home *** CD-ROM | disk | FTP | other *** search
-
- 10 out of 10 Mathematics (Number)
- INSTRUCTIONS FOR DEMONSTRATION VERSION
-
- INTRODUCTION
- The Mathematics National Curriculum is split into five Attainment Targets.
- This 10 out of 10 suite of programs is aimed to cover some essential parts
- of the Levels set out in Attainment Target 2 - Number.
-
- You can see the exact areas covered by loading the program and selecting
- Player Information from the Main Menu and moving the cursor around the
- screen. Further details of of the Achievement chart and the National
- Curriculum are in the Parent/Teacher Guide supplied with the full version.
-
- 10 out of 10 Mathematics (Number) is a suite of six educational games
- designed to help children get to grips with 36 specific topics from the
- Mathematics National Curriculum Attainment Target 2. While covering these -
- and automatically recording the child's progress - it also covers many more
- areas essential both in real life and for academic success.
-
- The games are both educational and fun with many elements built in to keep
- children coming back for more. There are, for example, two ways that a child
- can see progress:
-
- * THE ACHIEVEMENT CHART. The child must aim to turn this completely green by
- gaining full marks at the various grades.
- * THE HIGH SCORE TABLES: In addition to the mark, these take into account
- many other game elements like speed and bonus.
-
- The ACHIEVEMENT CHART shows you at a glance how your child is progressing
- and you can see which topics need further practice. Also, as a further form
- of encouragement, children can print or display a certificate showing the
- Attainment Target Levels reached. The achievements can also be printed for
- your own information.
-
- Details of how to play the games follow. Following the playing instructions
- are some of the main points from the Parent/Teacher Guide so you will be
- able to customise the games to suit your child's needs. The manual supplied
- with the full version gives extra information and hints about how to get the
- most from the programs.
-
- GETTING STARTED
- When you first load 10 out of 10 you're presented with the Main Menu. At the
- bottom is the name of the current player - it's set to TEST to begin with.
- The first thing you should do is enter your own name. Here's how to do it:
-
- Move the mouse pointer to the red box on the right of New Player to
- highlight it in blue. Click the left hand mouse button and then just enter
- your name.
-
- Press Return and you'll go back to the Main Menu with your name at the
- bottom. The top six options on the Main Menu are the games themselves.
- Before looking at these, let's look at the other options:
-
- PLAYER INFORMATION
- When you select this you're presented with - table with the player's name at
- the top. This is called your Achievement Record and has on it numbers
- showing various parts of the National Curriculum covered by the games.
-
- To start with these numbers are all on a black background. They each change
- colour individually depending on what percentage of questions you get right
- (not the score - that depends how well you play the games too!). They go red
- if you play the game and achieve less than 50%, yellow if you score over 50%
- and green if you achieve 100% - that's your aim! If you can do that ten
- times it will turn blue - you prove you're a genius!
-
- CHANGE PLAYER
- This lets you alter the current player to someone else who has previously
- entered their name.
-
- If you ever want to leave the list of players without making a change, press
- Escape.
-
- REMOVE PLAYER
- Using this lets you remove names from the list.
-
- PRINT CERTIFICATE
- On the full version this lets you print a certificate (or save it to disk)
- when at least one of the boxes in the Achievement Record has been turned
- green. Screen is so that you can view the certificate while Disk is so that
- you can save it to disk and then load it into a paint program to print it
- from there. ONLY SCREEN IS AVAILABLE ON THE DEMONSTRATION VERSION.
-
- QUIT
- Use this option to exit from the program. NOTE THAT ON THE DEMONSTRATION
- VERSION, ACHIEVEMENTS WILL BE LOST and you will have to start turning the
- chart green again next time you load the program.
-
- THE GAMES
- When you select a game from the Main Menu you are presented with a Game
- Menu. All the games have similar options as follows:
-
- PLAY GAME
- Select this to play the game once you have set all the other features. While
- you are playing you can PAUSE the action at any time by pressing P.
-
- HIGH SCORE TABLE
- This lets you view the high score table - the current player's entries will
- be shown in red and a new high score will be yellow. Higher scores are
- obtained by playing the games at higher speeds, with timers on, at higher
- grades and so on.
-
- Note that ON THE DEMONSTRATION VERSION, HIGH SCORES ARE NOT SAVED TO DISK so
- your scores will be lost when you return to the Main Menu.
