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  2. JumpStart 2nd Grade - Wikipedia

    en.wikipedia.org/wiki/JumpStart_2nd_Grade

    JumpStart 2nd Grade (known as Jump Ahead Year 2 in the United Kingdom) is a video game released on 26 March 1996 by Knowledge Adventure. As its name suggests, it was made to teach second grade students. It was replaced by JumpStart Advanced 2nd Grade in 2002.

  3. Prodigy Math Game - Wikipedia

    en.wikipedia.org/wiki/Prodigy_Math_Game

    The player takes the role of a wizard or witch, who, whilst undertaking quests to collect gems, must battle against the Puppet Master. These quests usually involve battling monsters in different areas of the in-game map. To participate in these quests, players must correctly answer math problems to cast spells. Prodigy Math was released in 2011 ...

  4. JumpStart - Wikipedia

    en.wikipedia.org/wiki/JumpStart

    JumpStart 2nd Grade Math Mac, Windows (December 16, 1997) ... Year Title Games 2003 JumpStart 1st -3rd Grade Learning Playground: JumpStart Kindergarten Math (2000)

  5. List of educational video games - Wikipedia

    en.wikipedia.org/.../List_of_educational_video_games

    Year A to Zap! Featuring the Sunbuddies [1] ImageBuilder Software N/A 1995 Animal Jam [2] WildWorks: N/A 2010 Basic Math: Atari Arithmetic N/A 1977 [3] Big Brain Academy: Wii Degree: Nintendo EAD Group No. 4: Big Brain Academy: 2007 Big Brain Academy: Nintendo EAD Group No. 4: Big Brain Academy: 2005 Where in the World Is Carmen Sandiego ...

  6. JumpStart Advanced 2nd Grade - Wikipedia

    en.wikipedia.org/wiki/JumpStart_Advanced_2nd_Grade

    Edison: (Voiced by Dee Bradley Baker) C.J.'s firefly sidekick who also debuts in the original 2nd Grade. In this game, he seems to dislike adventuring (once expressing that he wishes the gadget pieces were hidden in "quiet places" like golf courses and petting zoos) and, as in most games made after 2nd Grade where he appears, sports an Irish ...

  7. Reader Rabbit - Wikipedia

    en.wikipedia.org/wiki/Reader_Rabbit

    The games covered a range of subjects such as reading, phonics, math, and memory. [46] The A.D.A.P.T. Learning Technology was introduced into Reader Rabbit titles in 1999. The system contained a series of customization features that would facilitate the player's learning by assessing abilities, developing skills, adjusting levels, providing ...