View manual text
The Learning Company
®
Reader Rabbit’s ®
¤
™
Level 1
User’s Guide
HOPPING TO IT...
For start-up information, troubleshooting, and hardware
requirements for Reader Rabbit’s Reading Development
Library, refer to the documentation in the CD package.
Copyright © 1995 The Learning Company. All rights reserved.
Reading Development Library, Interactive Reading Journey, and The Learning System
are trademarks and Reader Rabbit and The Learning Company are registered trademarks
of The Learning Company.
SAT is a registered trademark of the College Entrance Examination Board.
All other trademarks and registered trademarks are property of their respective companies.
Unauthorized reproduction, adaptation, distribution, performance, or display of this document,
the associated computer program, or the audiovisual work is strictly prohibited.
This software is protected by both the United States copyright law and international treaty
provisions.
WELCOME TO READER RABBIT’S
READING ADVENTURES!
Come along as Reader Rabbit brings the wonder of reading to
life at each stage of a child’s development! With Reader
Rabbit’s Reading System, children develop reading skills
through a comprehensive approach to reading: curriculumbased instruction for learning to read, supplemented by phonics
and reading comprehension activities. In Reading
Development Library, children apply their reading skills to
develop comprehension. Read on for more information on the
interactive adventures in Reader Rabbit’s Reading System!
Reader Rabbit’s Interactive Reading Journey™, Ages 4–7
Journey through a land of fantasy and surprise
animation in this breakthrough program that
teaches children to read. Reader Rabbit’s
Interactive Reading Journey covers a full
year of classroom instruction and integrates
40 increasingly challenging storybooks with
over 100 phonics activities. There’s also a
proficiency-tracking feature to guide
children’s learning and printed copies of
the 40 books from the program!
Reader Rabbit 1, Ages 3–6
Look who’s talking now! In an exciting deluxe
version for CD-ROM, Reader Rabbit 1
dazzles the eyes and ears with enhanced
graphics and all-new lifelike speech to build
preschool through first-grade phonics skills. Four timetested activities use over 200 school reading words to develop
phonics skills, increase vocabulary, and sharpen memory and
concentration skills—the building blocks for successful reading
and learning.
Reader Rabbit 2, Ages 5–8
The journey continues in Reader Rabbit 2. Young readers take
a fantasy railroad ride through Wordville to the next level of
reading skills. This deluxe CD-ROM version, enhanced with
sparkling new graphics and lifelike speech, builds first- and
second-grade reading and phonics skills in four lively
activities—Word Mine, Vowel Pond, Match Patch, and
Alphabet Dance. Reader Rabbit talks to children throughout
the program, giving hints, pronouncing the words, and
encouraging more learning. Discover a world filled with
sights, sounds, and meanings of words in this animated talking
adventure!
Reader Rabbit 3, Ages 6–9
In Reader Rabbit 3, that famous rabbit has the scoop on
learning! Follow the adventures of Reader Rabbit,
investigative reporter for Wordville’s Daily Skywriter, as he
searches for the latest-breaking news. Players join the Clue
Hounds, Orville and Wilma Write, and pick
up different clues to solve mysteries!
Reviewing sneak peeks of short
cartoons with the renowned critic,
Sneaker Mole, keeps players
engaged for hours. And Ed Words
the editor is there to help players
write their own phrases. The
deluxe CD-ROM version of
Reader Rabbit 3 uses delightful
character voices to build
second- and third-grade reading
skills while improving players’
writing, vocabulary, and
critical-thinking abilities.
Reader Rabbit s
Reading Development Library Level 1
CONTENTS
EDUCATIONAL FOCUS
The Reading Development Library Stories
Special Features
The Activities
Extending the Experience
GETTING STARTED*
Signing In
Using POP
USING THE PROGRAM
Reading the Stories
Playing the Story Activities
1
1
2
3
4
7
7
9
11
12
14
APPENDIXES
Appendix A: The POP Buttons
Appendix B: Word List
19
21
CUSTOMER SERVICE
25
INDEX
27
* For instructions on setting up and starting the program,
refer to the documentation in the CD package.
ducational Focus
As children learn to read, there are several elements that
contribute to their success and progress. One element is the
exposure to literature. Literature provides a natural
environment in which children can apply and further develop
the reading skills they have acquired, including phonics,
decoding, and reading comprehension. It also enriches
children’s vocabulary by giving them words in meaningful
context. As children read and enjoy literature, they develop an
understanding of how meaning is created. They come to
appreciate how words work together to form sentences, and,
ultimately, how sentences are combined to communicate ideas.
