Overall Rating: A

Source: The Learning Company

Playing Time: 45 toan hour, a player may return to the same game at a later time using the save option

Date: 3/20/99

Cost: $ 29.95 http://www.learningco.com/

Number of Players: 1person or group working together

Special Equipment/Facilities Needed:

I. Windows version runs on:

A. IBM PC and compatibles 486DX/33 MHz or better

B. With:

1. 16MB memory (RAM)

2. Hard disk with 20MB of free disk space

3. Quad-speed or higher CD-ROM drive

4. 256-color SVGA monitor

5. DOS 5.0 or higher

6. Window 3.1 or higher (including Windows 95/98 and NT4.0)

7. Windows ?compatible sound card

8. Mouse.

II. Macintosh version runs on:

A. PowerPC Macintosh computers-66MHz or better

B. With:

1. 16MB of memory (RAM)

2. Hard disk with 20MB of free disk space

3. Quad-speed or higher CD-ROM drive

4. 256-color display, 13 inch or larger

5. System 7.1 or higher

6. Mouse

Subject Area: Math. Students ages 6-9

Objectives: Reader Rabbit’s Math ages6-9
builds elementary math skills and encourages children to discover higher-level
math concepts and to develop an awareness of mathematical relationships.

Objectives:

1. Identify number patterns

2. Add and subtract numbers to form a series

3. Practice the multiplication tables

4. Add and subtract two-digit numbers

5. Multiply to create two-digit products

6. Dividing with one and two digit dividends

7. Recognizing when a number is greater or less than another number

8. Recognizing when a number is between two numbers

9. Complete symmetric shapes

10. Determine the area of a shape

11. Create fractions (halves, thirds, fourth, fifths, and eighths)

12. Create equivalent of fractions

13. Read a clock

14. Count money (coins and bills)

15. Solve multiple-step problems

Brief Description:

Reader Rabbit's Math Ages 6-9 builds elementary math skills as children
help Sam the Lion, Penelope the Parrot, and Reader Rabbit explore Pirate
Island. Each of the nine activities is designed to improve children's
math skills in fun and engaging ways. Arcade activities, use fast
action to give children practice in rapidly recognizing the correct answer,
thereby helping children to memorize basic math facts. Exploration
activities encourage children to experiment with math concepts as they
solve problems in the context of the program.

Entry Capabilities Required: The children must have the skills and knowledge to maneuver the mouse to the correct location. The skill needed increase with the level. The children must be able to identify numbers and recognize simple number relationships, match less than and greater than in target numbers, solve addition and subtraction problems at the beginner level, and have some knowledge of two-digits numbers

**Rating: (1-5)**

- Relevance to objectives: 4

The player has to master the objectives of that level or/and game to receive the missing boat pieces and not get caught by the pirates.

Provides practice of relevant skills: 5

Each level of the program provides practice for each goal of that stage.

Likely to arouse/maintain interest: 4

The goal of winning, receiving the boat piece and not getting hit, caught, ect. by the pirates motivates the player to continue playing. Boat pieces are only given out if the player answers a high percentage of the questions right. The goal of the entire game is to gather enough boat pieces to fix the boat that you came on a reenter the boat race.

Likely to be comprehended clearly: 3

The scenery remains constant through out the game. If you choose to play a different level at the same game the scenery doesn’t change, the numbers or numbers of objects change but the background does not.

Technical quality (durable, attractive): 4

Pirates Island is attactive and has alot of options.

Game: Winning dependent on player actions (rather than chance): 5

The player doesn’t receive boat pieces without correctly answering all the question at some levels and if not all the question correctly than only missing one. If the player guesses the wrong answer the right answer is given and a new question appears or Sam or Penelope tell you what you've done wrong. The old question may reappear later in the same game. If the player misses a high percent of the question in area the game will replay the same area again the next time played.

Simulation: Validity of game model (realistic, accurate depiction): 4

The setting of the program is a cartoon. The animation is age appropriate.

Evidence of effectiveness (e.g. field-test results): :2

Field-test: Reader Rabbit’s Math Ages 6-9 has won more than 50 honors and awards and is used by more families and schools than any other reading software. Since 1984, their proven approach has helped more than 3,000,000 children learn essential reading, math, and thinking skills.

Clear directions for play: 3

There are many ways to receive help when exploring the island. The player will have to read the manual or lesson to Penelope tell you what each simple is for. Penelope travels with you. She give you useful tips on solving the math problems you encounter. Penelope can also teach you how to play each activities. When you want to hear what she has to say, click on her.

Effectiveness of debriefing:4

This program meets all of its educational goals. It may take a player many tries to complete all game and each level. Each level and games has it's own set of goals which the player must master to receive the boat part.

Weak Points:
This program does not have a lot of weak points. One factor that
could be changed is the help function. Sometimes the topic the player
wants help with is not assable by using Penelope, the player may have to
use other function. Having to many option nay confuse the player.
Each function should be explained to the user prier to using the program

Reviewer: Anita Bessette

Position: Graduate Student

Date:3/23/99

Computer System Reviewed on: Macintosh
PowerPC 6500/250, 32mb ram.