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The game is based in an American natural history museum and aims to teach the player many aspects of history such as technology, geology, space, American history, and prehistory. PC Magazine described the game as having kids learn about educational topics (i.e. ecology) while making logical deductions in a series sequence and solving puzzles. [1]
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). This list aims to list games ...
Cartopedia: The Ultimate World Reference Atlas; Celestia; Google Earth - (proprietary license); Gravit - a free (GPL) Newtonian gravity simulator; KGeography; KStars; NASA World Wind - free software (NASA open source)
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).
This title was released in 1997. This game is intended to teach language arts for kids age 9-12. The game features Chase Devineaux. In the game Carmen Sandiego has invented a machine called the Babble-On Machine, and the user, playing the role of Agent 13, has to thwart her plans and free all the other agents that have been captured by Carmen.
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...
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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.