom
* Music Room
* Art Room
* Playground
* Lunch Room
* Kitchen
------------------------------------------------------------------------
Hall Pass
Object
Follow Floyd's instructions to fill out the hall pass.
* Floyd will tell you when the pass starts and ends. Sometimes, he will
tell you when it starts and how long it lasts.
* Click on the arrows to adjust the starting time clocks and the ending
time clocks.
* Click on the stamp button when you think that you have gotten the pass
filled in correctly.
Levels
* At Level 1, you must fill out the starting and ending times of the
hall pass. The starting and ending times are at full hours.
* At Level 2, you must fill out the starting and ending times of the
hall pass. The starting and ending times are at full hour and half
hour increments.
* At Level 3, you must listen to Floyd's clue carefully. He will tell
you the starting time and duration for the hall pass. You must
calculate what the ending time will be yourself. The starting and
ending times are at full hour, half hour, and quarter hour increments.
Educational Benefits
Your child learns about telling time and the difference between digital
clocks, which show numbers, and analog clocks, which have rotating hands.
------------------------------------------------------------------------
What's in the Music Room?
Mr. Ditty, the Music Teacher, wants you to come in and play his
instruments. You can join Frankie and Mr. Ditty as they dance around to
songs performed by the 1st Grade staff. There are 8 songs in all, including
2 different versions of the JumpStart 1st Grade 2000 theme song. Click on
the boom box to start the fun. Explore the music room or make your own
music on the Music Maker by clicking on it.
* Music Maker
------------------------------------------------------------------------
Music Maker
Compose your own music!
* Keys - Click on the keys or use the numbers (1 to 0) on your keyboard
to play.
* Songs - Enhance a song by Mr. Ditty by adding your own special touch.
* Instruments - Select an instrument to play with on the organ.
* Tempos - Choose a predefined tempo to add to the complexity of your
music.
* Record - Click once to record and another time to stop recording.
* Play - Play your saved song. You can only save one song at a time.
------------------------------------------------------------------------
What's in the Art Room?
Camille the Art Teacher would like you to make your own art. Look around
the Art Room or try your hand at painting.
* Painting
------------------------------------------------------------------------
Painting
Use the tools around the canvas to paint on your own!
* Color Palette - Choose a color to paint with.
* Undo - The water pail icon removes the last thing that you just did.
* Arrows - Saves your pictures and pages through your ten canvases.
* Print Button - Prints your picture.
* Backgrounds - If you don't want to start painting from scratch, try
starting out with a colorful background.
* Stamps - Each background has several images to choose from.
* Wide Brush - Paints in a thick line.
* Narrow Brush - Paints in a thin line.
* Fill - Fills in an area with the same color.
* Erase - The wipe cloth icon erases wherever you drag the mouse back to
the background.
* Canvas - This is where you paint.
------------------------------------------------------------------------
What's out on the Playground?
Mrs. Wilder, the Gym Coach, has some fun in store for you! Exercise your
brain with some fun activities.
* Sand Box
* Pogo Sticks
------------------------------------------------------------------------
Sandbox
Object
Use the Bone Finder and Bone Meter to help Wilder find Frankie's bones!
* Drag the Bone Finder over the Sand Box. When the Bone Meter starts
beeping and flashing, you know that you are getting closer to a bone!
After you move over a bone, the Bone Meter will indicate that it has
been found. Then, click on the location to dig up the bone.
* Listen to Wilder's clue. There will be several dog bowls in front of
the Sand Box. Click on the bowl that matches the clue to put the bone
into the bowl. Then, go looking for more bones.
Levels
Singular/Plural Identification
* At Level 1, Words are easy. There are three buried bones in the
sandbox per game.
* At Level 2, Words are medium. There are four buried bones in the
sandbox per game.
* At Level 3, Words are hard. There are five buried bones in the sandbox
per game.
Parts of Speech
* At Level 1, grammar identification is easy. There are three buried
bones in the sandbox per game.
* At Level 2, grammar identification is medium. There are four buried
bones in the sandbox per game.
* At Level 3, grammar identification is hard. There are five buried
bones in the sandbox per game.
Sentences
* At Level 1, sentences are easy. There are three buried bones in the
sandbox per game.
* At Level 2, sentences are medium. There are four buried bones in the
sandbox per game.
* At Level 3, sentences are hard. There are five buried bones in the
sandbox per game.
