There are 10 superhero Numberjacks, each with particular characteristics and different strengths. Click here to find out more.
There are 5 Meanies who create all kinds of mathematical problems that the Numberjacks have to put right. Click here to find out more.
We hope that every Numberjacks experience will combine entertainment and education. We want young children enjoy early maths, problem solving and thinking skills, get off to a good start at school, and have a cheerful and positive attitude towards maths that will last them all their lives. The learning in Numberjacks covers a wide range of topics, including numbers, counting, shape, measurement, movement, position, pattern and problem solving. Click here to find out more.
Night, night. Sleep tight!
We’ve been sent this wonderful photograph by a Numberjacks fan in Australia – a busy grandmother has made sure that he dreams of Numberjacks!
We had a lovely email from a fan of Numberjacks in New Zealand. This is what they said:
“My son is 2 1/2 years old and a great fan of the Numberjacks. When he was 2 he could count to 10. Now at 2 1/2 years old, he can read the numbers to 9 (for 10 he says 1 and 0!). We mix up the numbers and he recognises every number. A lot of people were surprised and impressed but I’ve recently realised that its because of the Numberjacks. The Numberjacks are easily identified because they are clearly visible by number/name. I’d like to thank you for advancing my son at such an early age and keep up the great work.”
Inside the Numberjacks’ Sofa
There are four main areas inside the sofa – the Control Room, the Gym, the Cosy Room, and the Launch Area. These are connected by various corridors, lifts and slides.
The Numberjacks run the mission from the Control Room. The Control room has three Screens. The Room Screen shows what’s going on in the room outside the sofa. The Main Screen shows the action on location. The Diamond Screens show the Agents calling in, and “stills” from the location action.
There are various controls. 4 usually operates the main screen control, for instance to scan through for numbers for the Numberjacks to land on. The Launch Button is usually operated by 6.
The Brain Gain Machine is located in the Control Room. The Brain Gain Machine is a “joined up thinking” machine that combines and concentrates the thinking of the Agents. The Brain Gain machine is normally operated by one of the Numberjacks – usually 3 – switching it on then jumping around inside it. The powerful thinking is turned into Brain Gain, which is fired out to the Numberjacks on location to use to put things right. Agents can be seen on screens inside the Brain Gain machine, contributing to the build up of Brain Gain. The Brain Gain builds up and flies out from the sofa to the Numberjacks on location.
A chute from the Control Room leads to the Launch area. The Numberjack going out is bio-numerically scanned, and the matching number lights up on the board. The correct launch pod is selected, and the Numberjack jumps aboard. The pod is moved into position, ready for launch. After the living room is scanned, the Numberjack is launched and turned into a stream of particles which emerge from the arm of the sofa.
The Cosy Room is a rest and recreation area. Here the Numberjacks read and play with small toys. It has a screen for communication with the rest of the sofa. The Gym is a big area used for large scale games and jumping practice. It has a communication screen.
Each Numberjack (apart from 0) has Buddy Blocks in a matching in colour. 3 has 3 buddy blocks, 4 has 4 and so on. Buddy Blocks don’t talk, but move by themselves, get excited, and form into different arrangements.
There are many props inside the sofa, including 3’s Beautiful Things, the Thinkyjump machine, the Hover Dice, the Bloop Ball, the Boing Ball, Slidy Shapes, the Circle Slide game, the Beeper, the Book Holder, the Moving Mat, and the Jump Pad.
Sometimes Jasper the cat is seen on the sofa. Before a Numberjack is launched, the room is scanned by a CCTV camera that emerges on a stalk at the back left of the sofa. Images of the room are relayed to screens in the Control Room. If there is anyone in the room, they are enticed out by one of the Numberjacks ringing the doorbell. If the room is clear, a hole opens in one arm of the sofa, and the Numberjacks are launched. The Numberjacks arrive on location at a matching numeral – a door number or similar – where they reconstitute themselves and go off on their mission