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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 £10.00 (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 £2.50 (sterling) to cover
p&p.) You will also receive details of new programs as they are developed.
Furthermore, for each registration received, £2.50 (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 £10.00 (sterling) is per disk.
Name _______________________________________
Address _______________________________________
_______________________________________
_______________________________________
Signed _______________________________________
Computer
Make/Model _______________________________________
Monitor Colour Mono
Standard CGA EGA VGA
Disk Format 3½" 5¼"
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 <F10> 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 1½ 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: <Esc> 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 <Esc> and then press <Enter> 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 <Esc>. 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 [<filepath>]
<filepath> 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 <F10> to display the next word.
Secondly by typing in the individual letters of the word.
To change the selected word list press <F10>. 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 <F3> (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 <Tab> (or click with your mouse). Press <Enter>
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
<F4>. 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 <Tab> to the next field and type in the word to be added
followed by <Enter>. 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 <Alt-X> 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 [<filepath>]
<filepath> 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 <Space>. Computer
accepts zero or <Space> 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 <Space>. Computer accepts zero or
<Space> 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 <Tab> (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 ½ 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 <Enter> 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 <Enter> <Space>
<Tab> 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 <UP> and <Down> keys to highlight a box and <Enter> or <Space> to
select it. If you make a mistake use <Del> <BackSpace> or <Left> and
<right> 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 <Enter> 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 [<option>]
Where <Option> is blank for a random selection of addition and subtraction.
'-' for subtraction only. '+' for addition only. Eg for addition only:
MATHS +
Operation
The computer will display counters representing the first number. The
child must count them and enter the right number. The computer will then
decide on addition or subtraction, depending on the parameters entered,
put in the appropriate sign and a box of counters representing the second
number. The child must again press the right number. The computer will
then display equals. In the case of subtraction the computer will also
'remove' the correct number of counters from the first box. The child
must now work out the sum and enter the answer. If this is done correctly
the computer will show a box of counters representing the answer and give a
win sound. If the child gets the sum wrong three times in a row the
computer will display the answer box to help.
The computer keeps track of correct and incorrect answers, but normally
displays only the correct answers on the screen.
To get the next sum press <Enter> or press <F10> to select the setup
screen.
The setup screen allows you to choose whether you get addition, subtraction
or both. It also shows the number of incorrect answers given.
Teaching Suggestions
This program is a good introduction to basic maths. It builds on the COUNT
and NUMBER programs, so the child should be familiar with the basics of
what is required.
Start off with addition only and don't move on to subtraction until this is
mastered. For addition simply get her to count all the counters in the
first two boxes to get the answer.
For subtraction you need to introduce the idea of taking away. The
computer represents this by making the appropriate number of counters
'empty'. Encourage her to count the solid ones left in the first box to
get the answer. They will soon realise what this means.
--------------------------------------------------------------------------
H7.
MATHS2
This program is the same as MATHS except that there are no counters
displayed.
Execution
MATHS2 [<option>]
Where <Option> is blank for a random selection of addition and subtraction.
'-' for subtraction only. '+' for addition only. Eg for addition only:
MATHS2 +
Operation
The computer will display a sum. The child must work out the sum and enter
the correct answer. If this is done correctly the computer will give a win
sound.
The computer keeps track of correct and incorrect answers, but normally
displays only the correct answers on the screen.
To get the next sum press <Enter> or press <F10> to select the setup
screen.
The setup screen allows you to choose whether you get addition, subtraction
or both. It also shows the number of incorrect answers given.
Teaching Suggestions
This program builds on MATHS and should be introduced once that program has
been mastered. At this point you should encourage your child to use her
fingers to replace the counters or to draw her own counters on a piece of
paper.
Again start off with addition only and don't move on to subtraction until
this is mastered.
--------------------------------------------------------------------------
H8.
MATHS4
This program builds on MATHS2 and introduces the idea that you can work out
different parts of a sum. Eg 4 + ? = 7.
Execution
MATHS4 [<option>]
Where <Option> is blank for a random selection of addition and subtraction.
