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  2. The 25 Best Educational Games for Kids (That They'll ... - AOL

    www.aol.com/lifestyle/25-best-educational-games...

    Bonus: 5 Great Educational Apps. When you simply have to give into screen time, open up Learning Games For Toddlers and watch them master a variety of alphabet-centric games. Age range: 2-4. Help ...

  3. These STEM Toys Are So Cool, You’ll Forget They're Educational

    www.aol.com/lifestyle/stem-toys-cool-ll-forget...

    These educational STEM toys will help foster learning in science, mathematics, engineering, and technology for kids and adults of all ages.

  4. List of educational video games - Wikipedia

    en.wikipedia.org/.../List_of_educational_video_games

    The Learning Company: Common Core: The ClueFinders [6] 1998-2002 Dr. Brain [7] Sierra On-Line and Knowledge Adventure: Dr. Brain: 1992-1999 Brain Age [8] Nintendo SPD and Nintendo EPD: Brain Age: 2005-2020 Dread Dragon Droom: Humberside N/A 1985: EcoQuest [9] Sierra On-Line: Sierra Discovery Series: 1991 and 1993 GCompris Bruno Coudoin N/A 2000 ...

  5. 23 Educational Games That’ll Make Your Kids Say, “Best Gift ...

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    These 23 brain-boosting games are so entertaining, kids won’t even realize they’re learning while they play. Whether it’s solving puzzles, mastering strategy, or building vocabulary, these ...

  6. Midnight Rescue! - Wikipedia

    en.wikipedia.org/wiki/Midnight_Rescue!

    The game contains a plethora of articles ranging from fictional character diary entries to excerpts from famous works of literature. [3] The game is part of several of the Learning Company's later releases including their "Super Solvers Super Learning Collection" and "Super Solvers Reading Ages 9–12". [4] In 1995, the game was re-released on ...

  7. Category:Educational video games - Wikipedia

    en.wikipedia.org/wiki/Category:Educational_video...

    Educational software, as the name implies, are a subset of educational games which attempt to teach the user using the game as a vehicle. Most of these types of games target young user from the ages of about three years to mid-teens; past the mid-teens, subjects become so complex (e.g. Calculus) that teaching via a game may be impractical.