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- -\ ¬|===/ _____________ ¬\==-
- | | / /\ _____| ¬| \ \
- -=| |==\/ \__ ¬ |=/ /=-
- ___ \/ |/ /
- ___________________/|_____ /===-
- -=-=-=-=-\/=-PRESENTS-=-\______/
-
-
- NODDYS PLAYTIME
- EDUCATIONAL PROGRAM
- 100% DOCUMENT
- TYPED BY
- SENNA & CYGNUS
- (MASTER OF DOCS)
-
-
-
- Introduction:
-
- Welcome to Toy Town and the amazing world of Noddy's Playtime, a
- unique fun-filled educational package for young children. Noddy's
- Playtime contains no less than ten exciting programs which will
- inspire, delight and, most importantly, instruct children in a range
- of different skills.
-
- Noddy's Playtime has been produced following extensive research by
- educationalists and psychologists. The programs contained within this
- package have been carefully designed, within the framework of the
- early requirements of the National Curriculum, to make learning an
- enjoyable process. This is, we believe, the most complete
- entertainment and learning package for young children.
-
- Each of the programs which make up this package can be used, unaided,
- by even very young children. At the lowest levels of play there is no
- reliance upon the use of language. Control of each of the programs is
- by colourful and simple to use icons. To add to their involvement,
- children should look out for various active areas on each program
- screen. Some of these are hidden and must be discovered. To find out
- if an area is active, children should take the cursor around the
- screen and click on various objects. Those which are active will
- animate.
-
- Noddy's Playtime contains:
-
- * Eight educational and fun to play activities:
-
- * Railway Station: send the train on its journey by using memory and
- shape and colour matching skills,
-
- * Noah's Ark: match the different parts of each animal puzzle
- together then watch Noddy as he takes a ride in the Ark,
-
- * Farm Yard: match together different halves of animals,
-
- * Four-Chimney House: play different tunes and animate characters
- from Toy Town,
-
- * Market Place: find objects which match letters or words and bring
- PC Plod down to earth with a bump!
-
- * N. & B. Works: find the odd-one-out and keep the wheels of Toy
- Town's factory in motion,
-
- * Post Office: use counting and simple arithmetical skills to help
- Noddy climb a magic ladder, and,
-
- * Police Station: guide Noddy through a variety of mazes.
-
- * A junior art package, Noddy's Paint Pot,
-
- * A linking program in which children can drive Noddy's car around
- Toy Town. Not only does this link the games and form a unique menu
- system but it forms a game in itself which children will want to
- return to time and time again. As children drive Noddy around Toy
- Town they will be able to control the actions of the characters in
- the town by using various key depressions. As Noddy drives to
- various points in Toy Town, children will be able to load the
- different programs in this package.
-
- Program Help
-
- While each of the games in this package has been designed to be as
- easy to use as possible children may sometimes hit upon a problem. If
- they experience any difficulties Big Ears will always be on hand to
- help. If children call upon Big Ears (by clicking on the icon in the
- bottom left of the screen) he will offer a clue to help children
- complete the task in hand.
-
- Controls
-
- The controls within Noddy's Playtime have been designed to be as
- simple as possible for children to use. The programs can be
- controlled using the mouse, the keyboard or joystick. Full details on
- how to operate each individual game can be found in section 2 of this
- manual. The majority of the techniques used are the same for every
- program:
-
- Mouse
-
- Every part of this package, except the Driving Menu, can be controlled
- using the mouse. The left mouse button is used to select an item and
- the right button is, on occasions, used to confirm selections.
-
- Keyboard
-
- From the computer keyboard the on-screen cursor (or Noddy's car in
- the Driving Menu) can be moved around using the cursor or arrow keys.
- In some games (see section 2) alternative options can be selected
- using the spacebar. Enter or Return are used to confirm the currently
- selected choice.
-
- Joystick
-
- The joystick can be used instead of the mouse with the Fire Button
- confirming any currently selected choice.
-
- A number of operations are controlled in the same way regardless of
- which input method is used:
-
- To leave any game and return to the Driving Menu, click on Noddy's car
- (which can be found in the bottom right of each games screen) or
- press Escape on the keyboard.
-
- To change the level of play within the game press F10 on the keyboard.
- You will then see a level selection screen from which you should
- select which level you wish to play.
-
- The Main Option Screen
-
- Shortly after you have seen the Introductory Screen you will be
- presented with the Main Option Screen. Whilst driving around Toy
- Town, if at any time you wish to return to the Main Option Screen,
- press Escape. The Main Option Screen allows you to set the parameters
- which control how children play Noddy's Playtime:
-
-
- Easy, Harder or Hardest
-
- Each of the eight games within Noddy's Playtime can be played at one
- of three levels. The easiest level is designed for very young
- children of those unfamiliar with this package. The most difficult
- will tax even bright seven year old.
