PC LEARNING GAMES Educational Programs for the under 8s (including a few games!) Copyright (C) 1991 by N D Wallbridge Protean Software Consultants 96 Windmill Drive Croxley Green Herts WD3 3FE United Kingdom *** Have you run VCHECK.EXE to check for viruses? *** (See VCHECK.TXT for details.) These programs are distributed as "shareware" please feel free to try them out and copy them to other people. Any copies made, must retain their copyright notices and be distributed with this document. However, if you wish to continue to use these programs, please register as an authorised user by sending a cheque for œ10.00 (sterling) to the above address. In return you will receive the latest version of the registered disk free. (UK residents only. Overseas residents, please add œ2.50 (sterling) to cover p&p.) You will also receive details of new programs as they are developed. Furthermore, for each registration received, œ2.50 (sterling) will be donated to children's charities so that less privileged children than ours can also benefit from these programs. Please remember that a lot of time, thought and effort has been put into developing these programs. If you use them without registering then you are breaking copyright and jeopardising further development. These programs are dedicated to my wife Mippy, who created the need! My thanks to my sons, Phillip and Christopher, who thoroughly 'tested' all the programs! -------------------------------------------------------------------------- REGISTRATION FORM Release [1.072] [7 April, 1991] Please register me as an authorised user of: PC Learning Games Disk A - Maths Series [ ] PC Learning Games Disk B - Words/Colours & Shapes series [ ] PC Learning Games Disk C - Advanced Maths series [ ] Note - Registration fee of œ10.00 (sterling) is per disk. Name _______________________________________ Address _______________________________________ _______________________________________ _______________________________________ Signed _______________________________________ Computer Make/Model _______________________________________ Monitor Colour Mono Standard CGA EGA VGA Disk Format 3«" 5¬" Do you wish to receive information on new programs? Yes No Please make cheques payable to N D Wallbridge and send to : 96 Windmill Drive, Croxley Green, Herts. WD3 3FE -------------------------------------------------------------------------- PROTEAN SOFTWARE CONSULTANTS Protean Software Consultants is a company providing consultancy in personal computer and portable computer systems. Our services include: * Computer project management * Software design & development * Systems integration * Training * Data communications * Educational Software If you would like further information, please write to the address above. INTRODUCTION PC Learning Games are a series of programs written for children under 8 (or there abouts!). The objectives of the programs are: To be fun. I believe that children learn most effectively when they enjoy it. To be educational. Each series of programs is designed to assist & lead a child through a particular skill such as maths, reading, memory development etc. To encourage familiarity with computer technology. There is no doubt that computers will play a major part in the lives of all children in their future at work and at play. PROGRAM SUMMARY Briefly the programs are (in order of difficulty within series): Maths Series 1 (Disk A) COUNT Displays counters and number going between 1 & 10. NUMBER Displays upto 9 'counters'. You have to enter correct number. MATCHIT* Match counters to the correct number. COUNT2 Builds on COUNT allowing selection of different numbers and counting backwards. SNAP* A maths game for upto 4 players based on snap, but using counters and sums. MATHS Addition and subtraction of numbers upto 9 with counter assistance. MATHS2 As MATHS but without counters. MATHS4 As MATHS2 but can look for result anywhere in sum. Eg 4 + ? = 7. SUMWALL* A game where a coloured wall is built by answering sums. MATHS5 Introduces results that might exceed 9. MATHS6 Introduces numbers greater than 9. Advanced Maths Series - (Disk C) ** Not yet available ** MATHS7* Introduces numbers greater than 100. MATHS8* Introduces multiplication with counter assistance. MULTIPLY* A Multiplication square. MATHS9* Introduces Division with counter assistance. MATHS10* Multiplication and Division practice without counters. FRACTION* Introduces fractions with multiple choice on a graphical representation of a fraction. Word Series (Disk B) KEYPLAY* The computer draws a series of patterns until a key is pressed. When the key is pressed the associated letter is displayed on the screen and the computer makes a sound. LETTERS* Displays letters of alphabet. You have to match. WORDS 'Flash card' of words to be read and typed. Add your own by creating ASCII files with .WRD extension. Type to limit or select words or add words during execution or type filename (including wildcards) as a parameter when executing the program. GRIDWORD* Simple crossword type game. Colours & Shapes Series (Disk B) COLOURS* Displays circles of random or selected colours. SHAPES* Displays random shapes and colours. CMIX* Demonstrates how the computer mixes red/green/blue to get other colours. CMIX2* Builds on CMIX to allow the user to mix any three colours and see the results. MAZE* A colour & shape game. You have to get from 'start' to 'finish' by moving either from same shape to same shape, or from same