Reader Rabbit's Interactive Reading Journey | |
Developer: | The Learning Company |
Publisher: | The Learning Company |
Release: | October 1994 (Original)[1] 1997 (Re-release) 1998 (Ages 4-6) 1999 (Personalized) |
Genre: | Adventure, edutainment |
Platforms: | Windows, Windows 3.x, Macintosh |
Modes: | Single-player |
Reader Rabbit's Interactive Reading Journey is a 1994 video game released on the Windows and Macintosh systems. It is the sixth game in the Reader Rabbit franchise. Designed for ages 4 till 7, the game introduces the new main characters Mat the Mouse and Sam the Lion who accompany Reader. It was then re-released in 1997 under the title "Reader Rabbit's Interactive Reading Journey For Grades K-1", followed by another in 1998 titled "Reader Rabbit's Reading Ages 4–6" and a personalized version in 1999.
The game teaches users how to read effectively. Forty storybooks can be read aloud or narrated to the user. Over 100 reading exercises include phonics, word-recognition, spelling skills and building vocabulary. The activities incorporate repetition of words, followed by a gradual increase of word variety. The game challenges users to keep learning independently and helps them to become interested in reading.[2] It also allows older users to build up on their previous skills. Overall, "Reading Journey" allows learners to set their reading progress at their own page.[3] The game came packaged with printed versions of 40 stories included in the game, which aid in reading along at the computer or independent reading away from the computer.[4]
CD-ROM Today rated the game 5 stars, meriting its simple interface and artistic design.
PC Magazine wrote that the game facilitates learning in a non-threatening and effective way. Creating Ever-cool noted that as the difficulty increases with each book, readers feel a "thrill of accomplishment" upon progressing.[5] Working Mother praised the title's "creative approach".[6] The Washington Post praised the animation as "crisp and humorous".[7] The Parents Magazine declared that the game was the most comprehensive reading skill software of that time.[8]
In June 1997, Interactive Reading Journey Learning and Interactive Reading Journey 2 were the 5th and 6th best selling reading titles.[9]