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-
-
-
- S H O W M E M A T H - TM
-
- U S E R M A N U A L
-
- Version 2.2
-
-
-
-
- NOTE: If you are using an earlier version of Show Me Math, prior
- to version 2.1, you must either: erase all of the old Show
- Me Math files (including the '.pro' user files) OR create a
- new subdirectory for Version 2.2. In either case, the
- '.pro' files for old versions are NOT compatible with
- versions prior to 2.1.
-
-
- For questions, comments or problems, write to:
-
- Show Me Math
- P.O. Box 7452
- Overland Park, KS 66207
-
- We apologize we do not have a phone or a modem or a BBS, but
- quite frankly we cannot afford any of the above. This program was
- developed on an 'AT' class computer, if you can believe that, and takes
- over 3 and one-half hours to compile in the Microsoft C language.
-
-
- "Show Me Math" is a Trademark (TM) of R. Webster Kehr
- "Show Me Math" software is (c) 1991 - All Rights Reserved,
- by R. Webster Kehr
- This Manual is (c) 1991 - All Rights Reserved, by R. Webster Kehr
-
-
-
- INTRODUCTION:
-
- Show Me Math is one of the best math education programs in the world
- for students from age 4 all the way up to college pre-algebra.
- The advantages of Show Me Math for middle school, high school, and college
- students are very obvious and straightforward. The advanced level options
- (to be discussed below) are very easy to identify and use and higher level
- curriculums are generally right on track, given the prior curriculums of
- the students.
-
- The advantages of Show Me Math for younger students and children are
- vastly more nebulous because math curriculums in grades K - 6 in the U.S.
- move too slowly. While some teachers would introduce division in 4th/5th
- GRADE, we know children AGE 6 should be doing conceptual division problems.
- Negatives should also be introduced around AGE 6. By the time a student
- reaches high school, they should have done Algebra I and Geometry as a
- minimum, but probably a lot more. That's not in the current curriculum,
- except for honor students.
-
- An example of how Show Me Math would teach conceptual division to 6
- year olds will be show (there are many specific modules to accomplish all
- of the tasks listed below):
-
- 1) Learn to count FORWARDS past 100
- 2) Learn addition by counting forwards
- 3) Learn subtraction by counting forwards
- 4) Learn multiplication by counting forwards
- 5) Learn to count BACKWARDS from 100 to 0.
- 6) Learn subtraction by counting backwards
- 7) Learn division by counting backwards to 0 (a division problem such
- as 35 divided by 7 is really the answer to this question: how many
- times can you SUBTRACT 7 from 35? - division is really a special form
- of subtraction, where you continue to subtract until you get to zero)
-
- In short, as soon as a child can count backwards from 100 to 0, they
- should be doing division!
-
- This is just one example of the difference between computer-aided
- education and book-oriented education. With a computer students can jump
- around and be exposed to many different kinds of problems simultaneously.
- This is vital because a student learns not to fear upcoming subject matter.
- Books, on the other hand, have a severe case of tunnel-vision. Books also
- have very few practice problems and show how to solve very few problems in
- detail. Computers, on the other hand, provide the opportunity for unlimited
- numbers of practice problems and the ability to display how to solve
- virtually EVERY problem!
-
- Since Show Me Math is too new of a product and computer-aided
- education has been so abused, no one really knows yet what younger students
- are capable of doing! Show Me Math is first and foremost a TOOL. For now,
- it is up to the parent or teacher to determine how best to use it. If you
- have any ideas, please write us. The power of the computer in education
- is very much in its formative stages and we are listening to parents,
- teachers, educators and cognitive psychologists.
-
-
- QUESTIONS AND ANSWERS ABOUT SHOW ME MATH tm
-
- Will this program run under Microsoft Windows? Show Me Math
- is a non-windows, DOS program. Generally, it will run under Windows,
- however, there are thousands of different memory resident programs,
- some of which may conflict with Show Me Math in memory. Sometimes,
- even Windows itself will cause problems with non-windows programs,
- such as when the "DOSKEY" or "APPEND" features are set. Normally,
- however, if you create a Show Me Math icon using the "Program
- Manager" there will be no problems. But if you have problems, write us
- at the above address, tell us your system configuration and problem, and
- we will try to work out any problems you encounter. Usually we will
- respond by phone. We do have a phone, but we are never there to
- answer it.
-
- Will this program run with a monochrome screen? Generally, yes.
- Show Me Math, in fact, has special settings for highlighting, bolding and
- underlining significant data on monochrome screens. Show Me Math
- senses what kind of screen your system says it has. However, there are
- many different kinds of nonstandard and even weird and strange
- hardware/software configurations, some even from major vendors. As
- above, if you cannot get it to run, write us.