-
- You should set the starting level for each of the games by clicking on
- the relevant icon. This level will be used in every one of the games
- when children first enter them. While playing, the level can be
- altered at any time by pressing F10 and reselecting a new level of
- difficulty.
-
- Play or use Noddy's Paint Pot
-
- The Driving Menu contains eight locations from which games can be
- loaded. At each of these Noddy's Paint Pot can also be loaded.
- Additionally, Noddy's Paint Pot can be accessed from the Main Options
- Screen. There is an advantage in doing this. When Noddy's Paint Pot
- is loaded from a location on the Driving Menu two location-specific
- outline pictures are made available for children to colour in. If it
- is loaded from the Main Options Screen all 16 pictures are available
- to children.
-
- If your children wish to use Noddy's Paint Pot rather than enter the
- Driving Menu, they should click on the icon which shows Noddy holding
- a paintbrush. If they want to go straight to the Driving Menu, they
- should click on Noddy's car.
-
- Driving Around Toy Town
-
- Noddy's Playtime consists of eight games and an art package. These
- are linked together through a tenth program, Noddy's Driving Menu, in
- which children can drive Noddy around Toy Town and load each of the
- games. You can opt to play Noddy's Playtime in one of two ways.
-
- Children can decide to drive Noddy around Toy Town themselves. In
- this way they can explore the map which makes up the Driving Menu.
- Placed on the map are eight taxi ranks. These represent load points
- for the remaining parts of the package. If, for example, children
- wish to play the Noah's Ark jigsaw puzzle game they should park
- Noddy's car in the taxi rank outside Noah's Ark.
-
- Alternatively, children may wish to see Noddy take control of his car
- and drive it around Toy Town.
-
- You should select which of these options you wish to use by clicking
- on the relevant icon on the final line of the Main Options Menu.
-
- If children have opted to take control of Noddy's car, Noddy's Driving
- Menu will load with Noddy parked outside his house ready to move off.
-
- If they have selected the automatic driving facility, they will see a
- second menu with icons representing each of the eight locations.
-
- They should now select one of these by clicking on it. Noddy's
- Driving Menu will then load and Noddy will drive directly to the
- selected location. (If this facility is used, each time children
- leave a game Noddy's car will be returned to outside his house and
- they will be able to select another location.)
-
- The Games Options Screen
-
- As Noddy drives into a taxi rank children will be presented with a
- Games Option Screen which contains the three icons. If they wish to
- use Noddy's Paint Pot they should click on the first icon which shows
- Noddy holding a large paintbrush. If they have driven the taxi rank
- by mistake, they can return to the Driving Menu by clicking on the
- second icon, Noddy's car. To load and play the game associated with
- the location they should select the final icon which shows a scene
- from the game.
-
- You can direct Noddy's car around Toy Town using the arrow keys on the
- keyboard or using a joystick. If you let go of the joystick or the
- arrow keys while the car is moving it will come to a halt.
-
- To the bottom right hand corner of Toy Town is a road which leads off
- into the countryside. This takes the form of a maze which children
- can explore. If they should get lost they can magically return
- Noddy's car to outside his house by pressing Q on the computer
- keyboard.
-
- As you drive along, don't forget to remind Noddy to wave to his
- friends.
- You can make Noddy and his car do various things. These are all
- controlled by keys on the keyboard:
-
- Press H to make Noddy sound the horn of his car,
-
- Press W to make Noddy wave,
-
- Press B to make the car brake suddenly,
-
- Press N to make him nod, and,
-
- Press E to make the car's engine roar.
-
- When the car is being driven manually it will park in a parking place
- if children take their hand off of the controls as they approach any
- space or if they attempt to manoeuvre the car into the parking
- position. Once the car has parked in a space, you will see a menu
- screen. If you want to play the game, click on the game icon which
- appears on the far right of the screen. If you want to use Noddy's
- Paint Pot you should select the icon on the far left. To return to
- the Driving Game, click on Noddy's car.
-
- Loading Games using an Atari 520 ST.
-
- If you are using this machine you will be presented with a simplified
- version of the Driving Menu . This is due to the memory limitations.
- Furthermore, some features of some of the games (including certain
- sounds and a few animations) will not be available.
-
- On the screen you will see a hand. To pick a letter up you should
- move the hand over it (using the mouse or the arrow keys) and click
- on the left mouse button or press Return. You can now move the letter
- to a post box. Once it is there, click on the left mouse button or
- press Return a second time and it will be posted.
