Reader_Rabbit's_Interactive_Reading_Journey

<i>Reader Rabbit's Interactive Reading Journey</i>

Reader Rabbit's Interactive Reading Journey

1994 educational video game


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.

Quick Facts Reader Rabbit's Interactive Reading Journey, Developer(s) ...

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.[2] 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.[3] 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.[4]

Reception

More information Publication, Score ...
More information Publication, Award ...

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.[5] Creating Ever-cool noted that as the difficulty increases with each book, readers feel a "thrill of accomplishment" upon progressing.[8] Working Mother praised the title's "creative approach".[9] The Washington Post praised the animation as "crisp and humorous".[10] The Parents Magazine declared that the game was the most comprehensive reading skill software of that time.[11]

In June 1997, Interactive Reading Journey Learning and Interactive Reading Journey 2 were the 5th and 6th best selling reading titles.[12]


References

  1. "The Learning Company Announces Upgrade of Reader Rabbit's Interactive Reading Journey, Now with Record & Playback and a Microphone". softkey.com. May 8, 1996. Archived from the original on January 11, 1997. Retrieved September 25, 2023.
  2. Aycock, Heidi E. H. (February 1995). "A Full House". PC Gamer. No. 9. Future Publishing. pp. 122–123.
  3. Scisco, Peter (January 1995). "Reader Rabbit's Interactive Reading Journey". CD-ROM Today. No. 11. Imagine Publishing. p. 108.
  4. Inc, Ziff Davis (1995-02-07). "PC Mag". Vol. 14, no. 3. Ziff Davis, Inc. p. 384. {{cite magazine}}: |last= has generic name (help); Cite magazine requires |magazine= (help)
  5. Levitus, Bob (December 1995). "The Game Room". Ziff Davis, Inc. p. 235. {{cite magazine}}: Cite magazine requires |magazine= (help)
  6. Gene, Del Vecchio (2010-09-23). Creating Ever-cool: A Marketer's Guide to a Kid's Heart. Pelican Publishing. ISBN 9781455603084.
  7. "Working Mother". Working Mother Media. March 1995. p. 54. {{cite magazine}}: Cite magazine requires |magazine= (help)
  8. Kelly, John F. (September 28, 1994). "Let's See...Teenage Morphin X-Hog Rangers from Hell?". New York Times. Retrieved March 11, 2019.
  9. "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
  10. "Educational Software". Los Angeles Times. 1997-09-01. ISSN 0458-3035. Retrieved 2019-03-11.

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