Jump. Start Wikipedia. This article is about an educational game series. For other uses, see Jump start. Jump. Start aka Jump. Start Series is an educational media franchise for children, consisting mostly of educational games, produced by Knowledge Adventure. The series is distributed as Jump Ahead in the United Kingdom. Torrentz will always love you. Farewell. 20032016 Torrentz. Its a lot, right Its a lot. It is a firehose of news. How are we supposed to live our lives, cook a meal, uncrimp our hunchedover necks Even when I shut my. After a 20 year sojourn in the final frontier, at approximately 500 AM PT this morning, NASAs Jet Propulsion laboratory lost contact with the Cassini spacecraft. It originally consisted of a series of educational PC games, but has expanded to include workbooks, videos, i. Pad apps, and other media including, perhaps most significantly, a massively multiplayer online game located at Jump. Start. com, first launched March 1. HistoryeditEarly era 1. The first game in the early learning software series Jump. Start, Jump. Start Kindergarten, was created in 1. Fanfare Software founded 1. Knowledge Adventures founded 1. Fanfare developed two more games Jump. Huawei Handset Wind River Exe. Start Preschool and Jump. Start 1st Grade before being acquired by Knowledge Adventure in August 9, 1. Fanfare founder and chairman Barton Listick became vice president of Knowledge Adventure,5 while his staff relocated to Knowledge Adventures headquarters in Glendale. Knowledge Adventure founder Bill Gross hoped the acquisition would allow the Jump. Start series to expand into international markets, as well as multiple platforms, on line, and the Internet, to supplement the home and school markets. Meanwhile, Listick was optimistic that the added resources of the larger organisation would allow him to create a Jump. Start Elementary School of compelling and exciting childrens software. Microtimes retrospectively wrote that the acquisition of the early learning products augmented Knowledge Adventures strengths. In October, Steve Chadima, vice president of marketing services at Knowledge Adventure said that while Jump. Start sales were strong, and the series was about to be extended with Jump. Start Second Grade, he said Were testing concepts for third grade to see if it is viable. I dont know if this is going to work with higher grade levels. Jump. Start Adventures 3rd Grade Mystery Mountain would end up being released in 1. According to Chicago Sun Times, Knowledge Adventure started the baby trend when it introduced Jump. Start Toddler in 1. On February 3, 1. Knowledge Adventure was acquired by CUC International, becoming a wholly owned subsidiary of the CUC Software division alongside Davidson, Blizzard Entertainment, and Sierra On Line CUC Software would be the label that marketed the Jump. Start games. 9 Jump. Start Typing, Jump. Start Spanish, Jump. Start Kindergarten II, Jump. Start 1st Grade Reading, Jump. Start 1st Grade Math, Jump. Start 2nd Grade Math and Jump. Start 5th Grade were premiered at the 1. E3. 1. 01. 1Modern era 2. After launching Jump. Start 3. D Virtual World in 2. Knowledge Adventure noted they were adding online worlds and casual mobile games, console games, and traditional web based browner games to their Jumpstart catalogue. That year, Jumpstart was advertised as offering the first browser game with high quality 3. D graphics and advanced gameplay. James Czulewicz, Vice President of Sales and Planning at Knowledge Adventure said that Jump. Start Pet Rescue, launched August 2. Wii. 1. 4 The trademark JUMPSTART GET MOVING was issued by UPTO on November 2. On February 1. 9, 2. Knowledge Adventure announced the Jump. Start brand had entered the console market by making Crazy Karts for the Nintendo Wii released February and Deep Sea Escape released March and Legend of Lost Island for the Nintendo DS released March. On October 6, 2. 01. Knowledge Adventure announced the casual gaming brand Twisted Games. The company had previously entered the mobile gaming market with 2. Jump. Start Preschool Magic of Learning, which was followed by other Jump. Start and Math Blaster titles. On October 9, 2. 01. Knowledge Adventure announced it was changing its name to Jump. Start. References to Jumpstart after this date often refer to the successor to Knowledge Adventure, rather than the Jumpstart series specifically. On July 3, 2. 01. Chinese company Net. Dragon acquired Jump. Start. 1. 8Plot and gameplayeditThe purpose of the games is to drill young players in specific skills they need to master as part of their school curriculum. The drills are hidden inside fun and playful games that mask the learning. Typically, the storyline involves one or more of a series of animated characters having a problem, with them asking the player to help them solve it therefore the games have a forward trajectory toward a goal. The storylines are kept shallow to keep the focus on okay without interruptions, to avoid boredom. Fanfare Software did virtually paperless artwork by using a mouse and tablet to draw the animation for their first games. Additional artwork was done by Knowledge Adventures in house and contract artist Ann Pickard for the first three games2. Maurice Kimball drew the backgrounds in blue scale for the early games till the start of the 3. D games. 2. 2During the mid 9. Big. Fins band member David Rees joined Knowledge Adventure as Art Director and music composer until his leave in 2. Vivendi Universal Games artist Marcela Cabrera did the illustrations for the games around 1. The backgrounds for the Jump. Start World games were sketched and lined by the lead artist and illustrator Maurice Kimball. The backgrounds for the Jump. Start Spy. Masters games were sketched, hand drawn and inked by Brian White2. Brian Reynolds worked on the flash animation for the background objects and characters. Educational goalseditThe concept behind the Jump. Start Learning System was to keep track of a students talents and difficulties and teach an entire gradesubject in one box, consisting of numerous puzzles, games and activities to correctly balance entertainment and education to users. Three different categories of products were created to cater for various audiences. The first category was the grade based products, which covered all topics taught in a class curriculum. The second category was the subject based products, which focused on specific topics in detail to teach vital skill areas. The third category was the learning products, which taught basics to users while exploring a whole new world. The series rigorous methodology includes input from kids advisory teams, family testing, child development specialists, teachers, and educational experts. In addition, Knowledge Adventure developed three techniques behind the products 2. Jump. Start Assessment Technology To customize individual skill levels. Jump. Start Adaptive Learning Technology To customize program difficulty levels to coincide with a users abilities. Jump. Start Tutor Technology To help a user overcome any obstacles. In 1. 99. 5, Jumpstart claimed to be the first series of software products to cover the entire curriculum of particular grade levels, by reinforcing lessons learnt in classrooms nationwide and using animated characters as guides for the activities. For instance, in Jump. Start First Grade, children ages 5 7 learn 9. These curriculum and skills products3. Progress Reports allowing parents and teachers to track progress and Adaptive Learning allowing the game to automatically change in difficulty based on the players individual skill level. The developers believe that it is vital to get the balance right between education and entertainment. Diana Pray, senior producer of Jumpstart titles, said we give the player enough story to make them feel like they are in a game, while offering reward based incentives inside the game to encourage progress. While noting that dominant theory since the infancy of the edutainment genre has been to sugarcoat the academic drudgery and make learning childs play, The Washington Posts Don Oldenburg, the newspaper noted that Jump.