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- <text id=94TT1082>
- <title>
- Aug. 22, 1994: Commerce:Babes in Byteland
- </title>
- <history>
- TIME--The Weekly Newsmagazine--1994
- Aug. 22, 1994 Stee-rike!
- </history>
- <article>
- <source>Time Magazine</source>
- <hdr>
- COMMERCE, Page 56
- Babes in Byteland
- </hdr>
- <body>
- <p> Snazzy programs that teach the three Rs have become the hottest
- software
- </p>
- <p>By David S. Jackson/San Francisco
- </p>
- <p> Dan and Audrey Marsh of Media, Pennsylvania, thought they knew
- a thing or two about computing. They first met on an online
- bulletin board. Dan runs complex software in his job as a financial
- controller for a real estate company, while Audrey works as
- an information-systems manager. But even the Marshes have been
- startled by the fervor with which Audrey's two sons, Joshua,
- 10, and Stephen, 3, have been booting up educational software
- on the family's home computer. Since the day Joshua declared
- he had to have a popular geography program called Where in the
- USA Is Carmen Sandiego? the family's kidware library has steadily
- expanded. They now have several dozen titles. "Our Christmas
- lists always have software on them," says Audrey. "They're expensive,
- but there's so much to them. We're pretty hooked." Lately young
- Joshua has let it be known that the family could use a more
- powerful computer.
- </p>
- <p> It's not just for techies. Educational software is swiftly becoming
- a fixture in computer-wary households as well. Nearly two decades
- after the birth of personal computers, millions of techno-shy
- Americans are finally discovering a reason to bring them home.
- Filled with hope that their children will find learning as compelling
- as blasting aliens in a video game, parents bought more than
- $243 million worth of educational software last year, a 66%
- increase over 1992.
- </p>
- <p> The popularity of kidware has made it not only the hottest segment
- of the $6.8 billion software industry but also a driving force
- behind the rapid growth in hardware sales. There are more than
- 15 million U.S. homes with both personal computers and school-age
- children; that figure is expected to double by 1998. "More and
- more parents see computers as something essential for their
- children's education," says Jean Cho, a manager of learning
- programs for software giant Microsoft.
- </p>
- <p> Dozens of companies are rushing to cash in on the boom. They
- range from Microsoft, which last fall launched a fast-growing
- line called Microsoft Home that puts out education, entertainment
- and reference products, to such start-ups as Big Top Productions,
- a San Francisco software designer with 26 employees that has
- introduced seven titles since January. IBM too has begun to
- focus on the kid market with such recent CD-ROM titles as The
- Book of Shadowboxes: A Story of the ABCs, an introduction to
- the alphabet. Even such blood-and-guts video-game makers as
- Sega and Electronic Arts are jumping into the field. Electronic
- Arts' new EA*Kids division has already brought out eight programs,
- including the best-selling Peter Pan: A Story Painting Adventure,
- which allows a child to color and rearrange scenes from classic
- children's tales.
- </p>
- <p> Like video games, educational software combines sound, color
- and flashy animation to capture the often short attention spans
- of children. But unlike violence-prone games, the payoff of
- kidware comes in the form of knowledge and invention rather
- than the emotional rush of destroying a foe. The programs are
- tailored for young minds at several stages from preschool to
- teen. Easy whimsy is the spirit of software like Broderbund's
- Kid Pix for young children, a paint program with a collection
- of leaky pens, dripping brushes and splattering paints you never
- have to clean up. Children ages 10 and older can create their
- own newspaper with programs such as Student Writing Center from
- the Learning Company, a do-it-yourself word processor that gives
- kids a 660,000-word thesaurus, 120 pictures and numerous type
- fonts. All told, the kidware industry now offers nearly 1,000
- programs. Among the most popular:
- </p>
- <p> THREE-TO-SIX-YEAR-OLDS: For the youngest set of computer users,
- simplicity rules. Reader Rabbit I from the Learning Company
- uses digitized speech to help youngsters read and spell; kids
- click on three-letter words to hear Reader Rabbit pronounce
- them aloud. Millie's Math House from Edmark has an animated
- talking cow that invites children into her home to learn about
- numbers, shapes and sizes. And just this month, Software Toolworks
- released Mavis Beacon Teaches Typing! for Kids, a simplified
- version of a program for older children that has sold more than
- 3 million copies since 1986. Hit the letter M on the new program,
- for example, and Mavis' dog Dizzy turns into a mouse. Or press
- the letter T to see a refrigerator pop open and a turkey leg
- fly out.
