Title:
Jump Start Adventures 3rd Grade: Mystery Mountain
Overall Rating:
A
Source: http://www.jumpstart
.com/300softwa/308third_grd.html
Playing Time: 15 minutes to hours
Date: 1996
Cost: $19.95 JumpStart Adventures 3rd
Grade: Mystery Mountain https://store.knowledgeadventure.com/I-Search/Search.iwx
Number of Players: 1
Special Equipment/Facilities Needed:PC
with Win95/3.1 or 3.11,486DX33MHz PC or higher, Double-speed CD-ROM drive,
8 MB RAM, SVGA 256-color graphics, MPC-compatible sound card, mouse
Subject Area: 3rd Grade Elementary math,
earth and life science, reading, history, art, music, geography, spelling,
and reading
Objectives: Children will learn lessons
in reading, math, earth and life science, history, art, music, geography,
and spelling while incorporating logic and problem solving skills.
Brief Description: This program is designed
to incorporate 3rd grade skills in reading, math, science, geography, history,
art, spelling, and music during different adventures in which Botley the
Robot enters Mystery Mountain and tries to recover 25 robots that Polly
Sparks has launched into space. Polly is mad that she failed her test at
school so she sent her scientist Dad's robots into space.
Entry Capabilities Required: PC
w/Win 95/Win 3.1 or
3.11, &nb
sp;  
;
486DX33MHz PC or higher, Double-speed CD-ROM drive, 8 MB RAM, SVGA 256-color
graphics, MPC-compatible sound card, mouse
Rating: (1-5)
-
Relevance to objectives:(5) I thought the
program was very relevant to the objectives of providing students practice
in math, reading, grammar, science, geography, music, and logical deduction.
The students could journey into the different rooms of the kitchen with
the robot feeding machine where students learn about measurement, the shrinking
machine room where students identify specimens, the biosphere where students
have to maneuver a spaceship to travel in a maze and then journey to the
five different environments of a desert, a rainforest, a mountain, an ocean,
and a rainforest, the basement with the generator where students utilize
math logic, the shrinkomatic where specimins are identified and molecules
are discussed, and the Professor's observatory where students learn about
astrology, black holes, and utilize an alien decoding machine in which
grammar is dissected.
Provides practice of relevant skills:(5)
The student will receive practice in math, reading, grammar, earth and
life science, geography, and music. The practice is not just calculating
the correct answer but also utilizing hand eye coordination and logical
deduction. I really enjoyed the math practice in the generator room in
which students practice fact families in order to combine numerical combination
in order to deduce the correct answer. In the shrinkomatic room I thought
the specimen identification of different reptiles and amphibians was very
interesting and I learned a few facts at that site about the jellyfish.
I also thought the alien decoding transmitter in which the student had
to decode sentences with the correct order of the subject and verb was
very helpful. After that task was completed the student had to utilize
the meaning of the sentences in order to decipher Polly's clue to earn
another piece of the puzzle to recover some robots. The student not only
has to accomplish the task in the particular room but they also have to
use the answer in the next task in order to earn a clue.
Likely to arouse/maintain interest: (5)
I thought the software adventure was an interesting educational piece with
graphics that were a mixture of the Jetsons and the Flintstones. Right
from the beginning of the software in which a school is presented with
a backdrop of space age music with radio waves coming across the screen
it will captivate the student. The student has to utilize musical listening
skills in order to correctly reproduce the tones in order to open the door
and enter the school. Throughout the program Polly descends from a television
screen and gives directions while Botley also provides guidance. That
interaction
with the students will keep their attention and will aid in keeping them
on task. The software gives students options as to what rooms they can
enter at any time which allows them to explore the castle. The student
can click on the dinosaur and it will appear on the screen and sceam while
the potted plants look like they are from the Addam's Family and will open
their mouths. I thought it was neat that the robot entered quick stand
and was plucked out of it and the student had to complete the task all
over again.
Likely to be comprehended clearly:(4)
In this area I just had a few concerns. I wasn't sure whether when Botley
tells a third-grader to go to the generator that they will make the connection
to take the stairs and go down cellar. I didn't at first and found it a
little annoying when you didn't know what to do and Botley would state
that he could go back to school and find someone who wanted to play the
game. I had a little difficulty maneuvering the spaceship but a third-grader
would probably be more used to maneuvering the arrow keys than myself.
I also wasn't sure once I maneuvered the spaceship and went through all
of the hoops they required and entered the biosphere where the clue was
that I needed to recover. I could maneuver and explore around the different
spheres but wasn't quite sure where the clue was located. I also had a
little concern about some of the vocabulary of the different machines.
I wasn't sure if the students would know the different machines. There
was a slight hint of a quick flashing arrow but I didn't pick up on that
right away. There is a help button on Botley control panel but if you didn't
know what a machine was, it didn't allow you to ask the robot about it
or the meaning of some words.
Technical quality (durable, attractive):
(5)
I thought
the software was very durable and attractive. I could make mistakes as
to which room I needed to enter and then press the escape key which would
take me back to the hallway so I could make the correct choice.
I enjoyed the color graphics, different sounds, and animation. I thought
the game was very enticing and it was difficult to stop playing.
Game: Winning dependent on player actions (rather
than chance): (5) The game was
dependent on the student chosing the correct answer and would not allow
the student to progress until that occurred. The correct answer didn't
just appear it needed to be figured out by the student. The element of
chance occurred in one of the games that looked like the game dx ball in
which the student had to utilize a paddle and hit astroids. Chance was
also a factor in the game in which the students shoot astroids.
Simulation: Validity of game model (realistic,
accurate depiction):(5) I thought the software
was very accurate with its space age portrayal of an adventure in a scientist's
castle. I don't think anything could have been improved upon because it
really kept your attention and you were anxious to continue to the next
step and complete another piece of the puzzle.
Evidence of effectiveness (e.g. field-test results):
(5) The game was recommended and has received
awards by the magazines 'Family PC' and 'PC World'.
Clear directions for play: (4) I thought
the directions were pretty clear but I just had a few concerns about some
of the vocabulary which I had stated in the previous section. I also wasn't
sure what to do after I entered the biosphere in order to earn the clue
hiding in one of those environments. I thought Polly on her television
screen was very helpful along with Botley's directions. I thought they
both explained the objectives to be accomplished in each area of the castle
very well. I thought from the first moment the school was depicted on the
screen there was adequate and helpful directions that a third-grader could
maneuver around the screen.
Effectiveness of debriefing:
(5) I thought the student could stop at any moment and the computer will
keep your place and score so when you restart the game it starts where
you had stopped. I liked that feature so I could continue the mystery and
not have to repeat all of the steps that I had previously
completed.
Strong Points:
The graphics, animination, visual and sound presentation, utilization of
reason and logical deducation instead of just finding the correct answer
and moving on to the next problem, and adequate guidance in the area of
directions were the software's strong points..
Weak Points:
I had some concerns about the vocabulary of some of the spacey terms for
a third-grader and would have liked there to have been a way for the student
to click on the object and learn their different names. This was an excellent
game overall.
Reviewer: Leslie LaRose
Position: Graduate MST Student
Date:6/6/99
Computer System Reviewed on: Packard Bell
Platinum 40, Pentium, 24 RAM