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. ------------------------------------------------------------------------