-
- Show Me Math is a huge program, will it run on 520k of memory?
- Even though Show Me Math is a huge program, only a moderate
- percentage of the program is ever in memory at any given time. Memory
- should not be a problem. However, if when you try to run this program
- you get an error message with the word "memory" in it, or some other
- error message, and the program will not load, you are probably running
- on a network, have a DOS shell, or have some other memory resident
- program running that is hogging your memory! Show Me Math likes to
- hog all of the memory itself! It may be necessary to re-boot your
- computer WITH YOUR ORIGINAL, UNMODIFIED DOS DISK IN YOUR
- 'A' DRIVE or to rename your 'autoexec.bat' file and re-boot! Make sure
- you use the proper DOS disk or you could do damage to your hard drive!
- You will not be on the network or have any memory resident programs
- running if you do this, but you can see this program. This simple trick
- will bypass the 'autoexec.bat' file on your 'C' drive.
-
- Show Me Math is NOT a game or toy, will my students or children
- ever use it? Most students and children in the U.S. watch a lot of TV
- and play a lot of video games, which destroys their attention span and
- creativity, such as watching programs like Sesame Street. Many
- educators and software developers make no effort to offset this trend, but
- simply give in to it by trying to constantly entertain students and chil-
- dren. Show Me Math, if used properly, will BUILD the attention span of
- students and children. It is a big mistake to try to entertain students
- while they are learning - it harms their cognitive learning!
-
-
- INSTALLATION, SYNTAX AND OTHER NOTES:
-
- In order to know the full power of this program, you must go
- through the steps in this manual, AFTER you have gone through the on-
- screen tutorial. Before explaining how to run the program, it is necessary
- to talk about the syntax used in this manual.
-
- 1) Any time you see something surrounded by square brackets (e.g.
- [Enter]), that indicates a single keystroke, not a word. For
- example, if you see [Enter], you should hit the [Enter] key once, do
- NOT type out the word: E-n-t-e-r. For example, if you are told to
- type: [Esc]100[Enter], you should hit exactly FIVE keystrokes, the
- [Esc] key, the [1] key, the [0] key, the [0] key, and the [Enter]
- key, in that order.
-
- 2) In an ASCII file it is not possible to underline things, so you
- will have to make your best guess as to what is already on the
- screen and what you need to type in. For example, if you see:
- A>sm_math[Enter] - you should hit exactly 8 keystrokes: the
-
- [s], [m], [_], [m], [a], [t], [h], and [Enter] keys.
-
- The 'A>' is the DOS prompt, and you can ignore the DOS prompt and
- anything to the LEFT of the '>' DOS prompt character. For
- example, you might see: A> or B> or C:\SM_MATH> or W:\WP>, etc.
- Anything to the LEFT of the '>' key is part of the DOS prompt. The
- blinking cursor should be just to the RIGHT of the '>' symbol. This
- is where you begin typing.
-
-
- Since BBS users are accustomed to uncompressing files, creating
- new subdirectories, etc. little attempt will be made to teach you these
- things. Obviously you have already uncompressed the Show Me Math
- files, so these are some things to remember:
-
- 1) Create a new sub-directory, called 'SM_MATH'. You don't have to
- call it 'sm_math', but if you call it something else, substitute
- your name for 'sm_math' wherever you see it.
-
- type: C:\>md sm_math[Enter]
-
- 2) Go to the new directory.
-
- type: C:\>cd\sm_math[Enter]
-
- Step 2 above is how you get to the program in the future. You can
- ONLY run Show Me Math when you are in the 'sm_math' sub-directory!
-
- 3) Your screen should now look like this (assuming you use
- C:\>prompt $p$g):
-
- C:\SM_MATH>
-
- If it doesn't, go back to step 1 or 2 until it does!
-
-
- 4) Next you need to copy all of the files to the new sub-directory. It
- is important to run Show Me Math from the proper sub-directory
- since there are data files that will be created while Show Me Math
- is running.
