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The Learning Company
®
Reader Rabbit’s ®
¤
Level 2
User’s Guide
™
HOPPING TO IT...
For start-up information, troubleshooting, and
hardware requirements for this Reader Rabbit’s Reading
Development Library program, refer to the documentation
in the CD package.
Copyright © 1995 The Learning Company. All rights reserved.
Reading Development Library 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 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 2
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
26
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
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
facilitates children’s ability to 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
1
EDUCATIONAL FOCUS
development of empathy and awareness of self relative to
others.
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, but 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 and helps 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
2
The Activities
“grows” as each word in a sentence is read so children can
follow along and experience the rhythm of natural language.
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 can help them get the most
out of their reading experience. Making predictions about the
plot and the characters is a great way to get children to start
thinking about the story. You can ask them questions like these
before they read:
•
•
•
•
•
•
What is country life like? What is city life like?
Where do city mice live? Where do mice live in the
country?
Why is it fun to visit someone overnight? What can be
hard about an overnight visit?
What does it mean to trade something?
What is a beanstalk? How does it grow?
What makes gold special?
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 kind of food do you like?
Where would you like to go on a trip?
What would you do if you found some magic beans?
How does it feel to meet someone who is bigger
than you are?
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 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 stories to make a new story. For example,
what would happen if the mice met the giant?
• 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. (A space
Click on
counts as a letter.) Then finish typing the letters you need
to spell your name.
2. Click on
to go to the choose-a-story 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 continue playing if you’ve already signed in:
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. 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. Any option settings you make remain
in effect until you change them, and they are saved under your
name. You will need to use POP to navigate among the
program’s different areas and to 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
this is the end of this chapter.
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 2 of Reading Development Library has two stories—
City Mouse, Country Mouse and Jack and the Beanstalk.
There are three different versions of each story. Sam the Lion
tells a 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: You can listen and follow along as the
character reads, or you can read on your own and explore the
book at your own pace.
Read to Me
Click on
the story.
12
to have the character you chose read you
Reading the Stories
Click here to
choose a
different book.
Click here to
play 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 still 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 screen
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
shows what 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 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 lets you choose which of
the two stories you want to read.
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 City Mouse, Country Mouse and Jack and
the Beanstalk.
a
about
acorn
acorns
afraid
after
again
ago
all
along
already
also
always
am
an
and
angry
animals
anymore
anyone
anything
apple
apples
are
around
as
ask
asked
asleep
at
ate
awake
away
axe
back
bags
baked
barked
barking
baskets
be
beans
beanstalk
beautiful
because
bed
been
began
behind
believe
better
big
bikes
bird
bit
blood
both
bother
bowl
boy
boys
breakfast
bright
broke
building
bus
buses
busy
but
by
cake
came
can
careful
cars
castle
cat
cats
city
clever
climb
climbed
closer
clouds
coins
come
coming
cook
cooked
cooking
could
couldn’t
counted
country
cousin
cousin’s
cousins
cow
crickets
cried
crowded
crowds
danced
dark
21
APPENDIXES
day
days
did
didn’t
different
dinner
do
does
dog
doing
don’t
done
door
down
dream
during
each
early
eat
eats
egg
eggs
end
Englishman
enough
especially
ever
every
everyone
everything
everywhere
22
exciting
eyes
face
fall
fancy
farmer
fast
feast
fee
feel
fell
felt
few
fi
field
fields
fight
filled
find
flowers
fo
followed
food
foolish
footsteps
for
found
friends
from
fruit
full
fum
furry
gave
get
giant
giants
give
glad
go
going
gold
golden
gone
good
got
great
green
grow
guess
had
ham
happen
happened
happy
hard
harp
have
having
he
he’s
hear
heard
heavy
hen
her
here
here’s
hid
hide
him
his
hmmm
hole
holes
home
hooting
hoped
house
how
howled
howling
huge
hungry
husband
I
I’d
I’ll
I’m
idea
if
in
inside
Appendix B: Word List
into
is
isn’t
it
it’s
Jack
Jack’s
jump
jumped
just
kept
knew
knock
knocked
know
laid
lane
large
late
later
lay
led
let
let’s
letter
letters
life
lights
like
liked
listen
little
live
lived
lives
living
long
look
looked
lost
lot
loud
louder
loudly
love
loved
made
magic
make
makes
many
market
may
maybe
me
mean
meet
met
mice
might
mile
milk
mint
miss
missing
money
more
morning
most
mother
mouse
much
muffins
music
must
my
myself
name
named
near
need
needed
neighborhood
neighborhoods
never
next
nice
night
nights
no
noise
noises
noisy
nose
not
now
nuts
of
off
often
oh
old
on
once
one
only
open
opened
other
our
out
outside
oven
owls
own
packed
pals
peaceful
peeked
people
picked
pictures
pies
place
23
APPENDIXES
plant
play
please
poor
popped
pot
potatoes
pretty
proud
put
quiet
ran
ready
really
remember
rest
reward
right
road
roared
rocks
room
sad
safe
said
sang
sat
saw
say
scared
see
24
seemed
seen
sell
sent
she
ship
showed
sing
sit
sky
sleep
sleeping
sleepy
small
smart
smell
smelled
smelling
smells
snapped
snug
so
some
something
song
songs
soon
sounds
sour
space
special
squawk
started
starting
stay
steps
stew
still
stores
story
strange
such
suddenly
sure
sweet
table
take
taken
taking
taste
tea
tell
thanks
that
that’s
the
their
them
then
there
there’s
these
they
thing
things
think
thinking
this
those
thought
three
threw
through
time
times
tiny
tired
to
told
tonight
too
took
touch
touched
toys
trade
traded
treasures
troubles
two
uh
under
until
Appendix B: Word List
up
us
used
vase
very
village
village’s
visit
voice
walk
walked
walking
walks
walls
want
wanted
was
wasn’t
watch
way
we
we’d
well
went
were
weren’t
whack
what
when
where
who
why
wife
will
window
wished
with
woke
woman
wondered
wonderful
work
worked
worried
worry
would
write
wrong
wrote
you
your
This is
the
end of
this
appendix.
