Reader Rabbit's Interactive Reading Journey

1994 educational video game From Wikipedia, the free encyclopedia

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.

PublisherThe Learning Company
ReleaseOctober 1994 (Original)[1]
1997 (re-release)
1998 (Ages 4-6)
1999 (Personalized)
Quick facts Developer, Publisher ...
Reader Rabbit's Interactive Reading Journey
1994 cover art
DeveloperThe Learning Company
PublisherThe Learning Company
PlatformsWindows, Windows 3.x, Macintosh
ReleaseOctober 1994 (Original)[1]
1997 (re-release)
1998 (Ages 4-6)
1999 (Personalized)
GenresAdventure, edutainment
ModeSingle-player
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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

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

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