-
- 5) Now that Show Me Math is installed, the first thing you should do
- is run the on-screen tutorial. This is important because there are many
- features of Show Me Math that are not documented in this manual. To do
- this,
-
- type: C:\SM_MATH>sm_math[Enter]
-
- 6) After watching some introductory screens pop up and then go
- away, you should wait until you are looking at a screen that asks you for
- 'Your Name' to the left of the highlighted box and blinking cursor. This
- is the name of an individual's file. For now, we will use the file:
- william (actually: william.pro) that comes with the software,
-
- Your Name william[Enter]
-
- 7) The instructions for creating your own file are on the screen. The
- next time you enter Show Me Math by typing 'sm_math' you can create your
- own file. To get past this screen,
-
- hit: [SpaceBar]
-
- 8) Now you should see two columns of words in the Main Menu. The
- left column represent twenty different GROUPS of modules (a 'module' will
- generate a specific type of math problem, or in other words, a 'set' of
- problems - in this manual the words 'module' and 'set' are generally
- interchangeable). The column on the right represents the specific
- modules within each group. As you move the [UpArrow] and [DownArrow]
- keys, you will see all of the modules for each group. The twenty groups
- have over 160 different modules in them. Many modules also have sub-
- modules.
-
-
- RUNNING THE TUTORIAL
-
- To run the tutorial, while in the left column of the Main Menu,
-
- hit: [PageDown]
-
- You should now be on the bottom, or the 20th, GROUP (see the
- upper right corner of the screen to see the NUMBER of the group you are
- looking at) called: UTILITIES - GROUP 20. Now,
-
- hit: [Enter]
-
- This will move the highlight bar to the RIGHT column and the upper
- right corner of the screen will show the number of the module the high-
- light bar is on. Now, move the [DownArrow] until you highlight the mod-
- ule known as: Tutorial/General Information. Once this option is high
- lighted,
-
- hit: [DownArrow] .. 5 times .. [Enter]
-
- The screen will now turn blank for a moment and you will be in the
- tutorial. Follow the instructions on the screen until you are done with
- the tutorial.
-
- When the Tutorial is done, you will return to the Main Menu, and
- the highlight bar will be sitting on the first Group. There are 20
- groups of modules in Show Me Math. The first 10 groups are 'beginning'
- level groups. The next 9 groups are 'advanced' level groups. This was
- explained in the Tutorial. Since the advanced groups have a more
- advanced interface, we will use one of these modules for the rest of this
- session.
-
- 1) You should now hit the [DownArrow] key until you highlight the bar
- titled "Advanced Level - Group 11," the 11th Group. This is the
- first advanced group of modules.
-
- hit: [DownArrow] .. 10 times .. [Enter]
-
- 2) The word "Addition" in the right column should now be highlighted.
- The Module # in the upper right corner of the screen should be #
- 201. Let's do a set of multiplication problems, so
-
- hit: [DownArrow][DownArrow]
-
- 3) The word "Multiplication" should now be highlighted,
-
- hit: [Enter]
-
- 4) A new screen should appear, and the words "Multiplication /Whole"
- should now be highlighted.
-
- 5) In order to be able to control the problems we will work with, it is
- necessary to change the "seed" which generates random numbers.
- You learned about the seed in the Tutorial. Normally it is not
- necessary to change it, but here we will need to.
-
- hit: [F4]100[Enter]
-
- 6) The seed, shown in the bottom right corner of the screen, should
- now be equal to 100. Let's suppose we want the option that says:
- '2. Multiplication /Whole/HELP'
- We have two ways to execute that option. First, we could hit:
- 2[Enter]. Our other option is to use the [DownArrow] key and then
- hit [Enter] when what we want is highlighted. We will chose the
- first way,
-
- type: 2[Enter]
-
- 7) Since the option we have chosen does not allow decimals, the
- program did not ask us how many decimals we wanted. If this
- tutorial has not been used before, the program will guide us
- through the skill level parameters. The parameters are where we
- may enter the number of decimals (if allowed by the option), the
- skill levels or ranges (which control the difficulty of the prob-
- lems) and perhaps other information. (If this tutorial has been
- used before, you may get a pop-up menu that asks if you want to
- change the skill levels - if so - hit [DownArrow][Enter] - the 'Yes'
- option)
-
- Now enter the following numbers, which represent the # of
- problems and ranges for this set. If you make a mistake, or if
- other numbers are already in the fields, just use the arrow keys
- and the [Esc] key to clear any error, or to erase the old numbers,
- and enter the correct number(s). Do NOT deviate from the
- numbers below or the wrong problems will be generated by the
- computer for this sample!