THE READING DEVELOPMENT
LIBRARY STORIES
The Reading Development Library series presents classic tales
to encourage children’s exploration of literature. The tales
were chosen because children find them engaging and
intriguing. In addition, familiarity with the story lines helps
children predict events, an important component in reading
comprehension. The rhyme, rhythm, and repetition found
throughout the stories contribute to their richness and appeal,
and provide ongoing opportunity for children to hone their
reading skills.
Each story is presented from three perspectives: a classic
version, and two versions told from the story characters’ points
of view. Exposing children to multiple perspectives of the
same story encourages them to increase their understanding of
others and their ability to identify with others’ experiences.
This social role-play is an integral part of children’s
development of empathy and awareness of self relative to others.
1
EDUCATIONAL FOCUS
The Reading Development Library series is carefully
sequenced so that it meets the needs of children at each stage of
their early reading development. The concepts presented in the
stories become more complex, and the pace, grammar, and
vocabulary increase in difficulty as the series progresses. For
slower readers and those whose first language is not English,
the series offers a particularly safe and special environment for
developing language and reading skills. Children are in control
of the experience, and they can receive support from the
program to guide them as they read.
SPECIAL FEATURES
Children can read the stories in one of two modes. In Read to
Me mode, the character selected reads the story aloud in its
entirety. There is a pause button on each page to stop the story,
so children can practice reading certain words or sentences on
their own. In Read Together mode, children can explore the
text and the pictures at their own pace. They can hear the text
read aloud by clicking on the character, and they can click on
individual words to hear them read. In addition, there are
several content-related animations within each scene that
children can discover by clicking on the pictures.
At the beginning of each story, there is a word list that
introduces the words that are central to the story’s plot. Seeing
the words ahead of time gives children the opportunity to
practice reading them. Understanding these key words will
help increase their comprehension of the story.
To support accurate left-right tracking as children read, the text
is highlighted whenever it is read aloud. The highlight
“grows” as each word in a sentence is read so children can
follow along and experience the rhythm of natural language.
2
The Activities
Pictures and visual effects are an important part of children’s
reading experience. Throughout the stories, there is significant
use of art and animations to help convey the meaning of the
text. In addition to helping children understand the characters
and the plot, the animations provide a unique dimension to the
stories with extra dialogue that enriches the telling of the story.
THE ACTIVITIES
In the Read Together mode, children have access to the storyrelated activities. These activities give them additional
opportunities to work with story concepts and vocabulary.
In Express It, children help Sam the Lion create letters to send
to the storybook characters—choosing words or phrases to
complete the sentences that Sam has written. There is a picture
accompanying each choice to help comprehension and
vocabulary development. And since children can try out the
different choices before finalizing their decisions, they can
enjoy experimenting and playing with language.
Once children complete a letter, they send it to the character
and receive a tailored response that addresses specific points in
their letter. This activity exposes children to the conventions of
letter writing, a valuable method of communication.
The Story Map activities focus on words and events from the
stories. In Story Match, children match pictures to words,
practicing word-recognition and developing vocabulary. In
Story Order, children put specific events from the story into the
correct chronological order. This challenges them to recall
both sequence and content.
3
EDUCATIONAL FOCUS
EXTENDING THE EXPERIENCE
As children explore the stories in Reading Development
Library, there are several things that you can do to help them
get the most out of their reading experience. Having children
make predictions about the plot and the characters is a great
way to get them started thinking about the story. You can ask
them questions like the following:
•
•
•
•
•
•
Why would a wolf want to visit pigs?
Why would someone use bricks to build a house?
What do you think would happen to a straw house on a
windy day?
Where do bears usually live? If bears lived in a house,
what do you think the house would be like?
What is porridge? What does it taste like?
What might happen if a girl visited a bear’s house?
After they’ve read the stories, you can ask questions that will
challenge them to make connections between the stories and
their own lives.
•
•
•
•
What would you use to build a house? Why?
What would you do if a stranger knocked on your door?
Should Goldilocks go back to see the bears? Why or
why not?
How would you feel if someone used your things without
asking you first?
The stories and activities in the Reading Development Library
series can serve as inspiration for other activities away from the
computer. Following are more suggestions to help children get
the most out of their experience with the literature.
