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Getting your Trinity Audio player ready...

If you ask a kid what kind of gift he or she wants for the holidays, it’s unlikely that the answer will have anything to do with readin’, writin’ or ‘rithmatic. Most kids equate holidays with freedom from school and holiday gifts with fun and games. Learning is the last thing on their minds.

But what if there was a “rocker” of a computer game that was educational too? CD-ROM software designers are catching on that the way to a kid’s RAM is through programs that are full of snazzy graphics, jazzy music and fast action. But if a kid grabs a few math concepts or improves reading comprehension too, what’s the harm? Here are a few CD-ROM programs that meld learning with good, old-fashioned fun:

“GeoBee Challenge,” Mindscape, hybrid, ages 8+, $30: CD-ROM products from the venerable National Geographic Society have been strangely absent from the market until recently. But Geographic’s new Interactive division has made up for the lag with the introduction of several new titles, among them, the nifty GeoBee Challenge, which uses 2,000 well-researched questions straight from the annual National Geography Bee, a competition that involves millions of students and is sponsored by the National Geographic Society.

But these are not mere drills–GeoBee sets a zany tone by letting players choose game pieces with such goofy names as Turbo Squirrel, Pogo Kitty or Shrimp Rabbit, then lets wacky characters BuzzBee and Reginald host the quiz game and guide players through the fast-paced questions and puzzles.

The questions are not gimmes. But the game is designed so that kids can eventually be successful–even if geography is not their strong suit–with the help of BuzzBee’s and Reginald’s coaching, cajoling and encouragement. And every time a question is answered, other facts that add depth to the topic are added in a voice-over.

The program has the gorgeous photos one expects of the National Geographic Society, plus detailed maps and skill-building activities in geography, social studies and world history.

“The American Girls Premiere,” The Learning Company, hybrid, ages 7-12, $34.99: The American Girls Collection of fiction, dolls and accessories is already a highly successful brand. Now the American Girls heroines–Felicity, Kirsten, Addy, Samantha and Molly–come to life in a CD-ROM program that enriches the imagination while giving girls an idea of what life was like for young women growing up during various periods in America’s history.

“Premiere” lets girls create theatrical productions casting their favorite American Girls in a drama whose setting, costumes and props they choose themselves. They also can adjust the lighting to create mood, add pre-recorded sound effects, music and their own voiced dialogue to give the play its character. If players type in the dialogue, they can add stage directions and design and print playbills with the play’s title, cast and a synopsis.

To get kids going on the project, the program also supplies sample plays, background information on the American Girls characters and facts about the various periods in history represented. While the above description might sound like playwrighting by numbers, even the most casually put together production comes out looking polished thanks to the well-designed program. In no time, kids can see what works and what doesn’t, which lets them forget about mechanics and allows imaginations to soar.

“Rockett’s New School,” “Rockett’s Tricky Decision” and “Secret Paths in the Forest,” Purple Moon, hybrid, ages 8-12, $29.95 each: Purple Moon is unabashedly concentrating on the underserved “girl” market with its new CD-ROM products. The first two titles in its Rockett series are billed as “friendship adventures” for girls. The heroine is Rockett Movado, who is navigating the social potholes of eighth grade.

Acting as Rockett, players get practice making decisions that involve dealing with new kids, cliques and classes. The choices made have consequences and determine what happens next, which takes the plot in a variety of directions. Just like soap operas, “New School” ends with an unresolved situation, which leads to episode No. 2, “Rockett’s Tricky Decision,” which leads into episode No. 3 and so on.

But these programs are far more meaningful than any soap as they vicariously help kids figure out who they are, how to act in social situations and how they fit in.

“Secret Paths” is a kind of “after school is out for Rockett” adventure. Here, girls from the Rockett ROMs deal with questions about families, feelings and friendship. They must participate in a quest through magical wilderness that holds secret stones with messages meant to give insight into problems. The girls must solve puzzles to collect the stones, which eventually string into a necklace, which turns into a narrative that reinforces themes of friendship, courage, creativity, self-confidence and love.

“LEGO Island,” Mindscape, WIN95, ages 6-12, $39.95: The popular LEGO blocks come to life in this mostly fun-and-games-but-also-educational CD-ROM that infuses the LEGOS with life. Walking, talking LEGO characters with distinctive personalities populate this virtual LEGO community.

There is the Infomaniac who built LEGO Island and answers questions when you’re stumped; Pepper, the “dude with the food” who races around on a skateboard; Mama and Papa Brickolini, Pepper’s adoptive parents; Nick and Laura Brick, the Island’s constables, and last but not least, the Brickster, who wants to tear the Island apart and who leads a wild chase that is one the game’s big events.

Kids choose one of the characters as their game persona and build and race motorized water-bikes and cars and interact with other LEGO Island residents. The game has no menus, buttons or on-screen lists (the only thing close to a menu is the island and icons representing various game environments).

There is no predetermined order of events, and activities are strictly up to the players–just as they are with kids who put together those little plastic pieces. In the computer game, unexpected events pop up that force players to make decisions affecting the game’s outcome, but there is never a right or wrong choice, which encourages exploration and discovery.