-
-
- You can also move the hand using the joystick. To pick up or post a
- letter you should press the Fire button.
-
- Level One
- A certain number of letters appear below the letter boxes and these
- can be posted in any of the letter boxes.
-
- A postman will come and collect the letters. Noddy will then go one
- step up the ladder.
-
- Level Two
-
- This time the letters have numbers written on them. There are also
- numbers above each of the post boxes. Look at the number on one of
- the letters. Now find a post box with the same number above it. This
- letter should be posted in that box. Carry on posting the letters by
- matching their numbers with those above the post boxes. If you make a
- mistake, the post box will sneeze. When you have posted the last
- letter, the postman will come on and collect all of the letters and
- Noddy will rise up the ladder.
-
- Level Three
-
- Now the letters have sums on them. With each letter work out the
- answer to the sum and post it in the post box which shows that answer.
-
- Level One
-
- This deals with initial letters. You should find an object on the
- market stall which begins with the letter shown at the bottom of the
- screen. To do this move the hand over the object (using the mouse,
- joystick or the arrow keys) and click on the left mouse button, press
- Return on the keyboard or Fire on the joystick.
-
- Level Two
-
- You should read the word shown at the bottom of the screen and find it
- on Dina's stall just as you did on Level One.
-
- Level Three
-
- Here you should find a number of objects on the stall which each begin
- with the same letter. Find each of these as you did before. As you
- correctly identify each of them they will float to the top of the
- screen.
-
- In the window on the left of the screen you will see the jumbled
- pieces of a jigsaw puzzle. When put back together in the correct
- order these will make a picture of an animal. To do this you should
- pick them up, one at a time, and place them into the window on the
- right. Move the hand over a piece (using the mouse, joystick or the
- arrow keys) and click on the left mouse button or press the Fire
- button (on the joystick) or Return (on the keyboard). Now move
- the piece into its correct position in the window on the right and put
- it in place by clicking on the left mouse button, pressing the Fire
- button or Return.
-
- If you place a piece in an incorrect position you can pick it up again
- and put it in a new position in either window.
-
- If you want to check that you have placed any of the pieces of the
- puzzle in their correct places you can do so at any time by clicking
- on the Big Ears icon. If all of the pieces which you have placed are
- in the right places, Big Ears will nod his head. If any are in the
- wrong places, he will shake his head and those pieces will be returned
- to the left window.
-
- Level One
-
- There are four pieces in each puzzle.
-
- Level Two
-
- There are nine pieces in each puzzle.
-
- Level Three
-
- There are sixteen pieces in each puzzle.
-
- The purpose of this program is that children identify objects which
- are different to others on the screen, the "odd-ones-out". As each
- game begins a number of items will move on to the conveyor belt (from
- left to right). On the far left of the screen is a "crusher". To
- move this above the first item on the conveyor belt, children should
- press the spacebar, the left mouse button or shift their joystick to
- the right. Repeating these actions will move the "crusher" onto the
- next item. When it is above a "reject" item ("an odd-one-out") the
- "crusher" can be made o squash the item by pressing Return, the right
- mouse button or Fire. To return the "crusher" to the start of the
- conveyor belt, press F1 on the keyboard. Once all of the "reject"
- items have been squashed, the "crusher" should be moved to the far
- right of the conveyor belt. The program will then check if the
- choices are correct.
-
- Level One
-
- Only a single item must be found and crushed.
-
- Level Two
-
- The number of items is increased to two.
-
- Level Three
-
- The number of items is increased to three. Children must find and
- crush the rejects against the clock, the speed of which can be made
- faster by pressing F or slower by pressing S.
-
- The large barn in the centre of the screen forms the playing area for
- this game. This is divided into two sections: the one on the left
- contains an animal's head and the one on the right contains a tail.
- The purpose of the game is to correctly match these two halves
- together.
-
- Level One
- On this level a complete (and correctly matched) animal appears in
- the barn with its name at the bottom of the screen. Once any key has
- been pressed the tail will be replaced by that of another animal.
- Children must return the correct tail to the animal.
-
- To step through the available tails they should click on the tail
- using the left mouse button, push the joystick to the right or press
- the spacebar on the keyboard. Once the correct match has been made
- this should be confirmed by clicking on the right mouse button (with
- the cursor anywhere on the screen), taking the cursor to Noddy or
- Farmer Straw and clicking on the left mouse button, pressing Fire on
- the joystick or by pressing Return on the keyboard.
-
- Level Two
- This level operates in the same way as level one except that children
- must match the heads of the animals to their tails and they are not
- shown the correct match at the start of each puzzle.
