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Amazon Trail II
''Amazon Trail II'' is a simulation video game developed by The Adventure Company and published by MECC for the Macintosh and Windows. It was released in September 1996. The game is a spin-off of '' The Oregon Trail''. It is the second video game in the ''Amazon Trail'' video game series, succeeding ''The Amazon Trail'' and preceding ''Amazon Trail 3rd Edition''. It was included in a games bundle with the Quantex 5500, and in the ''Trail Mix Social Studies Bundle'' with ''The Oregon Trail 3rd Edition'' and '' MayaQuest: The Mystery Trail''. The Quantex QP6/333 M-1c package also included the game in its software package. Production The aim of this educational video game is to teach players about the "culture, ecology, and history of the Amazon River". Richard D. Thompson was the game's video director. The game was donated to The Strong National Museum of Play The Strong National Museum of Play (known as just The Strong Museum or simply the Strong) is part of The Strong in Roc ...
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MECC
The Minnesota Educational Computing Consortium (later Corporation), most commonly known as MECC, was an organization founded in 1971 best known for developing the edutainment video game series '' The Oregon Trail'' and its spinoffs. The goal of the organization was to coordinate and provide computer services to schools in the state of Minnesota; however, its software eventually became popular in schools around the world.and Canada. MECC had its headquarters in the Brookdale Corporate Center in Brooklyn Center, Minnesota. It was acquired by SoftKey in 1995 and was shut down in 1999. History Origins During the 1960s, Minnesota was a center of computer technology, what ''City Pages'' would describe 50 years later as a "Midwestern Silicon Valley". IBM, Honeywell, Control Data and other companies had facilities in the state. In 1963, their presence inspired a group of teachers at the University of Minnesota College of Education's laboratory school to introduce compu ...
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The Mystery Trail
''The'' () is a grammatical article in English, denoting persons or things that are already or about to be mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with nouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of the archaic pro ...
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The Learning Company Games
''The'' () is a grammatical article in English, denoting persons or things that are already or about to be mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with nouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of the archai ...
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Video Games Set In The Amazon
Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems which, in turn, were replaced by flat panel displays of several types. Video systems vary in display resolution, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcast, magnetic tape, optical discs, computer files, and network streaming. History Analog video Video technology was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) television systems, but several new technologies for video display devices have since been invented. Video was originally exclusively a live technology. Charles Ginsburg led an Ampex research team developing one of the first practical vid ...
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Video Games Developed In The United States
Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems which, in turn, were replaced by flat panel displays of several types. Video systems vary in display resolution, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcast, magnetic tape, optical discs, computer files, and network streaming. History Analog video Video technology was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) television systems, but several new technologies for video display devices have since been invented. Video was originally exclusively a live technology. Charles Ginsburg led an Ampex research team developing one of the first practi ...
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Simulation Video Games
Simulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, prediction, or entertainment. Usually there are no strictly defined goals in the game, and the player is allowed to control a character or environment freely. Well-known examples are war games, business games, and role play simulation. From three basic types of strategic, planning, and learning exercises: games, simulations, and case studies, a number of hybrids may be considered, including simulation games that are used as case studies. Comparisons of the merits of simulation games versus other teaching techniques have been carried out by many researchers and a number of comprehensive reviews have been published. Subgenres Construction and management simulation Construction and management simulation (CMS) is a ...
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1996 Video Games
File:1996 Events Collage.png, From left, clockwise: A bomb explodes at Centennial Olympic Park in Atlanta, set off by a radical anti-abortionist; The center fuel tank explodes on TWA Flight 800, causing the plane to crash and killing everyone on board; Eight people die in a blizzard on Mount Everest; Dolly the Sheep becomes the first mammal to have been cloned from an adult somatic cell; The Port Arthur Massacre occurs on Tasmania, and leads to major changes in Australia's gun laws; Macarena, sung by Los del Río and remixed by The Bayside Boys, becomes a major dance craze and cultural phenomenon; Ethiopian Airlines Flight 961 crash-ditches off of the Comoros Islands after the plane was hijacked; the 1996 Summer Olympics are held in Atlanta, marking the Centennial (100th Anniversary) of the modern Olympic Games., 300x300px, thumb rect 0 0 200 200 Centennial Olympic Park bombing rect 200 0 400 200 TWA FLight 800 rect 400 0 600 200 1996 Mount Everest disaster rect 0 200 3 ...
