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Madeline Classroom Companion: 1st and 2nd Grade was part of the Madeline Classroom Companion series, with games designed for children aged four to eight. The story follows Madeline on a tour of her Paris neighborhood. Madeline Thinking Games Deluxe was a combination of Madeline Thinking Games and Madeline European Adventures.
Reader Rabbit: Jumpsmarter. 2018. Reader Rabbit is an educational video game franchise created in 1984 by The Learning Company. The series is aimed at children from infancy to the age of nine. In 1998, a spiritual successor series called The ClueFinders was released for older students aged seven to twelve.
1996. Genre (s) Educational. Mode (s) Single-player. JumpStart 2nd Grade (known as Jump Ahead Year 2 in the United Kingdom) is a video game released on 26 March 1996 by Knowledge Adventure. As its name suggests, it was made to teach second grade students. It was replaced by JumpStart Advanced 2nd Grade in 2002.
The Blaster Learning System is an educational video game series created by Davidson & Associates and later published by JumpStart (formerly Knowledge Adventure) after the two companies were acquired and merged by CUC Software. The games primarily focused on mathematics, later expanding into language arts and science, and spawned an animated ...
JumpStart Advanced 2nd Grade is a personal computer game created by Knowledge Adventure. It replaced the previous JumpStart 2nd Grade released in 1996. As its name suggests, it was made to teach second grade students. From 2003–2008, it was distributed as the "Fundamentals" disc in a 3- or 4-disc package of the same name, though recently a ...
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1] [2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3] Gamification, broadly defined, is the process ...
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