Phonics
* At Level 1, beginning and end consonant sounds are used. No beginning
or end vowel sounds are used. No middle-word sounds are used. No H, J,
Q, V, X, or Y beginning or end consonant sounds are used. There are
three buried bones in the sandbox per game.
* At Level 2, beginning, middle and end long and short vowel sounds are
used. There are four buried bones in the sandbox per game.
* At Level 3, beginning and ending consonant sounds are used for H, X,
J, Y, and V as well as beginning, middle and end sounds for digraphs
and blends Ch, Sh, Th, Sk, Sp, and St. There are five buried bones in
the sandbox per game.
Educational Benefits
Your child learns about the difference between singular and plural, about
the parts of speech (nouns, verbs, and adjectives), about sentences, and
about phonics.
------------------------------------------------------------------------
Pogo Sticks
Object
* Sort the children into their Pogo Stick drill teams!
* Read the math problem on the score board.
* Then click the child with the correct answer that is jumping across
the screen on his or her pogo stick.
* When you are done, the four children with the correct answers will
come back and form into a Pogo Stick team.
* Mrs. Wilder will tell you to sort the children by the numbers
underneath them into either an ascending or descending sequence by
dragging them into place and clicking.
Levels
Addition and Subtraction
* At Level 1, numbers in math problems are from 0 - 20. Find the missing
number.
* At Level 2, numbers in math problems are from 0 - 99. Find the missing
number.
* At Level 3, numbers in math problems are from 0 - 100. Find the
missing number.
Math Symbols
* At Level 1, numbers in math problems are from 0 - 20. Choose a math
symbol from +, -, =, <, or >.
* At Level 2, numbers in math problems are from 0 - 99. Choose a math
symbol from +, -, =, <, or >.
* At Level 3, numbers in math problems are from 0 - 999. Choose a math
symbol from +, -, =, <, or >.
Sequencing
* At Level 1, sort numbers sequentially by 1s or 10s.
* At Level 2, sort numbers sequentially by 2s or 5s.
* At Level 3, sort numbers sequentially by 3s or 4s.
Educational Benefits
Your child learns how to solve equations by using math symbols, addition,
and subtraction. Additionally, they learn to recognize numerical patterns.
------------------------------------------------------------------------
What's Inside the Kitchen?
Chef Gumbo, the school's colorful chef, needs your help to prepare lunch
for the hungry students. Explore the Kitchen or try to make food with Chef
Gumbo.
* Pizza Maker
* Food Machine
------------------------------------------------------------------------
Pizza Maker
Object
Follow Chef Gumbo's instructions on how to top a pizza.
* Chef Gumbo tells you what kind of pizza to make. You have to top the
pizza before the conveyor belt slides the pizza into the oven.
* Click on a topping to select it. Drag the toppings to the proper
sections of the pizza and click again to top them.
* Click on the slower and faster buttons to change the conveyor belt
speed.
* Work quickly and carefully! If the toppings or amount of toppings on
the pizza are incorrect when it enters the oven, you will have to
start over again.
Levels
* At Level 1, you must top half and whole sections. There are four
toppings to choose from.
* At Level 2, you must top half, quarter, and whole sections. There are
six toppings to choose from.
* At Level 3, you must top half, quarter, third, and whole sections.
There are eight toppings to choose from.
Educational Benefits
Your child learns about fractions by playing a game that they can relate
to.
------------------------------------------------------------------------
Food Machine
Object
Chef Gumbo needs your help to bake some fantastic recipes!
* Gumbo has a recipe to follow which tells him how much of each
ingredient he needs. Click on a measuring device, like a tablespoon,
and then click on an ingredient to fill that measuring device. Click
over the spout on the Food Machine to put the ingredient inside.
* Be careful! If you put the wrong ingredient or the wrong amount of the
correct ingredient into the Food Machine, then you haven't followed
the recipe.
* Once you have the right amount of all of the correct ingredients
inside the Food Machine, click the red button to bake!
Levels
* At level 1, only whole and half measurements in cups and tablespoons
are used. There are three ingredients per recipe and three ingredients
to choose from.
* At level 2, whole, half, and quarter measurements in cups,
tablespoons, and teaspoons are used. There are four ingredients per
recipe and six ingredients to choose from.
* At level 3, whole, half, quarter, and third measurements in cups,
tablespoons, and teaspoons are used. There are five ingredients per
recipe and eight ingredients to choose from.