4
Extending the Experience
Write or tell your own version.
• Pick a character who didn’t tell a version of the story.
What would that character’s version be like?
• Combine the two stories to make a new story. For
example, what would happen if the three bears let the wolf
into their house?
• Draw a picture showing a different ending to the story.
Write a letter.
• Write to a friend or a family member. You can make your
letter silly or serious. Can you think of a special way to
sign your letter? Sam the Lion likes to use “ROAR!”
• Pretend you and a friend are characters from one of the
stories. Write each other letters about what happens to you
in the story.
Make a story map.
• Write a short story. Then, use words and pictures to make a
story map that shows some of the important things that
happened in your story.
• Mix up your map and see if a friend can unscramble it.
• Mix up your map again and write a new, silly story from
the mixed-up pieces.
Get to know the characters.
• Make a list of story characters. Make another list of some
things each of those characters might say. See if you and a
friend can match the words to the right characters.
• Work with some friends to act out the story. Talk, walk,
and act like the story characters.
this is the end of the chapter.
5
EDUCATIONAL FOCUS
6
etting Started
Are you ready to read with Reader Rabbit and Sam the Lion?
Start the program by following the instructions in the CD package.
SIGNING IN
To play Reading Development Library, you’ll need to sign in
by entering your name. The Sign-In screen shows all players
who have already entered their names.
Click on the
arrows to find
your name.
Click on the
letters to spell
your name.
Click to delete a
letter.
Click to choose
a book to read.
New Players
To add your name to the Sign-In list:
1. Click on the alphabet letters or use the keyboard to type
your name into the name box. Your name can have up to
16 letters. And it must be different than any other name on
the list.
7
GETTING STARTED
To erase a mistake, click on
or press ∫
(Windows) or ≈
(Macintosh).
To put a space between letters, click on
counts as a letter.)
2. Click on
. (A space
to go to the choose-a-book screen.
Listed Players
If you’ve used the program before, your name will already be
on the Sign-In list. If you don’t see your name in the name
box, click on the arrows to scroll through the list.
To choose your name from the list:
1. Click on your name to highlight it, or just type your name
using the onscreen alphabet letters or your keyboard.
2. Click on
.
Removing a Player’s Name
You can remove a player’s name at any time. However, when
there are 99 names on the list, it’s full and you must remove a
name before you can add a new one. Removing a name will
permanently erase that player’s name and program option
settings from the hard disk.
To remove a player’s name:
■ Click on the name to highlight it. Then press ƒ R
(Windows) or ∑ R (Macintosh).
8
Using POP
USING POP (PROGRAM OPTIONS PAD)
Within the program, you’ll notice POP either at the bottom or
lower right corner of the screen. (POP is not available in all
areas of the program.) POP gives you access to program
information and options, lets you move among the different
areas of the program, and lets you exit the program. Any
option settings you make remain in effect until you change
them, and they are saved under your name when you exit the
program. For specific information about the POP buttons, see
Appendix A.
POP Basics
•
•
•
To open POP, click on it.
To close POP, click on POP’s eyes.
To choose a button, click on it.
9
GETTING STARTED
10
sing the Program
Come along with Reader Rabbit and Sam the Lion and
discover two of their favorite storybooks. In each storybook,
you can:
•
•
•
•
•
Listen to the story and follow along.
Read the story on your own, and get help from characters.
Find out more about the story by exploring the scenes and
watching animations of the story events.
Send letters to the storybook characters.
Play activities with the storybook words and pictures.
Click on the book you want to read.
For additional tips on enjoying Reading Development Library,
be sure to see Extending the Experience in Educational Focus.
11
USING THE PROGRAM
READING THE STORIES
Level 1 of Reading Development Library contains two
stories—The Three Little Pigs and Goldilocks and the Three
Bears. There are three different versions of each story. Sam
the Lion tells the classic version, and two storybook characters
tell their own personal versions. When you open a book, you
can choose which version of the story you want to read.
Click on the character whose version you want to read.
Once you’ve chosen a character, you can choose how you want
to go through the story. In Read to Me mode, you can listen
and follow along as the character reads. In Read Together
mode, you can read on your own and explore the book at your
own pace.
Read to Me
Click on
to you.
12
to have the character you chose read the story
Reading the Stories
Click here to
choose a
different book.
Click here to
listen to the story.
Click here to
pause the story.
