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Jet force gemini tribals. Reader Rabbit's Ready for Letters is a 1992 video game and the fifth game of the Reader Rabbit franchise. Although a spin-off title, it is designed for ages 3 to 6 to teach.
Reader Rabbit's Ready for Letters | |
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Developer(s) | The Learning Company |
Publisher(s) | The Learning Company |
Designer(s) | Lauren Elliott |
Series | Reader Rabbit |
Platform(s) | DOS, Macintosh |
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Genre(s) | Edutainment |
Mode(s) | Single-player |
Reader Rabbit's Ready for Letters is a 1992 video game and the fifth game of the Reader Rabbit franchise. Although a spin-off title, it is designed for ages 3 to 6 to teach prereaders about becoming literate and phonics.
The game was designed with a re-usability value, which help children develop new language skills and sharpen old ones.[2] The game allows for free exploration and offers activities that enable children to begin learning to read.[3] The modules included teach shape recognition, matching and basic word skills.[1] The digitized voices encourage direction, exercises listening comprehension and helps tie language to words. The concept of cause-and-effect is implemented.[2] The activities expose prereaders to letters, simple words, word relationships, creativity, colors, shapes and matching.[4] Music and animations add to retain interest.[5]
The game takes place in the house and garden of Grandma and Grandpa Rabbit. There are two modes during gameplay; the free-form mode, which allows players to do the activities are in their own way and the goal-based mode, which instructs the player what to do. The game consists of six activities:[6]
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The Managing Editor of PCM Magazine Sue Fomby highlighted the game for its gameplay that helped children to start reading.[3] MacUser gave the game 2 and a half stars, being suited for the youngest and lesser experienced prereaders.[7]