Educational Benefits
Your child learns about adding fractions and whole numbers by baking and
measuring ingredients.
------------------------------------------------------------------------
What's in the Lunchroom?
Sarge, the Lunch Room Supervisor, is in charge of distributing food to the
hungry students. Why don't you relax and get a bite to eat?
* Alphabet Soup
* Snack Machine
------------------------------------------------------------------------
Alphabet Soup
Object
Help Sarge spell words in the alphabet soup. When you are done, put the
words into alphabetical order.
* Listen to Sarge. He says a word to spell and gives an example of it
used in a sentence. Click on a letter to drag it to a new position and
then click again to put it into place. When the letters match the word
that Sarge said, click the bell to see if it is spelled correctly.
* Once you spell out all of the words correctly, Sarge will say that it
is time to alphabetize them. Click on a whole word and drag it into
alphabetical order, then click again to put it into place. When all of
the words are in alphabetical order, click the bell to see if they are
correctly alphabetized.
Levels
* For level 1, there are easy words to spell that have 3 or 4 letters.
Alphabetize them by the first letter.
* For level 2, there are medium words to spell that have 4 or 5 letters.
Alphabetize them by the first letter.
* For level 3, there are hard words to spell that have 5 or 6 letters.
Alphabetize them by the first and second letters.
Educational Benefits
Your child practices spelling and alphabetizing words.
------------------------------------------------------------------------
Snack Machine
Object
Look at all of these tasty snacks! Sarge needs your help to buy them for
the hungry students.
* The Snack Machine only takes exact change.
* Sarge has some money in his hand, but he may not have enough change to
buy everything with exact change. If you need to make change, put a
coin in the Change Machine and it will place the change in Sarge's
hand.
* Sarge tells you what to buy. The snacks cost different amounts.
* To buy a snack, put money into the Snack Machine, press the button
under the snack, and then press the Buy button to dispense the snack.
The Snack Machine can select multiple snacks at once.
Levels
* At Level 1, players use pennies and nickels. Sarge asks for a specific
item or one item that costs a specific amount. Individual items are
valued from 1 cent to 10 cents. The player does not have to make
change.
* At Level 2, players use pennies, nickels, and dimes. Sarge asks for
two specific items or two items whose cost adds up to a specific
amount. Individual Items are valued from 5 cents to 20 cents. The
player has to make change.
* At Level 3, players use pennies, nickels, dimes, and quarters. Sarge
asks for two specific items or two items whose cost adds up to a
specific amount. Individual Items are valued from 10 cents to 33
cents. The player has to make change.
Educational Benefits
Your child learns about money, and practices adding, subtracting and making
change to purchase items.
------------------------------------------------------------------------
Treasure Hunt
When you have earned three clues to fill up the Treasure Hunter's Scroll,
you're ready to go in search of buried treasure!
First, Frankie needs your help answering a question in the Front Yard.
Then, you get on board a ship to find an island. Your clue tells you where
to find the island--either by its location relative to School Island or by
the coordinates on the map. Use the navigational controls to take the boat
to the island.
Once you land on the island, Frankie will give you another clue to find the
treasure. Once you locate it, the treasure will go into your treasure
chest. Click around the island to explore and you will find wonderful and
magical things.
After you have completed the treasure hunt, click the back arrow on the
toolbar to board the ship. Use the directional controls to sail back to
School Island to start another treasure hunt.
The table below deals with how to increase your rank. During a complete
treasure hunt (which consists of finding 6 treasure hunt items) you can
earn anywhere from 50 to 100 gold coins. 50 is the base and anything above
that is what you get based on how well you play.
Your Rank Total Coins
Ace Admiral 1000
Clever Captain 800
Expert Explorer 650
Brave Buccaneer 500
Magnificent Map Maker 400
Handy Helmsman 300
Salty Sailor 200
Luck Lookout 125
Barnacle Buster 75
Land Lubber 50
Finding an Item Coins Earned
1st Clue
Question in the Front
Yard
1st Try 1
2nd+ Try 0
2nd Clue
Navigating the Treasure
Map
1st Try 2
2nd Try 1
3rd+ Try 0
3rd Clue
Finding Item on an
Island
1st Try 2
2nd Try 1
3rd+ Try 0
Bonus for Finding a 2
Treasure on an Island
Helping Teachers Coins Earned
98% to 100% 33
95% to 97% 32
92% to 94% 31
89% to 91% 30
86% to 88% 29
83% to 85% 28
80% to 82% 27
77% to 79% 26
74% to 76% 25
71% to 73% 24
68% to 70% 23
65% to 67% 22
62% to 64% 21
59% to 61% 20
56% to 58% 19
53% to 55% 18
50% to 52% 17
47% to 49% 16
44% to 46% 15
41% to 43% 14
0% to 40% 13
Bonus for Completing 25
Treasure Hunt
------------------------------------------------------------------------
Tutor Mode
The Tutor Mode assists your child in curriculum areas in which he or she is
having difficulty.
