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TABLE OF CONTENTS
INTRODUCTION 1
HARD & SOFTWARE REQUIREMENTS 1
MAIN MENU WINDOW 2
USING A MOUSE 2
MUSICAL REWARDS AND SOUND EFFECTS 3
VOICE 3
VOICE PLAYBACK SPEED 4
SUBMENUS OR LEVEL WINDOWS 4
PICK LISTS 4
MUSIC COMPOSITION 5
MUSIC LEVEL 1 5
MUSIC LEVEL 2 5
MUSIC LEVEL 3 5
SAVING AND RETRIEVING TUNES 6
ART 6
COLORBOOK 6
OPTION 7
FILE 7
DRAW 8
PRINTING 9
DOODLE 10
SPIDER WEBS 10
SPACE TUNNELS 10
SPACE WORMS 11
SPACE RIBBONS 11
(bottom of page i)
ALPHABET 11
ENGLISH 12
MAKE A FUNNY SENTENCE 12
SCRAMBLED SENTENCES 12
SENTENCE PARTS 13
SUBJECT/VERB AGREEMENT 13
SPELLING 14
RANDOM WORDS 14
INPUT SPELLING HOMEWORK 15
RECALL LAST SPELLING HOMEWORK 16
RECALL OLD SPELLING HOMEWORK 16
DELETE A WORD FILE 17
EDIT WORD FILES 17
ADD WORDS 17
EDIT WORDS 18
SEARCH FOR WORD 18
MATH 18
LASER BLAST 18
BUG NUMBERS 19
APPLESPIDER 19
TIMESTABLE 20
FRACTIONS 20
ADDITION 20
ADD LEVEL 1 21
ADD LEVEL 2 21
ADD LEVEL 3 21
ADD LEVEL 4 21
SUBTRACTION 22
SUB LEVEL 1 22
SUB LEVEL 2 22
SUB LEVEL 3 22
SUB LEVEL 4 22
(bottom of page ii)
MULTIPLICATION 23
MUL LEVEL 1 23
MUL LEVEL 2 23
MUL LEVEL 3 23
MUL LEVEL 4 23
DIVISION 23
DIV LEVEL 1 24
DIV LEVEL 2 24
DIV LEVEL 3 24
DIV LEVEL 4 24
ALGEBRA 24
TELL TIME 25
TIME LEVEL 1 25
TIME LEVEL 2 25
TIME LEVEL 3 25
TIME LEVEL 4 25
HELP 26
SEE PROGRESS 26
SCHOOL-MOM UTILITIES 26
ENGLISH WORD FILES 26
SENTENCE PTRN FILES 27
SUB-VERB AGREE FILES 27
SCRAMBLED WORDS FILE 28
SOME FINAL NOTES 28
(bottom of page iii)
SCHOOL-MOM PLUS
The Manual
INTRODUCTION
The strength and prosperity of the U.S. has always
relied on the level of our education and character of
our people. Now, the education level in the U.S. is
actually decreasing rather than increasing. Illiteracy
is becoming common and knowledge of science and
technology is becoming rare. In most U.S. Universities
the foreign students specializing in science and
technology now outnumber the American students. By
placing this software on the market I hope to do my
part to rectify this problem.
School-Mom is an educational tool for children ages 4
to 14. Its main options are Music, Art, English,
Alphabet, Spelling, Math, Exams, and Tell Time. The
name, School-Mom, comes from the old term, School-Marm.
This nickname was often used when referring to teachers
who taught all subjects to all grades. This software,
which uses a back-to-basics approach to teaching,
attempts to do the same.
I think you'll like what I've done with this software
package. I hope you will agree it's the most
comprehensive children's educational software available
at any price.
HARD & SOFTWARE REQUIREMENTS
The minimum hardware requirements for running School-
Mom are 640K RAM and VGA graphics. A mouse is optional
in all but the Colorbook option. If you have a sound
board that is SoundBlaster (tm) compatible this program
should talk with real human voice.
The minimum software requirement is DOS version 2.0 or
higher.
(bottom of page 1)
MAIN MENU WINDOW
This window lists all the main options you may choose
from such as Music, Art, Alphabet, English, Spelling,
Math, Exams, Tell Time, Help, Music/Sound ON/OFF, Voice
ON/OFF, and Order. There are several ways to select an
option from Main Menu. You may use the up or down
arrow keys to highlight the desired option then press
the ENTER key to accept the option. Or, you may press
the key corresponding to the first letter of the
desired option until the option is highlighted then
press the ENTER key. You may also use the mouse to
select an option as described in the next section.
Accept QUIT or press the ESC key to stop the program.
USING A MOUSE
If you have a mouse and have installed it's driver, you
can use it in all the Art options, in the Math options
to enter numbers, and in the option windows to select
options.
To select an option using the mouse just move the mouse
cursor to the option you want then press the left
button twice. The first press will highlight the
option and the second press will select it.
The right mouse button can usually be used in place of
the escape key (ESC) to exit menus or options. Also,
the left button can usually (not always) be used in
place of the ENTER or RETURN key. Instructions are
usually given on the screen to tell you when this is
possible.
To use the mouse in the Math options to enter numbers
just place the mouse cursor on the number then click
the left mouse button. The numbers to be used with the
mouse will be on a bar across the bottom of the screen.
You'll also find a place on the bar for ENTER and ESC.
Click on ENTER to enter the number. Click on ESC to
escape. The right mouse button can also be used to
escape.
If you're not using a Microsoft (tm) compatible mouse
you may have trouble using School-Mom. If so, turn off
the mouse support in School-Mom by pressing the t or T
key during the opening screen. Tandy (tm) and Agiler
(tm) mice are sometimes not Microsoft (tm) compatible.
