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The game includes Japanese language content such as vocabulary, kana, kanji, and grammar elements, covering content from JLPT N5 to N1 standards. [4] Players can choose to engage with the language-learning elements or play in an English-only mode, depending on their preference.
Nintendo World Report's review of the DS version of My French Coach called the game's reference section "a very handy travel dictionary", noting that having a dictionary list and a phrasebook with audio files that could bookmark chosen phrases was "an absurd value". [22] The games' graphics and audio also received praise and criticism from ...
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 ...
The US version of the game was expanded and republished as Zoombinis Logical Journey v2.0 by The Learning Company in September 2001.. A remake for modern devices, titled Zoombinis, was officially released on 6 August 2015 [3] for iPadOS, Android, Windows and MacOS, and for Fire OS on 28 October 2015 by TERC, FableVision, and Learning Games Network.
Pages in category "Language learning video games" The following 18 pages are in this category, out of 18 total. This list may not reflect recent changes. B.
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.
Reading Blaster 2000 is an edutainment computer game in the Blaster Learning System series released by Davidson & Associates in 1996, and is a followup to the 1994 title Reading Blaster: Invasion of the Word Snatchers.
English Grid began offering language learning and voice chat for language learners using Vivox in May, 2012. [52] The advent of voice chat in Second Life in 2007 was a major breakthrough. Communicating with one's voice is the sine qua non of language learning and teaching, but voice chat is not without its problems. Many Second Life users ...
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