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MANUAL.2
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1992-09-22
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MORSE ACADEMY
OPERATION MANUAL
VERSION 3R2 - APRIL 11th, 1991
Section Page
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . 1
General Information . . . . . . . . . . . . . . . . . . . . . 4
Learning Menu . . . . . . . . . . . . . . . . . . . . . . . . 6
Receiving Game . . . . . . . . . . . . . . . . . . . . . . . . 8
Endurance Trials . . . . . . . . . . . . . . . . . . . . . . . 12
Proficiency Session . . . . . . . . . . . . . . . . . . . . . 14
Morse Keyboard Tutor . . . . . . . . . . . . . . . . . . . . . 17
Keyboard Program . . . . . . . . . . . . . . . . . . . . . . . 19
Weighting Selection . . . . . . . . . . . . . . . . . . . . . 22
View Previous Sessions . . . . . . . . . . . . . . . . . . . . 24
Option Selections . . . . . . . . . . . . . . . . . . . . . . 26
Appendixes
A - Amateur Radio Morse Abbreviations . . . . . . . . . . 30
B - Frequently Used Q-Signals . . . . . . . . . . . . . . 31
C - Construction Notes for an External Tone Generator . . 33
Introduction Page 1
Morse Academy is a Morse code teaching program incorporating Computer Aided
Instruction (CAI) that is extremely useful in teaching the code. It is
designed to help students who have no knowledge of the code or computers.
Operation is simple with functions selected by a single key. Different
sessions are provided to allow students to vary the way they learn the code.
Testing is automated to allow the student to spend more time on learning, and
less on the tedious task of checking the result of a session. Morse Academy
includes:
- on-line HELP for each session (F10 key)
- option settings that can be saved on diskette or disk
so they are not lost when power is turned off
- the ability to edit and sequence the character set used
in all sessions
- a set of sample code tests for student practice
- the ability to generate random Novice, General, and Extra
test sessions for practice
- the ability to create, save, and reload text for replay
- the ability for the student to input his copy via the keyboard
during the Proficiency session and have it automatically
compared with the generated text at the end of the session
- the ability to save all computer generated text for later
printing (F9 key)
- the ability to select your own desired character weightings
(frequency of occurrence of characters)
- the saving of the history of mistakes from the last Receiving
Game for optional use in computing character weighting
- the optional ability to allow the Receiving Game to reorder
the character set in worst-to-best sequence
- the optional generation of Morse Prosigns in context that
helps a student understand their meaning
- the ability to adjust the code sending speed for the variances
of different PC's
- optional use of an external tone generator via the printer port
(or other computer ports)
Introduction Page 2
Morse Academy's features will help a student learn the code. Some are of
use to an instructor accompanying the student thru his short odyssey to code
proficiency. It's still true that a small amount of hard work is needed to
learn the code. Computer feed back during the process of learning Morse code
helps a student, so learning the code is relatively painless with Morse
Academy. Developing copying skills takes an effort by the student and the
devotion of time to the process.
If you have comments or suggestions to improve Morse Academy, I'd like to
hear from you. Please write to:
Joseph Speroni, AH0A
259 Copper Beach Drive
Blue Bell, PA 19424
Introduction Page 3
Installation for a Hard Disk System
The first time you use Morse Academy you should carefully follow the steps in
this section. Afterwards you will only need step 3 to use the program.
There is the possibility of unforeseen problems. It is recommended that
before starting you make a backup copy of the discette to insure you always
have a readable copy. Follow these steps:
Step 1. Create a Directory to hold Morse Academy
C: <Enter>
CD\ <Enter>
MD MA <Enter>
CD MA <Enter>
Step 2. Copy the discette files to the hard disk
COPY A:*.* C: <Enter>
Step 3. Execute Morse Academy
CD\MA <Enter>
MA <Enter>
Installation for a Floppy Disk System
Before performing the copy operation you must format a new system disk onto
which you can copy Morse Academy. Follow these steps:
Step 1. Create a system disk to hold Morse Academy
FORMAT B:/S <Enter>
Step 2. Copy the discette files to the newly formatted discette
Replace your DOS discette in drive A with the Morse
Academy master.