-
- Level Three
- On this level children must step through the heads and tails and find
- the only animal which can be matched together. On this occasion
- children will have to step through both the heads and the tails. To
- move between the two halves of the barn they should click on the
- relevant sections using the mouse, push the joystick backwards or
- forwards or press the left/right arrow keys on the keyboard.
-
- This is a game which encourages children to remember certain
- characters which are present on a railway train. This may be a
- somewhat tall order for some smaller children so the various helps
- which are available in the program allow children to use shape and
- colour matching skills.
-
- Level One and Two
-
- A train pulls into the station with the blinds to the windows open.
- Children should at this point carefully examine the position of each
- of the characters on the train. After a short while, or when a key is
- pressed, the blinds drop and children are asked where one of the
- characters is sitting. Children should now select one of the windows
- on the train. They can do this using the mouse (left-clicking with
- the cursor on the chosen window), the joystick (pressing fire with
- the cursor on the window) or the keyboard (by selecting a window
- using the spacebar and pressing Return). If children do not answer
- the question correctly the blinds will rise partially and they will
- then have the opportunity to have another go. In level two there are
- more carriages and characters.
-
- Level Three
-
- The train pulls into the station as before. Again children should
- carefully look at the positions of the characters on the train. After
- a short while the blinds again fall but on this occasion one of them
- re-opens. The character which was sitting in that position is now
- missing. Children must try to identify which character was sitting in
- that position from the five shown at the bottom of the screen.
-
- This activity involves using the large on-screen Keyboard to play
- musical notes. Notes can be played by taking the cursor to them and
- left-mouse clicking or pressing the fire button. Alternatively they
- can be played from the computer Keyboard by pressing the numbers 1 to
- 8 (which correspond to the notes of the on-screen keyboard).
-
- The on-screen keyboard can be played as a piano or as an organ. To
- change between these modes press O on the computer keyboard for organ
- or P for piano.
-
- Level One
-
- Allow children to familiarise themselves with the notes on the
- keyboard. They can press any of the notes in any order.
-
- Level Two
-
- Children must first select a tune which they wish to play. Once they
- have done this they will hear it played by the computer. After the
- tune has played their task is to now replay it. To help them do this
- the notes of the tune appear at the bottom of the screen. These are
- shown as numbers relevant to those shown on the on-screen keyboard.
-
- Level Three
-
- Is the same as level Two except that the notes on this level are shown
- as actual notes on a musical stave.
-
- Police Station is a maze game where the size and complexity of the
- mazes increases with each level.
-
- At the start of each game we will see Noddy pacing around his cell.
- Once he is over the point at which children wish him to enter the maze
- they should make him start digging by pressing the left mouse button,
- the Fire button on the joystick or Return on the keyboard. Noddy's
- route through the maze can then be controlled using the mouse (left
- click in front of Noddy), the joystick or the arrow keys on the
- keyboard.
-
- SECTION 3
-
- NODDY'S PAINT POT
-
- Noddy's Paint Pot is a unique art package which has been specifically
- designed so that even the youngest child can enjoy using it. Using a
- variety of simple-to-use functions (including freehand draw, line
- draw, colour fill and pattern fill) it allows children to be as
- creative as they want to be. Noddy's Paint Pot contains the major
- functions found in dedicated art packages (such as Electronic Art's
- Deluxe Paint) which children will be required to use as a part of the
- National Curriculum. As a result, it will give children the
- confidence to be able to creatively use such utilities at an early
- age. Noddy's Paint Pot is very simple to use but, at the same time,
- it has sufficient complexity to allow children to produce detailed and
- colourful pictures using a range of simple, icon driven, commands.
-
- THE SCREENS
-
- Noddy's Paint Pot is presented on two screens:
-
- The Menu Screen contains the various icons from which this program is
- driven.
-
- The Drawing Screen is the active drawing area. By selecting a drawing
- function on the Menu Screen the screen will rise to reveal the Drawing
- Screen. To return to the Menu Screen children should click on the
- right mouse button or use one of the functions described below.
-
-
- CONTROL
-
- it is recommended that a mouse be used in Paint Pot. However, the
- controls within this program can be carried out using the keyboard or
- a joystick. The table below summarises the main functions within this
- package:
-
-
- -------------------+------------+----------------+-------------+
- FUNCTION | MOUSE | KEYBOARD | JOYSTICK |
- -------------------+------------+----------------+-------------+
- Select a Drawing |Left Button | Return | Fire |
- Function | | | |
- -------------------+------------+----------------+-------------+
- Move the cursor | Mouse | Cursor | Joystick |
- | Movement | Keys | movement |
- -------------------+------------+----------------+-------------+
- Start any Drawing |Left Button | Return | Fire |
- Function | | | |
- -------------------+------------+----------------+-------------+
- Stop any Drawing |Left Button | Return | Fire |
- Function | | | |
- -------------------+------------+----------------+-------------+
- Move from Menu |Right Button| Spacebar | Spacebar |
- to drawing Screen | | | |
- -------------------+------------+----------------+-------------+
-
-
- THE MENU SCREEN AND THE ICONS
- FREEHAND DRAWING
-
- Clicking on this icon will take the program to the Drawing Screen with
- Freehand Draw selected. To start to draw, children should click on
- and release the left mouse button. The mouse can be moved to any
- point on the screen and a line will be drawn. To stop drawing
- children should click and release the left mouse button a second time.
