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The New York Times deemed Edmark an "impressive series", adding that "all four programs are a lot of fun". [ 16 ] A reviewer from SuperKids said Millie's Math House was an "excellent introductory math program for pre-schoolers" that was both educational and fun, while adding that the sound and graphics were adequate. [ 17 ]
Thinkin' Things is a series of educational video games by the Edmark Corporation and released for Windows and Mac in the 1990s. Entries in the series include Thinkin' Things Collection 1 (Formerly Thinkin Things) (1993), Thinkin' Things Collection 2 (1994), Thinkin' Things Collection 3 (1995), the adventure game Thinkin' Things: Sky Island Mysteries (1998), Thinkin’ Things Galactic Brain ...
The New York Times reported that the Broadcast program, which ran in the background as an application called DSS Agent, used to be included on the installation discs of many software titles made by The Learning Company, including the Arthur video games, while Arthur's Reading Race "was billed as a product updater and communications tool ...
The Times ' s longest-running podcast is The Book Review Podcast, [297] debuting as Inside The New York Times Book Review in April 2006. [298] The New York Times ' s defining podcast is The Daily, [296] a daily news podcast hosted by Michael Barbaro and, since March 2022, Sabrina Tavernise. [299] The podcast debuted on February 1, 2017. [300]
A VTech educational video game. An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software).
The New York Times Games (NYT Games) is a collection of casual print and online games published by The New York Times, an American newspaper. Originating with the newspaper's crossword puzzle in 1942, NYT Games was officially established on August 21, 2014, with the addition of the Mini Crossword . [ 1 ]
The smart toy industry grew out of several other product categories, which include children's software, electronic toys, and video games. A 2001 Forrester Research study projected that the smart toy segment would grow to more than $2 billion by the year 2003. Factors enhancing the growth of the smart toy segment include the greatly more ...
In 1995, The New York Times noted that the flagship title of The Learning Company was "unusual in crossing over from home use to in-school, curriculum-based learning". [92] The newspaper noted in 2002 that the series had become an "educational staple in schools and homes" with a long tradition of "quality educational software". [93]