-
- NUMBER OF PLAYERS
- Click on the number with the mouse pointer to cycle through 1, 2, 3 or 4. If
- one is selected the current player's name is used. If more than one play,
- you are asked for their names the first time the game starts. If you want to
- change the names, change the number of players - return it to the same
- number if necessary.
-
- TIMER
- Click on this to cycle through various times and off. Lower times mean
- harder games and higher scores.
-
- GRADE
- When you first start this is fixed on Grade 1. Once you've reached yellow on
- the Achievement chart you can progress to Grade 2 and so on. Eventually you
- can cycle through six grades.
-
- On Cheers you can also select USER. This allows you to use a set of
- questions written by a parent or teacher.
-
- VOLUME
- Providing the sound has not been turned off, this lets you choose the volume
- of the sound effects (7 is loudest).
-
- INFORMATION
- This displays a small version of the Attainment record, just giving details
- for the particular game.
-
- EXIT TO MAIN MENU
- This takes you back to the Main Menu. Now that we've looked at the features
- common to all the games, let's look at the games themselves:
-
- CARNIVAL
- Here's a great shoot-'em-up to check your number skills along with your fire
- power. The question appears at the top of the screen with the numbers you
- must work out at the centre of the display. You must shoot the correct
- answer as it passes along the conveyor belt.
-
- Apart from the variety of options that all the games have this time you can
- also choose the speed of the belt and the maximum number of shots that you
- have. If the timer is on, you must take all your shots within the time or
- the game ends. Choose a fast belt to go for a bigger bonus and higher score!
-
- COVER UP
- This is a game of matching: match the items on the bottom half of the screen
- to those at the top. Click on any of the ones at the bottom and then click
- on the one that you think matches at the top. If you're right they both
- disappear and you move on to the next one but if you're wrong they remain.
- When you select more than one player, the first player keeps going until he
- or she makes a mistake.
-
- The timer counts down to the start of the question answering time: during
- that time you should work out as many answers as possible ready (with timer
- off the game starts straight away).
-
- You can also select doors open or closed. When they're open the numbers show
- all the time for you to answer the questions. If closed is chosen they close
- after the timer expires and it's a game of memory too. Whether the timer is
- on or off, the bonus ticks away between correct matches so be quick for the
- high scores. Finally you can select the number of rows - with four doors on
- each - that you want to match up. If you have more doors you can achieve
- higher scores!
-
- THE BIG BANG
- The temperature on the thermometer is moving fast - how fast depends on what
- you set on the menu. The only way to control it is by answering questions
- right. Every time you answer one correctly the temperature returns near to
- the ideal.
-
- Keep giving correct answers for as long as you can and you're well on your
- way to the high score table. But it gets harder as the game progresses - the
- temperature moves faster. How long can you delay the Big Bang? Eventually
- the temperature moves too fast even for the experts so you have to be really
- quick with the answers.
-
- The idea of this game is to keep going as long as you can and score as much
- as you can. For that reason it is best played with the timer off and
- questions set to loads. If you want a quick game you can limit its length by
- setting the timer or number of questions.
-
- Note: The mark remains at 0% until at least 10 questions have been answered.
-
- GRAB IT
- How fast can you grab? The answer to the question that is displayed is
- somewhere on the screen and once you spot it move the hand there and grab.
- Be quick though, the answers move around so it won't be in the same place
- for long.
-
- You can choose how fast the numbers move around and the faster you choose
- the higher you can score. This is a fast action game and, with larger
- numbers, it's best to try to estimate and grab!
-
- SILICON BRAIN
- This is a mathematics program where you don't have to work anything out:
- there's a big calculator provided for you to use. You need to use it quick
- and get the answers right if you want to reach the high score table.
-
- As you play, your button presses are recorded across the bottom of the
- screen. If you get an answer wrong and can't see why yourself, show the
- question and the order of the buttons to your parent or teacher so that you
- can find out where you went wrong. You'll soon be a calculator expert and on
- the way up the high scores.
-
- If you want to use the Silicon Brain calculator to help you with your
- homework, select Use Silicon Brain from the menu. You can then use it just
- like an ordinary calculator.