-
- It should be noted that the left mouse button must not be held down
- while children are attempting to draw, this will have no effect. The
- reason for this is that young, small, hands may find it difficult (
- if not impossible!) To hold down the mouse button and draw at the
- same time. This approach has been used for all of the other drawing
- functions throughout this package.
-
-
-
- SPRAY CAN
-
- A similar function to freehand draw is the spray can. This allows an
- array of dots to be placed on the screen.
-
-
-
- LINE DRAWING
-
- Using this icon takes the program to the Drawing Screen with line Draw
- selected. This will allow for the drawing of straight lines. Left
- mouse clicking on the Drawing Screen will select the start point for
- the line, a second left click, its end point.
-
-
-
- OUTLINE BOX
-
- This allows children to draw an outline box. Left clicking on the
- Drawing Screen dictates the start point for the box. If the mouse is
- moved and the left button pressed a second time the complete shape
- will be drawn.
-
-
-
- FILLED BOX
-
- This works in the same way as Outline Box except that the shape which
- is produced is filled with the currently active colour.
-
-
-
- OUTLINE CIRCLE
-
- This allows children to draw an outline circle. Left clicking on the
- Drawing Screen dictates the centre of the circle. If the mouse is
- moved away from this point and clicked a second time a complete circle
- will be drawn.
-
-
-
- FILLED CIRCLE
-
- This works in the same way as Outline Circle except that the shape
- which is produced is filled with the currently active colour.
-
- All of the above functions use the currently selected:
- Colour,
- Pen Shape, and,
- Pen Size.
- These can be altered using the icons on the top right of the Menu
- Screen.
-
-
- COLOUR
-
- Clicking on the arrows to the left or right of this selector strip
- alters the currently available colour. Left clicking advances the
- selector strip by one character, right clicking by three. The active
- colour is shown in the centre of the strip.
-
- A large colour selector strip is also available from the Drawing
- Screen. This allows children to alter the currently selected colour
- without either returning to the Menu Screen or altering the currently
- selected drawing function. This strip can be made to drop away from
- the Drawing Screen (and reveal the whole of the picture) by pressing
- the letter Z on the keyboard. Pressing this letter a second time will
- make the strip return to the Drawing Screen.
-
-
- Oops!
-
- On the far right of the colour selector strip on the Drawing Screen is
- Noddy's Oops! button. Clicking on this will remove the last function
- which was carried out.
-
-
- Pen Size
-
- Four pen sizes are available each of which can be selected by clicking
- on the required icon.
-
-
- Pen Shape
-
- The pen shape can be altered by clicking on the arrows to the left and
- right of this selector. There are six different pens to choose from,
- these are:
-
- circle, square, triangle, star, arrow and hand.
-
-
- Pattern Fill Selector
-
- Paint Pot contains 50 different fill patterns which can be used to
- flood enclosed areas of children's work. To scroll between the
- available patterns click on the arrows either side of the selector
- box. Left clicking advances the selector strip to one character,
- right clicking by three. The active fill pattern is shown in the
- centre of the strip. To use the selected fill pattern children must
- first click on the Fill Pattern icon.
-
-
-
- Pattern Fill
-
- Clicking on this icon will take the program to the Drawing Screen with
- Fill Pattern selected. The active pattern will be that shown in the
- centre of the Fill Pattern Selector Strip (see above). To use this
- function the cursor should be carefully placed inside the area to be
- filled. Pressing the left mouse button fills this area. If an area
- is not entirely enclosed the pattern may flood over the whole screen.
- If this should happen the pattern can be removed from the screen by
- clicking on "Oops" (see previously mentioned).
-
- Colour Fill
-
- This works in the same way as Fill Pattern except that the selected
- area is filled with the currently active colour rather than a pattern.
