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MANUAL.DOC
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1993-08-20
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---------- Math Sampler ----------
Version 1.00
Program and documentation copyright John M. Gallant, 1993
WELCOME TO MATH SAMPLER . . .
Here are a few additional topics to supplement the
instructions contained in the program.
DISCLAIMER - AGREEMENT
Users of Math Sampler must accept this disclaimer of warranty:
Math Sampler is supplied as is. The author disclaims all
warranties, expressed or implied, including, without limitation,
the warranties of merchantability and of fitness for any purpose.
The author assumes no liability for damages, direct or
consequential, which may result from the use of Math Sampler.
Liability is limited to refund or replacement.
BACKUP YOUR DISK!
Make a backup copy of Math Sampler before starting. If you
have a two floppy drive system, place the disk with Math Sampler
and all its files on it into drive a. Place a new formatted disk
into drive b and type
copy a:*.* b:
All commands are ended by pressing the <Enter> key. If drives a
and b are not the same on your system and the Math Sampler disk
only fits in the b drive then just reverse the above
instructions. Put the original disk in a safe place and use the
copy to run Math Sampler.
To copy Math Sampler to a hard drive, make a directory on the
hard drive. Go to the hard drive and type
md msamp
or any other directory name. Change to that directory with
cd msamp
and copy all of the files on the original disk to the hard disk
with the command
copy a:*.*
(or "copy b:*.*" if the disk containing Math Sampler is in
drive b).
RUNNING Math Sampler
To start Math Sampler, go to the drive and directory
containing the program and type "ms1 <Enter>". You may
optionally start the program in the silent mode with "ms1 -s".
Once inside the program at the main menu, press h or F1 for
more instructions. Each menu has its own help message. Be sure to
read them all.
USING THE MOUSE
You will need a mouse to run Math Sampler. If you have used a
mouse before then you will have no trouble with Math Sampler. If
you have never used a mouse before then you are in for some fun.
(We will assume you have a two-button Microsoft compatible
mouse.) Move the mouse around and watch the little arrow go the
same way you push the mouse. Move the arrow over one of the
things that looks like a button or keyboard key. Press the left
mouse button when the arrow is on a button on the screen. This is
called "clicking on an option." Either mouse button may be used.
The things on the screen that look like buttons are buttons,
click on them to select options or to answer questions.
In general, each screen or popup message has a button in the
upper left corner to exit the screen or remove the popup. Many
popups can be cleared by pressing any key on the keyboard or
clicking the mouse anywhere. Some popups present you with options
and you will need to press one of a few specific keys on that
popup to continue.
Some options can be selected by typing the first
letter of the name on the key. Unfortunately, sometimes two names
will start with the same letter so it is usually easier to use
the mouse. You MUST use the mouse to answer the problems.
MAIN MENU
The first screen (after the credits and copyright notice) is
the main menu. It looks like a piece of cross-stitch needlework.
The "keys" are cross-stitched rectangles. The one marked "help"
is important. Push it and read what it says. Most screens have a
"help" button. Each message is different and applies to the
current screen.
You cannot answer the problems on the main menu screen. They
are just there to identify what the game for that key does. For
example, the key with "2+3=?" is for the addition game. You may
also type a number from one to six to start the games. Other keys
may do nothing or may display a help message explaining how to
start the game or other related function. For example 'q' will
ask if you want to quit the game.
All of the setup is controlled from the main menu. Press one
of the keys 's', 'm', or 'f' to make the action slow, medium, or
fast. Press one of the keys 'e', 'm', or 'h' to make the
questions easy, medium, or hard. The bell is the sound key. Try
it.
GAMES
Although each game offers something different, they all have
elements in common. For example, they all use a mouse to press
keys or pickup and move objects. The screens are arranged so that
the "game" part is on the right side and the problem part
is on the left side. There is usually a scoreboard to keep track
on the number of questions answered so far. Usually, when a
problem is answered incorrectly, a small window will pop up to
show the error. If the problem is missed a second time, the
correct answer is displayed.
Five of the games consist of sets of problems to be answered.
If the student scores at least 80% correct, a trophy or ribbon is
awarded as follows:
100% Gold trophy
95% Silver trophy
90% Gold medal
85% Silver medal
80% Bronze medal
Trophies earned are displayed at the bottom of the screen.
Trophies are not saved when you exit the program. Prizes are
awarded but scores are not displayed at the easy level.
All of the games have similar control panels in the upper
left corner. On these control panels are at least a red "quit"
key to return you to the main menu and a light blue "help" key to
give instructions on how to play the game. We have tried hard to
make the games simple and similar. This allows the student to
spend his or her time solving problems and playing the game
instead of learning the instructions. We spent a lot of time
testing these games on children (of all ages). We tried to make
them so that, with a little experimentation, the student could
easily figure out how to play the game even without reading the
instructions. But, since we went through the trouble of writing
the help instructions, we would like you to read them anyway.
They are all brief.
In the games where the student must catch a number, addition
and multiplication, the cursor is sticky when it is on the left
side of the screen. That means the numbers will stick to the
cursor. Catch one of the numbers by moving the cursor to a
number. Once the number sticks, move the number and cursor to the
right side of the screen. Unless you are pressing a mouse key,
the number will fall off and move to a small blue rectangle. That
is where it is supposed to go. If the wrong number sticks to the
cursor, press and release the mouse button to drop it. If a wrong
number gets into the answer box, catch the correct number and
drop it over the old one.
You can also drag a number out of the box. Place the cursor
over the number. Press the mouse button and (with the button
still down) drag the number back to the right side of the screen.
Release the mouse button and the number should return to play.
This is called "drag and drop." Use this method to remove extra
fish from the small tank. Drag-and-drop the numbers in the
subtraction game to solve the problem.
Counting (the key with a 2 and two fish)
This game teaches counting. The student is asked to catch a
given number of fish in the big tank and bring them to the small
tank. (See the instructions above for how to use the mouse to
catch and move objects.) Use the 's', 'm', or 'f' keys in the
main menu to make the fish move slow, medium, or fast. Use the
'e', 'm', or 'h' keys in the main menu to change the maximum
number of objects to count. At the easy level, only five
questions are asked per set and the maximum number of fish to
count is five.
Addition (the key with 2+3=?)
The first addition game teaches single-digit addition (to 10)
with sets of counting object and simple writt