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  2. JumpStart Advanced 2nd Grade - Wikipedia

    en.wikipedia.org/wiki/JumpStart_Advanced_2nd_Grade

    JumpStart Advanced 2nd Grade is a personal computer game created by Knowledge Adventure. It replaced the previous JumpStart 2nd Grade released in 1996. As its name suggests, it was made to teach second grade students. From 2003–2008, it was distributed as the "Fundamentals" disc in a 3- or 4-disc package of the same name, though recently a ...

  3. Blaster Learning System - Wikipedia

    en.wikipedia.org/wiki/Blaster_Learning_System

    Math Blaster! 1983. The Blaster Learning System is an educational video game series created by Davidson & Associates and later published by JumpStart (formerly Knowledge Adventure) after the two companies were acquired and merged by CUC Software. The games primarily focused on mathematics, later expanding into language arts and science, and ...

  4. Addition - Wikipedia

    en.wikipedia.org/wiki/Addition

    Addition (usually signified by the plus symbol +) is one of the four basic operations of arithmetic, the other three being subtraction, multiplication and division. [ 2 ] The addition of two whole numbers results in the total amount or sum of those values combined. The example in the adjacent image shows two columns of three apples and two ...

  5. JumpStart 2nd Grade - Wikipedia

    en.wikipedia.org/wiki/JumpStart_2nd_Grade

    1996. Genre (s) Educational. Mode (s) Single-player. 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.

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    Get AOL Mail for FREE! Manage your email like never before with travel, photo & document views. Personalize your inbox with themes & tabs. You've Got Mail!

  7. Reader Rabbit - Wikipedia

    en.wikipedia.org/wiki/Reader_Rabbit

    The games covered a range of subjects such as reading, phonics, math, and memory. [45] 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 ...

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