COPY A:*.* B: <Enter>
Step 3. Execute Morse Academy
Remove the Morse Academy discette in drive A and
store it. Mount the new DOS discette with Morse
Academy files copied on it (from drive B) into drive A.
MA <Enter>
G. General Information Page 4
╔══════════════════════════════════════════════════════════════════════════╗
║ Select session from menu by letter ║
║ ║
║ Morse Academy Version 3R1, Copyright 11 Mar 91 J. Speroni AH0A/7J1AAA ║
║ This program was developed based on ideas from AEA's Morse University ║
║ ║
║ Select: █ ║
║ L. Learning menu ║
║ R. Receiving game ║
║ E. Endurance trials ║
║ P. Proficiency session ║
║ M. Morse keyboard tutor ║
║ ║
║ K. Keyboard ║
║ W. Weighting selection ║
║ V. View last session ║
║ O. Option selections ║
║ ║
║ D. DOS return ║
║ ║
║ ║
║ Morse Academy is distributed to Radio Amateurs by ║
║ The W5YI Group ║
║ P.O. Box #565101 ║
║ Dallas, TX 75356-5101 ║
║ Tel: 1-800-669-W5YI (toll free) ║
╚══════════════════════════════════════════════════════════════════════════╝
Figure 1. Morse Academy Main Menu
G. General Information Page 5
Morse Academy is based on Computer Assisted Instruction concepts from AEA's
Morse University. The author thanks AEA, a company dedicated to support of
amateur radio, for their help and encouragement in developing this program.
Operation is menu driven with a single key selecting the desired session:
(L)earning: Selects characters, and provides learning mode.
(R)eceiving game: An interactive game to teach the Morse code.
(E)ndurance game: An interactive game to increase copying skills.
(P)roficiency: Generates actual code tests to improve skills.
(M)orse keyboard tutor: An interactive game to develop keyboard skills.
(K)eyboard: Used to send Morse practice text from disk files.
(W)eightings: Varies the frequency of occurrence of characters.
(V)iew sessions: Displays prior session results.
(O)ptions: Allows selection of tone, screen, and other options
(D)OS return Proper way to terminate and SAVE CHANGED OPTIONS.
The ESC key serves as a STOP RUN key. Push it to return from a sub-session
to a session, and again to the main menu. The ALT key is a shift key for the
European characters. It is shown in line 24 of some menus as an UP-ARROW.
The F9 key prints a screen. The F10 key can be used AT ANY TIME to display
HELP. A prompt for the next step is ALWAYS shown in reverse video on line 1.
L. Learning Menu Page 6
╔═══════════════════════════════════════════════════════════════════════════╗
║ ║
║ ARRL Standard Character Set ║
║ ║
║ 1 A 17 M 33 SK [+] ║
║ 2 E 18 P 34 1 ║
║ 3 R 19 G 35 2 ║
║ 4 N 20 F 36 3 ║
║ 5 AR [*] 21 , 37 4 ║
║ 6 █ 22 W 38 5 ║
║ 7 I 23 B 39 6 ║
║ 8 O 24 BT [=] 40 7 ║
║ 9 S 25 J 41 8 ║
║ 10 D 26 / 42 9 ║
║ 11 H 27 K 43 0 ║
║ 12 C 28 Q ║
║ 13 U 29 X ║
║ 14 Y 30 V ║
║ 15 . 31 Z ║
║ 16 L 32 ? ║
║ ║
║ F. First hearing ║
║ L. Lesson number 1 ║
║ C. Character speed 16 WPM ║
║ ║
╚═══════════════════════════════════════════════════════════════════════════╝
Figure 2. Learning Menu
L. Learning Menu Page 7
This menu allows students to chose the characters they wish to learn. This
can be done by typing the letter L followed by the lesson numbers to be
learned (type the same number twice to select only one lesson). You can also
include or exclude characters by using the INSERT or DELETE keys and moving
the blinking cursor using the DOWN or UP cursor control keys. Characters
selected have their two digit numeric sequence number shown in reverse video.
