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本帖最后由 wangshitao 于 2013-3-21 12:20 编辑



BBC Cbeebies - Numberjacks 数字小精灵 Series 1 全45集 AVI 115网盘



资源名称:BBC Cbeebies - Numberjacks 数字小精灵 Series 1 全45集 AVI 115网盘
适合年龄:学龄前
资源类型:
XviD/1500Kbps/640x368/25.000 fps
MP3/128Kbps/48.0KHz
语言:英语/无字幕
资源时间:45集X14分钟
资源大小:6.59GB
清晰度:WebRip

位置:wangshitao03




BBC Cbeebies - Numberjacks 数字小精灵 Series 1 全45集 AVI 115网盘
http://www.ebama.net/forum.php?mod=viewthread&tid=7490&fromuid=14205

BBC Cbeebies - Numberjacks - Series 2  数字小精灵 1-20集全 AVC(MP4)115网盘
http://www.ebama.net/forum.php?mod=viewthread&tid=40960&fromuid=14205








Numberjacks 是英国BBC电视台制作的动画节目,CBEEBIES系列乃最受欢迎的节目之一。数字小精灵在英国CBBC播放时,赢得极高收视率,定期收视观众达到45万人,DVD销售达到17.5万张,节目衍生杂志销量也极佳。该节目的国际市场发行商Beyond Distribution,已将其发行到全球45个国家地区。此影片透过通俗的喜剧及英雄式的画面刺激,令幼儿能掌握对数字的认识、数学的技巧及同时发展其思考性。
数字小精灵采取数字动画附加真人表演,是一档益智类儿童动画节目,专门面向4-5岁的学龄前儿童。故事是围绕一群数字小精灵展开,可爱的数字小精灵"0、2、4、6、8"是男孩子,"1、3、5、7、9"是女孩子。
Open Mind制作公司的创意总监说:"我们非常高兴能够继续为CBBC延续这档节目,与之畅想数字小精灵 的未来远景,我们深为骄傲。数字小精灵是一档成功的节目,它带给孩子们快乐的同时,能启蒙他们对数学的了解。"

"The Numberjacks are superheroes; animated numbers who solve mathematical problems in the real world with input from real children. The series is aimed at four to five year old girls and boys and will help them develop early maths skills, knowledge and understanding.
The Numberjacks' base is inside a sofa. Each episode focuses on one mathematical concept or idea to encourage learning with numbers. In each episode, the Numberjacks get a call from an agent (a child) telling them of a problem. After comedy and thrills, the problem is solved and the Numberjacks return to base.
Their answers are then displayed the next week in the Solutions Gallery in the 'Show and Tell' section of the CBeebies website. The episode ends with a question for the children watching at home. This will encourage children to look for, and discover, shapes and numbers around the home.
The central characters are Numberjacks 3, 4, 5 and 6.
3 is a bit young to go out on missions, but keen to - full of confidence, energy and noise.
4 has more self doubts but keeps plugging away.
5 is quite cool and assured and a graceful jumper.
6 is very self confident and a great jumper.
The problems are sometimes caused by the younger Numberjacks 0, 1 and 2 escaping from the sofa and inadvertently making things go wrong. More often though, the source of trouble is one of the five Meanies; the Problem Blob, the Shape Japer, Spooky Spoon, the Puzzler and the Number Taker.

The official site can be found here: http://www.numberjacks.co.uk/kids/.
1) 115网盘礼包:
Numberjacks_S1,大小:6.59GB
115网盘礼包接收地址:http://115.com/lb/5lbg6v0
115网盘礼包码:5lbg6v0

2)迅雷快传:
解压密码:ebama.net
http://kuai.xunlei.com/d/XPTUUQWEMDYX

更新完毕。

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  • 老王

    楼主 2011-1-20 07:01:25 使用道具

    本帖最后由 wangshitao 于 2011-1-20 07:03 编辑

    情节串图:






    Episode Descriptions:

    01 - The Trouble With Nothing (16 October 2006)
    Things keep vanishing. Numberjacks 3 and 4 discover that 0 has disappeared too and is causing things to vanish. He is evading all attempts to get him back. When 3 helps out on the Brain Gain machine, everything is tripled but order is finally restored.