colour to same colour. Not as easy as it sounds! PAIRS* A memory game for one or more people. Make up pairs of shapes & colours. *Requires EGA or better monitor. SCOPE I have assumed that you are familiar with your computer and know at least the rudiments of how to load and execute a program from the operating system. The programs themselves are by definition easy to use, but don't be surprised if your 2 or 3 year old quickly becomes more proficient than you on the keyboard! WHAT COMPUTER IS REQUIRED? The programs are written to run on IBM compatible PCs. None of the programs are large, and they can be run from floppy disks - however, a hard disk is preferable. Some of the programs make significant usage of colour and an EGA or VGA colour monitor is recommended. However most of the maths and reading programs will run on CGA and mono monitors. If you are in doubt, try it. The programs will tell you if they can't run! WHAT AGE TO START? I would say the earlier the better! Both my sons were allowed access to (rugged!) computers before they were 1 year old. However in the interest of safety and preserving the more delicate IBM PC type computer, I would suggest that around 1« to 2 years is about right, with parental supervision. But don't risk your computer if it is vital to your business. Once they get over the 'bang the keyboard' stage then you should encourage them to use the computer on their own. This can eventually include turning it on and selecting the program they wish to use. My eldest was able to do this by the age of three. But you must also consider the safety aspects of mains power. You should not allow them to turn the computer on and off frequently. This is perhaps the quickest way I know of to damage a computer. PHILOSOPHY OF THE PROGRAMS A computer is a tool and not a replacement for parents or teachers. The programs will not teach on their own. Initially you will have to operate the programs and teach your child the basics. For example the MATHS program can't, on it's own, teach a child how to add and subtract. What it does do is to provide an opportunity and a highly visual and effective way of showing a child how to add and subtract. Once this has been mastered, with parental assistance, it will then provide a never ending opportunity for practice. THE PROGRAMS Each program is part of a series. Normally you should progress through each series one level at a time. Most series have one or more games associated with them for even more fun once a certain level has been achieved. GENERAL METHOD There are details of each program later, with specific suggestions for teaching how to use them. However the initial method for each program is the same. 1. Select the program. 2. Read the teaching notes. 3. Run the program on your own, and make sure that you understand what it does and how you are going to teach your child to use and understand it. 4. When you have plenty of time to spend, introduce your child to the program, and teach him/her how to use it. Be prepared to stay with it until he/she has mastered it. 5. Once the program is mastered, encourage your child to play with it on his/her own (I am getting tired of typing he/she etc, so as both my children are boys, I will use her & she from now on!) SOME DON'TS Don't force your child. If they want to stop then that is fine. At the same time try and let them use the computer as much as possible. Let them pick it up at their own pace, which in my experience is usually very fast! Remember the first objective, which is that it should be fun. Don't go too fast. 'Patience is a virtue, seldom found in women and never in a man!' Use patience when teaching a new program, and don't select a program at too high a level. If your child doesn't understand what is required, then think of a different approach. That is the challenge of teaching. Don't be negative. Encourage and praise every success, and don't worry about the failures. You will notice that the majority of programs only show the 'wins' although information about mistakes can be got by you. Don't be surprised if she goes back to an earlier program when you are trying to introduce a new concept. I found that my children often did this, because they wanted to 'win'. They soon come back to the newer program. Don't rely entirely on the computer. It is only one of many tools, albeit a very powerful one. Also use books, paper, fingers, crayons counters etc. These should also be used with the computer. Don't confuse your child. If they are being taught a specific way of working at school, try and use the same method with the computer programs. The teaching notes below are only suggestions, they are not compulsory! PROGRAM DETAILS Note: gets you out of all the programs. H18. KEYPLAY The computer draws a series of patterns until a key is pressed. When a key is pressed the associated letter is displayed on the screen and the computer makes a sound. Execution KEYPLAY Aim This is to introduce the computer and the keyboard. It is great for allowing a very young child to play with the keys of the computer. Hence the name! Operation Simply press a key. If the same key is pressed twice in a row (or held down) then the computer does not show it. This is to encourage different keys to be pressed. To exit press and then press in response to the exit prompt. Teaching Suggestions This program is aimed at very young children, who should normally be supervised. Encourage them to learn the letters and colours