The character set and their order can be modified using Selection and Edit
commands in the main menu (O)ption selections.
The (F)irst hearing key introduces the characters being learned. Each
character is sent four times during which it is displayed in large full
screen format. At first display occurs prior to the sending of the character
in Morse code, with the time slowly being decreased with successive
repetitions. All characters being learned are sent in a random sequence,
with the full set being repeated until the session is terminated by ESC.
The (C)haracter speed key sets the average speed characters are sent. Morse
Academy is set to send at a relatively fast character speed. The default
character speed of 16 WPM is a good choice for students aiming for a code
speed of 13 WPM. This may seem fast, but learning the individual characters
at this rate with pauses between them makes it easier to progress. At faster
average sending rates the character speed remains the same but the pauses
between them shortens.
The ENTER key activates the keyboard and allows a student to associate a
single keyboard key with the Morse code sound for it. Students can use this
as another way to become familiar with characters as they are added to the
practice sessions.
The Learning menu is the only one that controls the number of characters
being learned. This selection applies to all sessions.
The ESC key can be pressed while in the keyboard activate mode (started with
the ENTER key) to return to the Learning menu and a second time to return to
the main menu.
R. Receiving Game Page 8
╔═══════════════════════════════════════════════════════════════════════════╗
║ ║
║ RECEIVING GAME ║
║ ║
║ Select: █ ║
║ S. Sending speed 5 WPM ║
║ C. Character speed 16 WPM ║
║ ║
║ G. Group size 1 ║
║ W. Weighting Random ║
║ R. Resequencing Off ║
║ ║
╚═══════════════════════════════════════════════════════════════════════════╝
Figure 3. Receiving Game Menu
R. Receiving Game Page 9
The Receiving Game is an interactive game that allows a student to practice
code by listening to a random group of 1 to 9 characters, typing the
characters on the keyboard, and having the computer check if he or she is
correct. If correct, a short high pitch tone is emitted. If wrong, a long
low frequency tone sounds, the correct answer is displayed in the center of
the screen with an indicator showing the character that caused the error and
the incorrect student input displayed below it. This feedback allows
students to learn characters thru repetition and correction.
The number of characters used during the game is determined by the Learning
menu. For the first Receiving Game, use the Learning menu to select just a
few characters, say three. Then enter the Receiving Game, and select the
(S)ending speed, (C)haracter speed, (G)roup size and (W)eighting as desired
before starting a game.
The (S)peed key allows the selection of the average speed that text is sent.
The (C)haracter speed key sets the speed that characters are sent. Morse
Academy is designed to send at a relatively fast character speed. The
default character speed of 16 WPM is a good choice for students aiming for a
code speed of 13 WPM. This may seem fast, but learning the individual
characters at this rate with pauses between them makes it easier to
progress. At faster average sending rates the speed of characters remains
the same but the pauses between them shortens.
The (W)eight key selects different frequency patterns of sending of
characters. This allows the student to control the frequency of repetition
of characters to stress those requiring more emphasis. Each time the key is
pressed one of following four options is successively selected:
Random - the character weight will be random (each character having
the same probability of being sent).
Text - the character weight approximates that of english text with
the vowels occurring more frequently. (This will cause the
average speed to increase since these characters are short
in Morse code). Note that with this weighting, characters
sent in sequence are allowed to duplicate. With the other
choices duplicate characters in sequence will not occur.
History - the characters missed during the last complete Receiving Game
will be sent more frequently.
Student's - the character weight set by the student will be used to
control the frequency of selection.
Use the main menu (W)eighting session to display these selections
graphically and to create a student's desired weighting.
The respective default values of 5 WPM, 16 WPM and 1 character are good
choices for a beginning student.
R. Receiving Game Page 10
Start the game with the ENTER key and it will randomly generate the letters
A, E, R, N, T, or the Prosign AR (If you have started with Lesson number 1).
Continue to play the game until you're comfortable with these characters.
With only three characters, the character's sound and their position on the
keyboard are quickly learned. The number of characters can be increased by
adding a few each day. In just a few weeks the student will know all the
characters and their positions on the keyboard.
