JumpStart Advanced 2nd Grade: Fundamentals

JumpStart Advanced 2nd Grade: Fundamentals is the first disc in the JumpStart Advanced 2nd Grade set. It focuses on covering a balanced variety of second grade concepts.

Characters
See also: The JumpStart All Stars
 * CJ
 * Edison
 * Frankie
 * Eleanor
 * Casey
 * Kisha
 * Pierre
 * Hopsalot
 * Dr. O
 * Lucy

Story
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 peices 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.

The first mission is to clean up Mount Jumpmore. Dr. O has put graffiti all over the faces of Mount Jumpmore. Hopsalot has designed a Soapy Shooter to spray the ink off. After CJ and Edison find the gadget pieces and assemble the gadget, the Soapy Shooter cleans up Mount Jumpmore.

The second mission is to save CJ's house from sinking into the swamp.

The third mission is to unfreeze the JumpStart Lake. Dr. O has turned the whole lake into ice cubes.

The fourth mission is to remove worms from the schoolhouse. Dr. O has filled the schoolhouse with worms.

The fifth mission is to finally capture Dr. O. The location of his hideout has been discovered, and he's about to be on the run. The agents must work quickly to catch him. Hopsalot has designed a simple cage to trap Dr. O. After CJ and Edison find the gadget pieces and assemble the gadget, the trap works and Dr. O is caught.

Locations

 * North America
 * New Orleans, United States
 * South America
 * Brazil
 * Europe
 * Paris, France
 * Moscow, Russia
 * Africa
 * Tanzania
 * Australia
 * Anarctica

Games

 * New Orleans Flea Circus Piano - Listen to the tune, and then find the correct missing musical note. Click on the 'create' button to make your own music. You can click and drag musical notes onto your staff, or use keyboard keys to play musical notes. There are five piano types you can choose from: Cuban, classical, synth, piano (regular), and organ. Use the 'record' button to record your song. Then use the 'play' button to play your song. You can save and load songs.
 * Amazon River Hop - Help CJ get across the river. Read the question at the bottom of the screen. Hop on the backs of turtles and alligators to get to the next set of rocks. You will have to land on the rock that has the correct answer.
 * Louvre Exhibition - Help CJ find paintings for the exhibition. Look at the three paintings in the gallery. Deduce what the theme is, then go down to the basement and find the painting that goes with the others. Use the broom to clear a path through the dust to the crates. Use the space bar next to a crate to see the painting inside. When you find the right painting, push it towards the basement door. You can only push a crate over clear tiles. Watch out for dust devils. They create more dust to cover your cleared path, and if CJ runs into to one he'll get all tangled up.
 * Red Squares - Play a game against the other agent. You each have four pieces, which hold colored signs with words on them. The object is to move them across the checkerboard and get to your opponent's side. Certain pieces repel each other, such as pieces with the same color, or words that are antonyms of each other. Create a strategy to block your opponents without getting blocked yourself.
 * Serengeti Cave Code - Read the story. Then click and drag pictures onto the cave drawings. Make sure their placement matches what the story says.
 * Outback Hovercraft Trek - Move the hovercraft up and down with the arrow keys, and press the space bar to shoot a beam. Collect fuel tanks on your way so you don't run out of fuel. The instructions will specify to get fuel of a certain theme. Avoid the wrong fuel tanks, and other obstacles such as rocks or bush. If you fire a beam at a rock or bush, it will destroy it. If you fire a beam at a fuel tank, CJ will read what is written on it.
 * Save the Penguins - Create a bridge for the sick penguins to get across to the doctor. Move the ice blocks into the correct order as indicated by the instructions.
 * Hopsalot's Invention Lab - Use the gadget pieces to activate the invention. The object is to get a ball to the invention. You can freely move your gadget pieces and rotate them left or right. Press the go button to drop the ball and see what happens.

Math

 * Comparing Numbers
 * Ordinals
 * Odd/Even Numbers
 * Roman Numerals
 * Addition without Carryover
 * Addition with Carryover
 * Subtraction without Borrowing
 * Subtraction With Borrowing
 * Pre-Algebra (missing variable)
 * Time
 * Fractions (halves, thirds, fourths, eighths)
 * Money
 * Estimation

Reading

 * Blends and Digraphs (oy-oi, ou-ow, ew-ue, ur-ir-er, ea-ie, are-ear-air, aw-au-al-all)
 * Vowels (vowel pairs, short and long vowels)
 * Compound Words
 * Vocabulary
 * Reading Comprehension
 * Syllables

Writing

 * Spelling
 * Alphabetizing (alphabetizing words with different first letters, alphabetizing words with the same first letter)
 * Punctuation and Capitalization (ending punctuation, commas, quotation marks, apostrophes)
 * Contractions
 * Parts of Speech (nouns, verbs, adjectives, adverbs, adverbs, pronoun, synonyms, antonyms, homophones)

Visual Discrimination

 * Shapes and Forms (circle, square, rectangle, parallelogram, trapezoid, cube, sphere, pyramid)
 * Sizes
 * Spatial Awareness

Science

 * Life Science (plant life cycles, animal life cycles)

Art

 * Visual Arts (colors, painting types)

Music

 * Pitch
 * Duration