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  2. Reader Rabbit's Interactive Reading Journey 2 - Wikipedia

    en.wikipedia.org/wiki/Reader_Rabbit's_Interactive...

    The game reinforces the reading skills of older children to allow for confidence and language skills. Although deemed too difficult for young users by an Adult Juror, being able to record voice narration is good reading practice. [2] Multilevel activities include phonics, initial letter blends and word recognition.

  3. Reader Rabbit's Interactive Reading Journey - Wikipedia

    en.wikipedia.org/wiki/Reader_Rabbit's_Interactive...

    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.

  4. Reader Rabbit (video game) - Wikipedia

    en.wikipedia.org/wiki/Reader_Rabbit_(video_game)

    The game takes place in the titular Word Factory, which teaches reading and spelling in four different activities and has over 200 three-letter words and more than 70 pictures for learning. [2] [4] The following four activities are: 1. Sorter - the player is required to pick words that start with a chosen letter and discard the rest. 2.

  5. Reader Rabbit's Reading Development Library - Wikipedia

    en.wikipedia.org/wiki/Reader_Rabbit's_Reading...

    The first two games were developed in October 1995 and the last two were developed in 1996. The products make use of interactive storybooks based on fairy tales to help early readers broaden their reading, vocabulary, writing and word recognition skills. Each number in the title corresponds to the reading level of the reader they are aimed at.

  6. Discis Knowledge Research - Wikipedia

    en.wikipedia.org/wiki/Discis_Knowledge_Research

    Discis Books is a series of Interactive storybook by Discis Knowledge Research. [4] Entertainment Weekly wrote that "interactive storybooks" like Living Books' Harry and the Haunted House series promoted "less reading comprehension in kids" than "moderately interactive, more fact-oriented" CD-ROMs like Discis Books’ Thomas’ Snowsuit. [5]

  7. Reading - Wikipedia

    en.wikipedia.org/wiki/Reading

    Reading is the process of taking in the sense or meaning of symbols, often specifically those of a written language, by means of sight or touch. [1] [2] [3] [4]For educators and researchers, reading is a multifaceted process involving such areas as word recognition, orthography (spelling), alphabetics, phonics, phonemic awareness, vocabulary, comprehension, fluency, and motivation.

  8. Reader Rabbit - Wikipedia

    en.wikipedia.org/wiki/Reader_Rabbit

    Reader Rabbit is an educational video game franchise created in 1984 by The Learning Company.The series is aimed at children from infancy to the age of nine. In 1998, a spiritual successor series called The ClueFinders was released for older students aged seven to twelve.

  9. BrainPop - Wikipedia

    en.wikipedia.org/wiki/BrainPop

    BrainPop (stylized as BrainPOP) is a group of educational websites founded in 1999 by Avraham Kadar, M.D. and Chanan Kadmon, based in New York City. [1] As of 2024, the websites host over 1,000 short animated movies for students in grades K–8 (ages 5 to 14), together with quizzes and related materials, covering the subjects of science, social studies, English, math, engineering and ...

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