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Download QR code; Print/export ... This is a list of educational software that is computer software whose primary purpose is ... (acquired by the Learning Company) MECC
The Super Solvers series is a series of computer games released by The Learning Company that contain both educational and entertainment qualities. OutNumbered! is the second program of the series to be released. Other programs in this series include Midnight Rescue!, Spellbound!, and Gizmos and Gadgets! among others. [3]
Midnight Rescue! is an educational and entertainment hybrid 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.
September 2014) (Learn how and when to remove this message) 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 ...
The Learning Company (TLC) was an American educational software company founded in 1980 in Palo Alto, California and headquartered in Fremont, California.The company produced a grade-based line of learning software, edutainment games, and productivity tools.
Disney Learning: Mickey Mouse; Disney Learning: Winnie the Pooh; Disney's Activity Center; Disney's Animated Storybook; Ditidaht Kids; Dr. Brain: Action Reaction; Dr. Seuss' Fix-Up the Mix-Up Puzzler; Donald Duck's Playground; Donald's Alphabet Chase; Donkey Kong Jr. Math; Dora the Explorer video games; Dora the Explorer: Journey to the Purple ...
Super Solvers: Gizmos & Gadgets is an educational science video game designed by The Learning Company.It is intended to teach children between the ages of 7 and 12 introductory mechanics, namely simple machines, magnets, basic electronics, and forms of energy.
The arrival of the personal computer, with the Altair 8800 in 1975, changed the field of software in general, with specific implications for educational software. Whereas users prior to 1975 were dependent upon university or government owned mainframe computers with timesharing, users after this shift could create and use software for computers in homes and schools, computers available for ...
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