Reader Rabbit's Interactive Reading Journey

Reader Rabbit's Interactive Reading Journey is a 1993 video game released on the Windows and Macintosh systems. It is the sixth game in the Reader Rabbit franchise. Designed for ages 4 till 6, 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 Reading Adventures Ages 4-6"

Reader Rabbit's Interactive Reading Journey
1993 Cover art
Developer(s)The Learning Company
Publisher(s)The Learning Company
SeriesReader Rabbit 
Platform(s)Windows, Windows 3.x, Macintosh
Release1993 (Original)
1997 (Re-release)
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

Reception
Review scores
PublicationScore
CD-ROM Today[2]
PC Magazine[4]
MacUser[5]
Awards
PublicationAward
Home PCAward of Excellence[6]
ParentingSoftware Magic Award[6]
Parent CouncilSeal for Outstanding Product[6]
Technology & LearningAward of Excellence for the School Category[6]
Parents' ChoiceFoundation Approval[6]
Mac HomeReader's Choice Award[6]
CD-ROM TodayBest Children's Program-Reading Award[6]
Home Computing & EntertainmentBest Educational Program Award[6]

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]

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gollark: Yes.
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gollark: Also, why```Inviting players to other servers, sharing server links, etc unless previously allowed by a member of staff is forbidden.```
gollark: Also, really, equating piracy to theft?

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.
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