- </p>
- <p> SIX-TO-10-YEAR-OLDS: Kidware for this group must be demanding
- enough to keep children interested but not so tough as to cause
- them to switch off their machines. Davidson & Associates' Math
- Blaster, a venerable series that has sold 1.6 million copies
- since 1983, freely borrows video-game techniques. The latest
- title, In Search of Spot, sends kids on a quest to rescue the
- Blasternaut's caterpillar-like space pal. The correct answer
- to a math problem puts the user closer to freeing Spot from
- the Trash Alien's ship. The Even More Incredible Machine, from
- Sierra On-Line, confronts users with more than 150 challenges
- to their ingenuity, ranging from launching a toy rocket to shooting
- a basketball through a hoop. To send up a rocket, a child must
- find a way to light the fuse. One possibility: using a magnifying
- glass to focus light rays. Budding authors can use Storybook
- Weaver, from Minnesota Educational Computing Corp., to create
- adventure tales. After clicking their cursor on a haunted house
- or other exotic setting, children fill it with colorful characters
- and write a story based on the scene.
- </p>
- <p> TEN-YEAR-OLDS AND UP: Software in this category often appeals
- to both kids and adults. The Oregon Trail, from MECC, sends
- users on a simulated journey along the famous trail. Along the
- way, they grapple with many of the same problems that the pioneers
- faced, such as how much food to carry. The Cruncher, from Davidson,
- has a practical aim: it introduces kids to spreadsheets and
- accounting principles by asking them to figure out the full
- cost of activities such as planning a vacation or owning a pet.
- Microsoft's Dinosaurs brings the beasts back to life in gripping
- detail that includes the tyrannosaur's roar and its victim's
- howls. There's even a Software Toolworks program called Capitol
- Hill for congressional wannabes who yearn to vote and answer
- constituent mail.
- </p>
- <p> Many of today's educational programs were dreamed up by computer-industry
- veterans who were dissatisfied with what was on the market for
- their children. One parent, Richard Devine, started Club KidSoft,
- a mail-order company that distributes a quarterly magazine and
- a CD-ROM disk that allows parents to try out 40 software programs
- for free in their homes. To buy one, consumers simply call a
- telephone number for a code that unlocks the rest of the program.
- Started last October, Club Kidsoft already has more than 40,000
- subscribers.
- </p>
- <p> Does this software really teach kids anything that sticks? While
- there are no wide-ranging, independent studies to prove that
- such best sellers as Math Blaster and Reader Rabbit boost students'
- grades or test scores, there is plenty of anecdotal evidence
- that kids love them--and that the best ones can be useful
- teaching aids. Garry Breitstein, a teacher at Seattle's Hawthorne
- School, says his fifth-graders often spend their lunch hour
- and recess logging on to programs like Microsoft's Creative
- Writer, which helps children write stories by suggesting possible
- situations and opening lines. Another favorite is Microsoft's
- Encarta, a best-selling encyclopedia on CD-ROM. "It's had a
- huge impact, especially in their writing," Breitstein says.
- "They don't even know they're improving their skills."
- </p>
- <p> In schools that use programs designed for classrooms, the news
- has been encouraging as well. One notable success story comes
- from Oklahoma City, where district officials had been set to
- close Dunbar Elementary, a virtually all-black school in a low-income
- neighborhood, because student scores on the Iowa Test of Basic
- Skills failed to meet state standards. In an eleventh-hour effort
- to save the school, the district two years ago used federal
- money to buy a computer learning program called SuccessMaker,
- developed by the Computer Curriculum Corp. of Sunnyvale, California.
- The software allows individual students to advance at their
- own pace through reading, math and science lessons. After spending
- as much as an hour a day at their terminals, the students produced
- average test scores 50% higher than before; that helped persuade
- officials to keep the school open last year.
- </p>
- <p> While home software tends to be more lighthearted than programs
- for schools, the two have many features in common. For example,
- students who log on to the classroom-oriented SuccessMaker instantly
- get a reading passage that, like home software, may include
- animation. A correct answer brings immediate affirmation, just
- as it does on a home computer--a response that not even the
- most attentive teacher in a classroom filled with 20 or 30 students
- can provide. Wrong answers are greeted with new lessons that
- reinforce the material. Students thus advance only when they
- are ready for new levels, sharply lowering the risk that individuals
- will fall behind the rest of the class as it marches ahead on
- a rigid schedule.
- </p>
- <p> Of course, no computer program can teach a student who is not
- interested in learning. But much of the educational software
- entering the home market captures kids' attention in innovative
- ways. In MECC's DinoPark Tycoon, entrepreneurs eight and older
- become the owners of simulated theme parks, which they can run
- into the ground or turn into successes, depending on their skill.
- Among other decisions, they must determine which dinosaurs to
- stock, how much admission to charge and how many workers to
- hire. All that exposes diligent players to a taste of mathematics,
- economics, business and science. "In most of our products, the
- kids become so riveted playing them that they don't even know
- they're learning," says Tracy Panning, who helps market the
- firm's software. That is the goal, and sometimes the virtue,
- of turning children into software consumers.
- </p>
- </body>
- </article>
- </text>
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