The programs ensure that high-quality academic assessments, accountability systems, teacher preparation and training, curriculum, and instructional materials aligned with challenging State academic standards so students, teachers, parents, and administrators can measure progress against common expectation for student academic achievement.
JUMPSTART ADVANCED PRESCHOOL
Provides superior interactive game play tailored to each child’s individual learning style. Fun activities that encourage active learning through movement games Skill leveling that automatically adjusts game play and content to each child’s growing abilities enhanced motivational game reward structure Advanced curriculum to better prepare kids for the next grade.
JUMPSTART ADVANCED KINDERGARTEN
Jumpstart Advanced Kindergarten’s goal is to build your racecar and collect power boosters to make it better to enter Frankie’s Big Race. Play games to earn carrots. Every time the player earns five carrots, Hopsalot allows them to preview the power boosters. Power boosters give a race car special ability, like making the racecar magnetic, giving it a shield, or making it speedier. Every time ten carrots are earned; the player earns a power booster of their choice and the privilege to enter Frankie’s Big Race.
JUMPSTART ADVANCED 1 ST GRADE
In Jumpstart Advanced Preschool, learners participate in the JumpStartville Scooter Tournament. The player can collect power-ups to add to any of the seven main characters’ scooters by playing activities around JumpStartville. Once the player has gathered enough power-ups, they can move to the arena to compete against the other racers.
JUMPSTART ADVANCED 2 ND GRADE
In the Jumpstart Advanced 2 nd Grade, the dastardly villain Dr. O is creating problems for JumpStartville. Hopsalot has the task of creating inventions to reverse the damage of Dr. O’s schemes. CJ and Edison need to collect gadget pieces for Hopsalot so he can build the inventions. CJ and Edison have to travel to different locations around the world and contact agents that can help. When all the gadget pieces are collected, CJ and Edison can head to Hopsalot’s Invention Lab. There, they must assemble the gadget pieces in a way that will activate the gadget.
JUMPSTART ADVANCED 3 RD GRADE
JumpStart Adventures 3rd Grade: Mystery Mountain is Set in a retro-futuristic universe, the game concerns Polly Spark, the bratty daughter of the world-famous inventor Professor Spark, and her attempt to alter history so that her inane answers to a history quiz she failed will be correct. To do this, she sends twenty-five reprogrammed robots back in time and, with her father conveniently away on a business trip, she takes over Mystery Mountain, the literal “mountain mansion” where she and her father live. The goal of the game is to help Botley, the robot assigned to keep Polly under control, save the world by retrieving each of the twenty-five robots and bringing them back to the present.
JUMPSTART ADVANCED 4 TH GRADE
JumpStart Adventures 4th Grade: Sapphire Falls is a a hairy, bipedal creature invades an old, abandoned mine in the town of Sapphire Falls. Scaring away tourists, the creature succeeds in stealing a mysterious treasure map that no one has ever been able to read. Two aspiring fourth-grade reporters, Sally Chu and TJ Adams, along with their pint-sized dog Gizmo, travel to the mines to solve the mystery.