List Of Educational Video Games
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List Of Educational Video Games
This is a list of notable educational video games. There is some overlap between educational games and interactive CD-ROMs and other programs (based on player agency), and between educational games and related genres like simulations and interactive storybooks (based on how much gameplay is devoted to education). This list aims to list games which have been marketed as educational. Often, educational video game properties become part of larger franchises, for example Carmen Sandiego, Oregon Trail, and Math Blaster. Educational games for children and adolescent Educational games for adults References {{DEFAULTSORT:Video games, educational Video games Educational Education is a purposeful activity directed at achieving certain aims, such as transmitting knowledge or fostering skills and character traits. These aims may include the development of understanding, rationality, kindness, and honesty. Vari ...
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Educational Video Game
An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software). In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors. Educational video games play a significant role in the school curriculum for teachers who seek to deliver core lessons, reading and new skills. Gamification of education allows learners to take active roles in learning and develop technological skills that are needed for their academic and professional careers. Several recent studies have shown that video game ...
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Carmen Sandiego Word Detective
''Carmen Sandiego Word Detective'' is a game in the ''Carmen Sandiego'' franchise which was released in 1997. The plot of the game sees Carmen Sandiego inventing a machine called the Babble-On Machine, and the player in the role of Agent 13, thwarting her plans by freeing all the other agents which have been captured by Carmen. The title is very similar in format to ''Carmen Sandiego Math Detective ''Carmen Sandiego Math Detective'' is a 1998 ''Carmen Sandiego'' video game. It is similar in structure to ''Carmen Sandiego Word Detective'', which was released a year before. Development Art The backgrounds for the game were sketched, refined ...'', which was released a year later. Gameplay and plot The intro to this "spy adventure" starts off with Agent 12 (Ann Tickwitee) discovering Carmen's hideout. Under the orders of ACME secret agent Chase Devineaux, she creeps inside only to find herself trapped and starting to babble. Carmen enters and explains that she has invented a "Ba ...
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1985 In Video Gaming
1985 saw many sequels and prequels in video games, such as ''Super Mario Bros.'' and ''Kung Fu'', along with new titles such as ''Commando'', ''Duck Hunt'', '' Gauntlet'', ''Ghosts 'n Goblins'', ''Gradius'', ''Hang-On'', ''Space Harrier'' and ''The Way of the Exploding Fist''. The year's highest-grossing arcade video games were ''Hang-On'' and ''Karate Champ'' in the United States, and ''Commando'' in the United Kingdom. The year's bestselling home system was the Nintendo Entertainment System (Famicom) for the second year in a row, while the year's bestselling home video game was ''Super Mario Bros.'' Financial performance In the United States, annual home video game sales fell to ( adjusted for inflation) in 1985. Meanwhile, the arcade game industry began recovering in 1985. Highest-grossing arcade games Japan In Japan, the following titles were the top-grossing arcade video games on the bi-weekly '' Game Machine'' charts in 1985. United Kingdom and United States In the Un ...
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Dread Dragon Droom
''Dread Dragon Droom'' (popularly known as Droom) is an educational game designed and published by HUMMEC (Humberside Microelectronics in Education Centre) in 1985. The game was used widely in schools throughout the United Kingdom in the 1980s and was one of the first examples of British educational software designed specifically for schools. HUMMEC was the educational support centre of the then local education authorities of Humberside. Humberside was part of a consortium of LEAs (the others being Barnsley, Sheffield, Doncaster, Rotherham and, for a time, Wakefield) which established a regional support centre called RESOURCE, based in Doncaster. Plot The plot of the game is classic fairy-tale fantasy: the princess Arminda has been captured by the Dreaded Dragon Droom, and held in his dungeon, while her suitor Prince Henry has been turned into a frog. The user has to rescue Arminda, aided by a witch, a wizard, fairies and the ever-helpful Little Bit on the way. The game ...
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Nintendo EPD
commonly abbreviated as Nintendo EPD, is the largest division within the Japanese video game company Nintendo. The division focuses on developing and producing video games, mobile apps, and other related entertainment software for the company. EPD was created after merging their Entertainment Analysis & Development (EAD) and Software Planning & Development (SPD) divisions in September 2015. History The division was created on September 16, 2015, after the consolidation of two of Nintendo's former software divisions, Entertainment Analysis & Development (EAD) and Software Planning & Development (SPD), as part of a company-wide organizational restructure that took place under Nintendo's then newly appointed president, Tatsumi Kimishima. The division assumed both of its predecessors' roles, focusing on the development of games and software for Nintendo platforms and mobile devices; it also manages and licenses the company's various intellectual properties, alongside producing an ...
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Nintendo SPD
commonly abbreviated as Nintendo SPD, was a Japanese research, planning and development division housed inside the Nintendo Development Center in Kyoto, Japan. The division had two departments: ''Software Planning & Development Department'', which primarily co-produced games with external developers; and ''Software Development & Design Department'', which primarily developed experimental and system software. The division was created during a corporate restructuring in September 2003, with the abolition of the Nintendo R&D1 and Nintendo R&D2 departments. The group had the task of independently developing innovative games, assisting other development teams on projects, and managing overseas production of first-party franchises. Both SPD and SDD departments were divided into four separate groups, which worked concurrently on different projects.Cassidy, KevinNCL Team Structure work in progress June 7, 2006. Retrieved October 26, 2007. In September 2015, Nintendo SPD merged with Ni ...