(bottom of page 2)
If you normally use Windows you may not have a mouse
driver loaded for DOS programs. If your mouse works in
Windows but not in School-Mom it's probably because you
haven't loaded a mouse driver. This is normally done
in the AUTOEXEC.BAT file. Commands in this file are
automatically executed when your computer comes on --
before any other programs are run.
MUSICAL REWARDS AND SOUND EFFECTS
You may or may not want the computer to give musical
rewards. To turn the rewards off, select the
Music/Sound ON/OFF option and choose Never (Off). If
you want to get a musical reward for every 100 point
choose Sometimes. To always get a musical reward
choose Always.
This option also controls some sound effects, such as
the beep for wrong answers. If you choose Sometimes or
Always these sound effects will be on. If you choose
Never (Off) they will be off.
Choosing Never (Off) will also disable the Music
option. Effectively, all sound is turned off except
for voice. Voice is controlled separately.
VOICE
If you have a SoundBlaster (tm) compatible board
installed in your computer and have speakers connected
to it, your computer should talk when using School-Mom
if this option is ON. The real human voices are those
of the author and his 10 year old son. A voice will
congratulate you for good work, pronounce letters of
the alphabet, and identify numbers for the lower level
math options.
You may turn the voice off by selecting the Voice
option and choosing OFF.
(bottom of page 3)
VOICE PLAYBACK SPEED
You may use the Set Speed option to adjust the playback
speed of the human voice. After you select this option
you'll be prompted to press a key to start. Then a
voice will repeat the phrase "try again." You may
increase the playback speed by pressing the U key or
decrease it by pressing the D key. Press ESC to stop.
You only need to adjust the playback speed once. The
speed you select will be stored in a configuration file
so School-Mom can remember it each time it starts.
SUBMENUS OR LEVEL WINDOWS
Most options have submenu windows. These windows are
used to select learning levels or to choose a
particular suboption. Choose from these menus using
the same techniques as in Main Menu. In particular,
use the mouse, arrow keys, or the key corresponding to
the first letter of the option to highlight the desired
option then press the ENTER key or the left mouse
button to accept. Accept Return (ESC), or press the
ESC key, or press the right mouse button to return to
Main Menu.
PICK LISTS
When you need to choose a file, a pick list will be
displayed on your screen. Use the standard mouse or
keyboard techniques to choose a file from this list.
If there are more than 10 files to choose from, you'll
see a downward pointing arrow on the bottom right of
the picklist box. To see the additional file names
either hold down the down-arrow key on the keyboard or
place the mouse cursor on the arrow and press the left
mouse button.
If there are more file names above the ones shown, an
up arrow will be displayed on the upper right of the
pick-list box. To see these file names press and hold
down the up-arrow key or place the mouse cursor on the
up arrow and press the left mouse button.
(bottom of page 4)
MUSIC COMPOSITION
The Music option has three suboptions. You can use
these options to compose and play tunes. Note that in
all three Music options, only the treble cleft is
shown. Only octave 3 notes and a few of octave 4 notes
will appear on the screen.
MUSIC LEVEL 1
In Level 1 you are shown a musical scale and asked to
enter notes by pressing a, b, c, d, e, f, or g. As you
press a key, the corresponding note is played and
displayed on the scale. If you make a mistake you can
delete the previous notes by pressing the BACK-SPACE
key. When you're done just press ENTER to play the
entire tune or press n to start a new tune. You may
also press the SPACE BAR to skip a note or equivalent,
pause for one beat. Also, press the up arrow key to go
to the next higher octave or the down arrow key to go
to the next lower octave. When you first start a tune,
octave 3 is the default. The notes of some octaves
will not be displayed on the scale but will still play.
As always, press ESC to exit the option and return to
the music level menu.
MUSIC LEVEL 2
Level 2 is similar to Level 1 except longer tunes can
be composed and the note duration can be changed.
Either 1/1 (whole notes), 1/2, 1/4, 1/8, or 1/16 notes
can be played. Change the duration by using the left
or right arrow key. This change will remain in effect
until you change the duration again.
MUSIC LEVEL 3
Level 3 is similar to Level 2 except sharp and flat
notes can also be played. To choose a sharp note press
the +/= key first then the note key. To choose a flat
note press the _/- (underline/minus) key first then the
note key. The change stays in effect only until the
note is played then it reverts back to a simple note.
To remove a sharp before the note is played, press the
_/- key. To remove a flat before the note is played,
press the +/= key.
(bottom of page 5)
SAVING AND RETRIEVING TUNES
When in Level 2 and Level 3 you may store your tunes to
a file and retrieve them later. To store a tune press
the ALT key then press the s key before releasing the
ALT key. Now type the name of the file where you wish
the tune stored and press ENTER. Do not use an
extension. For example, use a word like "tune" but do
not use "tune.dat". To get a tune that you've stored
earlier, press the ALT key then press the g key before
releasing the ALT key. A list of the tunes will be
displayed. Use the keyboard or mouse to select one of
these using the techniques described earlier for option
menus. This selected tune will be played and displayed
ready for editing.
ART
Art has six options. These are Colorbook, Doodle,
Spider Webs, Space Tunnels, Space Worms, and Space
Ribbons. The following paragraphs describe each of
these.
COLORBOOK
With this option, you can recall coloring book pages,
color them from a choice of 32 colors or shades, then
store the colored pages for later use. You can also
draw your own pictures and store them.
This program is very simple to use. Use the mouse
pointer to select a color then use the mouse to color
the drawing. You can save the drawing you've colored
under a different name or you can get another drawing.
At the top of the screen you'll see 32 color choices.