    02 - Going Wrong, Going Long (17 October 2006)
    The episode opens with 3 trying to convince 4 that she is taller than him. The alarm goes and an agent says there is a boy having trouble with his pencil. 4 takes the mission to see what is wrong. Can he help?

    03 - Sphere Today, Gone Tomorrow (18 October 2006)
    3 is playing keepy-uppy with her boing ball and she boings the ball around the room. As 3 and 4 try to avoid it, 5 and 6 come in and order is restored.

    04 - In, Out, Shake It All About (19 October 2006)
    Number 3 is playing with her beautiful things but is making a mess. A girl is having trouble with her pencil case - her pens are popping out of the case as soon as she puts them in. Numbers 3 and 5 take the mission together.

    05 - One More Time (20 October 2006)
    The Numberjacks are called on when things keep vanishing, and Number 6 is launched on the mission. Number 0 is causing things to disappear. When 3 helps out on the Brain Gain machine, everything is tripled, but order is finally restored and 6 and 0 are returned to base.

    06 - Forward Thinking (23 October 2006)
    The Numberjacks are called on to sort out the Problem Blob. A boy's car will only go forward and he wants it to go backwards. A man in the park has slime on his shoe and can't walk back to get his briefcase - he can only walk forwards. The Numberjacks use the Brain Gain to put things right and sort the Problem Blob out.

    07 - Seven Wonders (24 October 2006)
    3 and 4 are playing a dice game, and they are trying to head to the goal square. The Agents call in when a boy's toys have extra things appearing mysteriously, and discover that 7 is trapped inside the Puzzler's bubble. The puzzle is solved and 7 is released, and everything is returned to normal.

    08 - Getting Heavy (25 October 2006)
    Numbers 3 and 4 are playing on the see-saw with their buddy blocks, using their weight to balance and unbalance each end. Agents call in: Spooky Spoon is causing weight problems, as a boy is having trouble with his backpack. Numberjacks 3 and 5 are called in to balance it out.

    09 - Belongings (26 October 2006)
    The Numberjacks are playing Thinkyjump, trying to match the pictures. Agents call in - there's a boy wearing strange clothes, and a girl that looks wrong too. It is Spooky Spoon mixing things up. The Numberjacks use the Brain Gain to stop the mixing and start the matching, before trapping Spooky Spoon.

    10 - 4 He's A Jolly Good Fellow (27 October 2006)
    Numbers 3, 4 and 6 are learning how to play shut-eye bloop ball. Agents call in and report that a girl has a problem with her clock - its number four is missing. The Numbertaker is taking fours. Number 4 is called in to take the mission, and uses himself to fill the gaps.

    11 - Boxing Day (30 October 2006)
    Using a sequence of lights which guides them in different directions, 4 and 6 are practising their jumping. Agents call in - the sides of boxes are disappearing. The mission is taken on by 6, and he finds boxes with wonky sides and boxes changing their shape. Using the right amount of Brain Gain, the Numberjacks put things right.

    12 - Out Of Order (31 October 2006)
    The Numberjacks are called on when things keep vanishing. Number 6 is launched on the mission. Numbers 3 and 4 discover that 0 has disappeared too and is causing things to disappear into nothing. When 3 helps out on the Brain Gain machine everything is tripled, but order is restored and 6 and 0 are returned to base.

    13 - Nine Lives (01 November 2006)
    Numbers 3 and 4 discover that 0 has disappeared and is causing things to disappear into nothing. He is refusing to come home. When 3 helps out on the Brain Gain machine everything is tripled, but order is finally restored and 6 and 0 are returned to base.

    14 - Takeaway (02 November 2006)
    Using the Brain Gain the Numberjacks think of things they could get the Numbertaker to take, like grains of sand and blades of grass, to confuse him.

    15 - The Cuck-cuck-cuck-oo-oo-oo Bird (03 November 2006)
    0 has disappeared, and is causing things to disappear into nothing. When 3 helps out on the Brain Gain machine everything is tripled, but order is finally restored and 6 and 0 are returned to base.

    16 - Stop And Go (19 February 2007)
    Numbers 3 and 4 are playing musical statues. Agents are called in - things that usually move are still, and things that shouldn't move are moving. Number 6 takes on the mission and heads out to solve the mystery. It's Spooky Spoon who is to blame. Number 3 joins in, and soon they get the right things moving again.