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Brain Age
''Brain Age'', known as ''Dr Kawashima's Brain Training'' in PAL regions, is a series of video games developed and published by Nintendo, based on the work of Ryuta Kawashima. Video games The ''Brain Age'' games, known as ''Brain Training'' in Japan and Europe, are presented as a set of mini-games that are designed to help improve one's mental processes. These activities were informed by Dr. Ryuta Kawashima, a Japanese neuroscientist, and are aimed to stimulate multiple parts of the brain to help improve one's abilities and combat normal aging effects on the brain. Activities are generally based on two or more mental stimuli and are to be completed as fast and as correctly as possible. For example, common activities include Calculations, where the user is presented with a list of single-operator math operations and the user uses the system's touch screen to write their answer to each question, and Stroop Test based on the Stroop effect, where players must say into the unit's ...
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Knowledge Adventure
JumpStart Games, Inc., formerly Knowledge Adventure, Inc., is an American edutainment video game company based in Torrance, California. Founded in 1991, it owns the ''Neopets'' virtual pet website, and is itself owned by Chinese holding company NetDragon Websoft. History Until 1994, Knowledge Adventure had created DOS games, including ''Knowledge Adventure The Game'', ''Isaac Asimov's Science Adventure'', ''Space Adventure'', ''Mario Teaches Typing'', ''Mario Is Missing!'', ''San Diego Zoo Presents: The Animals!'', ''Dinosaur Adventure'', ''The Tale of Peter Rabbit'', ''Mario's Time Machine'', ''Mario's Early Years! Fun with Letters'', ''Mario's Early Years! Fun with Numbers'', ''Imax's Speed (1984 film), Speed'', ''Undersea Adventure'', ''3D Dinosaur Adventure'', ''Isaac Asimov's Science Adventure II'', ''Kid's Zoo: A Baby Animal Adventure'', ''3D Body Adventure'', ''Space Adventure II'', ''Aviation Adventure'', ''America Adventure'', ''Bug Adventure'', ''The Discoverers (vid ...
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Sierra Entertainment
Sierra Entertainment, Inc. (formerly On-Line Systems and Sierra On-Line, Inc.) was an American video game developer and publisher founded in 1979 by Ken and Roberta Williams. The company is known for pioneering the graphic adventure game genre, including the first such game, ''Mystery House''. It is also known for its graphical adventure game series ''King's Quest'', ''Space Quest'', ''Police Quest'', ''Gabriel Knight'', ''Leisure Suit Larry'', and ''Quest for Glory'', as well as being the original publishers of Valve's ''Half-Life'' series. After seventeen years as an independent company, Sierra was acquired by CUC International in February 1996 to become part of CUC Software. However, CUC International was caught in an accounting scandal in 1998, and many of the original founders of Sierra including the Williamses left the company. Sierra remained as part of CUC Software as it was sold and renamed several times over the next few years; Sierra was formally disestablished as a c ...
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Common Core State Standards Initiative
The Common Core State Standards Initiative, also known as simply Common Core, is an educational initiative from 2010 that details what K–12 students throughout the United States should know in English language arts and mathematics at the conclusion of each school grade. The initiative is sponsored by the National Governors Association and Council of Chief State School Officers. The initiative also seeks to establish consistent educational standards across the states as well as ensure that students graduating from high school are prepared to enter credit-bearing courses at two- or four-year college programs or to enter the workforce. Background In the 1990s, a movement began in the U.S. to establish national educational standards for students across the country. * (a) outlining what students were expected to know and do at each grade level * (b) implementing ways to find out if they were meeting those standards. Development In late 2008, the NGA convened a group of people ...
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The Learning Company
The Learning Company (TLC) was an educational software company founded in 1980 in Palo Alto, California and headquartered in Fremont, California. The company produced a grade-based line of learning software, edutainment games, and productivity tools. Its titles included the flagship series ''Reader Rabbit'', for preschoolers through second graders, and ''The ClueFinders'', for more advanced students. The company was also known for publishing licensed educational titles featuring characters such as Arthur Read, Arthur, Scooby-Doo (character), Scooby-Doo, Zoboomafoo, and Caillou. In 1995, the company was acquired by The Learning Company (formerly SoftKey), SoftKey in a hostile takeover bid, at which point SoftKey assumed the Learning Company name and brand. History The Learning Company was founded in 1980 by Ann McCormick; Leslie Grimm; Teri Perl; and Warren Robinett, a former Atari employee who had programmed the popular game ''Adventure (1979 video game), Adventure''. They s ...
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The ClueFinders
''ClueFinders'' is an educational software series aimed at children aged between 8 and 12, that features a group of mystery-solving teenagers. The series was created by The Learning Company (formerly SoftKey) as a counterpart to their ''Reader Rabbit'' series for older, elementary-aged students. The series has received praise for its balance of education and entertainment, resulting in numerous awards. History The Learning Company (1997–2001) ClueFinders was conceived as a spiritual successor to the ''Reader Rabbit'' series. The first ''ClueFinders'' title, ''The ClueFinders 3rd Grade Adventures: The Mystery of Mathra'', was released in 1998, with subsequent games being released within the next two years. ''The ClueFinders 4th Grade Adventures'' was released in 2000. The Learning Company used their new game as the prototype for Internet Applet technology, which allowed users to download supplementary activities from the ClueFinders website. ''The ClueFinders 4th Grade Adve ...
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