that they see. -------------------------------------------------------------------------- H19. LETTERS The computer displays random letters of the alphabet and you must respond by pressing the appropriate key on the keyboard. Execution LETTERS Operation Simply press the key displayed by the computer. To exit press . If you want to change what is displayed, the letters are actually obtained from an ASCII file called LETTERS.DAT. If you edit this file you could, for example, make the program show numbers or lower case letters as well. Teaching Suggestions This program is aimed at very young children, who should normally be supervised. Encourage them to learn the names of the letters and realize that they match up to the computer keyboard. -------------------------------------------------------------------------- H20. WORDS The computer flashes up a series of words, which can be limited by subject (file) or contents (eg all letters with 'oo' in them.) Execution WORDS [] is a filename (that can include wildcards ? and *) of ASCII files containing the words to be used. The default is '*.WRD'. Aim To practice word recognition and reading. Operation This program can be used in several ways. Firstly as a 'Flash' card. Press any function key (apart from to display the next word. Secondly by typing in the individual letters of the word. To change the selected word list press . The system will then display the setup system and will show all the words currently selected (Note there is a limit of 1000 words at any one time.) You can scroll through the current list of words using the normal cursor keys. The system also supports normal mouse operations. To limit words to a particularly file or letter combination, press (or select 'Options', 'Limit Words' with your mouse.) You can then specify a new set of files; the maximum size of word; words to contain particular letter combinations; whether those letter combinations are at the start, end, or within the word. You can also select whether you want the words to appear randomly or if you want every word in the list displayed in order. To move between field use (or click with your mouse). Press to finish. The system will show the newly selected word list. You can add words to the system in two ways. In the setup system select . Type in the filename to contain the new words (If the file already exists the words will be added to the end of the file. The default is NEW.WRD). Then to the next field and type in the word to be added followed by . The system will automatically limit the word list to the new file. Alternatively you can create (or edit existing files) with any word processor that can read and write ASCII files. Simply ensure that the file contains only words and that each word is on it's own line. To exit the setup system type or click on 'Exit' with your mouse. Teaching Suggestions You would normally want to supervise your child on this program as you need to hear if she is reading the words properly. For younger children use the 'Limit Word' facility to select words of 3 or 4 letters only. If she is having trouble with a particular letter combination then use the setup system to select more words of that type. The computer will also highlight the letter combination to assist her in recognizing the problem letters. If your child gets a list of words to learn from school. Use the add word facility to keep a file of those words and encourage her to practice them. Use the 'Every word' option so that she sees all the words. You can also use the add word facility to enter words from books that she is currently interested in or gets from school. -------------------------------------------------------------------------- H21. GRIDWORD The computer selects 6 words from the files specified and builds a grid into which all the words must be entered. A key word is supplied in the Grid. Execution GRIDWORD [] is a filename (that can include wildcards ? and *) of ASCII files containing the words to be used. The default is '*.WRD' the same as for the WORDS program. Please note the program will not operate properly if the list of words doesn't contain some 5 letter words as these are used as the key to the grid. Aim To present a fun way to play with words, whilst allowing reading practice and the use of logic to fit the words into the grid. Operation The computer lists 6 words down the left hand side of the screen the first of which is the key word and is already entered vertically into the Grid. The user must fit the other 5 words horizontally into the grid by moving the highlighted cursor box and typing the correct letters. You can't overwrite the key word. When the grid is completed correctly the computer will give a win sound. (Note there is occasionally more than one correct solution, but the computer will recognize this.) Teaching Suggestions This program is meant to be a game but can be used to develop both reading and logic skills. Encourage your child to read the words displayed and not just to type letters into the Grid. Get her to count the number of letters in the words and then the number of spaces in the grid to work out where each word might fit. Also get her to look at the key word letters and find which words contain them and thus by elimination to fit the words together.. -------------------------------------------------------------------------- H1. COUNT The computer draws counters on the screen from 1 upto 10 and displays the corresponding