The Teaching of Immunology Using Educational: Gaming Paradigms

Total Page:16

File Type:pdf, Size:1020Kb

The Teaching of Immunology Using Educational: Gaming Paradigms The Teaching of Immunology Using Educational Gaming Paradigms Patrick Clements Jeremy Pesner Jeremiah Shepherd University of South Carolina Dickinson College University of South Carolina Columbia, SC Carlisle, PA Columbia, SC [email protected] [email protected] [email protected] ABSTRACT skills. Educational gaming is an exciting genre of computer programming that attempts to find interesting and compelling 2. EDUCATIONAL GAMES ways to teach while also being fun. Research has been conducted 2.1. Educational games in the past to determine what aspects make certain educational games Since computer games were first developed, there has been a effective, but there have been no conclusive findings. Combining significant market for educational games, largely aimed at information about successful educational gaming elements from younger children. Ideas were developed when educators noticed these studies with our own knowledge, we created an educational what a magnetic pull Pacman had on gamers. Malone stated that game that simulates the processes of human immune systems by the goals for educational games should be [2]: 1) Clear goals that using a “Tower defense”-type game. students find meaningful; 2) Multiple goal structures and scoring to give students feedback on their progress; 3) Multiple difficulty Categories and Subject Descriptors levels to adjust the game difficulty to learner skill; 4) Random K.8.0 [Personal Computing]: General – Games. elements of surprise; 5) An emotionally appealing fantasy and metaphor that is related to game skills. Many educational games J.3 [Life and Medical Sciences]: Biology and genetics. released in the early 90s such as Reader Rabbit (The Learning Company), Math Blaster (Knowledge Adventure), The Oregon General Terms Trail (Broderbund Software), Number/Word Munchers Design (Minnesota Educational Computing Consortium), and Math Rescue (Apogee Software) appear to roughly follow this form. Keywords Educational Gaming, immune system. 2.2. Educational games today As the sophistication of these games has increased, they have 1. INTRODUCTION found currency not only with improved games for younger In 2005, Jim Zheng and Daniel Shegogue coauthored a paper children, but for middle school, high school and even college entitled “Object-Oriented Biological System Integration: a SARS students. Despite these advances, games have been slow to find Coronavirus Example” which described a parallelism between favor with most educators. This can be attributed to a general object-oriented (OO) programming and biological systems. For trepidation around new media and methods, along with pundits example, a hierarchical relationship is characterized by who claim that games encourage violent behavior, stifle creativity, inheritance in OO, and characterizing an enzyme as a type of and/or reduce intelligence. However, in summarizing the many protein in biological systems, while multifunctionality is studies done, Kirkegaard found these correlations to be represented by polymorphism in OO, and enzymes catalyzing inconclusive at best, and some have claimed that in some cases different substrates in biological systems. Zheng then wanted to the experiments themselves were biased [1]. use an educational video game in order to teach interested students about the workings of the immune system. Considerable research has been done into the quantitative effectiveness of games as an educational tool with mixed results. The task of our project was to develop and program a game for It turns out that no one game experience captures everyone’s the task, using Zheng and Shegogue’s framework as a basis. As attention, thereby preventing games from being a universal frequent gamers ourselves, we were able to bring a lot of informal instruction method [4]. knowledge to the table, but our project required research into the workings of the immune system, the programmatic practicalities 2.3. Our educational game of one type of game over another, and how the game could be To develop our game, we first examined those which came before innovative, educational, and fun given our development time and ours. Most notable is a game called Immune Attack, developed by the Federation of American Scientists. It employs both 3D Permission to make digital or hard copies of all or part of this graphics and voiceovers to present a polished, professional- work for personal or classroom use is granted without fee looking game. The basic story is that a student with a provided that copies are not made or distributed for profit or nonfunctioning immune system injects a nanobot into her body. commercial advantage and that copies bear this notice and the The player then takes control of the device, which is charged with full citation on the first page. To copy otherwise, to republish, to stimulating her immune system to fight off various diseases. The post on servers or to redistribute to lists, requires prior specific gameplay is reminiscent of other 3D spaceship pilot games (in permission and/or a fee. order to appeal to a genre many gamers are familiar with), but ACMSE '09 March 19-21, 2009, Clemson, SC, USA. portrays the various cells and pathogens in an accurate fashion. Copyright©2009 ACM 2009 978-1-60558-421-8/09/03 ACM 1-58113-000-0/00/0004 ...