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Jump Ahead 2000 Year 1 Triple Pack

from Knowledge Adventure

Jump Ahead 2000 Year 1 Triple Pack from Knowledge Adventure

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Release Date: 04/08/2000
Category: Software

Children Store Price: £18.99

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PRODUCT DESCRIPTION

The Jump Ahead 2000 Complete Year 1 Triple Pack is especially designed with comprehensive, educational, fun activities to keep a child entertained all year, providing support in every aspect of the National Curriculum.

Jump Ahead 2000 Year 1
Jump ahead 2000 Year 1 has 18 activities that cover reading, maths, music and art. Children join in with Frankie and his friends as they discover the activities. They include: double-digit maths, fractions and units of measure, and money. These are all taught in the kitchen. The library contains over 50 interactive stories and poems for the children to read and they can also create their own works of art. Adaptive Learning Technology is used and this tracks the child's "success to attempt" ratio in the product. It then modifies the difficulty of the activities by automatically increasing or decreasing the levels, depending on the child's success rate throughout these activities. For the children to succeed at the games and puzzles an incentive is offered. They are motivated into collecting as many milk caps as possible by answering questions correctly. There are topics in the classroom, hallway, lunchroom, kitchen and playground. Each activity in the programme is intended to develop one or more of the following skills taught in year 1: vocabulary and spelling, letter sounds and phonics, decoding deduction, inference, comprehension, visual discrimination, memory, literature, numbers and counting, addition and subtraction, money value, geography, art music time, the environment life science and physical sciences.

Jump Ahead 2000 Reading Year 1
The Reading Year 1 Programme is an effective introduction to literacy and reading skills. It reinforces those skills children are taught at school. Starting with vowel sounds the child works through different activities that encourage them to understand word and sentence building, letter combinations, spelling and reading comprehension. There are 13 reading skills in six fun-filled carnival games. Each skill has a choice of three levels of difficulty. The programme is all about "Frankie's fantastic circus adventure". Frankie is the host who used to be a star performer in the circus, but thought he'd left that all behind him. Mandy, an old circus friend, visits Frankie with some bad news: a mean magician called The Amazing Mel has turned all the performers into a picture puzzle and then hidden the pieces somewhere in the carnival. He has also cast a spell on Mandy trapping her inside a magical force field. Mandy and Frankie ask for help to solve this puzzling mystery. To find the missing pieces the child has to earn game tickets by playing wacky carnival games. When four tickets have been earned the programme takes us to the Lost and Found wagon, where a clue is offered leading to one of the missing puzzle pieces. There are 20 pieces to be found, five for each performer, so to rescue Mandy and all the circus performers all four sections of the puzzle must be completed. The first of the six games is called Jungle Bowl and this teaches the spelling of words. Game two is called "Splatter the Batter" where the child has to select the correct noun verb or adjective. The third game, "Pluck a Pearl", has the player picking out the correct word with either long or short vowels. "Strong Dog" is the fourth game and this helps the child to match rhyming words, words that mean the same or are opposites. Game number five is called "Mighty Mallet", and this asks the child to select the right blend, digraph or compound word part. Lastly, game six encourages the player to read along and listen to Madam Tigre's stories as she asks two questions after each story.

This programme is designed to engage and captivate children with just the right balance of learning and fun.

Jump Ahead 2000 Maths Year 1
Maths year 1 is an adventure based on maths fundamentals. Frankie the dog is in this programme and Frankie loves to dig. He digs all round the backyard but what he doesn't realise is that he is disturbing all the creatures that share the garden with him. To make him understand, and teach him a lesson the Queen bee shrinks him to the size of a flea! If Frankie can prove that he will respect his neighbours then the Queen bee will return him to his normal size. To do this he must perform a series of good deeds to help his neighbours. For each good deed Frankie earns a bone. He needs five bones for one magic dog tag to hang on his collar. When Frankie has six dog tags he can visit the Queen bee who will make him big again! Along the way Frankie has to outsmart a wiggly worm who tries to stop him. To do all this Frankie asks for help from the children playing the programme. While helping, the children explore a magical oversized world where they build bridges for caterpillars, play games with dragonflies and guide the ants home. Through this they learn essential maths fundamentals, such as: addition, subtraction, sorting, money measuring and patterns. Like the other Jump Ahead 2000 programmes, Maths Year 1 is dedicated to providing children with essential skills within a fun learning environment. --Lynne Unwin



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