Place the mouse pointer on the color you desire then
press the left mouse button to select it. The selected
color will be displayed in a box at the top right of
the screen.
After you've selected a color, place the mouse pointer
on the drawing where you want that color then press the
left mouse button. Any area surrounding that point and
bounded by black (this can be changed) will be filled
with your selected color. Your selected color will
stay in effect until you choose another.
(bottom of page 6)
You may draw your own pictures by choosing the DRAW
option. You may also change the border color (same as
drawing color) by selecting the Black Border option of
the OPTION menu. If you're in the Black Border mode
all paint color will fill an area until it reaches
black. If the Black Border mode is off, the paint will
fill to any color. However, this mode is very slow is
not recommended.
Try never to fill an area with the same color as it's
boundary. For example, your drawing color is black and
you want to color an area black. If you do this, the
boundary will be lost and you may or may not be able to
color it again. If you do need to do this, save your
file first.
If your drawing color is black, the same thing will
occur if you paint an area with the color directly
below black on the color bar. You will not be able to
repaint it. Similarly, if you've changed the drawing
color to something other than black, you should not
paint with that drawing color or the color found below
it on the color bar.
Option
This menu contains two options: Clear Screen and Black
Border Mode. Selecting Clear Screen removes all
drawings and color from the screen. Select Black
Border Mode to set Black Border Mode to on or off. See
the previous section for a discussion of this mode.
File
Select this menu if you want to get a new colorbook
page/file, store a file or delete a file. This option
also has an Exit option which will allow you to exit
the colorbook program.
Use the Get a File option to select a new colorbook
page. Use the mouse to select the option similar to
the way described in the Main Menu section. You'll be
shown a list of pages to choose from. Use the mouse or
arrow keys to highlight the page you want then press
the left mouse button or the ENTER key. The page you
selected will be displayed on your screen.
(bottom of page 7)
Use the Store a File option to store pages you've
created or colored. Choose the Store a File option
using the mouse or the keyboard. Once you do this
you'll have to type a file name or page name for your
drawing. When you type a colorbook page name to store,
do not use an extension. For example, use something
like mypage10 but not mypage10.gf2. The gf2 extension
will be added to the end automatically. Be careful not
to copy over one of the original pages.
The current page name will always be displayed at the
top right of the screen on the first row. Special
instructions will be displayed on the second row
directly below the file or page name. These
instructions will appear as needed.
Draw
Select this mode when you want to create your own
colorbook page. After you select this mode the upper
left of your screen will change from color selections
to drawing tool selection. You can then choose to draw
with straight lines, boxes, circles, ovals, or you can
choose to use freehand. Choose Quit Draw to return to
the main colorbook screen.
If you want to draw with straight lines place the mouse
cursor on the line at the top left of the screen then
press the left mouse button. Now move the cursor down
to where you want the line to start and press the left
button again. This time hold the button down and
stretch the line until it ends at the point you desire
then release the button.
To draw a box, select it from the top of the screen
then move the cursor to where you want one corner of
the box and press the left mouse button. Hold the
button down and stretch the box until the other corner
is located where you want it then release the button.
Drawing circles and ovals is only slightly different
than drawing lines and boxes. Select the one you want
from the top of the screen then move the cursor to
where you want the center of the circle or oval. Press
the left mouse button then stretch the circle until
it's the size you desire. If you're drawing an oval
you'll notice that the oval will become tall if you
stretch up and wide if you stretch out to either side.
(bottom of page 8)
To draw freehand, select it from the top of the screen
then move the cursor to where you want to start. Now,
press the left mouse button and hold it down while
moving the mouse to draw. Release the left button to
lift your pen.
If the Black Border Mode is on you will be drawing with
black lines. However, if you set the Black Border Mode
to off and selected a different color from the color
palette, you can draw in the selected color.
If you want to draw keyboard characters simply place
the mouse cursor where you want the character then
press the keyboard character. This will not work if
the mouse cursor is too close to the outside edges of
the screen.
Printing
You may print copies of your pages to your printer
using you graphics utility that comes with DOS. If you
want to do this you must load the graphics utility
before you run School-Mom. To do this from DOS type
GRAPHICS PRINTER /R then press ENTER. Substitute your
printer type name for the word PRINTER. For example if
you have an HP Deskjet printer then use DESKJET where
I've used PRINTER. If you have an HP Laserjet then use
LASERJET. If you have a standard dot matrix printer
try leaving that part blank. For more information on
printer types consult your DOS manual under the heading
GRAPHICS.
I assume you'll want the printed version to have black
lines on a white background. In this case you'll need
to color everything on the page bright white before you
print it. To print your page just press the SHIFT key
then press the PRINT SCREEN (or PRINT) key before
releasing the SHIFT key.
If you have Windows you may also use it to print the
picture. Just run School-Mom under Windows, recall
your picture, then do a screen capture to the clipboard
(see your Windows manual for details). This is usually
done by pressing the Alt key and Print Screen
simultaneously. Then exit to Windows and go to any
Windows drawing program such as PaintBrush and paste
the picture from the clipboard. Then you may edit and
print the picture on your printer.
(bottom of page 9)
To escape from the program press the right mouse
button, the ESC key or choose Exit from the File menu.
When asked if you really want to exit the program press
either "y" for yes or "n" for no.
DOODLE
This art option allows you to draw freehand with a
mouse or joystick in multiple colors. Your drawing can
not be saved. This one is just for relaxation and fun.
If you want to use a mouse, be sure to load the mouse
driver before you start otherwise you'll have to use a
joystick.
If you're using a mouse, change the color by pressing
the right button and lower the pen by pressing the left
button. If you're using a joystick, change the color
by pressing c on the keyboard and raise the pen by
pressing p. In either case press e on the keyboard to
erase and start a new drawing.