$10.00 ...$5.00. The biological information dispensed during the gameplay is both Figure 1. Immune Response Process [3]. correct and useful for the player to achieve the stated goals, which are usually tasks related or complementary to those of the cells the player is learning about. With all this information in mind, we began to devise our game. We wanted to ensure that our game was distinct from Immune Attack, and we came up with several differences: for one, Immune Attack focuses on the innate immune system, while our goal was to teach the adaptive immune system, which will react differently to different antigens. In addition, the complexity of Immune Attack has a steep learning curve to effectively control the nanobot, especially if the player has never played a “space combat” game before. Finally, there is little incentive to play Immune Attack again once it has been completed, as the level designs and objectives do not change. While this game appeared to fulfill most of the qualities Malone laid out, it did not contain an adjustable difficulty level, nor were most elements of the game random (which could lead to players quickly becoming bored with repetition). 3. IMMUNE SYSTEM The immune system includes many interdependent systems of the body, which act to stop invasions by pathogens. Pathogens are any object that causes disease and include bacteria and viruses. When a pathogen enters the bloodstream either through a cut or the mucous membranes in the nose and mouth, it is first recognized by phagocytic cells like macrophages (“big eaters”)(Figure 1 step 1). Phagocytes recognize objects as being Cytotoxic T cells also bind to ATCs and remember a specific either “self” or “non-self” through a protein complex on the antigen. They respond to IL-2 by dividing into more Cytotoxic T surface of all vertebrate cells called the Major Histocompatibility cells [3]. Cytotoxic T cells are responsible for destroying cells Complex (MHC). After partially digesting any “non-self” cells that are infected by pathogens with the antigens from the ATC in the phagocyte will present portions of the cell called antigens on order to stop the multiplication of pathogens (Figure 1 step 6). its surface using MHC (Figure 1 step 2). Helper T cells then use Another type of cell that aids the immune system is the Natural this information to direct the immune responses of the body [3]. Killer (NK) cell, which acts much like a Cytotoxic T cell, The immune system acts to remove pathogens from the body by destroying cells that do not have “self” MHC presentations or two methods called the cell mediated response and the humoral have damaged MHC presentations (such as cancerous cells) [3]. response. Both responses are triggered by Helper T cells. A 4. SOFTWARE PROCESS macrophage that has digested a “non-self” body will then secrete We knew from the start that our game would not be able to match chemicals called cytokines (regulatory molecules that activate Immune Attack in terms of technical prowess, but could appeal to cells of the immune system). Specifically, the cytokine secreted a more “lighthearted” gamer. We envisioned a game with two by macrophages is called Interleukin-1 (IL-1) (Figure 1 step 3). dimensional graphics, controls that were very simple to learn, IL-1 signals Helper T cells to bind to the macrophages presenting constantly-updating circumstances, a difficulty setting, a list of the antigen-MHC of pathogens. The Helper T then releases more high scores, and randomly generated levels to move about in. cytokines, this time Interleukin-2 (IL-2) (Figure 1 step 4). IL-2 This would satisfy all of Malone’s points except for the fantasy triggers both the humoral (B Cells) and cell-mediated (Cytotoxic element. While Immune Attack dispensed the biological facts T Cells) responses of the immune system. For the humoral around a fantasy story, we wanted to keep non-realism to a response IL-2 stimulates B Cells, but for the cell-mediated minimum so that the biological processes and facts would remain response it stimulates Cytotoxic T cells [3]. the focus of the game. When devising the actual gameplay, we B Cells bind to antigen presenting cells (ATCs) and remember the considered the idea of a Real-Time Strategy Game (in which the specific antigen for targeting. Once activated by IL-2 (Figure 1 different cells were directed around in turn-based combat), a step 5), B cells respond by developing into either Plasma cells shooter (in which a single white blood cell would move around (Figure 1 step 7) or Memory cells (Figure 1 step 8).