Within Tutor Mode, each subject has several pages of topics that can be
flipped through by clicking on the forward or backward arrows with the
mouse. These both explain how to play the game and include curriculum
divided by easy, medium, and hard content. Tutor Mode addresses particular
areas of concern and common mistakes made within any subject.
Along with the page visuals, there are audio lessons from Professor
Fleabody, who explains each subject in detail. The current lesson can be
replayed by clicking on Professsor Fleabody.
If your child makes frequent mistakes in any of the games, they will
automatically be sent to the appropriate section of Tutor Mode. If you
would like to disable the automatic launch of Tutor Mode, simply press
Control+T or go into Tutor Mode via the toolbar and press the button to
toggle it off. You may still access Tutor Mode from the toolbar at any
time. To return to the game from the Tutor Mode, click on the back arrow on
the toolbar.
Another reason to enter Tutor Mode is to go to the Progress Report. Just
press the Progress Report button to go there.
------------------------------------------------------------------------
Practice Mode
Clicking on an individual skill in the Progress Report, and then on its
corresponding game icon, will take you to that game in what is called
Practice Mode. In this mode, you can practice a skill for as long as you
like without interruption. It's a good way to improve your skill in any
subject you might be having trouble with.
In normal game play, you earn rewards after completing a certain amount of
the curriculum in each activity. However, when you go into Practice Mode,
you will not earn any clues for the treasure hunt.
To exit Practice Mode and return to Adventure Mode, click on the back
arrow. This will take you to the Progress Report. Then, you can click on
the back arrow to go back to Tutor Mode. From Tutor Mode, click again on
the back arrow and you will be back on the treasure hunt!
------------------------------------------------------------------------
Parent Resource Center
The Parent Resource Center is designed to help evaluate your child's
progress over the lifetime of the JumpStart Learning System. Several graphs
are available to view your child's progress in single and multi-subject
categories. Your child must first use a product in order for progress
report data to be available for that grade level. To set up the center for
your child, please take the following steps:
* Launch the Parent Resource Center from the Autoplay Screen or the
Start Menu.
* Click on the User Names button.
* To enter a new User Name, type a name in the blue box in the upper
left-hand corner, then click on the enter button or press the enter
key on the keyboard.
* To select a User Name for linking, click a name from the User Name
list.
* Once a User Name has been selected, click on a product, and then click
on a player name from the Player Name list.
* Click on the Link button, and the link will be shown in the User Name
box.
* Repeat the linking process for all JumpStart products that the child
has played.
* Once you're done linking, return to the Main Screen by clicking on the
back arrow.
* To view reports for All Players, click on the Parent/Teachers button.
* To view reports for a Single Player, click on the Students button.
* To receive context sensitive help, click on the question mark and then
on a button or field.
------------------------------------------------------------------------
Song Lyrics
Frankie's (or Floyd's) 1st Grade Song
JumpStart! 1st Grade!
Everyone! Up front!
You've been OKed
For a treasure hunt!
Let's go visit this island,
Get to know it by heart!
You'll have the pleasure
Of looking for treasure
From food to works of art!
Are you ready?
On your mark...
JumpStart!
Ms. Nobel's Gravity Song
So I suppose you've heard the story of Jack and Jill,
Well, do you recall, they took a spill?
It's 'cause of gravity!
Got pulled by gravity!
The buckets they were carrying were heavy and full.
Gravity! Hey, gravity!
Gravity! They both had gravity!
The bigger the object,
The stronger the pull.
You know that gravity's a force we cannot resist,
If it wasn't here, we would not exist.
It always holds ya' down
So you stay on the ground.
It's why we hit the dirt every time that we run.
Gravity! Yeah, gravity!
Gravity! This thing called gravity...
Keeps us on this planet
As we orbit the sun.
