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Math America Tournament Host
M. A. T. H.
$800.00....IN CASH AWARDS.
2825 Cambridge Court, Oklahoma City Ok 73116
Temporary Manual
TABLE OF CONTENTS
Subject Paragraph
=====================================================================
MITYMATH ...................................................... 1.1
Modules ....................................................... 1.2
Levels of work ................................................ 1.3
Software that grows with you .................................. 1.4
Grading and evaluation ........................................ 1.5
Getting started ............................................... 2.0
Running MITYMATH on a hard disk ............................... 2.1
Making working diskettes ...................................... 2.2
First time through ............................................ 2.3
Building database files ....................................... 2.4
Prelude to MITYMATH ........................................... 3.1
MITYMATH after registration ................................... 4.1
Starting over with diskettes .................................. 4.2
Starting over with a hard disk ................................ 4.22
Just type GO to run MITYMATH .................................. 4.3
Main menu - option #1 ......................................... 5.1
Main menu - option #2 ......................................... 5.2
Main menu - option #3 ......................................... 5.3
Main menu - option #4 ......................................... 5.4
main menu - option #5 ......................................... 5.5
Main menu - Option #6 ......................................... 5.6
Main menu - option #7 ......................................... 5.7
Main menu - option #8 ......................................... 5.8
Progress report ............................................... 6.1
Progress report's special features ............................ 6.2
Printing the progress report .................................. 7.0
Mailing in the progress report ................................ 7.1
Helpful hints ................................................. 8.0
Addition prompt ............................................... 8.1
Subtraction prompt ............................................ 8.2
Multiplication prompt ......................................... 8.3
Division prompt ............................................... 8.4
Fractions and decimals help ................................... 8.5
Rules for positive and negative numbers ....................... 8.6
Strategy of running MITYMATH .................................. 9.0
Rebates ...................................................... 10.0
The might of MITYMATH ........................................ 11.0
The free version of MITYMATH ................................. 11.1
The tactical learning tool ................................... 11.2
Championship math ............................................ 11.3
National champions ............... $800.00 IN CASH AWARDS .... 11.4
Primary distributors ......................................... 12.0
Bulletin board distributors .................................. 12.1
Software distributors ........................................ 12.2
Schools, groups and tutors ................................... 12.3
Dialing our 800 toll free number ............................. 12.4
======================================================================
Program MITYMATH 1.05
Grades K-8
Championship Math for the AMERICAN MATH TOURNAMENT
-1-
1.1 MITYMATH K-8 $800.00 IN CASH AWARDS!
This is an exciting computer game designed to improve a student's math
and computer skills. It measures speed and accuracy against the clock
with an Olympic type scoring table of 1 to 10 carried out to one part
in one million.
1.2 MITYMATH.EXE For IBM And Compatible With At Least 256K Of Memory
Five modules
1 - Addition
2 - Subtraction
3 - Multiplication
4 - Division
5 - Mixed combination of all
1.3 Eight Levels - Kindergarten Through Grade 8
Level 0 - Addition only with 6 entries per project, 6 projects -
36 problems.
Level 1 - Addition and subtraction - 7 entries and 14 projects -
98 problems.
Level 2 - Addition, subtraction and multiplication - 8 entries
and 24 projects - 192 problems.
Level 3 - Addition, subtraction, multiplication and division -
9 entries: 36 projects - 324 problems.
Level 4 - Addition, subtraction, multiplication and division -
some decimals - 10 entries: 50 projects - 500 problems.
Level 5 - Addition, subtraction, multiplication and division
with some decimals, fractions and percentages -
11 entries: 55 projects - 605 problems.
Level 6 - Addition, subtraction, multiplication and division
with some decimals, fractions, percentages and positive
and negative numbers - 12 entries: 60 projects - 720 problems.
Level 7 - Addition, subtraction, multiplication and division -
with some decimals, fractions, percentages, positive and
negative numbers, square and square root - 13 entries: 65
projects - 780 problems.
1.4 Software That Grows With You
Work levels are set by the computer based on the student's birth date,
which is entered when the student initializes each working diskette. As
the student grows older each year the computer advances the working
level by one. You may want to set the computer date back a year, if the
computer selected project is too difficult; or, you may set the computer
date ahead a year to go to the next higher level. Use the DOS command
`DATE' from the A> to change the computer date.
1.5 Grading and Evaluation
This program has a unique grading and evaluation system. It is based
on the Olympic scoring table of 1 to 10. The student's response time is
-2-
measured in deci-seconds from the time that the problem is flashed on
the screen until `ENTER' is struck. This accumulated time, the numerical
grade and the difficulty factor are all combined to make up a composite
score. The computer carries the final composite score to one part in
one million (Example, Composite Score 8.913401.) The student is the time
keeper and the computer is the judge. This gives all participants
a fair and equal base for evaluation and competition.
2.0 Getting Started
You may have acquired this program from a bulletin board, public
domain software distributor, a Host of the Math America Tournament
or a friend who gave it to you. All that you need to make a working
diskette is the file MITYMATH.EXE. This file is not copy protected
and is portable to most IBM and compatible systems with at least
256K of memory. The program is written for color but it will run
on most monochrome systems, excluding the main menu option # 5
which is the graphic display.
2.1 Running Mitymath On A Hard Disk
Make a subdirectory by typing `MD MM' from the root directory.
Type in `CD\MM' from the root directory. You should now be in the
subdirectory called MM for MITYMATH with no files recorded in it.
Copy MITYMATH.EXE into this directory. At this time there should be
only one file in the MM subdirectory. You can now run the program by
typing `MITYMATH' then gently strike the enter key........ Skip to
paragraph #2.4-B
2.2 Making The Working Diskettes
A. Use DOS to format two new blank diskettes with the /S option.
Type `FORMAT A:/S' (use B: if you format on B:.)
