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  2. What Video Games Have to Teach Us About Learning and Literacy

    en.wikipedia.org/wiki/What_Video_Games_Have_to...

    Gee began playing video games when his (then) six-year-old son needed help playing the problem-solving game Pajama Sam.When he discovered how much enjoyment his son had and how much attention and time he spent solving the game's problems, Gee decided to start playing video games on his own and began to analyze what makes people spend time and money on video games.

  3. 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.

  4. 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.

  5. Educational video game - Wikipedia

    en.wikipedia.org/wiki/Educational_video_game

    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).

  6. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    In his book What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee talks about the application and principles of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players.

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  8. Midnight Rescue! - Wikipedia

    en.wikipedia.org/wiki/Midnight_Rescue!

    Midnight Rescue! is an educational-entertainment computer game created by the Learning Company in 1989 [1] for Windows and Macintosh PCs. The program is designed to help strengthen the reading and critical thinking skills of children grades three to five.

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