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Reader Rabbit
''Reader Rabbit'' is an educational video game franchise created in 1984 by The Learning Company. The series is aimed at children from infancy to the age of nine. In 1998, a spiritual successor series called ''The ClueFinders'' was released for older students aged seven to twelve. The games teach language arts including basic skills in reading and spelling and mathematics. The main character in all the titles is named "Reader Rabbit". History The first ''Reader Rabbit'' computer game was conceived by the Grimm sisters and titled ''Reader Rabbit and the Fabulous Word Factory''. It was released initially in 1984 and featured in the 1983 holiday special ''The Computer Chronicles''. In 1986, both ''Reader Rabbit'' 2.0 and ''Math Rabbit'' were released. In 1987, ''Writer Rabbit'' was released with the intention of having a ''Rabbit'' series that featured different academic subjects. Ultimately, the developers decided to have a ''Reader Rabbit'' series that explored subjects bey ...
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Reader Rabbit (video Game)
''Reader Rabbit'' (fully titled "Reader Rabbit and the Fabulous Word Factory" or alternatively known as "Reader Rabbit Builds Early Learning & Thinking") is a 1984 educational video game and the first of the long-running ''Reader Rabbit'' edutainment series. It was made by The Learning Company for Apple II and later for other computers. It supports the KoalaPad graphics tablet. The Connelley Group helped with the Atari 8-bit computers conversion in 1984. A Talking version was developed for the Apple IIGS in 1989. An enhanced version was released for MS-DOS in 1991. A Deluxe version was released in 1994 for Mac and Windows 3.x. In 1997, the game was remade for Windows and Macintosh under the title "Reader Rabbit's Reading 1". Gameplay The game takes place in the titular Word Factory, which teaches reading and spelling in four different activities and has over 200 three-letter words and more than 70 pictures for learning. The following four activities are: * 1. Sorter - the player ...
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Reader Rabbit Toddler
''Reader Rabbit Toddler'' (also known as ''Reader Rabbit's Toddler'') is a 1997 educational video game developed by KnowWare and published by The Learning Company. It is part of the ''Reader Rabbit'' series. Development Production The game was part of ''Reader Rabbit's Early Learning Series'', along with ''Reader Rabbit Preschool'' and '' Reader Rabbit Kindergarten''. The game was packaged with '' Reader Rabbit Playtime for Baby'' into ''Reader Rabbit Playtime for Baby and Toddler''. Educational goals The game minimizes the presence of text to make it easy for illiterate players and to keep them interested. Users are free to click on objects without being prompted, allowing for flexible exploration. Children are able to bridge together the keyboard inputs and screen outputs in the gameplay. Much younger children are recommended to experience the game with an older sibling or adult who will give them adequate help. The activities in the game are intended to prepare a child for pre ...
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Reader Rabbit's Reading Development Library
''Reader Rabbit's Reading Development Library'' is a series of four edutainment games from The Learning Company as part of the ''Reader Rabbit'' franchise. The first two games were developed in October 1995 and the last two were developed in 1996. The products make use of interactive storybooks based on fairy tales to help early readers broaden their reading, vocabulary, writing and word recognition skills. Each number in the title corresponds to the reading level of the reader they are aimed at. Gameplay In each game, the player has two storybooks to choose from. There are three versions of each story, the first told by Sam the narrator called the "Classic" version and the latter two as different perspectives of characters from the story. The story can be read entirely by the narrator or it can be read by the user with guidelines. The games also include three activities to further enhance learning to read. With both the manual and automatic modes, users can read the stories at t ...
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Reader Rabbit 3
''Reader Rabbit 3'' is a 1993 educational video game, part of the ''Reader Rabbit'' franchise. It was released for DOS that year, but was released for Windows and Macintosh in 1994 under the title ''Reader Rabbit 3 Deluxe!''. Plot The game sees series protagonist Reader Rabbit join the Daily Skywriter, the daily newspaper for his home town Wordville. He has to identify the right information to put into his stories. The game was designed to build critical reading skills, by applying speech rules to a real-world scenario. Gameplay ''Reader Rabbit 3'' is made up of five different activities that teach player's the structure of the English language. The following activities are: * 1. What's the Scoop? / Who? What? When? – the player must determine correctly whether the topic of a sentence is a what, a where, a when or a who. * 2. Clue Hounds / Get the Scoop + Crack the Case – the player must locate the what, where, when and who parts of story sentences. After completing the ...
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Reader Rabbit's Ready For Letters
''Reader Rabbit's Ready for Letters'' is a 1992 video game and the fifth game of the ''Reader Rabbit ''Reader Rabbit'' is an educational video game franchise created in 1984 by The Learning Company. The series is aimed at children from infancy to the age of nine. In 1998, a spiritual successor series called ''The ClueFinders'' was released f ...'' franchise. Although a spin-off title, it is designed for ages 3 to 6 to teach prereaders about becoming literate and phonics. Educational goals The game was designed with a re-usability value, which help children develop new language skills and sharpen old ones. The game allows for free exploration and offers activities that enable children to begin learning to read.The Learning Company Product Catalog 1994 The modules included teach shape recognition, matching and basic word skills. The digitized voices encourage direction, exercises listening comprehension and helps tie language to words. The concept of cause-and-effect is imple ...