-
- # Problems in Set : 10[Enter]
- Minimum Top Number : 200[Enter]
- Maximum Top Number : 400[Enter]
- Minimum Bot Number : 25[Enter]
- Maximum Bot Number : 35[Enter]
-
- 8) The skill levels/parameters have now been entered. The program
- has now been told to generate 10 problems in this set, where the
- Multiplicand of each problem will range between 200 and 400, and
- the Multiplier of each problem will range from 25 to 35. Double
- check the parameters, including the "seed" before continuing! If
- you have made a mistake, go back to the step where you made
- the mistake and try again. When you see the words "[Enter] or
- []",
-
- Hit: [Enter][Enter]
-
-
- 9) The second [Enter] was to tell the program we wanted to type the
- answer in from left to right. The problem: 350 x 33 should now
- be showing on the screen. Note that the 350, the Multiplicand, is
- between 200 and 400, and note that 33, the Multiplier, is between
- 25 and 35. If this is not the problem showing, you made a mistake
- entering the parameters (if that is the case, hit [F9], go to the
- Main Menu, and get back into this module, change the seed again and
- change the parameters). If that is the correct problem, now type
- the correct answer, followed by the [Enter] key. Watch the screen
- as you hit the [Enter] key.
-
- type: 11550[Enter] (never type a comma)
-
- 10) The word "Correct" should have very briefly displayed on the
- screen (either highlighted in green or underlined), and a step-by-
- step demonstration/Show Me screen should have appeared. We
- will talk about these screens below, so for now,
-
- hit: [Enter] .. 8 times .. the next problem will appear.
-
- For the next five problems, enter the correct answers and skip past
- the step-by-step demonstrations by hitting the [Enter] key several times,
-
- type: 10944[Enter] - hit [Enter] .. 8 more times ..
- type: 8960[Enter] - hit [Enter] .. 8 more times ..
- type: 7136[Enter] - hit [Enter] .. 8 more times ..
- type: 8850[Enter] - hit [Enter] .. 6 more times ..
- type: 7875[Enter] - hit [Enter] .. 8 more times ..
-
- 11) At this point we want to see what happens if we enter an
- INCORRECT answer. The problem:
- 359 x 27 should now be showing. We know the correct answer is
- 9,693. However, let's type an incorrect answer. Watch the screen
- as you hit the [Enter] key.
-
- type: 9699[Enter]
-
- 12) Since we entered an INCORRECT answer, the word "Incorrect"
- briefly popped up, and a 'beep' sounded, and we are given another
- chance to enter the correct answer. If we miss the answer a total
- of three times, the computer will give us the correct answer. Let's
- miss it two more times:
-
- type: 9691[Enter]
-
- type: 9695[Enter]
-
- 13) The correct answer is highlighted in red (it is reverse-blinking if
- you have a monochrome monitor), and the cursor is sitting at the
- bottom right of the screen next to the phrase: Note Correct Answer,
- Hit Any Key:.
-
- type: [Enter]
-
- 14) The computer will now show (i.e. "Show Me Screen"), step-by-
- step how to solve the problem. Note the "7" in the "27" is
- highlighted (in yellow if you have color - bold if you have
- monochrome), and the "9" in the "359" is highlighted. Note also
- how the instructions on the side of the screen follow the high-
- lighted items in the main problem. As you hit the [Enter] key eight
- times, note how the highlighted items change:
-
- type: [Enter] .. slowly 8 times ..
-
- 15) Now we should see the next problem: 308 x 31. Rather than try
- to solve this problem, let's see how to terminate the problem set
- prematurely. To go back to the Main Menu,
-
- type: [F9]
-
-
- 16) If you have a color monitor, you will now see a pie chart showing
- the percentage of correct answers and incorrect answers for this
- set. No pie chart will be seen if you have a monochrome monitor.
-
- ONLY IF you have a color monitor (skip this step if you have
- monochrome),
-
- type: [Enter]
-
- 17) If you have a color or a monochrome monitor, you should now see
- a screen with three horizontal bars on it. This is an information
- screen that gives you, among other things, your grade for the set
- near the top of the screen. You should see a 'B' for the "Set" and
- a 'B' for "Life." The life score is saved on the disk. Elapsed
- time is also shown.
-
- type: [Enter]
-
- 18) We are now back to the Main Menu. If we had not prematurely
- ended the set, we would have gotten a pop-up menu to ask us if
- we wanted to do another set or return to the module's menu. Let's
- see an example of changing the number of decimals. Again, since
- we must be able to control the problem set in this manual, we must
- control the seed. Normally, this is not necessary.
-
- Hit: [Enter][Enter][F4]200[Enter]
-
- 19) The first two [Enter]s were to get us back to the multiplication
- module. The seed should now equal 200. Now let's chose an
- option which allows decimals, Option #4. This option will allow the
- user to input a problem of their choice (e.g. from a textbook).
-
- Hit: 4[Enter]
-
- 20) A pop-up menu has appeared to let us enter from 0 to 3 decimals.
- Let's choose 1 decimal.