-
-
- Characters and Objects
-
- Paint Pot contains a number of characters and objects which can be
- pasted onto pictures. These can be scrolled through by clicking on
- the arrows either side of the selection strip. If children click on
- any of the three visible objects or characters the program will move
- to the Drawing Screen with that object selected. This can be pasted
- anywhere within the picture by clicking on the left mouse button. Two
- special facilities are also provided:
-
- To turn an object upside down, press U on the keyboard. To produce a
- mirror image of the object, press M.
-
-
- Outline Pictures
-
- As children drive Noddy's car into each of the eight taxi ranks on the
- map of Toy Town they will be given the option to enter the associated
- game, continue to drive or to enter Paint Pot. If they opt to enter
- Paint Pot the program will be loaded with two location-specific
- outline pictures available to them. These pictures can be called up
- by one program and used as the basis of children's work.
-
- Icons representing each of these outline pictures can be found at the
- bottom of the screen. To select one of these click on it using the
- left mouse button. After confirming that they do wish to load this
- picture children will be presented with it on the Drawing Screen. At
- this stage colour fill is active by default. Children can therefore
- select the colours with which they wish to shade various parts of the
- drawing. If they press the right mouse button at any time the program
- will return to the Main Menu and any other function can be selected as
- described above.
-
- As well as loading Paint Pot from each of the taxi ranks it can be
- loaded from the Main Options Screen which appears shortly after
- Noddy's Playtime is booted up. If Paint Pot is entered in this way
- all 16 outline pictures will be available. To scroll through the
- different pictures the cursor should be placed over either icon and
- the right mouse button should be pressed.
-
-
- Erase picture
-
- If children select this function and then confirm their choice they
- will be able to clear the whole of the drawing screen.
-
-
- Save picture
-
- To save a picture insert a blank, formatted disc into drive A (or O
- in the case of the Amiga). Amiga users should, when they format
- their disk, label it NODDYPICS. Once children have confirmed that
- they do wish to save their picture it will be saved with a sequential
- file name starting with pic1. Pictures will be saved in the .IFF (PC
- and Amiga) or .PI1 (Atari ST) format and can later be loaded into
- stand-alone, commercial, art packages such as Deluxe Paint or Degas
- Elite and printed.
-
-
- Quit
- To leave the program either click on Noddy's car or press Escape.
-
- SECTION 4
-
- PARENT/TEACHER SECTION - NODDY'S PLAYTIME AND THE NATIONAL CURRICULUM
-
- Noddy's Playtime is a complete learning and entertainment package for
- young children. Its primary aim is to introduce important educational
- concepts in a fun-to-use manner. Children are encouraged to develop a
- number of basic skills while at the same time enjoying themselves.
-
- Noddy's Driving Menu links each of the programs in this package. As
- well as encouraging children to refer to reference sources (in this
- case, the printed map which is enclosed in this package) it will help
- them to develop an appreciation of different directions. Children
- should be encouraged to describe the routes in which they direct Noddy
- using simple terms such as "turn right", "turn left" and so on.
- Indeed, this program could be used to encourage collaborative effort
- between children with one child acting as "navigator" and the other as
- "driver".
-
- The Driving Menu is controlled entirely by the child. Even the
- various animations which can be found on this menu can be controlled
- in response to the sound of the car's horn or Noddy's wave which are
- themselves under the control of children.
-
-
- Noddy's Paint Pot is a unique and amazing art package designed
- specifically for young children. At its simplest, children will be
- able to load in one of 16 outline pictures which they will be able to
- colour in. Beyond this, they will be able to use a number of standard
- art package functions. The use of these will introduce them to
- standard art packages which is a requirement of the National
- Curriculum in Technology (Information Technology).
-
- Despite its apparent simplicity, Noddy's Paint Pot will enable
- children to produce colourful and even complex pictures. Children
- should be encouraged to experiment with the various available
- functions and discover for themselves the effects that they can
- produce with each of them.
-
- Railway Station is a program which aims to encourage memory skills as
- well as shape/colour matching.
-
- On levels One and Two a train draws into the station. The blinds on
- the train are up and children can see the characters on the train.
- Now the blinds fall and children are asked where a particular
- character is sitting. They should try to remember where this position
- is and click on it. If they should get the answer wrong (or call on
- Big Ears' help) the blinds will rise a short way and they may be able
- to locate the characters by matching the shape and colour of the
- partially revealed icons to the one shown in the question strip at the
- bottom of the screen.
-
- On level three, children see ten characters on the train. The blinds
- fall. Now only one rises with a character missing. On this occasion
- children must select the missing character from a selection of five
- given at the bottom of the screen. Again, if they should select the
- wrong character or if they call on Big Ears' help a part of the
- contents of each window will be revealed. They may be able to
- discover which character is missing using shape and colour matching.