    17 - Off Colour (20 February 2007)
    The numbertaker is making toys disappear. Using the Brain Gain, the numberjacks think of things they could get the numbertaker to take that there are a lot of, like grains of sand, and blades of grass, to confuse him.

    18 - A Game Of Two Halves (21 February 2007)
    Lots of things have parts missing. Number 4 discovers that the Shape Japer is responsible.

    19 - Out For The Count (22 February 2007)
    Numbers 4 and 5 are playing keepy-uppy with boing ball and counting how many they can do. Number 2 is distracting them from their game as he shouts out random numbers. Some children are having a problem with their board game, missing out
    numbers while they count. The Numberjacks realise that it's 2 causing all the mischief.

    20 - The Container Drainer (23 February 2007)
    5 and 6 are hunting for their buddy blocks and 3 can't find hers either. It turns out that 4 has tidied them away in a box, but buddy blocks don't like to be put in boxes. When the Agents call in they report that a child's drink has disappeared from her bottle, and a boy's sand has gone too. It seems that the Puzzler is to blame.

    21 - Tens Moment (26 February 2007)
    Numbers 0,1,3 and 4 are playing hide and seek. Numbers 3 and 4 are doing well but they can't find 0 or 1. The Agents call in with a huge problem - a boy has 10 grumpy mums! Number 5 goes out to find out what's going on.

    22 - 3 Good Things (27 February 2007)
    Numbers 5 and 6 are practising high jumps and they show off their routine to 3. She feels left out and goes to find 4, but 4 is busy teaching Boing Ball to 1. When an Agent reports that a remote-controlled car has only three wheels, 3 siezes her opportunity and goes on the mission with 4. She has to beat the Shape Japer.

    23 - Say What You Mean (28 February 2007)
    Numbers 3 and 4 are watching TV and bickering about who could move up to give the other more space, when they are interrupted by the Agent's alarm. There is a problem with sizes. Things are either teeny or huge. It's decided that 4 should take on the mission.

    24 - One Won (01 March 2007)
    Number 3 is distracting 6 from his reading. Number 1 arrives and joins in 3's fun - they are jumping and making noises as they do so, the same number of noises for the number of jumps. Number 6 gives up trying to read, and they are called to the control room by the Agents. The Numbertaker is removing groups of more than one.

    25 - Tricky Sixes (02 March 2007)
    The episode opens with 6 in the gym where 5 is helping him to find 3 of his missing buddy blocks. They find them, making 6 blocks altogether. But as 5 and 6 are talking, the buddy blocks run off in 3s. Numbers 5 and 6 use their fancy jumping and catch all the blocks back.

    26 - May The Fours Be With You (05 March 2007)
    Number 4 is in the gym where his buddy blocks are set out in a line in front of him and he is playing a jumping game. Number 8 comes in and encourages 4 from the side lines. They are interrupted by the alarm sounding - Agents are calling in to report that a boy's toy case is behaving strangely.

    27 - Best Estimate (06 March 2007)
    Number 6 is preparing to play an estimating game on the Thinkyjump machine. He is joined by 3 but their game is interrupted by a call from Agents. A boy is building a meccano model - but the pieces have taken on a life of their own. Number 5 takes on the mission and heads out to help. She discovers the Problem Blob causing trouble all over the place. A builder's nails are moving by themselves and an entertainer's modelling balloons are out of control, not to mention a class of children misbehaving for a teacher. The Numberjacks realise that they have to estimate the number of things to sort the problem out. Brain Gain helps and they manage to defeat the Problem Blob.

    28 - On And Off (07 March 2007)
    Numbers 4, 5 and 6 are in the gym practising jumping on the buddy blocks who are lined up from 1 to 6 like a staircase. The Agents call in to report that there is a problem with things being forced off things: toys off a toy truck, a skateboarder off his skateboard, an entertainer off his unicycle.

    29 - Zero The Hero (08 March 2007)
    Number 3 is organising a game of hide-and-seek, but 0 hasn't turned up to play. Agents report that a boy is having trouble with a chef hat that is stuck on his head. All the numbers become particulated and disappear, leaving 0 to save the day with the Brain Gain machine - which retrieves all the numbers and sets everything right.