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Reader Rabbit 2
''Reader Rabbit 2'' is a 1991 educational video game, the sequel to ''Reader Rabbit'' and the fourth game in the ''Reader Rabbit ''Reader Rabbit'' is an educational video game franchise created in 1984 by The Learning Company. The series is aimed at children from infancy to the age of nine. In 1998, a spiritual successor series called ''The ClueFinders'' was released f ...'' franchise. A facelift was given to the game's predecessor to match the graphical fidelity of ''Reader Rabbit 2''. Gameplay The game can be played with the keyboard or a mouse. Set in a location called Wordsville, the game contained four word-based minigames. Players are taught about vowel sounds and how to construct sentences. Reception Heidi E.H. Aycock of ''Compute!'' praised the game for demonstrating how educational games could be as visually and aurally stunning as other genres of video gaming. '' Game Players PC Entertainment'' reviewed the game as a solid choice for young players at school and ...
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Educational Video Game
An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software). In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors. Educational video games play a significant role in the school curriculum for teachers who seek to deliver core lessons, reading and new skills. Gamification of education allows learners to take active roles in learning and develop technological skills that are needed for their academic and professional careers. Several recent studies have shown that video game ...
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Infancy
In common terminology, a baby is the very young offspring of adult human beings, while infant (from the Latin word ''infans'', meaning 'baby' or 'child') is a formal or specialised synonym. The terms may also be used to refer to juveniles of other organisms. A newborn is, in colloquial use, a baby who is only hours, days, or weeks old; while in medical contexts, a newborn or neonate (from Latin, ''neonatus'', newborn) is an infant in the first 28 days after birth (the term applies to premature, full term, and postmature infants). Infants born prior to 37 weeks of gestation are called "premature", those born between 39 and 40 weeks are "full term", those born through 41 weeks are "late term", and anything beyond 42 weeks is considered "post term". Before birth, the offspring is called a fetus. The term ''infant'' is typically applied to very young children under one year of age; however, definitions may vary and may include children up to two years of age. When a human chi ...
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Reader Rabbit Kindergarten
''Reader Rabbit Kindergarten'' is a video game within the edutainment series ''Reader Rabbit'', published by The Learning Company in July 1997. Gameplay Designed for ages 4–6, the plot of the game sees the player help Reader Rabbit and Mat the Mouse collect resources for a large campfire party at Camp Happy Tales. The game is designed to teach children skills such as mathematics, phonics, reading, and listening. The press release said the game "incorporates lively music, vivid graphics and charming characters to encourage imaginative learning". The game featured 16-bit color and sound. Commercial performance ''Reader Rabbit Kindergarten'' was the 8th top-selling educational software across nine retail chains (representing more than 40 percent of the U.S. market) in the week ending on January 10, 1998. A March article said the game finished at number 14 in a ranking of the ranking of best-selling educational software. The game was the 6th op-selling home-education software across ...
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Reader Rabbit's Interactive Reading Journey 2
''Reader Rabbit's Interactive Reading Journey 2'' is a 1996 video game released on the Windows and Macintosh systems and designed for ages 5 till 8. It is the seventh game in the ''Reader Rabbit'' franchise and a sequel to '' Reader Rabbit's Interactive Reading Journey''. It was re-released in 1997 as ''Reader Rabbit's Interactive Reading Journey For Grades 1-2'', followed by another in 1998 titled ''Reader Rabbit's Reading Ages 6–9'' and a personalized version in 1999. Educational goals The game reinforces the reading skills of older children to allow for confidence and language skills. Although deemed too difficult for young users by an Adult Juror, being able to record voice narration is good reading practice. Multilevel activities include phonics, initial letter blends and word recognition. The game also includes 30 different storybooks during the gameplay to widen reading comprehension, reasoning and vocabulary. Reception In 1996 the game won the SuperKids Software Award ...
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Reader Rabbit's Interactive Reading Journey
''Reader Rabbit's Interactive Reading Journey'' is a 1994 video game released on the Windows and Macintosh systems. It is the sixth game in the ''Reader Rabbit'' franchise. Designed for ages 4 till 7, the game introduces the new main characters Mat the Mouse and Sam the Lion who accompany Reader. It was then re-released in 1997 under the title ''Reader Rabbit's Interactive Reading Journey For Grades K-1'', followed by another in 1998 titled ''Reader Rabbit's Reading Ages 4–6'' and a personalized version in 1999. Educational goals The game teaches users how to read effectively. Forty storybooks can be read aloud or narrated to the user. Over 100 reading exercises include phonics, word-recognition, spelling skills and building vocabulary. The activities incorporate repetition of words, followed by a gradual increase of word variety. The game challenges users to keep learning independently and helps them to become interested in reading. It also allows older users to build up on the ...
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Writer Rabbit
''Writer Rabbit'' is a 1986 educational video game, part of the ''Reader Rabbit'' franchise. It was remade as ''Reader Rabbit 3'' for MS-DOS compatible operating systems in 1993, then re-released for Microsoft Windows and Macintosh in 1994 under the title ''Reader Rabbit 3 Deluxe!''. The Project RIMES 2000 project ''Annotated Bibliography of Computer Software for Teaching Early Reading and Spelling'' identified ''Reader Rabbit 3'' as: "Reader Rabbit 3 (formally known as Writer Rabbit)". Many of its features were "implemented in response to requests made by children, teachers, and parents". Gameplay The early education program contains minigames and activities in a series of interactive screens that teach players about the parts of sentences, including the "who, what, where, when, and why". Fill-in-the-black sentences are one of the main devices used. The game contains over 200 different news stories to work from. The Deluxe version contains 20 different digitized voices that ...
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