- NOAH'S ARK is a jigsaw puzzle game. While playing this children will
- see the names of each of the animals as their pictures appear within
- the puzzles. They should be encouraged to look at these words and use
- them as "clues" in putting together the different parts of the pictures.
- The words introduced in this program are:
-
- Bear, Camel, Crocodile, Dolphin, Duck, Elephant, Giraffe, Hippo,
- Kangaroo, Lion, Monkey, Ostrich, Penguin, Polar Bear, Rhinoceros,
- Snake, Swan, Tiger, Whale, Zebra.
-
- FARM YARD is a game in which children must match two halves of an
- animal together to form a complete, logical, picture. One level One
- they are initially presented with a complete animal. After a short while
- the tail becomes "muddled" and has to be found again. Level Two is
- similar to Level One except that children are not shown the complete
- animal at the start of each game. Additionally, they must match the
- heads rather than the tails, and there are more alternatives from which
- to select. In the final level, children have to discover the missing
- animal by scrolling through both heads and tails.
-
- As with Noah's Ark this program introduces a simple vocabulary of the
- names of different animals. In Farm Yard these are:
-
- Badger, Beaver, Bull, Cat, Chicken, Cow, Dog, Donkey, Duck, Fish, Fox,
- Frog, Goat, Goose, Horse, Pig, Rabbit, Sheep, Squirrel, Tortoise.
-
- FOUR-CHIMNEY HOUSE presents children with an on-screen musical
- keyboard which covers a single octave. On the first level children are
- able to play the keyboard in any way they wish. This provides an
- introduction to this program and familiarises children with the method
- by which it is controlled.
-
- On Levels Two and Three children must select a song (from a list of 14
- familiar tunes). After choosing a song they will first hear it play.
- They should then replay it following simple instructions which are found at
- the bottom of the screen. On Level Two these instructions take the form of
- numbers which are relevant to each of the keys on the musical keyboard.
- On Level Three they must follow notes on a stave. Here, they will gain an
- appreciation of the way in which musical notation is presented and the
- fact that each note represents a different sound.
-
- The songs used in this program are:
-
- * Twinkle Twinkle Little Star
- * Old MacDonald
- * London Bridge
- * Little Bo Peep
- * Jingle Bells
- * Oranges and Lemons
- * This is the way
- * Here we go Looby-Loo
- * Pop Goes The Weasel
- * Row, Row, Row the Boat
- * Baa Baa Black Sheep
- * Three Blind Mice
- * Hickory Dickory Dock
- * Rudolph the Red-Nosed Reindeer
-
-
- MARKET PLACE introduces children to initial letters as well as a
- simple spelling list of 55 common objects.
-
- On the first level their task is to find an object with a certain
- initial letter. As they move the mouse pointer over the screen the names
- of each of the objects will appear. They should be able to match the
- coloured flashing letters at the start of these names to an identical
- letter on the bottom of the screen.
-
- This level introduces children to 13 different letters. The words chosen
- in this activity each use these letters phonetically. As young children
- use this program they should be encouraged to say these letters
- (phonetically) out loud followed by the word of the object that they
- select (for example: "a is for apple", b is for ball").
-
- On Level Two children must match single objects to the word on the
- bottom of the screen. This level will encourage them to read each of the
- words as they appear and to recognise that each object is represented
- by a unique combination and order of letters.
-
- Level Three extends and reinforces the ideas in the previous two levels.
- Here children must now hunt through the market stall to find a number
- of objects which each share the same initial letter.
-
- The words used in Market Place are:
-
- apple, anchor, apron, axe
- ball, bananas, bat, bicycle, boat, book, broom, bus
- cake, candle, car, carrot, clock, coat
- dog, doll, drum, duck, dustbin
- egg, elephant
- fire engine, fishing rod, flags, flower, frog
- giraffe, glove, grapes
- magnet, monkey, mushrooms
- nails, necklace, newspaper, nuts
- oars, orange
- saw, scissors, shirt, shoes, spider, sock, sweets
- telephone, television, tomatoes, towels, train
- umbrella
-
-
- N. & B. WORKS is an "odd-one-out" game where the complexity of the
- problems increase between each level. This activity will encourage
- children to recognise and describe differences between objects. They
- should also be encouraged to realise that they are using the computer
- to control the actions of the machine which they see on the screen.
-
- POST OFFICE has been carefully designed to introduce four important
- skills:
-
- * number recognition,
- * counting,
- * addition, and
- * subtraction.
-
- Each of the three levels has been "staged" so that questions gradually
- increase in difficulty. As children complete one stage they can move onto
- the next by pressing F10. Alternatively they can repeat the task again.
