KinderVentures

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KinderVentures is a series of classroom software and multisensory programs developed in the 1990's by Optical Data Interactive (aka Optical Data School Media).

Kinderventures contains "four-module, multi-sensory, interdisciplinary kindergarten curriculum for Windows on Science, including videodisc adventures, manipulative kits, Wanderoo Boogie music collection, and three multi-media CD-ROM games using the characters."[1]

Wanderoos[edit]

Wanderoos consists of two titles: The Wanderoos Go to Town (1994) and The Wanderoos Go Exploring (1994). The games were developed by Optical Data Interactive, for 3-8 year olds,[citation needed] and The Wanderoos CD-ROMs grew out of Kinderventures, a video-disk-based science program designed for kindergarten classes.[2] The two titles were Optical Data's first ventures into the consumer market.[3] The series was released onto Mixed Mode dual-format CD-rom for Windows and Macintosh computers.[4] [5]

The games see Pocket and Tails, two kangaroos, guide the user through Wanderooville to explore a doctor's office, a grocery store, a museum, a school and an auto shop.[3] The games covered human biology, the senses, exercise, personal care, people, food and nutrition.[3] Educational content includes matching games with numbers, shapes, colors, and picture puzzles.[3] Players have to find 6 Wanderoos and the difficulty increases as they do.[6] Meanwhile, the games contained over 100 full-motion Quicktime video clips and 350 digitized pictures.[7][8] Go To Town includes four songs on the CD-ROM.[3]

Kits[edit]

Windows on Science created an accompanying kit called Feed Me! Investigating the Need of Living Things, in English and Spanish.[9] Amazing Me: How the Body Works[10] and Maths and Science Are Around[11] are other kit within KinderVentures.

Critical reception[edit]

Mac User gave both Wanderoo titles a score of 4 stars out of 5.[citation needed] Seattle Times deemed Go To Town "One of the nicest programs for the kindergarten", praised the animation voices, sound effects, and screen art as design with "the audience in mind".[3]  THE KIDS' COMPUTING CORNER questioned whether young players would engage with the educational content while on the seeking Wanderoos.[4] PC Gamer lamented "Kids can't manipulate the [education] information [delivered by video], so most of the exploration and discovery is centered around the interface itself.[12]

References[edit]

  1. ^ "Firm Profile". www.woodglenpublishing.com. Retrieved 2020-10-27.
  2. ^ Shannon, L. R. (1994-10-11). "PERIPHERALS; With Click, Animation For Young (Published 1994)". The New York Times. ISSN 0362-4331. Retrieved 2020-10-27.
  3. ^ a b c d e f "CD-Rom -- The Wanderoos | The Seattle Times". archive.seattletimes.com. Retrieved 2020-10-27.
  4. ^ a b "THE KIDS' COMPUTING CORNER".
  5. ^ "WANDEROOS Trademark - Registration Number 1839053 - Serial Number 74373706 :: Justia Trademarks". trademarks.justia.com. Retrieved 2020-10-27.
  6. ^ "The Courier-Journal from Louisville, Kentucky on December 16, 1994 · Page 52". Newspapers.com. Retrieved 2020-10-27.
  7. ^ "The Facts from Clute, Texas on October 9, 1994 · Page 8". Newspapers.com. Retrieved 2020-10-27.
  8. ^ ENC Focus. Eisenhower National Clearinghouse. 2000.
  9. ^ Ohio SchoolNet Software Review Project. Eisenhower National Clearinghouse for Mathematics and Science Education. 1998.
  10. ^ New Approaches to Assessment in Science and Mathematics. Eisenhower National Clearinghouse. 1997.
  11. ^ Mathematics & Science in the Real World. Eisenhower National Clearinghouse for Mathematics and Science Education. 2000.
  12. ^ Unedited scans of PC Gamer magazine. 1994.