'-' for subtraction only. '+' for addition only.
Operation
The computer will display a sum. The child must work out the answer, which
may be in any part of the sum, and press the correct number. If the
computer is looking for an answer before the equals sign then a '?' will be
displayed in the required position. If the answer is correct the computer
will give a win sound.
The computer keeps track of correct and incorrect answers, but normally
displays only the correct answers on the screen.
To get the next sum press <Enter> or press <F10> to select the setup
screen.
The setup screen allows you to choose whether you get addition, subtraction
or both. It also shows the number of incorrect answers given.
Teaching Suggestions
This program builds on MATHS2 and should be introduced once that program
has been mastered. In particular it encourages 'counting on' from one
number to reach another.
For example if you have the sum:
4 + ? = 7
Tell her to count, starting from 4 (no fingers up), 5 (one finger up) and
put up a finger each time until she reaches 7. If she does this correctly
she will end up with three fingers up and can give the answer.
With the Sum:
7 - ? = 4
Start by saying 7 (no fingers) and count backwards to 4 putting up a finger
each time to get the answer.
With ? - 3 = 4
Work it like normal addition by starting with three fingers up and adding 4
more to get 7!
Again start off with addition only and don't move on to subtraction until
this is mastered.
--------------------------------------------------------------------------
H10.
MATHS5
This program introduces results that might exceed 9 for addition. Sums are
now also represented in the vertical format ready for moving on to larger
numbers.
Execution
MATHS5 [<option>]
Where <Option> is blank for a random selection of addition and subtraction.
'-' for subtraction only. '+' for addition only.
Operation
As the result may now be above 9 the answer is given by typing numbers and
pressing <Enter>. The Computer puts the numbers in like a calculator
moving previous numbers to the left as necessary.
The computer keeps track of correct and incorrect answers, but normally
displays only the correct answers on the screen.
To get the next sum press <Enter> or press <F10> to select the setup
screen.
The setup screen allows you to choose whether you get addition, subtraction
or both. It also shows the number of incorrect answers given.
Teaching Suggestions
This program builds on the previous maths programs and can be introduced
after MATHS2, although it is probably better after MATHS4. It shows the
common way to write out sums where the numbers or results exceed 9 and you
need to explain that although it looks different, the basic principles are
the same.
Before going on to this program your child needs to be able to count
confidently upto 20, and should be familiar with adding and subtracting
numbers upto 10 using fingers.
When adding, the result may go over ten. If your are using fingers as
counters, tell her to enter the '1' of ten as soon as all her fingers are
up. Then put all the fingers down and carry on. For example 7 + 5 might go
like this:
Have 7 fingers up (You should encourage being able to put up the correct
number of starting fingers without counting). Count 1 (put up the eighth
finger), count 2 (put up the ninth finger), count 3 (put up the Tenth
finger). We have ten so press '1' on the keyboard (call it the 'carry' as
this will help with MATHS6). It may help if initially you type the '1' at
this point. Then put all fingers down. Count 4 (1 finger up). Count 5 (2
fingers up). We have reached 5 so how many fingers are up (there should be
two!), so type in '2'. Then get her to read the result which is of course
now showing 12.
Subtracting in MATHS5 still keeps all numbers below 10 and should be done
as before.
--------------------------------------------------------------------------
H11.
MATHS6
This program moves on to adding and subtracting numbers and results upto
99. Sums are represented in the vertical format.
Execution
MATHS6 [<option>] [<max number>]
Where <Option> is blank for a random selection of addition and subtraction.
'-' for subtraction only. '+' for addition only.
<max number> allows MATHS6 to have higher limits than 99 for example you
might put in 999 or more. Eg for addition only with numbers upto 999 type:
MATHS6 + 999
Operation
The computer sets a sum and the user enters the result. The computer puts
the result in, starting from the right to encourage working in columns.
If the user presses <Space> or <C> the computer displays an additional
small red '1' in the next column to indicate a carry to that column.
Pressing <Del> or <Backspace> will clear the last number entered and if
necessary the carry.
To get the next sum press <Enter> or press <F10> to select the setup
screen.