-
- Level One is concerned with number recognition and counting. Here,
- children must count a number of letters into any of the post boxes. In
- the first two stages the number of letters available is identical to the
- number which must be posted. In Stage Three the number of letters available
- is greater than or equal to the number quoted in the question strip.
-
- Level Two extends the ideas introduced in Level One. Now each post box
- has a number above it. Children have to match the numbers on the
- letters with those above the post boxes. As with Level One there are
- three stages. In the first there are three letters at the bottom of the
- screen. This increases to four in stage Two and five in Stage Three.
-
- Level Three introduces simple addition and subtraction facts. The letters
- on the bottom of the screen now have sums on them rather than just
- numbers. Children must work out the value of each sum and post the
- letters in the relevant box labelled with this value. Stage One deals with
- addition facts where the answer are between 2 and 12 and subtraction
- facts where no integer used exceeds 10. Stage Two combines addition
- facts the answers are between 8 and 24 and subtraction facts where no
- integer used exceeds 16. Finally, Stage Three contains addition facts
- where the answers are between 12 and 37 and subtraction facts where no
- integer used exceeds 25.
-
- POLICE STATION is, essentially, a fun-based activity in which children
- must guide Noddy through a maze. The size and complexity of the mazes
- increase between each level. As in Noddy's Driving Menu and N.&B.
- Works, children should appreciate that they are using the computer to
- control Noddy's movements.
-
- NODDY'S PLAYTIME AND THE NATIONAL CURRICULUM
- --------------------------------------------
- Noddy's Playtime responds to various early aspects of the National
- Curriculum, most notably in English, Mathematics and Technology. As
- such, this package will assist children in acquiring some of the basic
- skills demanded within the educational sector today. The lowest level of
- study within the National Curriculum is Key Stage 1. This is directed at
- children in years 1 and 2 (ages 5 to 7).
-
- This package can be used, at it's lowest level, by pre-school children. As
- such it will prepare children for a number of important aspects of Key
- Stage 1 of the National Curriculum. The highest of level of each activity
- within this package may tax even the bright six or seven year olds and
- will therefore reinforce work carried out in school.
-
- A summary of the Attainment Targets (ATs) of the National Curriculum in
- English, Mathematics and Technology covered (in part or in full) at
- levels 1 and 2 (Key Stage 1) by Noddy's Playtime are shown as asterisks(*)
- in the following tables.
-
- ---------------+--------+--------+--------+--------+--------+
- |Noddy's |Noddy's | Noah's | Farm |Chimney |
- |Driving |Paint | Ark | Yard | House |
- | Menu | Pot | | | |
- ---------------+--------+--------+--------+--------+--------+
- English | | | | | |
- | | | | | |
- AT2(Reading) | | | * | * | |
- | | | | | |
- AT3(Writing: | | | | | |
- Communicating | | * | | | |
- using pictures | | | | | |
- etc.) | | | | | |
- | | | | | |
- AT4(Spelling) | | | * | * | |
- ---------------+--------+--------+--------+--------+--------+
- Technology | | | | | |
- | | | | | |
- AT5(Spelling) | * | * | | | * |
- ---------------+--------+--------+--------+--------+--------+
- Mathematics | | | | | |
- | | | | | |
- AT2(Number: | | | | | * |
- counting) | | | | | |
- | | | | | |
- AT4(Shape and | * | * | * | | |
- Space) | | | | | |
- ---------------+--------+--------+--------+--------+--------+
-
-
-
-
- ---------------+--------+--------+--------+--------+--------+
- |Railway | Market | N & B | Post | Police |
- |Station | Place | Works | Office | Station|
- | | | | | |
- ---------------+--------+--------+--------+--------+--------+
- English | | | | | |
- | | | | | |
- AT2(Reading) | | * | | | |
- | | | | | |
- AT4(Spelling) | | * | | | |
- ---------------+--------+--------+--------+--------+--------+
- Technology | | | | | |
- | | | | | |
- AT5(Information| | | | | |
- Technology) | | | * | | * |
- ---------------+--------+--------+--------+--------+--------+
- Mathematics | | | | | |
- | | | | | |
- AT2(Number: | | | | * | |
- counting) | | | | | |
- | | | | | |
- AT2(Number: | | | | | |
- addition and | | | | * | |
- subtraction) | | | | | |
- | | | | | |
- AT3(Algebra: | | | | | |
- patterns in | | | | | |
- addition and | | | | * | |
- subtraction) | | | | | |
- | | | | | |
- AT4(Shape and | | | | | |
- space) | * | | * | | * |
- | | | | | |
- AT5(Recognising| | | | | |
- the outcome of | * | | * | | |
- random events) | | | | | |
- ---------------+--------+--------+--------+--------+--------+
-
- - END -
-
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