-
- Hit: [DownArrow][Enter]
-
- 21) Let's leave all of the other parameters alone:
-
- type: [Ctrl/End] (Note: this is a compound keystroke-
- hold down the [Ctrl] key, and while
- holding it down, hit the [End] key)
-
- 22) We should now be sitting next to the words, "[Enter] or []",
-
- hit: [Enter][Enter]
-
- 23) Now we can enter any problem we want, subject to the limiting
- ranges shown on the bottom right corner of the screen (i.e. from
- -5,000.0 to 5,000.0). Let's enter the problem 653.2 x 6.3:
-
- type: 653.2[Enter] (Note: The "." is the period key)
-
- type: 6.3[Enter]
-
- 24) We may know that the correct answer is 4,115.16, but whether we
- do or not, let us bypass the process of missing it three times -
- let's go directly to the "Show Me" screen (Note: the "Show Me"
- screen never works with a Missing Value problem, but it will work
- with a "User Defined" problem):
-
- hit: [F5]
-
- 25) We now see the "3" in the "63" highlighted, and the "2" in the
- "6532" highlighted, just like above. The result of 6532 * 3 is
- shown below the line (19596). Hit [Enter] 9 times slowly:
-
- hit: [Enter] .. slowly 9 times ..
-
- 26) We now see the final answer, 4,115.16. Note that there are no
- decimal points shown, but that all numbers which would be to the
- right of the decimal point, if you have a color monitor, are shaded
- grey. If you have a monochrome monitor, the decimal portion of
- the each number will be underlined. Let's complete the "Show Me
- Screen."
-
- hit: [Enter]
-
- 27) The program should now be waiting for us to enter another
- problem. Instead, let's go back to the Main Menu.
-
- hit: [F9]
-
- 28) The pie chart and bar chart did not appear because we did not
- attempt to solve any problems, we simply looked at a
- demonstration screen.
-
- 29) In the Main Menu we cannot hit the number of the option because
- there isn't room on the screen for all of the option numbers. When
- we returned to the Main Menu our file (i.e. skill levels, lifetime
- scores, etc.) were saved on the disk automatically.
-
- 30) At this point the samples will end. In the beginning level modules
- (Groups 1 - 10) we cannot control the seed (which is too complex
- of a concept for beginning level students), so the problems
- generated by the program cannot be predicted by this manual.
-
-
- You can get back into the program and generate your own
- problems. Have fun experimenting with this program yourself!
-
- In future days, to get back into the program, assuming the DOS
- prompt is 'B>', simply:
-
- 1) B>C: (to get to the C: drive, if the 'C>' prompt
- is not already showing)
-
- 2) C>prompt $p$g (to display the path)
-
- 3) C:\>cd\sm_math (to get to the proper subdirectory, the DOS
- prompt does NOT need to be exactly as
- shown if you do not happen to be in the root
- directory)
-
- 4) C:\SM_MATH>sm_math (to run the program)
-
-
- The above exercise doesn't show you all of the things this program
- does, but it does give you an introduction to how the skill levels work.
- Additional features are listed below.
-
- Some features not demonstrated above:
-
- 1) If you get 30 correct answers in a row, prior to returning to the
- Main Menu, the screen goes berserk - in fun. Watch it for a few
- minutes.
-
- 2) If you get 100% correct for a problem set, if it had 3 or more
- problems in it, a car race will occur for the beginning level mod-
- ules and a decorative screen will be displayed for the advanced
- modules. The pie chart only appears if you missed one or more
- problems.
-
- 3) If you get 50% or less correct, if it had 3 or more problems in it,
- the screen turns red.
-
- 4) There is a way to turn on and off the sound (Group #20 in the left
- column of the Main Menu has a module called: Change Music), so
- that if you score 100% on a set of 3 or more problems, a song up
- to 15 notes long is played. The fifteen notes can be changed by
- the user, and the sound can be turned on and off in this module.
- After choosing Group #20 and the "Change Music" module, the
- [Alt/F5] key combination (i.e. hold down the [Alt] key, and while
- holding it down, hit the [F5] key) will show you the values that
- relate to the various pitches. Other instructions are on the
- screen.
-
- 5) [Alt/F6] - This option will show you all of the prime numbers from
- 2 to 3,989. This is useful when working with primes, LCDs,
- fractions, radicals, etc. This key combination functions in the
- problem sets while the program is waiting for a number to be input.
-
- 6) [Alt/F7] - allows you to adjust the colors or shades on your monitor
- by turning the control knobs. This key combination functions in the
- problem sets as above.
-
- A number of other features are documented in the Tutorial
- discussed above, including pre-programming, skipping the Main Menu,
- etc.