-
- CHEERS
- Here's a fast-action quiz game to keep you on your toes. You just answer the
- questions correctly for cheers and move up the board by the number shown on
- the dice (choose how many dice you want to play with from the main menu). On
- Grade 1, if you hit a ladder you move up while hit a tube and you go down -
- other grades have the same rules but different graphics.
-
- If the dice show a total that you don't want to accept (if you would land on
- a tube for example) you can re-throw them once for each question. To do this
- just click the mouse pointer on the dice.
-
- The bonus ticks away from the start of the game and you get points for
- correct answers. So answer correctly and reach the top as quickly as you can
- to get a high score. When you start Loads of questions is shown on the menu.
- This ensures you will have enough to finish the game. If you want to limit
- the number of questions it can be set in the same way as on the other games.
- The bonus ticks away all the time so answer as quickly as you can for high
- scores.
-
- THE FOLLOWING IS A SUMMARY OF SOME OF THE MAIN POINTS FROM THE
- PARENT/TEACHER GUIDE. NOTE THAT IT GIVES DETAILS OF "HIDDEN" KEY
- COMBINATIONS FOR PARENT/TEACHER CUSTOMISATION USE ONLY.
-
- THE ACHIEVEMENT RECORD - How to interpret it
- When you view an achievement record for a new player - by selecting Player
- Information from the Main Menu or Information from a Game Menu - all the
- numbers are on black backgrounds. As the child plays games, these change
- colour as follows:
-
- * Red: The child has played the game but achieved under 50%. Take the red as
- a warning: He or she needs help at that Attainment Target Level.
- * Yellow: The child has scored 50% or more so probably knows the facts but
- needs to practise them more. They can now go on to the next grade - but
- should return to the yellow one and try to turn it green.
- * Green: The child knows the facts and has proved it with 100% - the 10 out
- of 10 goal.
- * Blue: For the real experts, score 100% ten times or more on each grade of
- each game and turn the table blue.
-
- The child should be encouraged to first turn the whole table green and then
- go for blue.
-
- THE CHART CANNOT BE PRINTED FROM THE DEMO VERSION but on the full version
- you have several options to let you obtain a printout. Firstly, you can
- press Control+P and simply print a text list of the achievements. This will
- work on any printer and factors like the number of lines on a page is set
- from the configuration screen - see later. Alternatively, you can press
- Control+S. This saves the colour screen to disk for you to print out using
- an art package.
-
- On the full version you print the achievements of more than one child by
- pressing Control+M while any achievement chart is displayed. A list of names
- will be displayed and you should highlight the ones you're interested in
- using the Right Hand mouse button. Start printing with the Left Hand one.
-
- Note that the Achievement Record shows the progress of individual children
- and is only modified if the number of players is set to one.
-
- THE GRADES
- All the games have six built-in grades - each one aiming at a higher
- National Curriculum Attainment Target. When a player first loads a game it
- will be set on Grade 1. Progress to Grade 2 cannot be made until at least
- 50% has been achieved on Grade 1 (yellow on the achievement record).
- Progress up to higher grades also needs a percentage of 50 or more on the
- previous one. Parents or teachers can select any starting grade without
- going through the previous ones by using the Customisation Screen or
- function keys 1 to 6.
-
- THE SCORING SYSTEM
- All 10 out of 10 Educational Systems programs have two scoring methods - the
- achievement record and the high scores. Children should be encouraged to
- progress in both these areas.
-
- The former is the percentage of questions the child answers correctly.
- Factors like how fast the questions are answered are not taken into account
- on the achievement record.
-
- While taking into account the mark, the scores also take into account other
- facts like the grade it was achieved on, the speed of answering, bonuses and
- so on. To rise up the high score tables children have to become very
- proficient with their number skills - both accuracy and speed. The fun and
- game element of 10 out of 10 makes them want to keep practising until this
- proficiency is reached.
-
- Note that when two or more children play a game, they each aim for their own
- high score (which can qualify for the high score table) but the total
- percentage will be joint. No change is therefore made to the achievement
- record. On the high score table, to show that a percentage has been achieved
- by teamwork a small dot is displayed after the % sign.
-
- PARENT/TEACHER CUSTOMISATION
- Many features of 10 out of 10 are selected automatically by the software but
- the choice can be altered by a parent or teacher - either from function key
- combinations or from the Customisation Screen. If you press Shift+Control+C
- while the Main Menu is displayed you can set the following by highlighting
- the appropriate boxes on the display:
-
- * At the end of a game the child is awarded a rating and during the games
- some messages may be displayed. These have been chosen in consultation with
- many children as words that amuse/encourage them and keep their interest. If
- you prefer these messages not to be displayed they can be turned off from
- the Customisation Screen.