A running total of right and wrong answers is constantly displayed on the
screen. A total of 20 wrong answers completes a game. During the game the
remaining number of wrong answers is graphically displayed as solid
horizontal bars on the screen. The game ends when the last bar is gone. The
session can be ended earlier by depressing ESC. In either case, the program
signals completion by sending the Prosign SK (End of Final Transmission).
At the end of the game, the characters sent during the session are displayed
on the screen, in order of the worst result. Each character is displayed
with the number of incorrect responses, and the number of times the character
was correctly copied. For example "F <4,11>" shows the student missed the
letter F 4 times and copied it correctly 11 times. This allows the student
to review the session and find which characters need more work.
The results of a Receiving Game can optionally be used to re-sequence the
characters on the Learning menu. Use the (R)esequence key to select this
option (default is "Off"). If this option is selected and the Learning menu
is brought up after a game is played to completion, the characters will be
displayed in order by the worst character, giving the student a history of
the characters causing the most trouble. To practice those characters go to
the (L)earning menu and set the number of characters being learned so only
the ones in the beginning of the list are used. Remember those characters
needing more study will be at the top of the list.
Another important function of the Receiving Game is its automatic setting of
weightings to correspond to the characters missed during the game. NOTE -
this occurs only if game goes to completion, i.e. the ESC key is NOT used to
terminate the game early. The Weighting option in all menus can be used to
select the HISTORY weighting option. The use of this weighting option will
allow the student to repeat troublesome characters requiring practice.
After the student is comfortable with single letters, but early in his
training, the group size should be set to 2 (and later 3 and higher), so
memory (copying behind the text) can start to be developed. This can not be
over emphasized. Skills in copying depend very much on getting confidence in
copying longer sequences.
R. Receiving Game Page 11
Mix sessions between the Receiving Game and Proficiency testing to develop
the ability to write characters as well as input them on the keyboard. When
the Receiving Game becomes too easy try switching to the Endurance Trials to
get practice in copying long character sequences without an error. Students
can adjust the mix of sessions to match free time and the pace of learning.
You should make an effort to spend at least 30 minutes every other day
practicing. With only a little effort Morse code skills will come easily.
E. Endurance Trials Page 12
╔══════════════════════════════════════════════════════════════════════════╗
║ Press the ENTER key to start the trials or ESC to terminate the game ║
║ ║
║ ENDURANCE TRIALS ║
║ ║
║ Select: █ ║
║ S. Starting speed 5 WPM ║
║ F. Final speed 10 WPM ║
║ C. Character speed 16 WPM ║
║ ║
║ W. Weighting Random ║
║ T. Transmit Characters ║
║ ║
╚══════════════════════════════════════════════════════════════════════════╝
Figure 4. Endurance Trials Menu
E. Endurance Trials Page 13
The Endurance trials send characters or words continuously at the selected
speeds until the student errors. The (S)tarting, (F)inal, and (C)haracter
speeds can be set before each session. Code is sent as continuous characters
or as random length words. Use the (T)ransmit key to select the mode
desired. The (W)eight key selects the desired weighting. Use the ENTER key
to start the session. A complete session is fifteen trials but it can be
ended at any time by pressing ESC.
Each trial displays the number of characters received correctly. At the end
of a trial the LAST FIVE characters sent just before an error are displayed.
The character in reverse video in the middle of the screen is the expected
correct one that caused the trial to stop. During an Endurance trial the
reason for an error is often not the last character sent, but one of those
proceeding the error. A character that causes the student to pause and think
can be the real reason for an error even if it is correctly copied. So much
time passes trying to recall a problem character that even a simple one
following will be missed. Examining the characters preceding the error will
give the student information about the characters requiring more work.
The computer displays the incorrect response in reverse video in the last
column (either the character input or the phrase TIMED OUT indicating a
failure to respond within the time allowed.) The expected character is also
shown in reverse video. By comparing the reverse video columns and examining
preceding characters, the student can determine the reason for the error.
