Math problems appear on tree branches. The baskets at the bottom have the solutions to the problem. Students have to grab the problem and put it in the correct basket.
Students raise their hand (either left or right), and the cursor tracks their movement on the screen. They must then hold the cursor over a problem and wait until the circle fills to grab it. Once they think they know the answer, students need to drag the problem to the correct basket. If they are correct, the problem will disappear with an animation. If they are not, the problem will return back to the branch.
“We recently started to work with Jumpido and I am happy to share that it has established itself as one of the preferred and most effective ways of classroom learning. We noticed significant improvement in the engagement and math skills of children. In my opinion, Jumpido is a great asset to every primary school. I strongly recommend it to anyone who is looking for ways to improve the results and the overall experience of students.”
“I like the program because it makes math interesting!”
7 years old
“Regular physical activity is important for children because it helps to prevent obesity and improves energy levels. The motions that Jumpido requires have been carefully selected in order to be safe for pupils. Playing Jumpido helps children to have an active lifestyle and enjoy mathematics.”
“Jumpido represents what educational technologies should bring to the classroom - increased engagement of students, real value in terms of content and a product which is suitable for all students.”
Advisor to the Minister of Education and Science, Republic of Bulgaria
“In 2011, the team behind Jumpido was the first company in Central and Eastern Europe to become partner of Microsoft's Technology Adoption Program (TAP) for Kinect for Windows. This recognition is offered to only the most motivated and innovative companies after a careful selection process. This makes Jumpido one of the pioneers of using the technology.”
Education Industry Lead, Microsoft