-
- * The achievement chart can display either National Curriculum Attainment
- Levels or numbers from 1 to 6 representing difficulty. You can choose which
- is displayed from the Customisation Screen.
-
- * Sound can be turned on or off from the Customisation Screen. Pressing
- CTRL+F10 on the Game Menus turns the sound off for that game and it can be
- restored by pressing the keys again.
-
- * The 10 out of 10 series uses six graded levels in each game. From the
- Customisation Screen you can choose whether the word Level or Grade is used
- to describe these. Note that, to prevent confusion, if the display of
- National Curriculum Levels is chosen, 10 out of 10 always uses the word
- Grade for the difficulty of the challenge.
-
- * To encourage children to work their way through and benefit from all the
- grades of 10 out of 10 they cannot progress to a higher grade until they
- have achieved yellow on the record for the current one. The starting grade
- is currently set to Grade1 but you can select any from the Customisation
- Screen.
-
- Also, pressing CTRL+F1, 2, 3, 4, 5 or 6 while a Game Menu is displayed
- alters the starting grade for that game. Note that this sets the entry grade
- to the game and if a lower one is then selected within the game the child
- will not be able to move back up unless yellow has been achieved on lower
- grades.
-
- * The class number (1 to 64) is to allow over 4000 pupils to save their
- results - it is unavailable on the Demonstration Version.
-
- * When the achievements are printed out as text (on the full version only),
- the software has to be told the length of the paper and how much gap to
- leave at the top and bottom. Set these from the Customisation Screen (the
- three numbers should add up to your total paper length).
-
- * All the programs in the 10 out of 10 suite have three sets of graphics.
- These are automatically selected depending which grade is selected - lower
- grades use graphics that appeal to younger children. However, parents or
- teachers can select the graphics that will be always used from the
- Customisation Screen. (1=youngest, A=Auto-select)
-
- This can also be done for a single game by pressing one of the three keys
- CTRL+F7, 8 or 9 while the Game Menu is displayed. Once the parent/teacher
- has selected the graphics for a single program by this method they are used
- whichever grade is selected until another program is loaded.
-
- * Use the final option on the Customisation Screen - Default - to put all
- the other options back to their starting values. The choices you set on the
- Customisation Screen - and the code - are saved to disk and will be used
- every time a child uses the package. If options are set from Game Menus they
- are only used during that game.
-
- * To prevent children from altering any of the stored information, access to
- Change Player, New Player and Remove Player can be restricted by the use of
- an access code which is set to 0000 when you first load 10 out of 10. With
- it set to this, free access is allowed to all features and the code is not
- asked for. However, if you press CTRL+F10 and enter a new four-digit code,
- you will in future have to enter the code before altering players. On the
- full version it is saved to disk.
-
- * While a game is being played, pressing R will pause it and reveal the aim
- of the current challenge (including the National Curriculum Level if
- selected). Press Space to continue.
-
- * On Cover Up and Cheers you may wish to use the same screen layout as
- previously - you may, for example, want several children to play the game
- using exactly the same starting point. A game number is displayed as these
- programs are being played. To repeat a game at any time enter that number by
- pressing CTRL while the introductory graphic is displayed between selecting
- Play game and the action starting.
-
- CUSTOMISING THE CHEERS GAME
- You can use your own set of questions in the Cheers game. All your own
- question files should go in the Qfile directory and should not normally be
- called Q1 to Q6. When children use them the result will not be entered on
- the achievement chart but high scores will still be obtained.
-
- When you enter your own questions you MUST ensure that EVERY question and
- answer is followed by # and every question has ONE right answer preceded by
- !.
-
- Full instructions, including a list of several SPECIAL CHARACTERS you can
- use in your own Cheers files for powers and fractions, are supplied with the
- full version of 10 out of 10 Mathematics (Number).
-
-
- *** The 10 out of 10 Series ***
-
- There are several other titles in the 10 out of 10 range. All use
- similar scoring/recording techniques to motivate children.
- The following gives details of the content of two other packages.