Recommended publications
  • Macintosh ... the Naked Truth 2002.Pdf
    0 • . 'This boofl is a riot and a nlUSt-re/IA fm• "',..,~, ll!1n_.;. I! i O.l 8 ,w.s· CEO. HALF -GUY KAWASAK.I p Mo The Naked Truth An irreverent, off-the-wall, PC-slammin', totally biased look at what it's like to be a Macintosh user in a Windows®-dominated world. SCOTT KELBY BU0 fliers\ "Scott Kelby nails the joys and frustrations of being a Mac user in a PC world (though Scott's writing isn't always 'PC'). You'll laugh, you'll cry, you'll shout, ~men.' But you'll always be entertained -and know you're in the company ofa kindred spirit." DENNIS SELLERS MacCentral.com "My three favorite writers about the Macintosh experience are Guy Kawasaki, Andy Ihnatko, and Scott Kelby. Scott has the unusual ability to channel his excitement and frustration into humor and clarity that makes me laugh while he makes me think." JAY NELSON Editor & Publisher, Design Tools Monthly "Filled with insightful wit and outrageous comedy, Macintosh ... The Naked Truth will have you in stitches. A must-read for any Macintosh enthusiast." STAN FLACK President/Publisher, MacMinute.com "This is a book all Mac users should read! Scott speaks up for the average Mac user and says publicly what we've all said privately. It's a great read!" SHAWN KING The Mac Show Live "A fun read I'm sure all Mac users can relate to. I laughed out loud thinking 'yeah, that happened to me too.' Ifyou own a Mac, you should read this book." KURT CHRISTENSEN Version Tracker "Kelby is one sick puppy.
    [Show full text]
  • 1988 Survey of Early Childhood Software. INSTITUTION High/Scope Educational Research Foundation, Ypsilanti, Mich
    DOCUMENT RESUME ED 299 022 PS 017 528 AUTHOR Buckleitner, Warren TITLE 1988 Survey of Early Childhood Software. INSTITUTION High/Scope Educational Research Foundation, Ypsilanti, Mich. REPORT NO ISBN-0-93-1114-32-2 PUB DATE 88 NOTE 155p. AVAILABLE FROMHigh/Scope Press, 600 North River Street, Ypsilanti, MI 48198 ($20.00). PUB TYPE Guides Non-Classroom Use (055) Computer Programs 0101) -- Book/Product Reviews (072) EDRS PRICE MF01 Plus Postage. PC Not Available from EDRS. DESCRIPTORS )(Computer Software; Computer Software Reviews; Computer Uses in Education; Early Childhood Education; )(Instructional Material Evaluation; )(Microcomputers; Selection; )(Young Children ABSTRACT This book reviews over 250 computer programs oriented toward the three- to six-year age range. Each program has been screened with checklists designed to rate such factors as ease of use, content strength, instructional design, and developmental appropriateness. The opening section contains an alphabetical list of all the software titles covered, and an illustrated guide to understanding the ratings given to each program. A "scan" page summarizes general statistical information about the survey, including how many programs are available for each kind of computer, how many employ a joystick, and how many require a color monitor. The second section consists of alphabetically arranged program descriptions, which include a narrative description, numerical ratings, and a sample screen picture for each program. Practical information, such as retail price and the computer and equipment needed to make the program work, is provided for each program. The third section contains the seven-page form used to evaluate the programs, and an explanation of how numerical ratings were calculated.