25
APPENDIXES
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
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
activities 14
an option button in POP 9
character to read story 12
version of story 12
Continuing a saved game 8
Customer service 26
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 13
playing 14–15
L
Letters
using on Sign-In list 7
writing to storybook characters
14–15
List of
players 7–8
storybook words 21–25
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
27
INDEX
Page index in storybooks 13
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
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
reading 12–13
three versions of 12
Story Map activities
educational benefits of 3
icon 13
Story Match 16
Story Order 17
T
Tips for extending the experience 4
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 21–25
CREDITS
Design and Development Team
Producer
Cynthia Johnson
Marketing
Janis Hom
Linda Gerard
Carole Kochan
Learning Specialist/Associate Producer
Lauren Meltzer
Editor
Ronnie Jacobson
Graphic Art
Tim Dunn, Layout Artist, Illustrator
Shao Wei Liu, Background Artist
Jon Brooks, Art Technologist
Tony Claar, Layout Artist, Illustrator
Sound
Brian Burge, Lead
Ned Lott, Voice Talent Director
Programmers
Ron Breger, Lead
Patrick Malone
Jon Turcsanyi
Digital Art Development
Bobby Chi, Lead
Executive Producer of Series
Kevin A. Richardson
Quality Assurance
Charles Choy, Lead
Additional Support
Todd A. Sherman
Development Support
Story/Animation Development
Straight Line Editiorial Development, Inc.
Holly Melton, Writer
Moro Film Studios, Animation
Scripting Engineers
Philippe Rollet, Lead;
Thyne Richards; Greg Stevens;
Andi Cho
Educational Consultants for the Series
Nancy Pollack, Lead;
Anne Cunningham, PhD; Elise Darwish;
David Herz; Carol Huntzinger; Ann
Kitajima; Ruth Nathan, PhD; Pat Robinson
Quality Assurance Testers
John Fong, Ethan Pang, Pindar Qu,
Derrick Yu, Steven Synder,
Matt Silva, Brian Lee, George Saba,
Michael Nebeker, Carlos Dario
Educational Reviewers
Lisa Tayen, Marilyn Peck, Mary Elizabeth
Podhaizer, Annie Christ, Betty Meltzer,
Marla Itkin, Avery Walker
Field Test Coordinator
Shelly Hall
Digital Artists
Ann Arrizubieta, Joel Parod,
Shannon Snell, Mira Soriano, Todd Wong,
Kim Le, Joyce Kajikami
Voice Talent
Jeanne Hartmann, Pete Shoemaker,
Mark Foster, Mary Hall, Joey Oliva,
Brian Vouglas, Sean O’Kane,
Irene Trapp, Susan Berger, Jon Olson,
Andy Kawamura, Alan Nu
Support Engineer
John Coffin
Additional Support
Nancy Armstrong
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.
Ages 3 to 6
Ages 6 to 8
Ages 8 to 10
Reader Rabbit’s
Reader Rabbit 2 &
Reader Rabbit 3
Reading/Writing
Super Solvers
Midnight Rescue!
Reading/Thinking
Learn to Read
Reading Development
Library Levels 1 & 2
Reading Comprehension
Spellbound!
Spelling/Vocabulary
Reader Rabbit 1
Reading/Phonics
Treasure Mountain!
Treasure Cove!
Reading/Science/Thinking
Gizmos & Gadgets!
Science/Thinking
Ready for Letters
Pre-Reading/Thinking
Reader Rabbit’s
Interactive Reading Journey
Math Rabbit
Math/Problem Solving
Treasure MathStorm!
Treasure Galaxy!
Math/Problem Solving
Read, Write & Type!
Reading/Writing/Typing
Super Solvers
Super Solvers
Super Solvers
OutNumbered!
Math/Problem Solving
The Children’s
Writing & Publishing Center
Writing/Publishing
Ages 10 & Up
Score Builder
for the SAT
Test Preparation
Student Writing &
Research Center
Writing/Research/Publishing
Operation Neptune
Math/Critical Thinking
Student Writing Center
Writing/Publishing
P/N 80003 4/97