Read Together
Click on
if you want to read the story to yourself or out
loud. In Read Together mode, you can click on the character if
you want to have the text read to you. You can also hear
individual words if you need help reading them.
Click on
things in the
picture to find
animations.
Click on the
character to
hear the text
read aloud.
Click on a
word to hear
it read aloud.
Click here
to go back
a page.
Click here to
see the
onscreen
help text.
Click here to
go to the
next page.
Click on POP
for program
options.
Click here to go
to the page list.
Click here to go
to the activities.
13
USING THE PROGRAM
PLAYING THE STORY ACTIVITIES
When you read a story in Read Together mode, you can take
time out to play some story activities with Reader Rabbit and
Sam the Lion.
There are two activities—Express It and Story Map. To
play an activity, just click on its icon at the bottom of a
storybook page.
When you’re finished with the activity, click on
to go back to the story.
Express It
Help Sam the Lion write letters to the storybook
characters! He has started the letters, but he needs you
to choose the words to complete his sentences. There
are lots of words to choose from—use whichever ones
you want!
Click on the
character
you want to
write to.
14
Playing the Story Activities
Click on Sam
to hear the
text read.
Click on the
picture or
the words
to fill in the
sentence.
Click on OK
to continue.
When you click on a picture or the words below it, the words
will appear in the sentence. If you want, you can experiment—
click on different words to hear how they sound in the
sentence. When you’ve chosen what you want to say, click
on OK.
Click on the
mailbox to
send the letter.
When you’re finished, mail your letter. Speedy Snail will
deliver it to the storybook character and then bring back a
response letter for you to read!
15
USING THE PROGRAM
Story Map
Reader Rabbit wants to put his story map back together.
There are two things you can help with—Story Match and
Story Order.
Click on the activity you want to play.
STORY MATCH
Reader Rabbit needs you to match the words to the pictures.
1. Click on a
picture.
2. Click on the
word that
matches it.
16
Playing the Story Activities
STORY ORDER
Put Reader Rabbit’s pictures in the right order!
1. Click on the picture that
happened first in the
story. (If you change
your mind, click
anywhere outside the
picture. Then click on a
different picture.)
2. Click on the first place
on the road ( 1 ) to
move the picture and
its words there.
3. Click on the picture
that shows what
happened next in the
story.
4. Click on the next
place on the road
( 2 ) to put the
picture and its
words there.
When all the pictures are in color, Reader Rabbit’s map
is fixed!
17
USING THE PROGRAM
18
APPENDIX A: THE POP BUTTONS
Page/Sentence. This button is available in Read
Together mode only. If you choose Page, the character
will read the entire page. If you choose Sentence, you
will hear one sentence of text read when you click on the
character. You will need to continue to click on the
character to hear each subsequent sentence.
Education. This button gives you general information
about the educational content of the program.
Interesting facts
about children
and reading
A discussion of how
children learn to read
Click here
to return to
the main
POP screen.
Information about
Reader Rabbit’s
Reading Series
19
APPENDIXES
Highlight. This button turns the highlighting feature
off and on.
Voice Choice. This button is available when you
choose POP while you’re reading a story. It lets you
choose which of the three versions of the story you want
to read.
Book Choice. This button takes you to the
choose-a-book screen.
Sign-In. This button takes you to the Sign-In screen.
Word List. This button turns the Word List off and on.
When Word List is on, a list of the story’s key words
appears before the story begins. When the Word List is
off, a slash mark appears across the button.
Exit. This button lets you leave the program.
This is the end of this
20
APPENDIX B: WORD LIST
These are the words used in The Three Little Pigs and Goldilocks and
the Three Bears.
