Rating:
Ages: 4 to 6 Subject:
Curriculum Brand:
The Learning Company
Review Sections: Product Overview
Technically Speaking Skills
Covered Educational Value
Entertainment Value Design
Replayability Dollar
Value
Product Overview
Reader Rabbit and friends look a little different this year, and the adventures
the gang embarks on are improved, as well. The new Reader Rabbit grade-based
software line features adventure formats and exceptional graphics that help
entice kids to stick with the program. As before, the educational content is
superb and the resulting balance of education and entertainment is ideal.
Through an exciting introductory video, children learn how Reader Rabbit,
Sam the Lion, Chester, and Page landed on the rubbery Balloon Town Island. Their
Dreamship has been bubble-wrapped and, in order to recover it from the palace,
they will need to wake Bulldozer, the dozing bull. Only the Palace Guards can
do the deed, as they know how to play the song that awakens the bull, but they
are missing musical instruments. This sets up the game's missionto retrieve
the instruments by playing educational activities.
In order to get from one part of the island to the next, players must fly
Piggy Airlines, but they will have to balance the pig's wings with equal numbers
of balloons first! Throughout Balloon Town, kids find songs with learning themes
(such as a days-of-the-week rap), funny characters (like Starry, the full-of-himself
starfish), and fun educational games.
In one activity, kids spell words by determining the beginning, middle, or
ending sounds using lowercase letters that sound themselves out to help players
along. On later levels, children encounter beginning blends like ch and gl.
In the context of a basketball game, children determine if word-labelled basketballs
rhyme with the given word, and on the beach they play a memory game that involves
matching letters, numbers, and shape pairs. In Snail Mail, children listen to
clues that have them working with the concepts equal to, larger than, and smaller
than in order to blow up balloons for delivering mail packages. Once they've
collected three or four differently sized balloons, they need to arrange them
on the package's hooks in order from shortest to tallest, thinnest to thickest,
or according to similar criteria. In a tree, children encounter cocoons that
have lost their patterns. The butterflies are all aflutter, and kids need to
extend patterns in order to set things right.
Once kids have earned all five of the musical instruments and handed them
to the correct guards, they watch and play as the guards perform the bull-rousing
song, turning instruments on and off at their discretion. The bull's waking
dance is giggle inducing and allows children to enter the palace. Once inside,
players quickly discover that there are a couple more games to play before finishing
the adventure. First, turtle-kids need to be settled down with stories, and
it is the player's job to put the storybooks' pages in logical order. Then,
children must complete short rhymes as they unwrap the gang's ship one portion
at a time.
Kids who prefer to play the games outside of the mission can play the CD-ROM
in practice mode. Children benefit from automatically adjusting levels of difficulty,
and sometimes they get smart feedback when they make a number of mistakes in
a row.
It is important to note that children playing the game will need to recognize
and work with lowercase letters of the alphabetan ability not typical
of children just entering Kindergarten.
Technically Speaking
Minimum system requirements are Windows 95/98/ME/2000/XP,
Pentium 166, 32 MB RAM, 8X CD-ROM. Mac users require 180 MHz Power PC, System
8.6-9.1 and OSX, 32 MB RAM, and 8X CD-ROM.
Skills Covered
Kids work with number recognition, counting, addition,
equivalent equations, math problems, phonics skills, letter recognition, identifying
rhyming words, following directions, sorting by attributes, extending patterns,
and distinguishing shapes and colors.
Educational Value
Every step of the way, children need to use their heads
as they work with letters, numbers, and patterns. Following directions is especially
necessary with the program's adventure format. Educational content may quickly
become challenging for a typical Kindergarten student. As such, it is probably
best for more academically advanced Kindergartners or when used as a review
for children entering first grade.
Entertainment Value
Though learning is not entirely disguised, the program's
goal is enticing and the story line is hard to pass up. The graphics of the
game are dazzling, and the story is engagingfrom the fun introduction
all the way to the satisfying conclusion.
Design
This game contains all the smart features that help
distinguish any early learning CD-ROM as excellent. Though children can click
through animations and instructions, they are unable to do so when an activity
first begins. This ensures that mouse-happy Kindergartners don't skip past important
instructions. A map feature allows children to quickly move from one activity
to the next, and progress reports are available for parents. Children should
have no problem understanding this title's interface.
Replayability
In order to complete the entire adventure, children
must work through the levelled activities. Most kids will be very motivated
to do so if only to "save the day." As a result, this program has higher replay
value than most open-ended programs.
Dollar Value
This CD-ROM carries a suggested retail price of only
$19.95 US.
The Bottom Line
Kids practice Kindergarten curriculum within the
context of an exciting interactive story, playing learning games with automatically
adjusting difficulty levels. Children just entering Kindergarten may need some
help completing the adventure, but all in all, this is an entertaining program
that exercises the mind.
Released: 2001
Reviewed: July 2001