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Reader Rabbit is an educational game franchise created in 1984 by The Learning Company. The series is aimed at childr from infancy to the age of nine.

The games teach language arts including basic skills in reading and spelling and mathematics. The main character in all the titles is named "Reader Rabbit".

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The first Reader Rabbit computer game was conceived by the Grimm sisters and titled Reader Rabbit and the Fabulous Word Factory. It was released initially in 1984

Reader Rabbit's Reading Development Library 3

In 1986, both Reader Rabbit 2.0 and Math Rabbit were released. In 1987, Writer Rabbit was released with the inttion of having a Rabbit series that featured differt academic subjects. Ultimately, the developers decided to have a Reader Rabbit series that explored subjects beyond reading.

And by 1996 the Reader Rabbit series included a wide variety of titles, including Reader Rabbit's Reading Developmt Library which allowed players to experice fairy tales via animated storybooks.

In 1995, The Learning Company was bought by SoftKey after a hostile takeover bid. Softkey adopted the name The Learning Company. Softkey embarked on a cost-cutting exercise with the aim to sell cheaper software.

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The Platinum line of budget titles pushed the retail price for edutainmt down to $12.99 in the US, and swapped the fancy packaging for a simple jewel case.

At the time, SoftKey founder Kevin O'Leary recalled, "I'd get a $12 million order for "Reader Rabbit"...it would blow up behind me, the logistics. I couldn't deliver", noting that he gave Mike Perik half his equity to solve the problem.

The toy-maker was looking to ter the interactive market. Mattel planned to expand the Reader Rabbit franchise into a series of interactive electronic plush toys that could download new contt from the Internet.

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Mattel was forced to quickly sell off their properties the following year to avoid bankruptcy, and the Reader Rabbit brand was sold to Riverdeep.

From 1998 to 2002, a series called The ClueFinders featuring a Scooby-Doo-like gang of mystery solvers was released with similar subject matter aimed at a more advanced studt base, from the third to the sixth grade. The Reader Rabbit Workbook Series was released in 2003, and consisted of three 320-page comprehsive workbooks and five 32-page single-subject workbooks, aimed at childr ages three to sev.

The early 2000s, saw the last major PC releases of the franchise. New games have since be released on platforms such as Nintdo Wii, while some parts of older games have be uploaded to the Internet Archive.

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Various audio-books have be released by Prelusion Games and Nordic Softsales, including titles such as Kalle Kunskap i Vilda Västern (Reader Rabbit in the Wild West) in 2010. The Brazilian Reader Rabbit, Coelho Sabido, is a trademark of Divertire Editora, a company active in the educational games market since 1998.

In March 2004, LeapFrog and Riverdeep tered into a publishing and distribution agreemt for Reader Rabbit. They planned a series of five e-books about phonics that would be released for the LeapPad learning system, but only three e-books were released by fall of that year.

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Houghton Mifflin Harcourt, the successor to Riverdeep after acquisitions and mergers, currtly owns the licse for the series and continues to sell the products through various distribution networks.

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The series cters on the advtures of Reader Rabbit and his frids, including Sam the Lion and Matilda the Mouse. The grayish-blue Reader Rabbit is the protagonist of all the games. His wardrobe has included a red T-shirt and a red and blue striped sweater (similar to the Montreal Canadis jersey, but without the logo).

Gerally, the series consists of point-and-click advture games where the player must use their invtory and interact with characters to solve a series of puzzles. These puzzles were originally reading-based challges but differt titles focus on other subject areas. Visually, the game consists of a series of static scres which the player can navigate through by clicking on certain "travel" hot spots. Other hot spots can trigger an interaction with a character, item, song, or mini-game.

Some line art was worked on by Gerald Broas, who used a 2B pcil to hand draw the backgrounds and characters on 12 field animation paper.

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For the story books included in the interactive journey and library games, artist Marc Diamond used a LeapPad tablet to sketch the pictures before coloring and shading.

Each game contains songs that guide the narrative and provide the internal monologs of characters. Composer Scott Lloyd Shelly was particularly proud of composing the music for Reader Rabbit: 1st Grade in 1998.

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Foreign language versions were created for many of the games to give the franchise global appeal. This extded to the games' songs; one song from Reader Rabbit Preschool was translated into Frch, German, Portuguese, Russian, and Swedish.

Reader Rabbit Learning Creations

Education has always be a key part of the games' design, seeking to find a balance betwe learning and fun. The titles in the series are researched by educators, parts, childr and reading specialists to sure the software is educational, gaging and easy-to-use.

The A.D.A.P.T. Learning Technology was introduced into Reader Rabbit titles in 1999. The system contained a series of customization features that would facilitate the player's learning by assessing abilities, developing skills, adjusting levels, providing help, and tracking progress.

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Reader Rabbit 1 Deluxe

These workbooks were published by The Learning Company and each were supplemtary material to a corresponding game. They were republished as Reader Rabbit: Let's Learn by Houghton Mifflin Harcourt:

In 1991, The Chicago Sun-Times noted that Reader Rabbit was "one of the most effective edutainmt gaming franchises" and that it had helped many childr learn how to read.

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Computer Shopper appreciated that the games filled a gap in the market; it found that while most reading comprehsion titles were aimed at older childr, Reader Rabbit uniquely offered games to the preschool age.

Reader Rabbit's Reading 2

In 1995, The New York Times noted that the flagship title of The Learning Company was "unusual in crossing over from home use to in-school, curriculum-based learning".

The newspaper noted in 2002 that the series had become an "educational staple in schools and homes" with a long tradition of "quality educational software".

Krystina Madej of Physical Play and Childr's Digital Games highlighted the series as an innovator in the budding edutainmt gre during the 1980s, following in MECC's The Oregon Trail footsteps to create play-based educational games aimed at young childr.

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In 2012, PC Mag listed the debut title as one of the 10 Educational PC Games of the 1980s and noted that new titles were still being released.

The premiere game in the series, Reader Rabbit and the Fabulous Word Factory, first tered the Billboard Charts for Education Computer Software at number six in May 1985

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The Learning Company had a gross revue of $27.5 million at the d of the 1993 financial year and 41% revue growth from 1992–3, largely due to the Reader Rabbit series.

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Reader Rabbit series – "Sam's Sweet Surprise", "High Flying Circus", "Great Word Chase" – for LeapPadBrad (Fuller, Don Diekneite – Music, Sound Effects, Voice Overs)

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