As an educational setting, the traditional classroom fails to meet the learner’s need for suitable skills to learn with educational software. The development of digital learning skills in school curricula challenges designers of educational software. A useful starting point of research in this domain is the study of literacy, both in its traditional and new forms (Tyner, 1998). It is a powerful background for research on the interaction of learners with educational software platforms. A “platfom” is a particular software package, designed for educational use.