I'll tell you all an amazing thing,
For what it's worth...
You'd weigh more on Jupiter
Than you do on Earth!
Instrumental break
Did you know what you weigh
Depends on the place you are?
If you live on Earth
Or some distant star.
You could lose gravity...
Yes! Have less gravity...
If you could take a rocket and live on the moon!
Gravity!
Woh, gravity!
Gravity...
You'd have less gravity
You'd feel just like hot air
Inside a balloon! Balloon!
Chef Gumbo's Potato Song
Oh, that's beautiful baby!
Oh yeah!
Here is one potato
I can bake or broil,
How shall I cook it up,
In butter or oil?
There's only one potato,
As you can see,
I'll cut it in two -
Half for you, half for me.
One potato, two potato, three potato, four!
Will I have enough? Or will I need more?
Company is coming. Maybe six. Maybe eight.
If I cut it into quarters, there'll be plenty on the plate!
With one potato, I have four quarters.
With two potatoes, I have eight.
With three potatoes, I have twelve quarters.
With four potatoes - wait! Oh, wow!
There are so many potatoes now!
What was I thinking with the potatoes?
We have potatoes for days, here!
Here are four potatoes
I can fry or boil,
If I lay them out
On aluminum foil...
How many quarters
Can you see?
Will I have enough potatoes
For my company?
One potato, two potato, three potato, four!
Company is knocking on my front door!
I add lots of butter and then I fluff,
I mashed my potatoes so there would be enough!
Thank you baby!
Enjoy the potatoes!
Mrs. Wilder's Exercise Song
When the going gets tough,
The tough get going.
Keep in shape
While our bodies are growing!
Bends and stretches are the way to stay fit.
Shake your body! Get the hang of it.
When my body gets strong
I can play much longer,
My brain is sharp
My mind gets stronger.
Do two stretches right where you are!
How many stretches have we done so far?
Well, two! You're right!
Tuck that tummy
And hold those lines!
Two! That's right!
Healthy bodies make healthy minds.
When I lie on the floor
And I do a sit-up,
My blood starts pumping
And my skin feels lit up.
Do three sit-ups, c'mon everyone!
How many sit-ups do you think we've done?
Well, three! You're right!
Feel those muscles!
Straighten those spines!
Three! That's right!
Healthy bodies
Make healthy minds.
Bend and stretch! Stretch and bend...
Your outer and your inner!
That's the spirit! Help your friend!
Then everyone's a winner!
When my muscles warm up,
They get firm and sturdy,
I do ten push-ups
Maybe twenty - or thirty!
Doing bends makes you feel so good!
Would you do a hundred if you thought you could?
You would? All right!
Feel those muscles!
Straighten those lines!
You would? All right!
Healthy bodies
Make healthy minds.
Bend once! Bend twice!
How many bends
'Til you need some ice?
Extend those spines!
Healthy bodies
Make healthy minds.
Stretch up! Stretch down!
How many stretches
'Til you just break down?
A champion finds...
That healthy bodies
Make healthy minds.
Sarge's Alphabet Song
At-ten-HOOT!
Stomach in, chest out!
Calling, alphabet soup!
All you letters, fall in,
You're such a confident group!
Let the spelling begin.
As you make your way 'round the pot
Let me see what you've got!
Who will volunteer for the front
And make a word?
C! A! T!
Forward, alphabet soup!
G and W, freeze!
Don't let those shoulders just droop!
Proud and tall A B Cs!
Letter A, your target is clear,
Z, you bring up the rear!
Which of you who stand in this row
Will make a word?
D! O! G!
A B C D E F G, H I J
K L M and N O P, Q R S
T U V and W
X Y Z, you follow through
Now in columns, two by two...
Forward, march!
Good spelling troopers!
Onward, alphabet soup!
Through the carrots and salt!
Now, let me see every troop
Hold position and halt!
You have made this company shine!
Make the victory sign!
You are what the making of words
Is all about!
Alphabet soupers, fall out!
Camille's Art Song
All the world is alive
With works of fabulous art,
If you look where you are,
You'll see them all around.
Just like me you can blend,
And play a colorful part
In this dazzling world called art!
See the pretty yellow daffodil
Sitting on the purple windowsill?
There's a bird - a spotted whippoorwill!
He blends in, too!
So let's go for a walk
And look for anything green.
See the grass in the park?
What color do you see?
There's a car, there's a house
And see that tree in between?
