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 released in 1998 titled "Reader Rabbit's Reading Ages 4–6" and a personalized version in 1999.

Reader Rabbit's Interactive Reading Journey
1994 Cover art
Developer(s)The Learning Company
Publisher(s)The Learning Company
SeriesReader Rabbit 
Platform(s)Windows, Windows 3.x, Macintosh
Release1994 (Original)
1997 (Re-release)
1998 (Ages 4-6)
1999 (Personalized)
Genre(s)Adventure, Edutainment
Mode(s)Single-player

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.[1] It also allows older users to build up on their previous skills. Overall, "Reading Journey" allows learners to set their reading progress at their own page.[2] The game came packaged with printed versions of 40 stories included in the game, which aid in reading along at the computer or independent reading away from the computer.[3]

Reception

CD-ROM Today rated the game 5 stars, meriting its simple interface and artistic design.

PC Magazine wrote that the game facilitates learning in a non-threatening and effective way.[4] Creating Ever-cool noted that as the difficulty increases with each book, readers feel a "thrill of accomplishment" upon progressing.[7] Working Mother praised the title's "creative approach".[8] The Washington Post praised the animation as "crisp and humorous".[9] The Parents Magazine declared that the game was the most comprehensive reading skill software of that time.[10]

In June 1997, Interactive Reading Journey Learning and Interactive Reading Journey 2 were the 5th and 6th best selling reading titles.[11]

References

  1. Aycock, Heidi E. H. (February 1995). "A Full House". PC Gamer. No. 9. Future Publishing. pp. 122–123.
  2. Scisco, Peter (January 1995). "Reader Rabbit's Interactive Reading Journey". CD-ROM Today. No. 11. Imagine Publishing. p. 108.
  3. "Reader Rabbit Interactive Reading Journey EPK". June 20, 2004.
  4. Inc, Ziff Davis (1995-02-07). "PC Mag". Vol. 14 no. 3. Ziff Davis, Inc. p. 384. Cite magazine requires |magazine= (help)
  5. Levitus, Bob (December 1995). "The Game Room". Ziff Davis, Inc. p. 235. Cite magazine requires |magazine= (help)
  6. "History of The Learning Company Inc. – FundingUniverse".
  7. Gene, Del Vecchio (2010-09-23). Creating Ever-cool: A Marketer's Guide to a Kid's Heart. Pelican Publishing. ISBN 9781455603084.
  8. Media, Working Mother (March 1995). "Working Mother". Working Mother Media. p. 54. Cite magazine requires |magazine= (help)
  9. Kelly, John F. (September 28, 1994). "Let's See...Teenage Morphin X-Hog Rangers from Hell?". New York Times. Retrieved March 11, 2019.
  10. "Reader Rabbit's Interactive Reading Journey 1 - Parents Magazine". Retrieved August 2, 2018. Bar none, this is the most comprehensive reading skill software program you can find
  11. "Educational Software". Los Angeles Times. 1997-09-01. ISSN 0458-3035. Retrieved 2019-03-11.
This article is issued from Wikipedia. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.