Rekan yth,              4 Apr 99

Silakan dipertimbangkan, manfaatnya CD ini; 60 US$ per buah.
Salam,          A Rusli 

>Subject: CNN: Education series "I Love ..." CD-Roms
>Date: Fri, 2 Apr 1999 10:00:11 +0700
>
>No nonsense, no frills in "I Love ..." education series
>
>April 1, 1999
>Web posted at: 2:55 p.m. EST (1955 GMT)
>
>PROVIDENCE, Rhode Island (Reuters) -- I was shocked, yes shocked, when I
>loaded "I Love Math!" a CD-ROM from DK Interactive Learning that tries to
>teach math skills to youngsters ages 7 to 11.
>
>The licensing agreement -- the long, often-incomprehensible document that
>you are supposed to read before you can install your software -- was only
>two paragraphs. And it was in English, not legalese.
>
>But after playing around with "I Love Math!" and DK's other "I Love" titles,
>the simplicity is not surprising. The products take a no-frills no-nonsense
>approach to the goal of overcoming a child's aversion to math, science and
>spelling. And they do it without being too dry or too dull.
>
>Consider "I Love Math!" With a chipper old dog as their host, youngsters
>must use a time machine to prevent two evil urchins, Gretchen and Wilbur,
>from going back in time and destroying history. It's a pretty lame premise,
>but most "edutainment" games are forced to find silly pretexts in hopes of
>keeping youngsters interested in the problems.
>
>In ancient Egypt, the child must break down a wall by answering Egyptian-era
>math word problems. In Atlantis, the youngster must use knowledge of
>fractions to replace broken pieces of piping and refill the underwater world
>with water. In the Aztec world, solving problems involving shapes will free
>all the birds trapped in an Aztec temple.
>
>The ultimate prize: a certificate declaring that the youngster has saved the
>world.
>
>"I Love Math!" has some nice touches to keep things interesting, such as the
>crowd doing the wave in the Greek stadium and the silly problems in King
>Khufu's tomb, where kids may be given math problems about pyramids, baboons
>and scorpions.
>If they get stuck, there is a "hint" button to help them along.
>
>The game has three different levels of difficulty so it can be tailored to a
>child's skill level. The questions can seem redundant after a while, but the
>game keeps things moving along by limiting the number of problems a child
>has to solve before moving on to the next section.
>
>Game show host Marty Wordmaker, a guy with a bad hairpiece and the tendency
>to mangle words, serves as the guide in "I Love Spelling!" Instead of a time
>machine, there's a big balloon that travels through space. Instead of four
>places in ancient times, you get to travel to four planets. Your goal is to
>rack up points and earn valuable prizes (actually, another certificate).
>
>Marty guides players though two types of spelling drills, a hangman-style
>game, and an anagram game. The highest level of the hangman and anagram
>games can be pretty challenging, even for adults.
>
>Both of these titles -- "I Love Spelling!" in particular -- do not really
>teach you anything. They are essentially math and spelling drills that try
>to be entertaining.
>
>"I Love Science!" takes a different approach. There is no premise, so the
>game plays like a classroom exercise. Students can explore 100 topics in
>life, matter, energy and forces. Once a topic is selected, the child is
>presented with a single page to read. Then they can try a simulated
>experiment.
>
>For example, they can see how rapidly a ball flies or falls on Earth, the
>Moon, Jupiter and in space. Finally, they have to answer five questions on
>the topic. As with all the "I Love" CD-ROMs, the student can ask for a clue
>if they are stumped.
>
>The gravity demonstration illustrates how "I Love Science!" is a mixed bag.
>The developers wisely make the ball silent in space and on the Moon (where
>there is no air), yet it doesn't fall nearly as rapidly as it should in the
>Jupiter simulation, there the gravity is 2-1/2 times stronger than Earth's
>(assuming you could find a solid surface to stand on).
>
>Instead of a certificate, the reward for getting through the questions is
>the ability to print out an instruction sheet for doing a hands-on
>experiment, such as making plaster casts of animal prints.
>
>Each instruction page of "I Love Science!" also includes a pop-up trivia
>box, which can be fun. But once you have read the page and seen the trivia
>item, there are no additional surprises.
>
>In sum, these are "edutainment" products where the emphasis is on education,
>not on entertainment. They will probably work best in classrooms or other
>environments where the child has a choice between traditional school work
>and playing with one of these CD-ROMs.
>
>They are also pricey. While most educational software costs $30 to $40, each
>"I Love" product, originally marketed to homes and schools through DK
>Interactive's network of distributors," sells for $60.
>
>The packaging has the words "I Hate" crossed out and replaced with "I Love,"
>suggesting that these CD-ROMs can reverse a child's aversion to math,
>science and spelling. They are good, but they're not that good.
>
>"I Love Math!" "I Love Math!" and "I Love Spelling!" ($60) from DK
>Interactive Learning, is for ages 7 to 11. The PC versions requires a 486DX
>chip, Windows 3.1, 8 megabytes of RAM and a 2x CD-ROM drive. The Macintosh
>version requires a 68C040 25 megahertz chip, System 7.0, 8 megabytes of RAM,
>and a 2x CD-ROM drive.
>
>
>

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