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PC Format Collection 7
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PCFORMAT07.iso
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DISCOVER
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README4.TXT
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1994-05-27
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===APPENDIX A: LEARNING GUIDE================================================
This section is especially for parents, or for any adult who wants to help a
child learn and grow as much as possible from playing with THE DISCOVERERS.
Playing and learning
Having fun and learning are two of the most natural things in the world to a
child. Your child is learning in some way when he does the things that are
most fun to him. When he plays a video game in which the object is to shoot
down the most aliens in the least amount of time, he enjoys himself while
improving his hand-eye coordination and dexterity. In virtually every
activity kids enjoy, there is at least the potential for learning. Want a
simple formula for getting kids to learn? Make it fun!
But what are they learning? How do we help them to learn the really important
things? How do we teach them to take initiative in learning about themselves
and their world? After all, there won't always be a game to play that will
teach them what they need to know.
The theory behind Knowledge Adventure Interactive Books and Movies is that
the way to ignite a child's intellect is to introduce him or her to the fun
of learning. If we truly achieve this, we no longer have to come up with
sneaky ways to get kids to learn; once they recognize the inherent joy of
learning, nothing will stop them from finding out everything they want to
know!
THE DISCOVERERS is designed to provide your child with many possible
directions to explore according to her own interests. As a parent, you are
the best possible assistant in this process because you know your child, her
level, and her interests. Most importantly, she craves one-on-one time with
you.
Enhancing your child's play
When you sit down with your child to play with THE DISCOVERERS, or any other
program, you may want to keep the following suggestions in mind.
1. Let your child take the lead:
If your child is old enough to read and follow the instructions in this
manual, let him try to install and start THE DISCOVERERS himself. If you
set up the software for him, let him take over as soon as it is ready.
Simply observing and making interested comments about what your child is
doing are good ways to encourage his learning without imposing your own
agenda.
2. Be a learner yourself:
Aim to be a student of your child more than of the software. What can you
find out about your child's learning style, interests, attention span, and
thought processes? If there is something neither of you can figure out
about the software, find out the answer together by looking it up in this
guide. Set an example by talking through this process: "Why don't we look
up `sound' in the manual?"
3. Ask appropriate questions:
An excellent way to assist your child's learning while following the first
two guidelines is to ask questions that are appropriate for her age and
interests and that challenge her to go a step further in her play: "I
wonder what would happen if you clicked on those little symbols?" Go
slowly and sparingly with these questions, challenging your child only as
she seems ready. Rather than interrupting her play, you might wait a few
minutes for her to discover something on her own. That way you'll both
learn something!
4. Have fun together!
The fact that you have purchased a Knowledge Adventure product for your
child and you are taking the time to read this guide says something about
you as a parent. You recognize the importance of both fun and learning.
Your own enjoyment of the learning process and the fun you have spending
time with your child will enhance your play together more than anything
specific you do or say.
In the real world
The educational value of THE DISCOVERERS doesn't stop in the computer room.
The extended learning module referred to in the program is reprinted in
Appendix B. It describes experiments you can do at home with your child to
take his new interest in and knowledge of important discoveries outside of
the computer environment and into the real world.