-
-
- *** 10 out of 10 English ***
-
- For Children 6 to 16 Years
-
- Attainment Targets and Levels Covered by the six games:
-
- AT.Level Covers Topic
-
- Sniper
- 4.2b.1 Simple monosyllabic words Spelling
- 2.2a.1 Read & understand Signs, Labels Notices Words
- 3.3a .1 Capital letters full stops and question marks Punct.
- 2.7d.1 Retrieve information (Abbreviations etc.) Lang. use
- 2.7e.5 Literary devices (Proverbs) Speech.
- 3.8c.1 Grammatical constructions (Passive Tense) Verbs
-
- Cover Up
- 2.1b.1 Recognise simple words (adjectives) Adjectives
- 2.2e.2 Respond to poems (rhyming words) Sounds.
- 3.3e.6 Masculine to feminine nouns Nouns
- 4.3c.1 Awareness of word relationships (opposites) Pairs
- 4/5.5a Spell words of greater complexity Spelling
- 2.8e.1 Lang. change over time Lang. Use
-
- Word Fit
- 4.2c.1 Spelling patterns (blends) Words
- 4.3c.2 Awareness of word relationships (synonyms) Pairs
- 3.3a..1 Sentence structure Verbs
- 2.5e.3 Awareness of choice of words Sounds.
- 2.5e.3 Unconventional spellings Nouns
- 4/5.6b Common misspellings Spelling
-
- Grab it
- 2.2f.1 Read a range of simple material Speech.
- 2.2c.2 Phonic cues in reading Spelling
- 3.4d.3 Structures of English (Collective nouns) Nouns
- 3.6b.2 Use of the the Apostrophe Punct.
- 2.7c.3 Choose vocabulary Lang. use
- 3.7c.4 Lexical features Words
-
- Librarian
- 2.2c.1 Use initial letters to recognise words Spelling
- 4.2c.2 Spell a wider range of words (plurals) Nouns
- 2.3d.3 Appreciate links between words and sounds Sounds.
- 3.4e.2 Revise & redraft writing (descriptive words) Adjectives
- 2.7e.2 Use of literary devices Similes Speech.
- 3.7c.4 Choose a wider vocabulary Pairs
-
- Cheers
- 3.3e.6 Check for consistent use of comparatives Adjectives
- 3.3e.8 Simple use of past tense Verbs
- 2.5e.1 Word play Words
- 3.5e.1 Use and misuse of colloquialisms Lang. use
- 3.7b.2 More complex punctuation Punct.
- 3.8c.9 Poetical constructions Sounds.
-
-
- *** Early Essentials ***
-
- For Children Under 7 Years
-
- Subject Areas Covered by the six games
-
- Gnasher
- Recognise simple shapes and colours Shape/Col
- Learn the order of the numbers 1 to 10 Numbers
- Learn the alphabet with pictorial clues Alphabet
- Simple sequences including odd and even numbers Logic
- Discover properties of common objects Science
- Experiment with numbers and operations Table/Bond
-
- Link Up
- Match and link shapes and colours Shape/Col
- Learn to count up to ten Numbers
- Recognise the link between upper and lower case Alphabet
- Link two shapes to composite pattern Logic
- Match analogue to digital clocks Time
- Know a selection of simple words Words
-
- Artist
- Colour and coordination skills Shape/Col
- Counting with colours Numbers
- Number stories with coloured rods Table/Bond
- Following rules to recognise attributes Properties
- Pattern and symmetry through shape and colour Algebra
- Beginning a basic science vocabulary Science
-
- Grab It
- Check shape and colour knowledge Shape/Col
- Reading simple alpha-numeric look-up tables Alphabet
- Improving reading/vocabulary Words
- Recognising characteristics (size, shape & colour) Properties
- Reading and understanding two-way tables Logic
- Identifying scientific ideograms Science
-
- Stones
- Understanding number conservation Numbers
- Stepping through the alphabet Alphabet
- Patterns of growing and shrinking shapes Properties
- Learning to tell the time Time
- Practising number skills Table/Bond
- Using common sense to follow a sequence Logic
-
- Racer
- Understand the meaning of push and pull Science
- Following letters in alphabetical order Alphabet
- Associating words and pictures Words
- Elementary algebra - "find a number" problems Algebra
- Knowledge of everyday items Properties
- Accurate and rapid time recognition Time
-