    [Show full text]
  • Reader Rabbit Manual
    The Learnbig Company GETTING STARTED Reader Rabbit,™ for the Apple IIGS™ An Exciting Learning Experience This new version of Reader Rabbit has been especially designed for the Apple IIGS. It is the most advanced educational software available for the Apple II family of microcomputers, representing the most effective approach you can use to help young children learn to read. This program offers you and your child many unique and exciting benefits: □ Speech: Reader Rabbit uses the advanced digitized speech technology to pronounce each word as your child plays and learns. Reader Rabbit's voice is as clear and precise as a human voice. Educators know that pronouncing words as the child sees them is the most effective way to learn to read. D Development of Thinking Skills: Reader Rabbit shows children how patterns and sequences of letters make up words. In this way, Reader Rabbit develops valuable thinking skills that will help children progress to higher levels of reading success. □ Motivation to Learn: Reader Rabbit uses 16-color graphics and animation to provide a highly motivating environment for children. The program uses positive reinforcement to create an enjoyable learning experience. □ Easy-to-Use: Reader Rabbit is designed to be easy for a child to use with a minimum of adult guidance. Of course, it's also a lot of fun to play along with your child. Reader Rabbit runs on the Apple IIGS with: D 3.5" Disk Drive D Keyboard or Joystick □ Color Monitor recommended, but not required □ 1 megabyte memory expansion recommended but not required (see below) The Talking & Sound Option You have control of the talking and sound effects of Reader Rabbit.
    [Show full text]
  • Edutainment Case Study
    What in the World Happened to Carmen Sandiego? The Edutainment Era: Debunking Myths and Sharing Lessons Learned Carly Shuler The Joan Ganz Cooney Center at Sesame Workshop Fall 2012 1 © The Joan Ganz Cooney Center 2012. All rights reserved. The mission of the Joan Ganz Cooney Center at Sesame Workshop is to harness digital media teChnologies to advanCe Children’s learning. The Center supports aCtion researCh, enCourages partnerships to ConneCt Child development experts and educators with interactive media and teChnology leaders, and mobilizes publiC and private investment in promising and proven new media teChnologies for Children. For more information, visit www.joanganzCooneyCenter.org. The Joan Ganz Cooney Center has a deep Commitment toward dissemination of useful and timely researCh. Working Closely with our Cooney Fellows, national advisors, media sCholars, and praCtitioners, the Center publishes industry, poliCy, and researCh briefs examining key issues in the field of digital media and learning. No part of this publiCation may be reproduCed or transmitted in any form or by any means, eleCtroniC or meChaniCal, inCluding photoCopy, or any information storage and retrieval system, without permission from the Joan Ganz Cooney Center at Sesame Workshop. For permission to reproduCe exCerpts from this report, please ContaCt: Attn: PubliCations Department, The Joan Ganz Cooney Center at Sesame Workshop One Lincoln Plaza New York, NY 10023 p: 212 595 3456 f: 212 875 7308 [email protected] Suggested Citation: Shuler, C. (2012). Where in the World is Carmen Sandiego? The Edutainment Era: Debunking Myths and Sharing Lessons Learned. New York: The Joan Ganz Cooney Center at Sesame Workshop.
    [Show full text]
  • DLCC Software Catalog
    Daniel's Legacy Computer Collections Software Catalog Category Platform Software Category Title Author Year Media Commercial Apple II Integrated Suite Claris AppleWorks 2.0 Claris Corporation and Apple Computer, Inc. 1987 800K Commercial Apple II Operating System Apple IIGS System 1.0.2 --> 1.1.1 Update Apple Computer, Inc. 1984 400K Commercial Apple II Operating System Apple IIGS System 1.1 Apple Computer, Inc. 1986 800K Commercial Apple II Operating System Apple IIGS System 2.0 Apple Computer, Inc. 1987 800K Commercial Apple II Operating System Apple IIGS System 3.1 Apple Computer, Inc. 1987 800K Commercial Apple II Operating System Apple IIGS System 3.2 Apple Computer, Inc. 1988 800K Commercial Apple II Operating System Apple IIGS System 4.0 Apple Computer, Inc. 1988 800K Commercial Apple II Operating System Apple IIGS System 5.0 Apple Computer, Inc. 1989 800K Commercial Apple II Operating System Apple IIGS System 5.0.2 Apple Computer, Inc. 1989 800K Commercial Apple II Reference: Programming ProDOS Basic Programming Examples Apple Computer, Inc. 1983 800K Commercial Apple II Utility: Printer ImageWriter Toolkit 1.5 Apple Computer, Inc. 1984 400K Commercial Apple II Utility: User ProDOS User's Disk Apple Computer, Inc. 1983 800K Total Apple II Titles: 12 Commercial Apple Lisa Emulator MacWorks 1.00 Apple Computer, Inc. 1984 400K Commercial Apple Lisa Office Suite Lisa 7/7 3.0 Apple Computer, Inc. 1984 400K Total Apple Lisa Titles: 2 Commercial Apple Mac OS 0-9 Audio Audioshop 1.03 Opcode Systems, Inc. 1992 800K Commercial Apple Mac OS 0-9 Audio Audioshop 2.0 Opcode Systems, Inc.