One type of error that the student should take care not to make is pressing
a key too long. The computer keyboard routine assumes that a key that is
depressed a long time is to be repeated. You will be able to spot this
problem by comparing the computer reported mistaken character with the second
last character sent by the computer. If they are the same, chances are that
you are pressed a key too long. Keyboard technique is important to excel in
this game. The Morse Keyboard Tutor session can also help develop keyboard
techniques.
A candidate for an FCC Amateur Radio license can copy one minute of code
without error as an alternative to passing a quiz on the contents of a Morse
transmission (70% is required) . This game will help you perfect the skills
to do that. To pass in this way a candidate would have to copy:
5 WPM - 25 characters
13 WPM - 65 characters
20 wpm - 100 characters
Prosigns, punctuation, and numbers count as two characters for the purposes
of the real examination and you can go over the text and correct obvious
errors from context, e.g. TSE RIG to THE RIG.
P. Proficiency Session Page 14
╔══════════════════════════════════════════════════════════════════════════╗
║ Select options, press ENTER to start, or ESC to return to main menu ║
║ ║
║ PROFICIENCY SESSION ║
║ ║
║ Select: █ ║
║ S. Start speed 5 WPM ║
║ F. Finish speed 13 WPM ║
║ C. Character speed 16 WPM ║
║ ║
║ D. Duration 3.0 Minutes ║
║ G. Group size Random ║
║ W. Weighting Random ║
║ ║
║ U. Use file (Off) ║
║ T. Text generation (Off) ║
║ ║
║ ║
╚══════════════════════════════════════════════════════════════════════════╝
Figure 5. Proficiency Session Menu
P. Proficiency Session Page 15
The Proficiency session sends character groups at selected speeds. This type
of practice simulates actual text transmissions, but with random characters
grouped into "words". The start and finish code speeds can be set
independently. This allows the student to start at a comfortable code speed
and have the computer automatically increase speed during the session.
The (S)tart key sets the starting average speed of sending, the (F)inish key
the final average speed, and the (C)haracter key the character speed. The
character speed can not be set to a value smaller than the start or finish
speeds. If the character speed is set greater than the average sending
speed, the timing between characters is adjusted, as needed, to maintain the
desired average speed. The current average text speed, and elapsed time are
constantly displayed during the session.
The (D)uration key selects the length of the session. It can be set from 0.1
to 9.9 minutes. If the start and finish speeds are different, the session
duration is divided into equal periods (number of periods is Finish-Start+1)
and the average code speed is increased by 1 WPM after each period.
By depressing the (G)roup key, the character groupings into "words" can be
set to either a random length (up 9 characters) or the group size desired.
Type zero to select a random length or 1 to 9 for the desired number.
Code transmission is started with the ENTER key. It ends with the
transmission of the Prosign AR (End of Transmission) after the selected
duration expires. The student can copy the text on paper and compare the
results displayed at the end of the session, or he can copy along on the
keyboard and have the computer display it at the end of the session.
If keyboard input is used, Morse Academy compares the student's copy with the
computer generated text, and shows differences in reverse video. Missing
characters in the student's copy are shown as a "~". The texts are displayed
on pairs of lines with the student's copy below the computer's. The compared
text can be printed (use the F9 key) with blank lines inserted after each
pair to allow easier manual comparison. Screen reverse video (the
differences) is shown by printing a character "-" underneath each line pair.
The (U)se file key allows the student to select a stored file for
transmission rather than generating random code. If selected, the list of
files is displayed and input of the desired file's name requested. Starting
the session with the ENTER key will cause the file's text to be sent.
The (T)ext generation key allows the student to generate random QSO's as
another option for practice. The list of text generation options is
displayed and input requested - NOVICE, GENERAL, EXTRA, or CALLS (the latter
is call sign practice only). The generated text is also saved under the same
name as a .KB file that can be reloaded in the Keyboard session.
P. Proficiency Session Page 16
For the (U)se and (T)ext options, if the student inputs his copy via the
keyboard (rather than copying on paper), Morse Academy gives an opportunity
at the end of transmission to correct the text before comparing it with the
file's text. This is what a student could do during an actual examination
and allows a chance to practice. The copy input by the student during
transmission is displayed on the screen, and a prompt invites the student to
edit the text.
The active editing keys are the same used with the k