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Educational software, as the name implies,are a subset of Educational games which attempt to teach the user using the game as a vehicle. Most of these types of games target young user from the ages of about three years to mid-teens; past the mid-teens, subjects become so complex (e.g. Calculus) that teaching via a game may be impractical.
Epic! is an American kids subscription-based reading and learning platform. It offers access to books and videos for children ages 12 and under. [1] The service can be used on desktop and mobile devices.
ABCmouse.com Early Learning Academy is a digital education program for children ages 2–8, created by the edtech company Age of Learning, Inc. [2] [3] The program offers educational games, videos, puzzles, printables, and a library of regular and “read-aloud” children’s books, covering subjects including reading and language arts, math, science, health, social studies, music, and art.
JumpStart Games (previously Knowledge Adventure) Davidson & Associates (merged with Knowledge Adventure) SoftKey (acquired by Mattel, then Riverdeep) Brøderbund (acquired by Softkey) The Learning Company (acquired by SoftKey) Creative Wonders (acquired by the Learning Company) MECC (acquired by Softkey) Edmark (acquired by Riverdeep)
Nessy Learning Ltd is a publisher of educational software who developed the first online learning program for dyslexics in August, 2000.. Based in Bristol, England, Nessy was founded in 1999 by Mike Jones, [1] primarily to publish the games and resources created at the Bristol Dyslexia Centre, a registered charity. [2]
Rayman Brain Games was originally published as Amazing Learning Games with Rayman in 1996, and Rayman Learning Center in 1999. [3] Rayman Brain Games has received mixed reception since its release. Writer Bonnie James felt that the game mixed educational elements with gameplay well and that kids who enjoy playing games will enjoy this, though ...
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