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ODS Robot Challenge (Teacher's Edition)
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ROBOT_CH.mdf
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manual.txt
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1998-06-10
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TABLE OF CONTENTS
=================
ODS ROBOT CHALLENGE (MEMORY MATCHING)
A. OBJECTIVES
B. METHODS
C. TRACKING
D. TEACHING SUGGESTIONS
_______________________________________________
ODS ROBOT CHALLENGE (MEMORY MATCHING)
-------------------------------------
A. OBJECTIVES
1. To improve ability to identify and match shapes, colors, and
numbers.
2. To improve ability to remember locations of matching shapes,
colors, and numbers.
3. To improve ability to identify matching items based on random
associations.
B. METHODS: SPECIFIC PROGRAM LEVELS FOR ACCOMPLISHING OBJECTIVES
Levels 1-15: (for Objective 1)
Levels 16-27:(for Objective 2)
Levels 28-40:(for Objective 3)
C. TRACKING
The tracking function on ODS ROBOT CHALLENGE lists the
level, the number of matches, the number of attempts, and the
item being matched (i.e., shapes, colors, or numbers). NOTE:
For the high score function to work, the program must be
installed on the hard drive. This data is stored in a text
file which can be accessed by most word processing programs.
Hint: For best results, change the font of your tracking
output to a monospaced font such as ╥Courier.╙
The tracking function is automatically activated. You will
be given the opportunity to access the tracking information
when you exit the program. When you are finished using the
program, click on the ╥EXIT╙ button. On the next screen that
appears, you have three options: SAVE, PRINT, and EXIT. To
save the tracking information, click the ╥SAVE╙ button; when
the dialogue box appears, name the file and designate where
you want to save it. To print the tracking information, click
the ╥PRINT╙ button, and follow the directions of your
operating system. To simply exit the program, click the
╥EXIT╙ button.
D. TEACHING SUGGESTIONS
Levels 1-15 ask the user to match two or three identical
shapes, colors, or numbers. At these levels, all of the
choices are visible, and the user must discern similarities
and differences among the items. For level 16
through level 27, the items are hidden behind cards. Thus,
not only must the user discern similarities and differences,
but also remember the locations of the items in order to match
them. Levels 28-40 require memory for the matching as well,
but this time in terms of random association. The items are
hidden behind numbered cards that randomly change their
location; after each matching attempt the cards are ╥shuffled╙
and placed in new positions. The user must then remember the
number associated with the item (not the location of it).
By examining at which levels the younger user has the most
and least success, you can determine whether he or she needs
to work most on shapes, colors, or numbers. The user can then
be directed to practice those levels which most meet his or
her needs. Following is a helpful list grouping the levels by
type of item matched:
SHAPES: 1, 2, 4, 6, 9, 10, 11, 12, 14, 15, 16, 17, 19, 21,
23, 24, 26, 27, 28, 29, 31, 34, 35, 36, 38, 39, 40.
COLORS: 3, 8, 13, 18, 22, 25, 30, 33, 37, 39.
NUMBERS: 5, 7, 20, 32.
Young users can also develop their memory and thinking
skills through playing the lower memory matching levels.
Older users, including adults, will find that the upper levels
will help develop their memory and concentration skills.
Every age group will find the random association memory
matching to be an impressive challenge.
Note: You can skip directly to level 16 by holding down
the ╥Alt╙ key (on Macintosh, the ╥option╙ key) and clicking on
the level number.