a
about
after
ah
all
am
an
and
angry
another
are
around
as
asked
at
ate
away
baby
back
bad
bang
be
bear
bears
bed
beds
been
before
began
believe
best
big
bite
blew
blow
bowl
bowls
boy
breakfast
brick
bricks
broke
broken
brother
brothers
build
but
by
bye
call
came
can
catch
chair
chairs
chimney
chin
chinny
chins
climb
cold
come
cool
could
cried
day
did
dinner
do
does
don’t
door
down
easy
eat
eaten
eating
fast
feel
fell
fire
first
fixed
flew
followed
for
forget
friends
from
funny
gave
get
girl
go
Goldilocks
gone
good
got
great
grow
guess
had
hair
hairs
21
APPENDIXES
ham
happy
hard
has
have
he
hear
her
here
him
his
home
homes
hoped
hot
house
how
huff
huffed
hungry
I
I’ll
idea
if
in
into
is
it
it’s
jumped
22
just
knew
knocked
know
last
laugh
let
like
liked
likes
little
live
lived
lives
long
look
looked
lot
lunch
made
make
Mama
Mama’s
man
may
maybe
me
met
mine
miss
mm
more
morning
much
must
my
name
nearby
need
needs
never
new
next
nice
no
not
nothing
now
of
oh
on
once
one
ooh
oops
other
our
out
ow
own
Papa
Papa’s
party
people
pieces
pig
pigs
play
please
porridge
puff
puffed
rabbit
ran
ready
really
rest
right
roof
run
said
sat
saw
say
see
she
should
silly
sir
sit
Appendix B: Word List
sitting
sleep
sleeping
small
smaller
smart
smell
snap
so
soft
some
someone
something
sound
stick
sticks
still
story
straw
strong
surprise
take
tell
that
the
their
them
then
there
they
thing
things
think
this
those
thought
three
time
tiny
to
told
too
took
try
very
walk
walking
want
wanted
was
wasn’t
way
we
well
went
were
what
when
who
why
will
with
woke
wolf
woods
work
would
you
your
yum
This is
the
end of
this
appendix.
23
APPENDIXES
24
CUSTOMER SERVICE
We are proud of the special relationship we have with many satisfied parents
and teachers who use our software. If you have a problem, a question, or a
suggestion, please call our Customer Service Department at 1-800-852-2255
or 1-510-792-2101.
The Learning Company warrants to the original purchaser only that the program
disk provided with this user’s guide and the software program coded on it will
perform in accordance with the descriptions in this user’s guide when used with the
specified equipment. If the program is found defective within 90 days of your
purchase, it will be replaced. Simply call The Learning Company’s Customer
Service Department at the above toll-free number and a replacement disk will be
sent within 24 hours. Replacement of the disk is the full extent of our liability.
This warranty is in lieu of all other warranties, whether oral or written, expressed or
implied. Any implied warranties, including those of merchantability and fitness for
a particular purpose, are limited in duration to 90 days from the date of purchase of
this product.
The Learning Company shall not be liable for incidental and/or consequential
damages for the breach of any expressed or implied warranty, including damage to
property and, to the extent permitted by law, damages for personal injury even if
The Learning Company has been advised of the possibility of such damages. Some
states do not allow the exclusion or limitation of incidental or consequential
damages or limitations on how long an implied warranty lasts, so the above
limitations or exclusion may not apply to you.
This warranty shall not be applicable to the extent that any provision of this
warranty is prohibited by any federal, state, or municipal law which cannot be preempted. This warranty gives you specific legal rights and you may also have other
rights which vary from state to state.
Unauthorized reproduction, adaptation, distribution, performance, or display of this
document, the associated computer program, or the audiovisual work is strictly
prohibited.
Damaged Disk Replacement Policy: The Learning Company will replace disks
that the user damages for a duplicating and handling fee. Return your damaged disk
and a check for $10 to:
The Learning Company
6493 Kaiser Drive
Fremont, CA 94555
Attention: Disk Return Department
25
APPENDIXES
26
Index
INDEX
A
G
Activities
choosing 14
offline 4–5
playing 14–17
Adding name as new player 7–8
Arrows on
Sign-In list 8
storybook pages 13
Getting
help text 13
started 7–9
H
B
Help text
getting 13
Highlight
button in POP 20
educational benefits of 2
Book Choice button in POP 20
Book, choosing 11
I
C
Index of pages in storybooks 13
Installing the program. See documentation in CD package
Choosing
a book 11, 20
activities 14
an option button in POP 9
character to read story 12
version of story 12, 20
Continuing a saved game 8
Customer service 25
D
Delete Letter 8
E
Education button in POP 19
