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Designed for ages 4–6, the plot of the game sees the player help Reader Rabbit and Mat the Mouse collect resources for a large campfire party at Camp Happy Tales. [1] The game is designed to teach children skills such as mathematics, phonics, reading, and listening. [2]
Designed for ages 4 till 7, the game introduces the new main characters Mat the Mouse and Sam the Lion who accompany Reader. It was then re-released in 1997 under the title "Reader Rabbit's Interactive Reading Journey For Grades K-1", followed by another in 1998 titled "Reader Rabbit's Reading Ages 4–6" and a personalized version in 1999.
SuperKids noted the game appealed to both children and their parents. [7] Edutaining Kids thought the title was the best educational game for toddlers, and a "delightful introduction" into using computers. [4] TechWithKids deemed the title a "winner". [8] DiscoverySchool thought the game was "exceptional", "useful", and "exudes warmth" toward ...
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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.
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The word was also coined because of other connotations: liber also means child and free, independent, unrestricted. As the LibriVox forum says: "We like to think LibriVox might be interpreted as 'child of the voice', and 'free voice'. Finally, the other link we like is 'library' so you could imagine it to mean Library of Voice." [9]