Title:Reader Rabbit's Math ages 6-9
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.
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)

Strong Points:  This program reinforces the student for the right answer.  The element of luck or/and guessing the answer is replaced by immediate feedback.  The children receive visual and auditory feedback.  This program also provides explanations on why your answer is wrong.  An other portion of the program that is strong is that the main goal of the program.   The main goal can't be reached by only knowng the material at one stage the player must know the materail at all stages.  The player must be successful in all areas at the level to receive the final goal.  The final goal being repairing the boat and returning to the race.

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