Title: Reader Rabbit's Math 1
Overall Rating:
B+/A-
Source: The Learning Company
Playing Time: 30 minutes
Date: 1997
Cost: $ 29.95 http://store.learningco.com/dev/xt_searchquery.asp?fid=
0&ref_id=&mscssid=ATS1QUVT9PS12PPL00L1R06N977007LU
Number of Players: 1
Special Equipment/Facilities Needed:
NA
Subject Area: Elementary Math (ages
4-7)
Objectives: To develop and/or strengthen
mathematical skills such as counting, number recognition, and basic adding
and subtracting.
Brief Description: Player
will choose from 4 different games at the circus where they will either
count, match amounts with the correct number, and add and/or
subtract.
Each time the player finishes a game, without error, they will receive
a ticket where they can later purchase prizes from the prize booth.
Entry Capabilities Required:
Player needs to know how to use a mouse and may have to know numbers 0-10.
Rating: (1-5) 5-Good
1-Bad
Relevance to objectives: 5-
The games in this software really do develop mathematical skills.
Each game contains different levels (1-4). They are fun to play and
really capture the interest in the player.
Provides practice of relevant
skills:
5- The player will really get to practice relevant skills.
There is a lot of repetition in the games. If the player makes a
mistake, he or she cannot not continue with the game until it is
corrected.
This is wonderful because it is brought to the player's attention immediately.
Likely to arouse/maintain
interest:
4- The games are interesting, but there are only 4 to choose from so if
this software is used frequently the player may find it redundant.
Likely to be comprehended clearly:
4- The instructions are very clear. Before the player begins,
they are told what to do if they need help. This is really an advantage.
Technical quality (durable, attractive):
5- This software is very attractive. The bright colors and
circus music really capture the player's interest.
Game: Winning dependent on player actions (rather
than chance): 4- Some of the games
do allow for chance in when winning the game. Although, chance is
allowed, if the player makes a mistake he or she cannot go on until it
is corrected. This lessens the amount of chance that is allowed.
Simulation: Validity of game model (realistic,
accurate depiction): 5-
This software is very realistic. The circus theme is very nice.
The player will really feel like they are at the circus.
Evidence of effectiveness (e.g. field-test
results):
NA
Clear directions for play:
4- The directions are very clear and before play is even allowed,
the player is instructed on what to do for help.
Effectiveness of debriefing:
2- I could not find where there was any debriefing. The only
thing that was close was in order to buy prizes the player had to complete
the game with a perfect score to receive a ticket.
Strong Points:
This software is very attractive and really does develop mathematical skills
in younger children. The math problems are both visually and orally
available. I was very impressed on how mistakes were brought to the
player's attention. It is very important that they are correct as
soon as they are made so the student can learn why it is a mistake.
I was also impressed that the student could not just continue with the
game, but had to start over after the mistake had been corrected.
This repetition really allows the student to practice their weaker
skills.
The prize booth is very reinforcing and gives the student a sense of
accomplishment.
Weak Points:
The overall performance of the player did not seem to be available.
It would be nice to see the player's score broken down so the strong and
weak skills could be recognized. This would be very important for
a teacher. It wool also be beneficial for the software to have more
of a variety of game. Four is not a lot to choose from.
Reviewer: Jill Haggett
Position: Undergraduate
(elementary
education and psychology)
Date: 19 September 1998
Computer System Reviewed on: Macintosh
PowerPC 6500/250, 32mb ram.