It's a shady chameleon - me!
Instrumental break
Have you looked at the stars
And how they twinkle at night?
Do you think you could paint
The silver moon by heart?
See the fruit on this plate?
It's splendid under the light!
We can draw what we see
Blend naturally...
What fun! Let's do more art!
Mr. Ditty's Music Song
Why do I love to hear the sound of music?
Why does it make me feel so good inside?
The notes seem to fly, just like a bird...
They soar through the air and simply long to be heard.
Why do my ears enjoy the chirp of music?
Why do I want to sing along and dance?
When I hear a flute starting to play...
It takes me far, far away.
When I hear a Mozart note
It simply gives me such a lift.
Each day I hear the things he wrote...
Feels like a gift.
Instrumental break
You, too, can wake and hear the joy of music,
Take off and try this magic carpet ride.
Just listen sometime, right where you are...
Feels like you must...
Be fairy dust...
And like you just touched a star.
------------------------------------------------------------------------
Questions and Answers for Windows
This section will answer many of your questions about Knowledge Adventure
Windows-based programs and help you solve problems you may have. If you do
not find the answer to your question here, you have the following options:
* Call the Knowledge Adventure Technical Support and Automated Help line
at (800) 556-6141. Please be seated at your computer before calling.
* Write down your question and fax it to Knowledge Adventure at (818)
246-5604.
* Visit our World Wide Web site (http://www.adventure.com) and select
Technical Support.
Topics
* About Video
* About Windows 95
------------------------------------------------------------------------
About Video
If JumpStart 1st Grade 2000 requires a video driver that uses only 256
colors, and my video driver is capable of using 16 million colors, why
can't I use my current video driver with JumpStart 1st Grade 2000?
JumpStart 1st Grade 2000 works best in 256-color. True color video drivers
have to transfer three times as much data to the screen.
Can I run JumpStart 1st Grade 2000 using a VGA display?
VGA will usually only support 16 colors. JumpStart 1st Grade 2000 requires
at least 256 colors.
Can JumpStart 1st Grade 2000 run in a video mode other than 640 x 480 x 256
colors?
Yes, JumpStart 1st Grade 2000 can run in 640 x 480, 800 x 600, or 1024 x
768 as long as your video card supports that mode with 256 colors.
Remember, though, that 640 x 480 will run the fastest and will
automatically provide you with a full-screen image.
------------------------------------------------------------------------
About Windows 95
What is AutoPlay?
The JumpStart 1st Grade 2000 program takes advantage of a new feature in
Windows 95 called AutoPlay. Simply insert the JumpStart 1st Grade 2000 CD
into the CD-ROM drive and close the drive door. Windows 95 will
automatically scan the CD. After a short pause, a dialog box will be
displayed which will ask if you would like to run JumpStart 1st Grade 2000.
Click on Yes and the program will start.
What can I do if I experience the following problems: Black screen (no
picture), partial picture or sound stuttering?
JumpStart 1st Grade 2000 requires a video driver that uses 256 colors.
Check to ensure that you are using a 256 color video driver. If not, follow
these steps to change your current driver to 256 colors:
1. Click on Start.
2. Click on Settings.
3. Click on Control Panel.
4. Double-click on Display.
5. Click on Settings.
6. Click on the down arrow for Color Palette.
7. Select the choice for 256 colors.
8. Click OK. You will be prompted to restart Windows to make the change
take effect. Click Yes to restart Windows.
------------------------------------------------------------------------
Questions and Answers for Mac
This section will answer many of your questions about Knowledge Adventure
Macintosh-based programs and help you solve problems you may have. If you
do not find the answer to your question here you have the following
options:
* Call the Knowledge Adventure Technical Support and Automated Help line
at (818) 246-4811. Please be seated at your computer before calling.
* Write down your question and fax it to Knowledge Adventure at (818)
246-5604.
* Visit our World Wide Web site (http://www.adventure.com) and select
Technical Support.
Topics
* About Memory
* About Sound
* About Video
------------------------------------------------------------------------
About Memory
On my Macintosh, I get a message saying there is not enough memory for the
application to run. What should I do?
JumpStart 1st Grade 2000 requires 8000K of memory. You should try disabling
all extensions except those required by your particular CD-ROM and sound
drivers. It will also help to remove any unnecessary fonts.
1. If you have Extensions Manager (or a similar utility), remove the
unneeded extensions and restart your Macintosh.
