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This is a list of notable educational video games. There is some overlap between educational games and interactive CD-ROMs and other programs (based on player agency), and between educational games and related genres like simulations and interactive storybooks (based on how much gameplay is devoted to education).
These are educational video games intended for children between the ages of 3 and 17. While most of these games have an EC (Early Childhood) rating according to the ESRB, some of these games have a K-A/E (Everyone) rating.
Disney's 3-D Adventure, Tigger's Family Tree (2000) Disney's Doug's Big Game (2000) Disney's The Emperor's New Groove Activity Center (2000) Donald Duck: Goin' Quackers (Published and Developed by Ubi Soft) (2000) The Lion King: Simba's Mighty Adventure (2000) (Published by Activision) (PlayStation and Game Boy Color) Mickey's Speedway USA (Co ...
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 ...
JumpStart (known as Jump Ahead in the United Kingdom) is an educational media franchise created for children, primarily consisting of educational games.The franchise began with independent developer Fanfare Software's 1994 video game JumpStart Kindergarten.
The Land Before Time: Dinosaur Arcade 3D is an educational game for Windows-based PCs intended for children ages 4-7 released by Sound Source Interactive in North America in November 2000. The game features five minigames revolving around Littlefoot, Spike, Petrie, Ducky, and Chomper that involve guiding them around various levels and a pinball ...
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 ...
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.