The setup screen allows you to choose whether you get addition, subtraction
or both. It also shows the number of incorrect answers given.
Teaching Suggestions
This program builds on MATHS5 and introduces the concept of adding and
subtracting large numbers by working in units and tens columns.
Before going on to this program your child needs to be able to count
confidently upto 100.
You should teach your child to work from right (units) to left (tens) with
each column being treated as a separate sum and using a carry to indicate
addition or borrowing of ten from the next column.
For example adding 47 + 15 might go like this:
Have 7 fingers up (ie the 7 from 47) add on 5 (from the 15) by doing count
1 (put up the eighth finger), count 2 (put up the ninth finger), count 3
(put up the Tenth finger). We have ten so press <Space> or <C> to put in
the carry. This will result in a red '1' just above the 4. Then put all
fingers down. Count 4 (1 finger up), count 5 (2 fingers up). We have
reached 5 so how many fingers are up (there should be two!), so type in
'2'. This will go below the 7 and 5. Now we have to do the tens column so
start with 4. Add 1 for the carry (5 fingers up) add 1 (for the 1 of 15).
This should give 6 fingers up so type in '6'. The result is 62, and press
<Enter> to see if you are correct.
You may find problems when the result comes to exactly 10 on the first
calculation and you may need to explain that you can have to put in zero as
the answer.
Subtracting works in a similar way. For example 34 - 16 might go like
this:
Have 4 take away 6 so put up four fingers and count 1 taking away a finger
(3 fingers left), count 2 (2 fingers left), count 3 (1 finger left), count
4 (no fingers left). Press <Space> or <C> for a borrow from the tens
column. (Note This time the red '1' is placed under the 4 because it will
be taken away in a moment.) Having borrowed ten we can put up ten fingers
again and carry on, so count 5 (9 fingers left), count 6 (8 fingers). So
type in '8' which will go under the 4 and 6. In the tens columns we have 3
the borrow and the 1 from 16. So we have 3 (3 fingers up) take away 1 for
the borrow (2 fingers), take away the 1 (1 finger), type in '1' to get the
answer of 18.
One point of warning - I found that although my son could quite happily use
MATHS6, he had some trouble doing the same sums on paper. The reason for
this was that he was unable to accurately write the numbers and the carry
in columns. Therefore when you start on MATHS6 get your child to do
practice on paper as well! (See SUMWALL).
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H9.
SUMWALL
This is a maths game which can be used after MATHS2 or MATHS6. By
answering sums and selecting the correct brick from the next level in the
wall, a colourful wall is built up. Be careful, a wrong answer puts you
back to the bottom again!
Execution
SUMWALL [<max number>]
<max number> is the highest result allowed. The default is 10 and the
absolute maximum is 99.
Operation
The computer builds a 'wall' with an answer in each 'brick'. It then
devises a sum on the bottom level which has an answer in the second level.
Using the cursor keys, you must highlight the correct result and then press
<Space> or <Enter>. If you have chosen correctly you will move onto the
next level. If you get it wrong the then you will have to start again.
Teaching Suggestions
This program is a fun alternative to using MATHS2 or MATHS6. (Enter 99 as
the maximum allowed to give the same level of difficulty as MATHS6).
The techniques are the same as the MATHS programs, but this is a good
opportunity to get your child to use paper to work out the results.
You can also encourage her to do sums in her head, if she is coping easily
with MATHS2 level problems.
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H22.
COLOURS
This a very simple program to display coloured circles.
Execution
COLOURS
Operation
The computer displays a circle of a random colour. Pressing any key
displays a circle of a different colour. If a numeric key is pressed then
the next circle will be of the colour indicated by the numbered circles on
the screen.
Teaching Suggestions
You will need to sit with your child if you are trying to teach colours.
As each different colour comes up, encourage your child to name it.
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H23.
SHAPES
This a very simple program to display coloured shapes.
Execution
SHAPES
Operation
The computer displays a random shape of a random colour. Pressing any key
displays a different shape of a different colour. If a numeric key is
pressed then the next shape will be the colour indicated by the numbered
circles on the screen.
