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  2. JumpStart Advanced 2nd Grade - Wikipedia

    en.wikipedia.org/wiki/JumpStart_Advanced_2nd_Grade

    The other game features an art gallery that is missing some artwork. In each round, there is a room with three pieces of artwork in it and an empty frame. C.J. will explain that the room has a certain type of artwork in it, for example, artwork with a monochromatic, polychromatic, or black-and-white color scheme, portraits, landscapes, etc. The ...

  3. Blaster Learning System - Wikipedia

    en.wikipedia.org/wiki/Blaster_Learning_System

    The games primarily focused on mathematics, later expanding into language arts and science, and spawned an animated children's television series in 1999 called Blaster's Universe. Starting in 2011, development of the series focused on an online version of Math Blaster played through a browser or mobile app rather than standalone game software ...

  4. 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.

  5. Category:Games of mental skill - Wikipedia

    en.wikipedia.org/wiki/Category:Games_of_mental_skill

    Pages in category "Games of mental skill" ... Little Drummer Boy Challenge; M. Magic: The Gathering; Mastermind (board game) Matching game; Mental abacus; Mental ...

  6. Trachtenberg system - Wikipedia

    en.wikipedia.org/wiki/Trachtenberg_system

    Some of the algorithms Trachtenberg developed are ones for general multiplication, division and addition. Also, the Trachtenberg system includes some specialised methods for multiplying small numbers between 5 and 13. The section on addition demonstrates an effective method of checking calculations that can also be applied to multiplication.

  7. Augmented learning - Wikipedia

    en.wikipedia.org/wiki/Augmented_learning

    Even in higher education, research has found that learning through play keeps students involved in the material. In larger lecture halls, questionnaires are more prevalent, while team focused games are used in smaller class settings. [24] In addition, specialized software allow students to present ideas in more effective ways.

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