    30 - Bad Circles (09 March 2007)
    Numbers 3, 4 and 5 are in the gym standing among a mixture of colourful circles, playing the circle game. The Agents call in reporting problems at the beach - 6 takes on the mission. objects are behaving strangely - they've taken on a life of their own. It's the Shape Japer causing mayhem.

    31 - Famous Fives (12 March 2007)
    Numbers 3 and 4 are in the gym using the buddy blocks as a staircase to jump up and down. The Agents call in to report a problem at the beach and 5 takes on the mission. People are having trouble with their hands and feet getting mixed up - a boy playing football with his hands, a woman wearing shoes on her hands. What's going on?

    32 - Fair Shares(13 March 2007)
    Numbers 3, 4 and 6 are in the cosy room where 6 is reading with his buddy blocks. Number 3 is playing with her beautiful things box. Number 4 thinks 3 should share her beautiful things, but 3 doesn't want to. They are interrupted by Agents, who report that children on the beach are having problems - it's the Problem Blob.

    33 - Being 3(14 March 2007)
    Numbers Three and Four are in the cosy room. Four watches and listens to the bloop ball, while Three plays with her beautiful things. Number Three counts out her three favourite beautiful things but the harmony is broken when they argue about distracting each other. The numbertaker is up to no good with things in groups of three.

    34 - Into The Teens (15 March 2007)
    Numbers 3 and 4 are in the gym playing hide and seek, but 3 counts too fast before 4 has found anywhere to hide.

    35 - Slide And Turn (16 March 2007)
    The Shape Japer is causing problems. Numbers 5 and 6 are sent to stop him.

    36 - Six Of One (19 March 2007)
    Numbers 1, 2, 3 and 6 find they can jump to 6 in different ways, but they are called off to a holiday club where groups of six things begin to go missing. It's the Problem Blob! Number 6 heads out and manages to get a few of the sixes back, but the groups are arranged incorrectly.

    37 - Time Trouble (20 March 2007)
    Spooky Spoon is giving people too much or too little time to do things. Number 5 heads out, and the Numberjacks use 4's beeper to time how long things should take, which ends Spooky Spoon's meddling. She is so annoyed she chases 5 off a high place, but the Numberjacks make his fall take a long time.

    38 - 1, 2, 3 Go (21 March 2007)
    After trying a 1 2 3 game in the cosy room, 3 is sent out on a mission to find out why 1 2 3 patterns are appearing all over the place. It's the Puzzler, and he chases 3 into the pattern place, then cheats as they race to fill in a grid with nine spaces. Luckily 9 arrives in the nick of time and the Puzzler is defeated.

    39 - More 4 (22 March 2007)
    Numbers 4 and 5 make a little man by matching shapes in the cosy room. Number 4 has to head out on a mission to find out why things with matching sides suddenly aren't matching any more. It's the Shape Japer causing the trouble. Luckily 7 is on hand to help and everyone ends up with the right mix of matching and not matching sides.

    40 - Almost Human (23 March 2007)
    The Problem Blob is making fours go wonky all over the place, and when 4 goes to sort it out he ends up being slimed and swapping places with a man in a restaurant. The new Numberjack, numberjackman, gets into trouble as he is a bit big to be a Numberjack. They decide to swap the Blob with something very far away.

    41 - Two Four Six Eight (26 March 2007)
    Even numbers are disappearing - it's the Numbertaker out on the prowl. Number 6 goes out to investigate and asks for 8 to help him. With 2 and 4 in the Brain Gain machine, they are able to set things right, but 6 and 8 nearly get caught by the Numbertaker themselves. Fortunately, the numbers are able to put the Numbertaker in a spin.

    42 - Round And Round (27 March 2007)
    There's a new problem for the Numberjacks to solve. The Blob has trapped people in patterns, making them jump around their rooms or be beset by swapping hats. The Numberjacks notice that the people affected have a repeating pattern on them, as well as slime. Even 5 gets caught. Brain Gain helps break the pattern, breaking the Blob.

    43 - Square Dancing (28 March 2007)
    The Shape Japer is making people dance when they step onto squares, even if they don't want to. Number 4 heads out and soon finds himself dancing too, as he is a 'square sort of number'. Numbers 1 and 9 go out on a trip nearby and are able to help 4 make squares safe for the sufferers. The Shape Japer heads off in a huff.