    [Show full text]
  • RR I Can Read! with Phonics V1.0 Help Guide
    Reader Rabbit ® I Can Read! With Phonics ™ V 1.0 Help Guide ABOUT THE LEARNING COMPANY® BRAND Since 1980, The Learning Company® has consistently produced the highest quality educational software available. Our award-winning products help develop your child’s underlying thinking skills and creativity, while reinforcing important areas of the basic curriculum, such as reading, writing, and mathematics. Every premium product under the Reader Rabbit® brand undergoes extensive research and testing, with input from educational professionals, parents, and children. Each product features a precise balance of educational content and entertainment value, so your child has fun while learning! How do we do it? Enchanting characters. Challenging situations. Rich game environments. State-of-the-art graphics and sound. Progressive skill levels and game segments that can be customized to meet your child’s individual needs. As parents and educators, we recognize that education is a continuous process. So we developed a complete system of age-appropriate programs. Carefully sequenced by age groups, this system makes it easy for you to confidently choose the right products for your children at each stage of their educational development. As an integral part of The Learning Company’s system, each of our products addresses a specific age group and subject area with appropriate themes to heighten your child’s interest in learning. © 2000 TLC Education Properties LLC., and its licensors. Uses Smacker Video Technology. Copyright © 1994–2000 by RAD Game Tools, Inc. Adobe® Acrobat® © 2000 Adobe Systems Incorporated. All rights reserved. The Learning Company and Reader Rabbit are registered trademarks and I Can Read! With Phonics is a trademark of TLC Education Properties LLC.
    [Show full text]
  • Reader Rabbit's
    The Learning Company® Reader Rabbit’s ¨® ™ Level 1 User’s Guide HOPPING TO IT... For start-up information, troubleshooting, and hardware requirements for Reader Rabbit’s Reading Development Library, refer to the documentation in the CD package. Copyright © 1995 The Learning Company. All rights reserved. Reading Development Library, Interactive Reading Journey, and The Learning System are trademarks and Reader Rabbit and The Learning Company are registered trademarks of The Learning Company. SAT is a registered trademark of the College Entrance Examination Board. All other trademarks and registered trademarks are property of their respective companies. Unauthorized reproduction, adaptation, distribution, performance, or display of this document, the associated computer program, or the audiovisual work is strictly prohibited. This software is protected by both the United States copyright law and international treaty provisions. WELCOME TO READER RABBIT’S READING ADVENTURES! Come along as Reader Rabbit brings the wonder of reading to life at each stage of a child’s development! With Reader Rabbit’s Reading System, children develop reading skills through a comprehensive approach to reading: curriculum- based instruction for learning to read, supplemented by phonics and reading comprehension activities. In Reading Development Library, children apply their reading skills to develop comprehension. Read on for more information on the interactive adventures in Reader Rabbit’s Reading System! Reader Rabbit’s Interactive Reading Journey™, Ages 4–7 Journey through a land of fantasy and surprise animation in this breakthrough program that teaches children to read. Reader Rabbit’s Interactive Reading Journey covers a full year of classroom instruction and integrates 40 increasingly challenging storybooks with over 100 phonics activities.