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The Strong National Museum Of Play
The Strong National Museum of Play (known as just The Strong Museum or simply the Strong) is part of The Strong in Rochester, New York, United States. Established in 1969 and based initially on the personal collection of Rochester native Margaret Woodbury Strong, the museum opened to the public in 1982, after several years of planning, cataloguing, and exhibition development for the museum's new building in downtown Rochester. For at least fifteen years after its opened, the mission of the museum was to interpret the social and cultural history of average Americans between 1830 and 1940, under the direction of H.J. Swinney and William T. Alderson. Mrs. Strong's collections of dolls and toys, American and European decorative arts, prints, paintings, Japanese crafts, and advertising ephemera provided a firm foundation for this mission, and were supplemented with collections purchased and donated to more fully support the museum's early mission. The museum received considerable local a ...
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The Oregon Trail 3rd Edition
''The Oregon Trail 3rd Edition'' (full title: ''The Oregon Trail 3rd Edition: Pioneer Adventures'') is the second sequel to the 1985 edutainment video game '' The Oregon Trail'' after '' Oregon Trail II''. It was developed by MECC and released in 1997. Gameplay Like all other games in the ''Trail'' series, ''The Oregon Trail 3rd Edition'' requires careful resource management in order to successfully complete the perilous journey across America via the Oregon trail to the Western frontier. The game included a guide book with helpful hints in case the player got stuck. Reception Game Industry News wrote: "I do find this game to be an excellent learning experience for players. It is marketed for people ages ten to adult, and even if you are an adult this game offers enough of a challenge coupled with entertainment to keep your interest". The Hour wrote: "This is an excellent role playing game for children ages 10 up to adults". Elizabeth Weal of the MacHome Journal said that "this ...
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The Oregon Trail (series)
''The Oregon Trail'' is a series of educational computer games. The first game was originally developed by Don Rawitsch, Bill Heinemann, and Paul Dillenberger in 1971 and produced by the Minnesota Educational Computing Consortium (MECC) in 1974. The original game was designed to teach 8th grade schoolchildren about the realities of 19th-century pioneer life on the Oregon Trail. The player assumes the role of a wagon leader guiding a party of settlers from Independence, Missouri, to Oregon's Willamette Valley via a covered wagon in 1848. History In 1971, Don Rawitsch, a senior at Carleton College in Northfield, Minnesota, taught an 8th grade history class as a student teacher. He used HP Time-Shared BASIC running on a HP 2100 minicomputer to write a computer program to help teach the subject. Rawitsch recruited two friends and fellow student teachers, Paul Dillenberger and Bill Heinemann, to help. The original core gameplay concepts that have been included in every subsequent v ...
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Future US, Inc
The future is the time after the past and present. Its arrival is considered inevitable due to the existence of time and the laws of physics. Due to the apparent nature of reality and the unavoidability of the future, everything that currently exists and will exist can be categorized as either permanent, meaning that it will exist forever, or temporary, meaning that it will end. In the Occidental view, which uses a linear conception of time, the future is the portion of the projected timeline that is anticipated to occur. In special relativity, the future is considered absolute future, or the future light cone. In the philosophy of time, presentism is the belief that only the present exists and the future and the past are unreal. Religions consider the future when they address issues such as karma, life after death, and eschatologies that study what the end of time and the end of the world will be. Religious figures such as prophets and diviners have claimed to see int ...
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Amazon Trail 3rd Edition
''Amazon Trail 3rd Edition: Rainforest Adventures'' is a 1998 game based on the video game '' The Oregon Trail''. It is not a true sequel to the franchise, but is rather largely the same game as '' Amazon Trail II'', only with updated graphics and interfaces and fixing major bugs that caused problems in the second game. The game is published by The Learning Company. Gameplay ''Challenges of Teaching with Technology Across the Curriculum'' describes the gameplay as follows: "Journey into uncharted rainforests, where intrigue lurks everywhere in the Rainforest. Along the way, students travel back through time, meeting people from previous centuries who may or may not help them complete their adventures". The game aims to make ecology, geography, and critical thinking Critical thinking is the analysis of available facts, evidence, observations, and arguments to form a judgement. The subject is complex; several different definitions exist, which generally include the ration ...
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