Teaching Suggestions
You will need to sit with your child if you are trying to teach colours and
shapes. As each different shape and colour comes up, encourage your child
to name it.
By the way - the one that looks like a globe I call the 'World' shape!
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H28.
COLOUR MIX
This program demonstrates how the computer can build up colours from the
three primary colours of light - red, blue and green.
PLEASE NOTE THAT THE PRIMARY COLOURS OF LIGHT ARE DIFFERENT FROM THOSE OF
PAINT, WHICH ARE RED, BLUE & YELLOW AND THE RESULTS OF MIXING THEM ARE
SOMETIMES DIFFERENT.
Execution
CMIX
Operation
The computer draws three rectangles of the primary colours and then draws a
white circle in the middle to show the colour made. The child can select a
new colour by pressing a number from 1 to 8 which will build a new colour
from those shown at the bottom of the screen.
Teaching Suggestions
This gives you an opportunity to reinforce colour recognition and to show
your child how different colours can be made. Having done this on the
computer, it would be a good idea to play with paint (away from the
computer!) to show how this produces different results.
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H29.
COLOUR MIX 2
This program builds on CMIX to allow the user to mix their own colours.
PLEASE NOTE THAT THE PRIMARY COLOURS OF LIGHT ARE DIFFERENT FROM THOSE OF
PAINT, WHICH ARE RED, BLUE & YELLOW AND THE RESULTS OF MIXING THEM ARE
SOMETIMES DIFFERENT.
Execution
CMIX2
Operation
The computer draws three empty rectangles. The child then selects a number
fo a colour to be put into each rectangle by selecting a colour from those
shown at the bottom of the screen. After each colour is selected the
computer puts in a white circle to make clear the result.
Teaching Suggestions
This program is a variation of CMIX and again gives you an opportunity to
reinforce colour recognition and to show your child how different colours
can be made. Having done this on the computer, it would be a good idea to
play with paint (away from the computer!) to show how this produces
different results.
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H24.
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! You are also timed and your best and average
times are shown.
Execution
MAZE [<min count> <max count>]
The higher <min count> is the harder the maze is likely to be. The default
is 30. The lower <max count> is the easier the maze will be. The default
is 70.
Operation
Once the maze has been displayed use the cursor keys to move. If you try
an illegal move a buzzer will sound and you will waste several seconds.
What ever you may think, there is always a way through! If you don't
believe it press <Shift-C> (for cheat) to see a route. However if you do
cheat the run is not counted against your best time or average.
*** WARNING *** Don't show your children how to cheat, you will find they
give up too easily and use the cheat button all the time.
If you want to run the same maze again, press <S> instead of <Enter> at
the end.
Teaching Notes
This game is a good way of reinforcing colour and shape recognition. It
also helps develop problem solving skills.
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H25.
PAIRS
This is a memory game for one or more people. You have to remember where
coloured shapes appear and match up pairs.
Health Warning - This game is simple but compulsive!
Execution
PAIRS [<No. of Players> <No. of Colours>]
<No. of Players> indicates how many are playing and can go up to 7. <No.
of colours> determines how hard the game will be. Start with 2 or 3. When
you get to 7 it is quite a difficult game!
Operation
On execution you have an opportunity to enter the number of players and the
number of colours. Use <Tab> to move between fields and <Enter> to
proceed. You will then get a brief glimpse of the complete board, before
it is covered up. Each player takes a colour and the colour of the dot
indicates whose turn it is. When a player makes a match then the scores
will be shown at the bottom of the screen. The aim of the game is to match
pairs, so you point to a square using the cursor keys and then press
<Space> or <Enter> to select it. The shape and colour will be revealed.
You must then choose another square. If you make a match the squares will
be permanently turned to your colour, your score will increase by one and
you have another turn. If they don't match, both squares will be covered
again and it will be the next players turn. This will be indicated by the
cursor changing colour. Remember you have to match both shape and colour.
Teaching Notes
This game is a good way of reinforcing colour and shape recognition. It
also helps develop memory, again usually of the parents.