2. If you do not have Extensions Manager (or a similar utility), create a
new folder on your desktop named "Extensions(disabled)." Move the
unnecessary extensions to this folder and restart your Macintosh.
3. If you still do not have enough memory, follow the same procedure with
any fonts you don't need.
4. When you want to restore your Macintosh to its previous state, simply
drag and drop the files to their previous locations and restart your
computer.
------------------------------------------------------------------------
About Sound
On my Macintosh, I either hear no sound, or the sound is very quiet. How
can I adjust this?
Use the Sound control panel to set the volume level. Experiment with the
volume level to find a comfortable setting.
While running JumpStart 1st Grade 2000, I notice that the sounds are
sometimes interrupted. How can I correct this?
Sound drop-outs can be caused by a variety of sources. Try the following
steps to resolve the problem:
1. If Virtual Memory is on, turn it off.
2. A conflict with another application could be the culprit. Quit out of
any other applications and try running JumpStart 1st Grade 2000 again.
3. A conflict with an extension or control panel could also be at fault.
Try turning off all unnecessary extensions and control panels.
------------------------------------------------------------------------
About Video
On my Macintosh, the animation in JumpStart 1st Grade 2000 appears slow or
"jerky." Is there a way to fix this?
JumpStart 1st Grade 2000 is a very dynamic program that takes full
advantage of your computer's resources. Slower machines may experience
slowness or "jerky" behavior from the program. These effects can be reduced
or even eliminated with the following suggestions:
1. Quit out of any other applications before running JumpStart 1st Grade
2000.
2. Make sure that Virtual Memory is turned off.
3. Turn off any unnecessary extensions or control panels.
------------------------------------------------------------------------
JumpStart 1st Grade 2000 Credits
Produced & Designed by
Chris Watson
Executive Producer
Bernadette Gonzalez
Associate Producers
Erron Silverstein
David Artuso
Programming Manager
Miguel Canales
Programmers
Hung Jung Lu
Luz Echeverria
Danny Hendargo
Henna Sihota
Justin Cohen
Michael Fox
Geoff Menegay
Additional Programming
Levon Karayan
Dave Schuyler
Dan Kim
Integration
Michael A. Nitzahn
Lead Artist
Bryon Carson
KA North Artists
Sylvia Cziglenyi
Sid Olmedo
Jennifer Bradley
Jeremy Kromberg
Marcela Cabrera
Roz Gibson
Sid Ferreira
Tom Klein
Linda Tomarchio
Mark Torres
Diane Chang
Jennifer Terry
Pepi Roni
Kevin Price
KA South Art Directors
Jeremy Bishop
Ellen Drucker
KA South Artists
Michel Hannan
Joe Herron
Maurice Kimball
Karena Kliefoth
Dick Lester
Charlie Morales
Brian Reynolds
Jeff Schaid
Richard Walsh
KA South Graphic Technicians
Douglas Clark
Freddy Chan
Writers
Doria Biddle
Chris Watson
Content Group Manager
Eileen J. Moskowitz
Content Group Production Assistant
Stephanie Wise
Production Assistant
T.J. Higgins
Teacher Advisory Panel
Martha Lepore
Suzanne Leff Ordesky
Jennifer Engel
Downa Hatanaka
Cathy Rodriguez
Efrain Melendez
Elisabeth Javor
Sound Manager
Linda Radulich
Sound Designers
Dana Norwood
Bo Bennike
Eric Vance Vega
Sound Editor
Patrick McNulty
Character Voices
Bart Flynn
Michael Gough
Carolyn Hennesy
Gaille Heideman
Nathan Carlson
Shelby Daniel
Music
Randy Hale
Lyrics
Adryan Russ
Quality Assurance Lead
Jeffrey Hoover
Quality Assurance Testers
Anson Yip
Carol Wong
Daniel Stanfield
Dmitry Gluskin
Donald Kraig
Elizabeth Stockton
Geoffrey Pe
Gerardo Araujo
Ginny Allbritton
Hagop Kasparian
Larry Leyretana
Jae Y. Kim
Jennifer Davis
Jeny Yan
Jonalee Gil
Michael Reynolds
Naren Renz
Phil Barcola
Rita Polyvyan
Sandra Romero
T. Scott Collins
Steve Ross
