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TIME: Almanac 1995
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TIME Almanac 1995.iso
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1995-02-26
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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>