The color currently being used is shown in a box at the
lower right corner of the screen. Also, if you want to
erase part of your drawing, change the color to
background (or until you can't see the color box) then
move the cursor over the area to be erased.
SPIDER WEBS
Here you can use the mouse or the arrow keys to control
the actions of a spider while he leaves a web behind
him. Press k to use the arrow keys or m to use the
mouse. Press c to change the color of the web, press
the < and > keys to change the rate or speed of
movement, press e to erase the web and start again, or
press ESC to return to Art Menu.
If you're using a mouse you'll notice that the spider
always tries to follow the mouse cursor. If you're
using the arrow keys press the arrow key corresponding
to the direction you want the spider to go.
SPACE TUNNELS
In this Art option you can use a mouse or the arrow
keys to control the movement of a tunnel through deep
space. The rules for using the mouse or keys are the
same as those just described in the Spider Webs
description.
(bottom of page 10)
Press ESC to quit, e to erase and start again, c to
change the color of the tunnel, g to make the tunnel
grow larger, r to make the tunnel reduce in size, the >
key to increase the growth rate, or the < key to reduce
the growth rate. With this option you can produce
beautiful screen art that appears to have 3-dimensional
qualities. It is very relaxing. Try it!
SPACE WORMS
This Art option is similar to Space Tunnels but it
produces an elongating worm with alternating colors.
You have no control over color. See the previous
section for details.
SPACE RIBBONS
This option is exactly like Space Worms except the worm
is flattened. This produces even better 3-dimensional
effects.
These Art options were designed especially for
relaxation and enjoyment. However, they can be used to
stimulate creativity.
ALPHABET
The purpose of this option is to teach preschoolers the
alphabet, both upper case and lower case. You are
shown an uppercase letter then three choices for its
lower case equivalent. To choose the correct lower
case letter use the mouse to click twice on the correct
answer. The first click will push the screen button
into the screen and the second click will enter that
answer. Points are added for correct answers.
After you select the correct answer you must press a
key or the left mouse button to continue. You may
press ESC or the right mouse button to stop, otherwise
the entire alphabet will be shown.
(bottom of page 11)
ENGLISH
This option has four suboptions. In the first of these
you learn about nouns, verbs, adjectives, and adverbs.
The second English option develops skill in forming
sentences by asking you to unscramble sentences. The
third teaches you the 5 basic sentence patterns and the
fourth teaches subject-verb agreement.
MAKE A FUNNY SENTENCE
In this option you're first given the definition of a
noun and a list of nouns to choose from. Choose a noun
using the arrow keys to highlight your selection then
press the ENTER key (you may also use a mouse). Next,
the definition of an adjective is given and a list of
seven adjectives is shown to choose from. Then the
definitions of verbs and adverbs are given and lists of
each are shown for you to choose from.
When you've chosen the last word, two or three
sentences will be displayed that use the words you
chose. Although the sentences will be grammatically
correct, they will not always make sense. When this
happens, they're usually very amusing. Press the SPACE
BAR (or the left mouse button) to repeat the process
with new words. Press the ESC key or the right mouse
button to quit and return to English Menu.
SCRAMBLED SENTENCES
Here you're given several words that can be used to
make a correct sentence. One of the words will be
highlighted. You must move (using the arrow keys) this
highlighted word up to the top of the screen and place
it in correct sentence order. When you have placed
that word in the correct spot the second word will be
highlighted.
While you're moving the word to its correct location a
timer will be running. If you correctly place the word
before the timer runs down, you will be given extra
points. When the entire sentence is correct you'll
receive an additional 10 points.
While you're placing the words you'll notice that a
small arrow will be moving from the right of the screen
to the left. If your word gets hit by this arrow it
will be knocked back down to the bottom and you'll have
to start it again. So watch it! As you build up
points the arrow will attempt to get faster. You can
change the arrow's speed using the < and > keys.
(bottom of page 12)
SENTENCE PARTS
Here you're first shown that sentences have two basic
parts -- the subject and the predicate. Definitions
are also given. After pressing the SPACE BAR (or the
left mouse button) you're shown how the predicate can
be separated into its parts and as a result, that
sentences have 5 basic patterns. Shorthand names of
each are given. After pressing the SPACE BAR or mouse
button again, definitions of each part are given.
Finally, you will be given examples of each of the 5
sentence patterns.
Press the SPACE BAR or mouse button once more and
you'll be given a randomly chosen sentence from the
sentence file and asked to identify its sentence
pattern. Select the pattern by using the arrow keys or
mouse to highlight the correct pattern then press ENTER
or the left mouse button again. Each correct answer is
rewarded by the addition of 10 points to your score.
Press ESC to quit or simply select RETURN with the
mouse. Press the SPACE BAR or the left mouse button to
see another randomly chosen sentence.
SUBJECT/VERB AGREEMENT
When you choose this option you're first given some
necessary instruction on how to insure that the verb
agrees with the subject. A sentence is then presented
with a missing word (usually a missing verb). You are
required to select the correct missing word from a list
of two choices. To choose the word, highlight it with
the up or down arrow key or the mouse, then press ENTER
or the left mouse button. Each correct answer is
rewarded by the addition of 10 points to your score.
Press ESC to quit or simply use your mouse to select
RETURN. After you've answered correctly press the
SPACE BAR or the left mouse button to see another
randomly chosen sentence.
When you escape from any of the English options you
will be placed back into English Menu. Choose a new
English option or escape again to return to Main Menu.
(bottom of page 13)
SPELLING
This program was designed to help children with their
spelling homework. You can enter your own spelling
homework or use one of the already existing word files.