    44 - Data Day (29 March 2007)
    Spooky Spoon is mixing things from a quiet cafe with a noisy party. The children at the party are sitting around quietly, and a man in the cafe is trying to play musical chairs with other customers. Number 3 is out to set things straight. The Numberjacks use their recordings to prove that Spooky Spoon has caused problems.

    45 - How What Check! (30 March 2007)
    Number 5 is out on a mission, but no one can see a pattern in the different problems. The Puzzler has set them a challenge about how to solve different problems.


  • xiaojingling

    2011-1-20 07:50:37 使用道具

    啊!好东西接连不断呀!谢谢!
  • wangjinghugh

    2011-1-20 07:54:01 使用道具

    版主的宝藏真多啊!
  • mj523

    2011-1-20 08:50:18 使用道具

    总从您这里下好东西,谢谢,还想请问您,您这么多的资源动画什么的,你是用什么储存的,我的意思是你是放移动硬盘里面还是电脑的内存特别大呢?
  • yl.zheng

    2011-1-20 08:57:30 使用道具

    这好东西啊!宝贝正处在这个阶段,留个记号,这个假期跟宝贝好好看看。谢谢!
  • yl.zheng

    2011-1-20 08:57:49 使用道具

    这好东西啊!宝贝正处在这个阶段,留个记号,这个假期跟宝贝好好看看。谢谢!
  • 肥爸唐僧

    2011-1-20 09:09:47 使用道具

    我们现在看是不是太“老”了?
  • lanny18

    2011-1-20 10:00:37 使用道具

    版主的宝藏真多啊!
  • 泥泥护花

    2011-1-20 11:03:52 使用道具

    留个记号先
  • wkui3721

    2011-1-20 11:22:38 使用道具

    提示: 作者被禁止或删除 内容自动屏蔽
  • squirrel

    2011-1-20 12:05:17 使用道具

    这个我们家的小子超喜欢的,以前只下了2集,小子就一遍又一遍地看。但是好贵啊!
  • waterlily

    2011-1-20 13:41:20 使用道具

    好像蛮好玩的,买了
  • myjoy

    2011-1-20 20:47:41 使用道具

    感激之情无以言表,辛苦您了
  • ttxiang

    2011-1-20 21:18:38 使用道具

    先收藏,再下载,谢谢
  • bagelchou

    2011-1-25 10:40:41 使用道具

    非常謝謝您 等寶貝下課給他看 他一定會很開心
  • ww_dd

    2011-2-14 12:18:23 使用道具

    真是好资源,我宝贝可喜欢看了,终于能下个全的给他看了。谢谢!
  • 独219

    2011-2-14 12:39:34 使用道具

    谢谢,下来看看
  • cindyhu

    2011-2-14 12:55:27 使用道具

    先踩个点,回头来下
  • sunnybaby698

    2011-2-16 22:20:16 使用道具

    看到好东西又想要了,只是又得想办法腾空间了,头疼。
  • dxj401

    2011-2-21 12:02:02 使用道具

    谢谢!下下来给小朋友看。
  • taozi

    2011-2-21 18:46:11 使用道具

    好东东,已不适合我们了,还是要帮顶!
  • tinasu

    2011-2-21 18:51:31 使用道具

    呵呵,楼主提供了太多的好资料啊,谢谢。可是我们看的速度是远远跟不上您发资料的速度啊。只能收藏了,慢慢看吧。
  • henry521

    2011-2-21 19:00:59 使用道具

    真好呀,没有收贝壳呀
  • kimi

    2011-3-2 07:11:19 使用道具

    买下了,谢谢楼主。
  • qyaeon

    2011-3-4 17:47:06 使用道具

    这个不错。记号一下。谢谢分享。
  • wennuan

    2011-3-5 03:28:38 使用道具

    卡通形象很可爱呢
  • 小团团

    2011-3-5 05:03:28 使用道具

    售价好高啊,我的贝壳不够呢
  • qinzhaohui

    2011-3-5 05:17:22 使用道具

    好东东,买下来,谢谢楼主
  • 南方小筑

    2011-3-6 09:33:18 使用道具

    昨天下了二集,女儿看了很喜欢,呵呵,买来全下了。
    谢谢分享。