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2006-10-19
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ORIGINALLY PUBLISHED IN LIMA NEWSLETTER MARCH 1992
Scott Foresman Educational Modules
By: Andy Frueh, Lima UG
The modules I would like to discuss here aren't the ones everyone has
heard about. There are five that I am aware of that were released in late
1983, and as a result, only a few were actually distributed. They aren't
really "lost", but they would fall under the category "limited release". As
far as I can tell, some of these WERE sold by Triton. All five are math
related and do not have a PHM number. They carry Scott, Foreseman's own
number. I should note that smaller reviews of these educational modules
appeared in a previous newsletter.
FROG JUMP #31177 - This deals with number orders. A sample problem would
be "Give one less...52" The answer would be 51. Like most of these modules,
the "player" is timed. Here's were my two-cents comes into play. In my
opinion, it doesn't matter how fast a student gets the problems finished. If
they get a right answer, that should be enough. Sometimes to get a perfect
score, you have to think and type in an answer in two seconds or less. Not
many kids can type that fast.
In this particular game, if you answer the question correctly, your frog
earns jumps and collects lilly pads. If you get 20 you win. Answer in 1-2
seconds and you get 3 pads, 3-5 sec. gives you 2, and 6 or more seconds yields
1.
The graphics are merely acceptable. Better than no graphics at all, I
suppose. There is no teaching or instruction, only drill practice. The real
learning has to come from elsewhere. This is not as good as some of the
others.
PICTURE PARTS #31180 - This drills basic math skills...adding and
subtracting, for example. No polynomial equations here! This one is EXTREMELY
cute. I'm sure you remember the Facemaker program that Spinnaker released.
Well, this is similar but much more educational (however, this one still is
drill-only). If you get a correct answer, you get to pick a part of a face.
You get two tries per question (I believe that is the same as all other S, F
games). This one, I assume, is for much younger students than some of these
other games. Perhaps this is the reason that this game is NOT timed! The
graphics are good, but the color choices leave much to be desired. Resolution
falters only because the colors are mis-matched. A monochrome monitor might
give a much better picture.
PYRAMID PUZZLER #31186 - You are at the bottom of a pyramid trying to get
to the top. The computer (or another player) has the same goal. If you get
the answer to a problem right, you use the arrow keys to move around the
pyramid. Diagonal moves are not allowed. If you get a wrong answer, you don't
move and the computer gets to do so twice. If you land on the computer, you
bump it back a square. If it lands on you, you must answer a problem
correctly. If your answer isn't right, you get bumped. If it is right, you
bump the computer. The music and graphics are nice.
STAR MAZE #31183 - This one drills division and is cute. This one is also
timed, but there are no real penalties for taking along time to answer
questions. The difficulty level selects the time you have to complete the
entire game. The object is to answer problems and move an alien through a maze
to get home while earning points. If you get a problem right, you are allowed
to move until you reach a star. Three types of stars exist. One gives 5
points, another 10, and the last type 20. The 20 point or GOODID star also
doubles the value of stars touch after that. BADID stars bounce you somewhere
further from the end of the maze which is your home planet. Graphics are OK
and the game may be cute enough to keep kids occupied.
.PL 1