After you create the files you can delete, modify,
edit, or add new words to them.
Each time you add more words using the INPUT SPELLING
HOMEWORK option you have the option of saving the words
in an existing file. If you choose to do this, the
words will be stored in two places -- in a file with a
SPL (Last Spelling Homework) extension and the name you
specified, and they will be added to the end of a
similar file with a SPO (Old Spelling Homework)
extension. Therefore, the old spelling homework file
will contain all the spelling homework you entered
under a particular file name. It's size will continue
to increase as more new spelling homework words are
entered.
Each child in your family can have his own set of
spelling word files. There is a limit of 500 spelling
word files.
RANDOM WORDS
This option has four levels of difficulty. The first
level contains words that are three characters long,
the second level contains words that are four
characters long, the third level contains words that
are five characters long, and the fourth level contains
words that are six characters long. Each level is
identical except for the length of the words. Large
word libraries are included on the disk and words are
chosen at random from the libraries.
A word will be shown in large blue characters. When
you think you know how to spell it press the space bar.
The word will disappear and you must spell it. If you
need to see the word again, press the down arrow key.
Remember, you can not use the arrow keys on the number
key pad if the Num Lock light is on.
After you press the space bar and begin attempting to
spell the word, if you are idle for more than 10
seconds the computer will assume you don't know how to
spell the word. In other words, if you stop trying for
more than 10 seconds, it will be counted as a wrong
answer.
(bottom of page 14)
If you spell the word wrong you'll be asked to try
again. You have 3 tries. The computer will then show
you the correct spelling before continuing.
If you spell it right you must press the space bar to
continue. This allows you time to examine the correct
spelling of the word. After you press the space bar
the new word will be shown and you'll have to press the
space bar again when you're ready to spell it.
When you quit this option any misspelled words will be
listed for you to examine. Press any key to continue
after you've examined the correct spelling of these
words.
INPUT SPELLING HOMEWORK
This option allows you to enter your daily spelling
homework. You're allowed to enter up to 99 words of
variable length. The only limitation on length is that
the words must have less than 17 characters. When you
choose this option you're only quizzed on those words
you've entered.
When you choose the Input Spelling Homework option
you're asked how many words you want to enter. Just
type the number then press ENTER. Now, type each word
then press ENTER. All editing functions such as
delete, back-space, insert, and arrow key movements are
allowed while you type the words. If you decide not to
enter as many words as you originally planned just
press the F10 key. If you change your mind and want to
quit just press ESC.
After you've entered all your words you'll be quizzed
on them. This occurs exactly as in the Random Words
option. In fact, all the spelling quiz options operate
the same once the words are input or recalled. Also,
when you quit, all the words you misspelled will be
listed for you to examine.
When you're done with this option you'll be given three
options. You may store the words in an existing file,
store words in a new file, or you may choose not to
store the words you just entered.
(bottom of page 15)
If you choose to store the words in an existing file
you will be shown a list of files to choose from.
Choose one and your words will be stored in two places.
For example, suppose you chose to store your words in
an existing file called MINE.SPL. Your words will be
stored in MINE.SPL and added to the end of another file
called MINE.SPO. The extension SPO means old spelling
homework and SPL means last spelling homework. The
file with the SPO extension will contain all your old
homework stored under the name MINE. MINE.SPO can be
accessed using the Old Spelling Homework option and
MINE.SPL can be accessed using the Last Spelling
Homework option.
RECALL LAST SPELLING HOMEWORK
This option can be used to recall the last previously
stored spelling homework words. This can save you the
time of retyping the words. Note that only the last
set of spelling words can be recalled using this
option.
After you choose this option you must choose a spelling
word file from a list that is shown. If the list is
longer than 10, an arrow will be shown at the bottom
right of the pick list. Either hold the down-arrow key
down to see the additional files or use the mouse to
click on the arrow shown.
After you select a file you must select the order in
which the words will be given to you. You can choose
random order or sequential order (in the order stored).
When you're done, all the words you misspelled will be
listed for you to examine.
RECALL OLD SPELLING HOMEWORK
Use this option to recall a file that contains all your
old spelling homework. You will be shown a list of all
the old spelling homework files to choose from. Each
of these files will contain all the old words you
entered and stored under these file names. The words
will be in the order you stored them because each new
set of words is added to the end of the file. These
files get larger each time you store words in them.
(bottom of page 16)
As in the Last Spelling Homework option, you must now
select the order in which the words will be given to
you. You must choose random or sequential.
When you're done, the words you misspelled will be
listed for you to examine.
DELETE A WORD FILE
If at the end of the school year you want to start a
new file of spelling homework you can either delete the
old one and start another, or you can just start
another using a different name. If you have enough
disk space I recommend you start another using a
different name. But, just in case you need it, this
option allows you to delete a set of word files.
When you select this option a list of spell files will
be shown for you to choose from. Only the ones with
the SPL file extensions will be shown but both files
will be deleted once you select one from the list.
Suppose you select one called TERESA.SPL to delete.
The one called TERESA.SPO will also be deleted.
EDIT WORD FILES
Use this option to change any one of the spelling word
files. If you choose the last spelling homework or old
spelling homework files you'll be presented with a list
of spelling word files to choose from. After you
select a spell file you'll be asked to choose whether
you want to add words or edit them.
Add Words
If you select the Add Words option, the computer will
quickly run through all the words in that particular
file and stop after the last one. You may then enter
a new word or press ESC to stop. When you enter a
word, unless the word already exists, it will be stored
at the end of the file. The new word will be displayed
along with its number and you'll be asked to enter
another word or press ESC to stop.
