THE OTTER'S ADVENTURE

KeyKids - Fun-Filled Adventures in Learning

1995 SoftKey Multimedia

 

System requirements include 4 mega-bytes RAM, CD-ROM drive and 256 colour video display for both Macintosh and PC coputers. A printer would also be required if a hard copy of specific activities were desired for teachers use or recording purposes.

The Otter's Adventure costs $-- . I feel that this is a reasonable price for this peice of software as there are endless run learning experiences and science experiments for children to choose from. The software is basic to install and has step-by-step simple verbal and written instructions which make it easy to use. If you need HELP at any time in The Otter's Advenure, no matter where you are, click on the Ambulance. This will bring up helpful directions for whatever you might be trying to do.

The Otter's Adventure is accompanied by a booklet which gives advice on starting the software, exploring the program and parent-teacher guides to the science experiments and games. The booklet also includes troubleshoothing tips and shortcuts for the program.

The Otter's Adventure involves following Ozzie S. Otter around a map visiting sites such as the garden, beach, forest, bedroom and veternarian's office.

This map is easily obtained simply by clicking on the signpost

The map is then put away by clicking on the following icon...

Each environment contains four learning experinces, a colouring book and at least eight science experiments all with a choice of different levels of difficulty.

When one switches environments, the new scene is introduced (by Ozzie) with a short story. This may be skipped simply by pressing the space bar. Different objects in each environment can be clicked on and fun animations appear for a short second. Once the child finds the trasure chest, they simply need to hold down the shift key while clicking on objects to reveal the different learning experiences and experiments. As mentioned above, each environment includes four games. These include...

-Match-A-Pair Game

-Hidden Picture Game

-A Puzzle

-A Sorting Game

-The Treasure chest will open to indicate that the games are ready to be played. The shift key will need to be held down while you click on each of these objects to activate the learning experiences.

To quit the program at any time, the user simply clicks on the following icon...

To reach the science experiments, children must click on specific objects in each of the environments. For example, the experiment that finds out which colour absorbs and reflects the most sunlight requires children to first click on the glass of ice in Ozzie's bedroom. There are over 40 science experiments from which the teacher and children can choose from.

When observing a six year old using this software, I was amazed at how easily he worked out what to do. This may be due to his experience of computers both in the classroom at school and home. Perhps The Otter's Adventure is easier to use for the age group it is aimed at (ages 3-8) than adults who perhaps try to read more into it. As I expected, the young student spent much time just exploring all the fun animations before actually working through the learning experiences. The science experiments were not found by the child, however this was expected as this aspect of the software is made for the teacher to use at their discretion.

As I expected, the student experienced the program as it was set (all on the easy level) and he took little notice of the timer and statistics of the games. Perhaps in the classroom, students would eventually be shown how to get to the "medium" and "hard" levels hence being able to state and fulfil their own learning needs without too much guidence from the teacher.

I also observed a peer of mine experience the software, and as I half expected, she took longer then the child to work the program as she read (in detail) the accompanying booklet. Once into the program, however, Penny explored the more complex aspects such as the practicality of the science experiments in relation to the classroom environment. Recording children's progress was queried and I came to the conclusion that observation of the level that each child was participating in would show their achievements in the games. As the science experiments are external (off the computer) then it would not be difficult to record student's capabilities and achievements in a usual recording fashion.

Overall, I feel that Ozzie's energetic character encourages children to experience the electronic activities which are both fun and challenging for students particularly aged 4-7.

 

"See Ya!"