Zareh Markarian
Jim Filippelli
Dustin Andres
Glenn Maskell
Eric Simpson
Richard C. Arnold
Michael Vidger
Michael Caradonna
Quality Assurance Manager
Stuart Hay
Quality Assurance Supervisor
Leonard D'Ambrosio
Director of Development Services
Cathleen Warren
Activity & Discovery Book
The EDGe
Activity & Discovery Book Illustrations
Julie Didier
Teacher Resource Materials
Barb Wood
Electronic Documentation
Brian Poole
Marketing Brand Manager
Greg Canessa
Assistant Brand Manager
Jennifer Pavel
Market Research
Irene Lane
Ingrid Chu
Packaging
Joe Bahl
Kathy Carter
Kristy Cheng
Documentation Manager
Cathy Johnson
Special Thanks
Adam Ryan, Eden Salisbury, Mark Schwarz, Peter Doctorow, Steve Tortolani,
Jennifer Johnson, Anna Bunyik, Ann Quesinberry, Tom Keegan, Brian Egan, Phil Tran and Thorin Cagle
Autorun Screen and Features Credits
Produced by
Chris Watson
Executive Producer
Bernadette Gonzalez
Associate Producer
David Artuso
Artists
Bonnie Williams
Jeremy Kromberg
Bryon Carson
Sylvia Cziglenyi
Programmer
Levon Karayan
Parent Resource Center Credits
Produced by
Chris Watson
Executive Producer
Bernadette Gonzalez
Artists
Sylvia Cziglenyi
Lee Crim
Programmers
Henna Sihota
Miguel Canales
Diana Finley
Additional Programming
Levon Karayan
Dan Kim
Ken Coleman
Fernando Echeverria
Additional Documentation
Brian Young
Sound Editors
Linda Radulich
Eric Vance Vega
VO Talent
Carolyn Hennesy
Quality Assurance Lead
Naren Renz
Quality Assurance Analysts
Carol Wong
Daniel Stanfield
Jae Kim
Jeffrey Hoover
Anson Yip
Elizabeth Stockton
Michael Caradonna
Michael Reynolds
Assessment Test Credits
Producer
Eileen J. Moskowitz
Executive Producer
Bernadette Gonzalez
Test Development
Eileen J. Moskowitz
Stephanie Wise
Amanda Smith
David Artuso
Teacher Advisory Panel
Judy Acuña
Stacy Carter
Martha Lepore
Celeste Roy
Writer
Doria Biddle
Animators
Siddhartha Olmedo
Chris Palitz
Joe Trantham
David Barile
Artists
Sylvia Cziglenyi
Siddhartha Olmedo
Chris Palitz
Joe Trantham
Cristy Navarro
Bill Kinzle
Jennifer Bradley
Dima Tsenter
Morgan Entertainment
Programmers
Miguel Canales
Hung Jung Lu
Ken Coleman
Danny Hendargo
Morgan Entertainment
Sound Editors
Linda Radulich
Dana Norwood
Eric Vance Vega
Director of Talent
Mark Schwarz
Character Voices
Carol Bach-y-Rita
Jeannie Elias
Michael Gough
Mary Kate McGeehan
Tony Pope
Kevin Schon
Kath Soucie
Quality Assurance Lead
Naren Renz
Quality Assurance Analysts
Jeffrey Hoover
Michael Reynolds
Carol Wong
Eden Salisbury
Michael Morgan
Nicole Dodd
------------------------------------------------------------------------
CD-ROM Storage and Handling
In storing and handling this CD-ROM disc, you should use the same care as
you do with music CDs. If this CD-ROM disc stops working, check to see if
it is soiled by fingerprints, dust, or dirt. If so, it can be wiped clean.
Always wipe the non-printed side in a straight line, from the center to the
edge with a clean, lint-free, soft, dry cloth. No solvent or abrasive
cleaner should ever be used on any CD-ROM. No further cleaning will be
necessary if the CD-ROM is always held by the edges and is replaced in its
jewel case immediately after playing. Follow these tips and your CD-ROM
will provide a lifetime of creativity, learning, and fun.
------------------------------------------------------------------------
Visit Us On the World Wide Web
KIDS! Point you web browser to www.KnowledgeAdventure.com to play
interactive games, download cool graphics, and see exciting sneak previews
of upcoming Knowledge Adventure products.
PARENTS! Use the Knowledge Adventure home page as your starting place to
locate the most up-to-date information on finding, buying, and using
educational software and on-line educational resources.
------------------------------------------------------------------------