number. The child must press the correct number to get a win sound. Execution COUNT Aim To introduce counting and numbers. Operation Press the correct number key to move on, or press . Computer accepts zero or for 10. Teaching Suggestions This is a good introduction to counting. Many children will count to 10 out loud but not realise what they are doing. This gives a graphic representation of the numbers and counting to a young child. Initially encourage them to count out loud as you press the space bar. Once this is mastered get them to count the counters and press the correct number. -------------------------------------------------------------------------- H4. COUNT2 This is similar to COUNT but allows you to count backwards as well as forwards. Execution COUNT2 Aim To introduce counting backwards. Operation Press a number key to move on, or press . Computer accepts zero or for 10. Pressing a number key other than the correct one will result in the computer 'jumping' to that number. To count backwards press '-' to count forwards press '+'. Teaching Suggestions This builds on COUNT and should be used to introduce the idea of counting backwards. -------------------------------------------------------------------------- H5. MATHS SNAP The computer displays two boxes of counters and changes them alternately after a specified period of time, whilst keeping a count since the last match. Each player is assigned a key and must press it when the two sides match. Pressing first on a match will increase your score by the count. Pressing your key when there is no match will cause the count to be deducted from your score. (You can't go below zero) Upto 4 people can play (if they can all get at the keyboard!). The winner is the first to the specified winning score. Execution SNAP Operation On execution you will be prompted for the names of players. Enter these and use (or click with mouse) to move to the next field. You can then specify how many different numbers there are (default 6) the maximum is 10 and the minimum is 2 (think about it!). Speed determines the time delay between updates to each side. The default is 50 which is equivalent of « a second. The next parameter is the winning score required. This defaults to 50. Finally you can make the game easier or more difficult by changing the last two check boxes. 'Update Both Sides' when set means that each box will change value alternately. If not set, then only the right hand box will update. This is good for young children or if the 'sum allowed' option is on. The second box enables sums as well as counters to be displayed. A match with a sum is given if the RESULT of the sum matches the counters or the RESULT of the sum in the other box. A game with sums allowed and both sides updating can be very challenging! Press to proceed from setup. For each name entered the computer will prompt for a key to be pressed. You are not allowed function or arrow keys, but can use etc. If you press a key that is already in use by another player, you will get a rude sound and will need to press another key. The rest of the operation is given in the description. Teaching Suggestions This program encourages recognition of patterns, numbers, equivalence and gives an opportunity to practice mental arithmetic. It also improves reaction times (usually of the parents!). Don't use the 'sums allowed' option until your child has become proficient at mental arithmetic. Initially, when it is used, turn off 'Update Both Sides' and use a slow update speed (eg 200 or 300). As proficiency improves you can gradually increase speed and eventually enable 'Update Both Sides', this then becomes a game that is challenging to adults let alone children. (If you can get regular matches with 10 numbers, a speed of 40, with both sides updating and sums allowed, you are a better person than me!). -------------------------------------------------------------------------- H3. MATCHIT The computer displays 5 boxes of counters and the 5 corresponding numbers in a different order on the right of the screen. The child must match the correct counter box to the correct number. Execution MATCHIT Operation Use the and keys to highlight a box and or to select it. If you make a mistake use or and to go back a stage. Teaching Suggestions This program further encourages children to realise that counters and numbers go together and that counters sometimes appear in patterns. Get her to count the counters and tell you the number, then get her to point to the correct box and press the key. The colourful nature of this program should encourage usage and all the time she is getting used to numbers. -------------------------------------------------------------------------- H2. NUMBER The computer displays random numbers of counters between 1 & 9. The child must press the corresponding number key. Execution NUMBER Operation Simply press the correct number on the keyboard. Teaching Suggestions Get her to count the counters and press the right number. Encourage her to point to each counter in turn as she counts. Normally she will start off counting them in any order and will frequently get it wrong. Encourage a structured approach to counting for example starting in the top left and counting each in a row before moving down. -------------------------------------------------------------------------- H6. MATHS The computer builds up a sum displaying both counters and numbers. All numbers are below 9. Execution MATHS [