    [Show full text]
  • Assistive Technology and Demonstration
    Assistive Technology and Demonstration Lending Library SW/WC Service Cooperative Montevideo Office 306 N. 1st Street Montevideo, MN 56265 320-269-2815 (Lucy) 320-269-2816 (Cheryl) Equipment and Materials to Enhance Special Education Learners Outcomes and Quality of Life Revised: 6/19/2014 Assistive Technology SW/WC0B Service Cooperative Low Incidence Projects 1 The majority of the items on our list can be purchased from the following catalogs. We have included, by the catalog listed, some of the more popular items from each. If you don’t have a catalog, call or e-mail to get the copy you have chosen. We refrained from including the cost of each item because there is always a fluctuation in the cost. If you are interested in the cost of an item, please call the “800” number of the most logical catalog. (This catalog list does not represent an endorsement of any company or product.) INTELLITOOLS (IntelliKeys Keyboard and Accessories) 1-800-899-6687, e-mail [email protected] site HUwww.intellitools.comU DON JOHNSTON (Co:Writer, Write:Outloud; Discover Switch & Start to Finish Books) 1-800-999-4660, e-mail [email protected] UH website - HUwww.donjohnston.comU TASH (Tash Keyboard and Environmental Controls) 1-800-463-5685, e-mail [email protected] --web UH website - htHU tp://www.tashinc.com/catalog/ UH DYNAVOX SYSTEMS (AAC Devices) 1-888-697-7332 website - http://www.dynavoxHU .com UH PRENTKE ROMICH COMPANY (Communication Boards) 1-800-262-1984, e-mail [email protected] --web UH website - www.prentrom.comHU U ABLENET (Switches, Speak Easy and Big Mac) 1-800-322-0956, e-mail cHU ustomerservice/[email protected] UH-- website - www.ablenetinc.comHU U MAYER-JOHNSON CO.
    [Show full text]
  • Reader Rabbit® Personalized Math™ Ages 6–9 V2.0
    Reader Rabbit® Personalized Math™ Ages 6–9 v2.0 Help Guide ABOUT THE LEARNING COMPANY® Since 1980, The Learning Company has consistently produced the highest quality educational software available. Our award-winning products help develop your child’s underlying thinking skills and creativity, while reinforcing important areas of the basic curriculum, such as reading, writing, and mathematics. Every premium product under the Reader Rabbit brand undergoes extensive research and testing, with input from educational professionals, parents, and children. Each product features a precise balance of educational content and entertainment value, so your child has fun while learning! How do we do it? Enchanting characters. Challenging situations. Rich game environments. State-of-the-art graphics and sound. Progressive skill levels and game segments that can be customized to meet your child’s individual needs. As parents and educators, we recognize that education is a continuous process. So we developed a complete system of age-appropriate programs. Carefully sequenced by age groups, this system makes it easy for you to confidently choose the right products for your children at each stage of their educational development. As an integral part of The Learning Company’s system, each of our products addresses a specific age group and subject area with appropriate themes to heighten your child’s interest in learning. © 1999 The Learning Company, and its affiliates and licensors. Uses Smacker Video Technology. Copyright © 1994–1998 by RAD Game Tools, Inc. Adobe Acrobat © 1999 Adobe Systems Incorporated. All rights reserved. The Learning Company and Reader Rabbit are registered trademarks and Personalized Math, Personalized Learning Center, and A.D.A.P.T.
    [Show full text]
  • The Learning Company Inc. Educational Software Market
    The Learning Company Inc. educational software market Address: 1 Athenaeum Pl. Cambridge, Massachusetts 02142 U.S.A. Telephone: (617) 494-1200 Toll Free: 800-377-6567 Fax: (617) 494-1219 http://www.learningco.com Statistics: Public Company Incorporated: 1978 as Micropro International Corp. Employees: 1,400 Sales: $392.4 million (1997) Stock Exchanges: New York Ticker Symbol: TLC SICs: 7372 Prepackaged Software; 5045 Computers, Peripherals & Software; 7373 Computer Integrated Systems Design; 8742 Management Consulting Services Company History: The Learning Company Inc. develops, publishes, and markets a family of premium software brands that educate across every age and area of interest, from young children to adults. The Learning Company's products are sold in more than 23,000 stores across 40 countries through multiple distribution channels including retail, school, online, and direct marketing. The Learning Company Inc. is America's premier developer and marketer of educational and reference software for consumers and schools. The company develops and publishes a broad range of high-quality consumer educational software for personal computers (PCs) for all age groups, featuring some of the most well-known brand name products on the market. The company manufactures primarily education and reference software, but also offers materials focusing on lifestyle, productivity, and entertainment. The company's educational products are generally marketed under The Learning Company and MECC brand names, and include the "College Prep," "Foreign Languages," "Oregon Trail," "Reader Rabbit," "Treasure," "Super Solvers," and "Writing and Creativity Tools" lines. In addition to consumer versions of these products, the company also publishes school editions of a number of them.
