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The PC-SIG Library 9
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The PC-SIG Library on CD ROM - Ninth Edition.iso
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DISK1688
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README.DOC
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1989-05-02
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8KB
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139 lines
CONRAD BUTTON'S EDUCATIONAL TEXT ADVENTURES
THE ASIAN CHALLENGE
(C) Copyright 1989 by Conrad Button
This educational text adventure provides the student with information
concerning the geography and history of the countries on the Asian
Continent. Geography can be a very uninteresting subject to some
students. However, when their textbooks are supplemented with an
educational adventure, these students typically become much more
interested in the study of geography. Learning becomes a fun
experience with a Button Adventure. We have also found that the use of
our educational adventures increases both the students' reading and
spelling capabilities. Their ability to reason is also enhanced.
During the course of play, the students will visit most of the
countries on the Asian Continent. In each country, they will be
presented with several important facts concerning the geographical
features, early history, and animals native to the country. The
locations of each country within the adventure correspond to the actual
locations of the countries on a map of the continent. We therefore
encourage the students to obtain an Atlas and trace their progress on
the map of Asia (the map is not required, however). At the conclusion
of the adventure, the students will be presented with a list of
questions concerning the countries that they have visited. They must
answer the questions correctly in order to successfully complete their
quest. When an incorrect answer is given, the students are encouraged
to revisit the appropriate country to determine the correct answer.
This educational adventure is similar to a novel in which the students
are the main character. They will be given a quest which must be
successfully completed. Their computer will become their guide. It
will tell them what it sees and hears and will ask them for commands.
It will obey their commands most of the time. Although it speaks
fluent English, it has trouble understanding long sentences.
Therefore, the students should limit their commands to no more than two
words, with the verb as the first word (e.g. `read scroll'). If the
computer does not know or understand a word, it will tell them so. In
that case they should use another word of similar meaning. The
computer will present the following information at the start of each
round of play:
1. A description of the students' current location.
2. Items that the students can see at this location.
3. Directions in which the students can move
(n-north, s-south, e-east, w-west, u-up, d-down).
The students must then respond by typing in the actions they wish to
perform. Most actions require two words, for example:
light candle, get gold, drop sword, examine hay, enter house, etc.
Some actions require only a single word:
HELP - in certain areas, the computer will provide clues or advice when
this command is typed.
QUIT - allows the students to exit from the adventure.
To move to a new area, the students need only type n, s, e, w, u, or d
which means go north, go south, go east, go west, go up, or go down
(the long form of the command is also acceptable, however).
An important feature included in all Button Adventures is the
SAVE GAME command. This command allows the students to save their
current location, and all items acquired during their quest, in a file
which can be loaded the next time they restart the adventure. Each
student will have a different file name as the computer will combine
their first and middle names together to form a unique name (e.g.
Robert James Smith is saved as ROBJAM). SAVE GAME is not only
important at the end of a learning session, it is also used when the
player feels that an action he is about to take may result in "death".
As "death" results in the automatic cessation of the game, the player
can rapidly return to his current status by saving the game before his
"death" occurs.
We strongly suggest that the students construct a simple map during
their travels so that they can more easily return to previously
explored areas. This map will greatly reduce the amount of time
required to play the adventure as it eliminates confusion and the
associated random wandering. A simple map is nothing more than a block
diagram with area names, objects found, and permitted directions of
travel. A portion of a typical map is shown below:
!-----------!e w!-------!e w!----------!
! mountains !--------! river !--------! dark pit ! (gold)
!-----------! !---!---! !-----!----!
(deer) !s !s
n! n!
!---!---!e w!-----!----!e w!------!
! house !--------! old tree !------! barn !
!-------! !-----!----! !------!
(candle) !s (shovel)
n!
!-----!----!
! pyramid ! (scroll)
!----------!
Most of the objects found by the students are to be used elsewhere in
the adventure. For example, the candle found in the house may be
needed to explore the dark pit. The shovel in the barn may be needed
to dig for the gold in the pit.
Although the students may play the adventure by themselves, use of
teams comprised of two or more students will normally allow the
adventure to progress at a more rapid pace. One student is selected to
enter the commands to the computer; the other team members contribute
additional ideas about alternative actions to be taken when a seemingly
difficult problem has been encountered. Use of the team concept also
reduces the number of computers required during a class session.
Although helpful suggestions and hints are provided by the computer
during the course of play, on rare occasions the students may encounter
a seemingly insurmountable block and cannot progress further. This is
highly unlikely, especially when the team concept is used, but, should
it occur, the author will provide additional hints. This service is
free of charge to REGISTERED USERS. Please write us and describe the
area in which the difficulty has been encountered. We will then help
you to solve the problem. A self-addressed, stamped envelope for
returning the hints to you should be included with your letter.
NOTE: Inquiries from NON-REGISTERED users will not be answered!
To register your copy of The Asian Challenge, copy and fill out the
registration form which appears on the screen when the adventure is
first started. Be sure to select the FREE adventure that you would
like to receive as a bonus for registering. The fee for registering is
$15.00.
We sincerely hope that you will find our educational adventure series
to be both useful and enjoyable in the study of geography. Two other
educational adventures are also available for the study of geography.
SOUTH AMERICAN TREK and AFRICAN SAFARI may be ordered directly from
Conrad Button; please use the order form which appears in THE ASIAN
CHALLENGE adventure.
Thank you for trying our software. Your comments would be most
welcome.
Conrad Button
Conrad Button's Software
13807 S. E. 282 St.
Kent, WA 98042