(bottom of page 17)
Edit Words
If you select the Edit option you must next choose to
search for a word or start at the beginning. If you
choose to start at the beginning, the first word in the
file will be displayed. Then you'll be asked to press
the F10 function key to go on to the next word, press
ESC to stop, or make changes to the word then press
ENTER. Keep pressing F10 until you see the word you
want changed. When you're done just press ESC.
Search for Word
If you choose to search for a word you must next enter
some text to search for. After you type the text press
ENTER and the first word that contains that text will
be displayed for editing. Edit it then press ENTER to
find the next occurrence of that text or ESC to quit.
MATH
This option is divided into 10 options. These are
Laser Blast, Bug Numbers, Applespider, Timestable,
Fractions, Addition, Subtraction, Multiplication,
Division, and Algebra. These are described in the
following paragraphs.
LASER BLAST
This is an exciting game that entertains and teaches
quantity. First, a number of space ships are shown.
Then, colored numbers begin to float across the screen.
The object of the game is to shoot the correct number
with the laser. The correct number is the one that
equals the number of space ships. To shoot, simply
push the SPACE BAR or press the left mouse button. To
return to Math Menu press ESC.
To get numbers 0 through 4, start the game by choosing
the first option. To get numbers 5 through 9 choose
the second option. Obviously, most pre-schoolers
should start with the numbers 0 through 4.
This is the only option in School-Mom where the sound
and music can be controlled independently of the main
sound and voice controls. To turn on sound (both voice
and sound effects in this case) just press the s key.
To turn it off press the same key again. To turn the
music on or off press the m key. You'll notice that
music can't be turned on while sound is off.
(bottom of page 18)
Points are given for each hit. The faster you play,
the more points given. The speed can be increased by
using the > key and decreased using the < key.
BUG NUMBERS
This math option teaches the concept of multi-digit
numbers. You are shown three large boxes. The box on
the right will have 0 to 9 large individual bugs. The
center box will have smaller bugs grouped in clusters
of 10 each. The box on the left will have very small
bugs in groups of 100 bugs each. Your job is to find
how many bugs are shown on the screen.
You must first count the number of groups that contain
100 bugs each. Press this number on the keyboard or
use the mouse to select the number from the bar across
the bottom then press ENTER or select ENTER using the
mouse. This gives you the most significant digit.
Next, count the number of groups that contain 10 bugs
and enter this number. This gives you the next most
significant digit. Finally, count the number of large
bugs on the right side and enter this number. This
gives you the least significant digit and you're done.
Ten points and an animation are given for completion.
APPLESPIDER
This is a very exciting and intense game that drills
you in basic addition, subtraction, multiplication, or
division. From the Applespider opening screen choose
Addition, Subtraction, Multiplication, or Division.
Next, you must choose the playing speed. Your options
are Very Slow, Slow, Medium, Fast, or Very Fast. More
points are given for playing faster.
The applespider wants to eat your apple. You must
prevent this by using the arrow keys to move the apple
out of the spider's way. At the beginning you are
given 10 free moves. To get more moves you must solve
the equation at the bottom of the screen. For every
correct answer you get five more moves and points are
added to your score. As your score increases, the
spider gets faster.
(bottom of page 19)
Your Applespider score will get added to your total
Math score only if you win the game. You win when you
have correctly answered 20 math problems. When this
happens another apple will fall on the spider and
squash him.
As always, press ESC to stop.
TIMESTABLE
After selecting this option you'll have to select a
level from 1 to 10. After you choose a level a worm
will move a number of apples onto the screen in one
row. Then, you'll have to multiply that number by 1 to
continue. Let's assume again that you chose the number
5. After you give the answer to 5 X 1 the worm will
move another row of 5 apples onto the screen. You must
now give the answer to 5 X 2. This continues until 5
rows are done. You can always find the answer by
adding the total number of apples.
When you're done just press the ESC key or the right
mouse button. You'll then be shown how many points you
accumulated. More difficult multiplication tables give
higher scores.
FRACTIONS
This option teaches fractions by asking you to identify
how much of a lollipop is remaining on a stick. The
remaining portion will be either 1/4, 1/3, 1/2, 2/3,
3/4, or 1. If you need help determining the portion
you may select the HELP option.
After you select the correct remaining portion, points
will be added to your score and you'll have to press a
key or mouse button to continue. Another portion will
then be randomly selected for you to determine. As
always, press ESC to quit and return to the MATH menu.
ADDITION
This option has four levels of difficulty. You may
choose to enter your own numbers or you may have them
selected at random.
(bottom of page 20)
Add Level 1
In this beginner's level, apples are shown beside each
number. The number of apples equals the number. For
example, suppose you are asked to add the numbers 2 and
3. Beside 2 there will be two apples and beside 3
there will be three apples. To find the answer just
count the number of apples, type the answer and press
the ENTER key. You may also use the mouse to select
the correct answer using the number bar across the
bottom. After you've entered the correct answer you
must press a key or the left mouse button to continue.
Add Level 2
This level illustrates how to add two digit numbers by
stepping you through the process. Again, you may enter
your own numbers or have them selected by the computer
at random. Individual questions in the form of simple
equations are shown at the bottom of the screen. A
question mark indicates that an input is expected. If
you enter the correct value it will be placed in its
proper spot where the question mark was located. The
computer will beep if the answer is incorrect. When
you've finished with the problem, you must press a key
or the left mouse button to continue.
You'll notice that "carrying" is done automatically.
Add Level 3
This level is exactly like Level 2 except that 5-digit
numbers can be used.
Add Level 4
This level is exactly like Level 3 except ten-digit
numbers can be used.