Educational benefits of the program 1–
5, 19
Erasing
mistakes on Sign-In list 8
player’s name 8
Exit button in POP 20
Exiting the program 20
Express It activity
educational benefits of 3
icon 14
playing 14–15
L
Letters
using on Sign-In list 7
writing to storybook characters 14–
15
List of
players 7–8
storybook words 21–23
N
Names of players
adding new 7–8
list of 7–8
removing 8
New player, signing in as 7–8
O
Option buttons in POP 19–20
P
Page button in POP 19
Page index in storybooks 13
27
INDEX
Players’ names
adding new 7–8
list of 7
removing 8
POP
buttons 19–20
using 9
Problems with the program. See
documentation in CD package
Program
educational benefits of 1–5
Options Pad (POP). See POP
problems with. See documentation in
CD package
starting. See documentation in CD
package
using 11–17
Q
Quitting the program. See Exiting the
program
R
Reading the stories
in Read to Me mode 12–13
in Read Together mode 13
Removing a player’s name 8
S
Saved game, continuing 8
Scrolling names on Sign-In list 8
Sentence button in POP 19
Setting up the program. See documentation in CD package
Sign-In
button in POP 20
screen 7
Signing in 7–8
Starting
a new player 7–8
the program. See documentation in
CD package
28
Stories
choosing 11, 20
reading 12–13
three versions of 12
Story Map activities
educational benefits of 3
icon 14
Story Match 16
Story Order 17
T
Tips for extending the experience 4–5
Troubleshooting. See documentation in
CD package
V
Versions of stories 12
educational benefits of 1
Voice Choice button in POP 20
W
Word List button in POP 20
Words, list of 21–23
CREDITS
Design and Development Team
Executive Producer
Kevin A. Richardson
Education & Activity Development
Lauren Meltzer, Lead
Cynthia Johnson
Graphic Art
Tim Dunn, Layout Artist, Illustrator
Shao Wei Liu, Background Artist
Jon Brooks, Art Technologist
Tony Claar, Layout Artist, Illustrator
Editor
Ronnie Jacobson
Software Engineering
Ron Breger, Lead
Patrick Malone
Marketing
Janis Hom
Linda Gerard
Carole Kochan
Sound
Brian Burge, Lead
Ned Lott, Voice Talent Director
Quality Assurance
Charles Choy, Lead
Digital Art Development
Bobby Chi, Lead
Additional Support
Todd A. Sherman
Development Support
Story/Animation Development
Straight Line Editiorial Development, Inc.
Holly Melton, Writer
Moro Film Studios, Animation
Educational Consultants
Nancy Pollack, Lead;
Anne Cunningham, PhD; Elise Darwish;
David Herz; Carol Huntzinger; Ann
Kitajima; Ruth Nathan, PhD; Pat Robinson
Educational Reviewers
Mary Elizabeth Podhaizer;
Katie Stefanides; Betty Meltzer;
Pat Dawson; Linda Labbos, PhD
Digital Artists
Ann Arrizubieta, Joel Parod,
Shannon Snell, Mira Soriano
Engineering Support
Thyne Richards, Philippe Rollet
Quality Assurance Testers
Robert Chong, John Fong, Ethan Pang,
Pindar Qu, Derrick Yu
Field Test Coordinator
Shelly Hall
Voice Talent
Jeanne Hartmann, Pete Shoemaker,
Tim Dunn, Derek Ward, Stephanie Strouss,
Rebecca Wink, J.S. Gilbert, Brian Burge,
Alan Nu, Summer Rognlie, Brian Vouglas
Additional Support
Nancy Armstrong
Barbara Gibson
Software Engineers
John Coffin, Cuong Nguyen,
Jon Turcsanyi, Guy Yagunoff
Special thanks to all the children who tested Reading Development Library
for us throughout the development cycle!
THE LEARNING COMPANY
Since 1980, The Learning Company has consistently produced the
highest quality educational software available. Our award-winning
products help develop your child’s underlying thinking skills and
creativity, while reinforcing important areas of the basic curriculum,
such as reading, writing, and mathematics.
Every program from The Learning Company undergoes extensive
research and testing, with input from education professionals, parents,
and children. Each product features a precise balance of educational
content and entertainment value. So, your child actually has fun while
learning!
How do we do it? Enchanting characters. Challenging situations.
Rich game environments. State-of-the-art graphics and sound.
Progressive skill levels and game segments that can be customized to
meet your child’s individual needs.
As parents and educators, we recognize that education is a continuous
process. So we developed The Learning System™. Carefully
sequenced by age groups, this system serves as a product-selection
guide—making it easy for you to confidently choose the right products
for your children at each stage of their educational development.
As an integral part of The Learning System, each of our products
addresses a specific age group and subject area with appropriate
themes to heighten your child’s interest in learning.
P/N 78003 6/95