    [Show full text]
  • Phonics Curriculum Comparison Chart
    PHONICS CURRICULUM COMPARISON CHART ©2018 PHONICS Grades Religious Content Price Range Approach Programs PK K 1 2 3 4 5 6 7 8 Christian N/Secular $ $$ $$$ Basic Intensive All About Reading • • • • • • • • • Alpha-Phonics • • • • • • • American Language Series • • • • Bob Jones Phonics & English • • • • First Start Reading (Memoria Press) • • • • • Foundations • • • • • • FREE Phonics / Primary Concepts Phonics • • • • • • • • Fun-Time Phonics • • • • • • • Guide to Teaching Phonics • • • • • Happy Phonics • • • • • • • • Hooked on Phonics / Master Reader • • • • • • • • • • • • • • Horizons Phonics & Reading • • • • • • • I Can Read It! • • • • • • • Jolly Phonics • • • • • • • Learning to Read (CLE) • • • • LLATL Blue & Red • • • • • • Ordinary Parent's Guide to Teaching Reading • • • • • • • Pathway Reading • • • • • Phonics for Reading & Spelling • • • • • • Phonics Pathways • • • • • • • • • • • Phonics Road to Spelling and Reading • • • • • • • • • • Picture Words Phonics Readers • • • • • • • • Preventing Academic Failure • • • • • • • • • • • • Primary Arts of Language • • • • • Primary Phonics • • • • • • • • Reading Lesson (The) • • • • • • Reading Lessons Through Literature • • • • • • • Reading Made Easy • • • • • • • Recipe for Reading • • • • • • • • • • • • Right Brain Phonics • • • • • • • • • • • Saxon Phonics • • • • • • Saxon Phonics Intervention • • • • • • • • Sing, Spell, Read & Write • • • • • • Sound Bytes Reading: Teach Anyone to Read • • • • • • • • • • • • • Spell to Write & Read • • • • • • • • • • Teach a Child
    [Show full text]
  • Reader Rabbit® Playtime for Baby™
    Reader Rabbit® Playtime for Baby™ Onscreen Reference Guide ABOUT THE LEARNING COMPANY Since 1980, The Learning Company has consistently produced the highest quality educational software available. Our award-winning products help develop your child’s underlying thinking skills and creativity, while reinforcing important areas of the basic curriculum, such as reading, writing, and mathematics. Every product under The Learning Company brand undergoes extensive research and testing, with input from educational professionals, parents, and children. Each product features a precise balance of educational content and entertainment value, so your child has fun while learning! How do we do it? Enchanting characters. Challenging situations. Rich game environments. State-of-the-art graphics and sound. Progressive skill levels and game segments that can be customized to meet your child’s individual needs. As parents and educators, we recognize that education is a continuous process. So we developed a complete system of age-appropriate programs. Carefully sequenced by age groups, this system makes it easy for you to confidently choose the right products for your children at each stage of their educational development. As an integral part of The Learning Company’s system, each of our products addresses a specific age group and subject area with appropriate themes to heighten your child’s interest in learning. © 1999 The Learning Company, Inc., and its subsidiaries and licensors. All rights reserved. The Learning Company and Reader Rabbit are registered trademarks and Playtime for Baby is a trademark of The Learning Company, Inc. All other trademarks are the property of their respective owners. READER RABBIT ® PLAYTIME FOR BABY ™ Hardware and System Requirements ...........................................
    [Show full text]