In each of these levels correct answers are rewarded by
the addition of points to your score. If sound is on
you'll also get a tune for every complete correct
answer or for every 100 points (depends on the sound
setup). Also, in all these levels, you may exit at any
time during the problem solving process by simply
pressing the ESC key or the right mouse button. When
you've finished with the problem, you must press a key
to continue. This allows you time to examine the
correct solution.
(bottom of page 21)
SUBTRACTION
This option has four levels of difficulty. You may
choose to enter your own numbers or have the computer
choose them randomly.
Sub Level 1
In this beginners level, apples are shown beside each
number. The number of apples equals the number. If
you are asked to, for example, subtract 2 from 4 there
will be two apples beside the number 2 and four apples
beside the number 4. However, two of the four apples
beside the number 4 will be green to indicate the two
that will be taken away. Also, the two apples beside
the number 2 will be green. To find the answer just
count the number of apples that are still red. After
you've entered the correct answer you must press a key
or the left mouse button to continue.
Sub Level 2
This level illustrates how to subtract two-digit
numbers by stepping you through the process.
Individual questions in the form of simple equations
are shown at the bottom of the screen. A question
mark indicates that an input is expected. If you enter
the correct value it will be placed in its proper spot
over the question mark. The computer will beep if the
answer is incorrect.
You'll notice that borrowing is done automatically.
Sub Level 3
This level is exactly like Level 2 except that 5-digit
numbers are used.
Sub Level 4
This level is exactly like Level 3 except 10-digit
numbers are used.
In each of these levels correct answers are rewarded by
the addition of points to your score. If sound is on
you'll also get a tune for every complete correct
answer or for every 100 points (depends on the sound
setup). Also, in all these levels, you may exit at any
time during the problem solving process by simply
pressing the ESC key or the right mouse button. When
you've finished with the problem, you must press a key
or the left mouse button to continue. This allows you
time to examine the correct solution.
(bottom of page 22)
MULTIPLICATION
This option also has four levels of difficulty. You
may choose to allow the computer to select your numbers
randomly or you may choose to enter your own numbers.
Mul Level 1
This level is similar to Add & Sub Level 1 because you
must count apples to find the correct answer. However,
the apples are grouped differently. For example,
suppose you are asked to find the product of 4 and 2.
You will find two groups with four apples each. In
other words, the computer has taken the four apples and
placed them on the screen twice. There is a total of 8
apples.
Mul Level 2
This level is like Level 1 except no apples are
displayed.
Mul Level 3
This level leads you through long multiplication with
multiple-digit numbers (one two-digit number and one
single-digit number). The questions to be answered are
displayed at the bottom of the screen. The appearance
of a strategically located question mark is an
indication that the computer is waiting for an input.
"Carry" is done automatically.
Mul Level 4
Level 4 is identical to Level 3 except that both
numbers are two-digit numbers.
In each of these levels correct answers are rewarded by
the addition of points to your score. You can press
ESC or the right mouse button to quit at any time
during the problem solving process. When you're done
you'll have to press a key or the left mouse button to
continue. This allows you time to examine the
completed problem.
DIVISION
This option also has four levels of difficulty. You
may enter your own numbers or you may allow the
computer to choose them for you.
(bottom of page 23)
Div Level 1
This division level uses single-digit numbers. You may
find the answer by counting the red apples. If you are
asked to, for example, divide 8 by 2 then beside the
numbers will be placed two rows of apples with 4 apples
in each row. The first row will have red apples and
all the others will be green. So, if you count the red
apples, you'll find the correct answer to be 4.
If the dividend isn't exactly divisible by the divisor
you'll have a remainder. This remainder will be shown
at the bottom of the screen.
Div Level 2
In this level no apples are shown and double-digit
numbers are allowed for the dividend. Long division is
used and you'll be stepped through the process. Just
answer the questions at the top of the screen. If the
dividend isn't exactly divisible by the divisor you'll
end with a remainder.
Div Level 3
This level is exactly like Level 2 except that triple-
digit numbers are allowed for the dividend.
Div Level 4
Level 4 is identical to Level 3 except that double-
digit numbers are allowed for the divisor.
In each of these levels correct answers are rewarded by
the addition of points to your score. You may press
ESC or the right mouse button to quit and return to
Math Menu at any time during the problem solving
process.
ALGEBRA
This option also has four levels of difficulty. All
four levels are basic introductory algebra but the
difficulty level does increase slightly with each
level. In each level you must solve for the unknown
value of Y. Just follow the instructions and answer
the questions, and the computer will lead you through
the solution. When you see the cursor flashing, the
computer is waiting for an input.
(bottom of page 24)
In all the Math options, the active parts of the
equation are highlighted by flashing the numbers.
Also, the final correct answer is rewarded by the
addition of 10 points to your score. Press ESC to
quit and return to Math Menu when you're done or press
any other key to continue.
TELL TIME
Use this option for learning to tell time. It has four
learning levels. In each level a clock is shown on the
screen and you must choose the correct time from a list
of three answers. Choose an answer using the mouse to
click twice on the button containing the correct
answer. The first click will press the button. The
second click will accept the answer. When the correct
answer is chosen, points will be added to your score
and the digital time will be displayed below the clock.
TIME LEVEL 1
In this beginner's level the big hand always points to
12. However, the little hand can point to any of the
12 numbers. For correct answers only one point will be
added to the score.
TIME LEVEL 2
In this second level only on-the-hour, quarter, and
half hours are used. In other words the big hand can
only be on the 12, 3, 6, or 9. Correct answers are
rewarded by the addition of 3 points.
