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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 ...
JumpStart Games (previously Knowledge Adventure) Davidson & Associates (merged with Knowledge Adventure) SoftKey (acquired by Mattel, then Riverdeep) Brøderbund (acquired by Softkey) The Learning Company (acquired by SoftKey) Creative Wonders (acquired by the Learning Company) MECC (acquired by Softkey) Edmark (acquired by Riverdeep)
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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).
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 ...
Learning Adventures series is a set of two games of point-and-click educational computers games developed by Cloud 9 Interactive, published by Macmillan Digital Publishing and released on both Windows and Macintosh on CD-ROM. [1]
These are educational video games intended for children between the ages of 3 and 17. While most of these games have an EC (Early Childhood) rating according to the ESRB, some of these games have a K-A/E (Everyone) rating.
Interactive geometry software (IGS) or dynamic geometry environments (DGEs) are computer programs which allow one to create and then manipulate geometric constructions, primarily in plane geometry. In most IGS, one starts construction by putting a few points and using them to define new objects such as lines , circles or other points.