TIME LEVEL 3
In this level the big hand may point to any of the 12
numbers but may not point to any location between the
numbers. For example, the clock could show 7:05, 7:10,
or 7:15 but it will not show 7:03, 7:07, or 7:18. For
correct answers, 5 points will be added to the score.
TIME LEVEL 4
In this level any time is allowed on the clock. For
correct answers, 10 points will be added to the score.
(bottom of page 25)
In all these Time options, after you answer correctly
points will be added to your score then you'll need to
press a key to continue.
HELP
This option allows you to read the School-Mom manual on
the screen or print it on paper. Use the Down Arrow
key to read one line at a time or use the Page Down key
to read one screen page at a time. Press F5 to print
the document on your printer.
You may use the Up Arrow key or the Page Up key to back
up in the document. You may also use the Home key to
go back to the beginning or the End key to go to the
end of the document.
To quit this option press the ESC key.
SEE PROGRESS
As your child uses the School-Mom menus, his/her scores
are place in a file called PROGRESS.DAT. Your child's
name, the subject name, your child's score, and the
date are all stored on a single line. Use this option
to view this progress file.
SCHOOL-MOM UTILITIES
This utility program was designed for teachers or
parents. Its purpose is to allow additions to and
editing of the English option data files. To run this
program, exit from School-Mom to DOS then type CHANGE
and press the ENTER key.
ENGLISH WORD FILES
If you choose one of the English word file options
(Noun, Adjective, Verb1, Verb2, or Adverb file) you'll
be asked whether you want to add or edit. The Add
option works exactly like the Add option of the Spell
Files option. The computer will quickly run through
all the words in that particular file and stop after
the last one. You may then enter a new word or press
ESC to stop. When you enter a word it will be stored
at the end of the file. The new word will be displayed
along with its number and you'll be asked to enter
another word or press ESC to stop.
(bottom of page 26)
If you select the Edit option the first word in the
file will be displayed. Then you'll be asked to press
the F10 function key to go on to the next word, press
ESC to stop, or make changes to the word then press
ENTER. Keep pressing F10 until you see the word you
want changed. When you're done just press ESC.
There is a slight difference between the verb1 and
verb2 data files. The verb1 file contains past-tense
and present -tense verbs that agree with singular
subjects. The verb2 file contains only past-tense
verbs. If you get these mixed up, the Make a Funny
Sentence option will not produce correct sentences.
SENTENCE PTRN FILES
This option allows you to change the sentence pattern
files. If you choose to add sentences, the last
sentence in the file will be shown along with its
pattern. You'll then be asked to enter new sentence
information or press ESC to stop. When you've typed
the sentence and its pattern correctly press the F10
key to store the information and get ready for the next
sentence. When you're done press ESC to stop.
If you choose to edit a sentence, the first sentence
and its pattern will be displayed. You may press ESC
to stop, F10 to see the next sentence, or you may make
corrections to the sentence and its pattern then press
F10 to store the changes and see the next sentence.
SUB-VERB AGREE FILES
This option allows you to change the subject-verb
agreement files. If you choose to add sentences, the
last sentence in the file will be shown. You'll then
be asked to enter new sentence information or press ESC
to stop. When you've typed the sentence and all its
associated information correctly press the F1 key to
store it and get ready for the next sentence. When
you're done press ESC to stop.
As an example, suppose your sentence is "They ____
late." Your two word choices will be "was" and "were".
Since the second one is correct you'll enter the number
2 in the last field. Once you've entered all four
pieces of information and pressed F10, the sentence
will be displayed at the top and you'll be asked to
enter another sentence. When you're done press ESC to
stop.
(bottom of page 27)
If you choose to edit a sentence, the first sentence
and its word choices will be displayed. You may press
ESC to stop, F10 to see the next sentence, or you may
make corrections then press F10 to store the changes
and see the next sentence.
SCRAMBLED WORDS FILE
Use this option to make changes to the word files used
in the Scrambled Sentence option. This file contains
the scrambled words that you must unscramble to make
correct sentences.
As always you'll be asked if you want to edit or add to
this file. After choosing to add you must first enter
the number of words you want to have in the sentence.
Then, you can type the words for the sentence. You
must type the words in correct order. The software
will scramble them before they are stored. Don't
forget to capitalize the first word and place a period
after the last word.
If you choose to edit, all the information will be
shown on the screen. You can then move around and make
changes. The only thing you can't change is the number
of words in the sentence.
SOME FINAL NOTES
I hope you enjoy this software and your children learn
much from it. I'll continue making additions,
improvements, and corrections. I believe it already is
the most comprehensive educational software available.
Other software packages may be prettier but the fancy
graphics require huge amounts of memory and, therefore,
limit the utility of the software. I believe those
software packages are all bun and very little meat.
School-Mom is designed to have just the right amount of
both to make it useful and attractive.
This software is dedicated to three people. First, to
my wife for her patience as I've worked late nights and
early mornings for the last 6 years writing this
program. Second, to my 10-year-old adopted son who
provided the motivation for this software. And, third,
to the unwed teenage girl who gave birth to our son
then gave him to us rather than choosing to terminate
his life.
(bottom of page 28)
I HAVE WORKED VERY HARD TO GET ALL THE BUGS OUT OF THIS
PROGRAM. HOWEVER, I CAN NOT GUARANTEE THAT NONE
EXISTS. WHEN YOU USE THIS SOFTWARE YOU MUST DO IT AT
YOUR OWN RISK. I ACCEPT NO RESPONSIBILITY FOR DAMAGE
THAT MAY OCCUR AS A RESULT OF ITS USE.
Dr. Andrew Motes
All rights reserved, 1995
MOTES EDUCATIONAL SOFTWARE
PO BOX 575
Siloam Springs, AR 72761
(bottom of page 29)