B. If you do not have a clock-calendar in your system; then, skip
the next item and go to D.
C. If you have a clock calendar or other requirements make an
AUTOEXEC.BAT as usual; then, add the last line MITYMATH.
D. Use the DOS COPY command to copy MITYMATH.EXE to each of the
new working diskettes that you have just made.
E. Type DIR to look at the directories. You should have COMMAND.COM,
MITYMATH.EXE and possibly AUTOEXEC.BAT. At this time, no other
files should be on your two MITYMATH working diskettes.
Use one of these diskettes for your practice runs and the
other for documentation of your starting level. (See item #8 of
paragraph #5.0.)
2.3 First Time Through For All
Each new working diskette must be initialized on the first time
through. The computer needs to know the student's first and last
name, grade in school, birth month and year and home state. The
computer will maintain only this essential information. No
address or telephone numbers will be entered in this database
and no mailing lists will be sold, given away or distributed
from this source.
-3-
2.4 Building The Database Files And Sampler Setup
A. After you have completed item E of paragraph 2.2 you should
see A> or B> depending on the disk drive that you are on. From
the A> type in `MITYMATH'; then, strike ENTER.
B. The next procedure is done only one time for each working diskette.
C. Read form #2 and follow the instructions through the
initialization of the diskette. Note! The last option of this
menu will ask if all information is correct. If there is
anything that you wish to change, type `N'. The cursor will
follow through the questions again; then, when all is correct
you should answer with a `Y'. The computer will build the
database files and set up two modules for you to work with.
D. Form #3 determines which monitor you have and checks to see
if you have registered your program at this time. If you do
not have a registration code then type `NONE' and continue
with this procedure. If you have registered; then, skip to
paragraph 4.1.
3.1 Prelude To MITYMATH Starting With The Main Menu
If you received MITYMATH.EXE from a bulletin board or a friend,
you have invested very little in this program at this time.
You can run the first two modules with 12 entries per project
and determine, first, if it is compatible with your hardware,
second, you can view and analyze the program and explore its
depth. The eight options of the main menu are explained in
paragraph 5.1 through 5.8.
You can run all phases of the first two modules which are addition
and subtraction. If you choose multiplication, division, or
combination of all, you will get form #18 that tells you how to
register your program. The simple sub-routine that you enter while
initializing this diskette is available by mail. No new diskette or
files are used. MITYMATH.EXE has the locked modules already in place.
All that is needed is the simple subroutine key to unlock them. Skip
to paragraph 4.4
4.1 The Full Program MITYMATH After Registration
Continue here if you are now looking at form #3 on your screen.
Enter your code as per the menu instructions. All entries must
be accurate and exact. Now skip to paragraph 5.0 if you see the
main menu. If you make a mistake while entering your codes, the
program will either return to the sampler or foul out. If you
foul your working disk then see paragraph 4.2 to start over.
4.2 Start Over And Make A New Data Base On This Diskette
If you have fouled your working diskette or filled the data base
with 100 practice lessons and want to use this diskette instead of
formatting a new one, you can erase the database files with DOS.
Go to 4.3
4.22 Starting Over With A Hard Disk
If you have fouled or filled your hard disk files you can erase the
database files with DOS. Go to 4.3
-4-
4.3 Erase The old Data Files and Keep The Program
Enter the DOS command `ERASE *. '- Caution THIS IS NOT ERASE *.*
- it is `ERASE *.' (only one * not two.) After that command type
`DIR' to get the directory.
You should now have COMMAND .COM (not on the hard disk)
MITYMATH.EXE
AUTOEXEC.BAK
GO BAT
-------- ---
and last COL MON
Now simply type `GO' and enter. The GO.BAT will execute MITYMATH.
This will take you back to the Caution message (paragraph 2.4-B.)
Continue through the initialization again.
4.4 Just Type GO To Run MITYMATH
The main menu will appear with eight options.
5.0 Running The Complete MITYMATH Program
You are now ready to begin the first time through MITYMATH from the
main menu.
Main Menu.....form #4
1. Select option #2, Run MITYMATH on the main menu (form #4.)
Next Menu.....form #5;
2. Select option #1 ADDITION on the project menu (form #5.)
Next Menu.....form #6;
3. Select the #1 on the menu form #6; then, press `ENTER'
Start your answers now;
4. You type your answer to each computer selected problem and press
`ENTER' until all of the problems have been completed; then, the
summary of the session (form #8) will show on the screen. Type any key
to return to the main menu.
5. This time you select 2..... 1..... 2, and complete the 2's
6. Then, select 2..... 1..... 3, and complete the 3's
7. Then, select 2..... 1..... and 4 for the 4's and so on .....
Use option #3 from the main menu to keep track of the finished projects.
You should complete all of the computer assigned addition problems;
then, select option #8 of the main menu to quit. This will take you
back to A> of DOS.
Now type GO and the main menu will appear again. Run through the other
options if you have a color monitor. Exclude option #5 if you have a
monochrome system. (See paragraph 5.1 through 5.8 for explanations
of the eight main menu options.) You may review option #1, #3, #4, #5,
#6 and #7; then, select option #8 and quit. (If you do not run option
#2 from the main menu the computer will indicate a "Short session" and
the data base files will not be disturbed.)
8. Establish your starting level with your first progress report.
Practice on this diskette until you become familiar with the program;
then, initialize the second working diskette that you made. Use the
-5-
second working diskette for a keeper. It is very important that you
complete the first full computer assignment; then, mail a copy of
your first progress report to M.A.T.H so you can document your
starting level. Refer to option #4.2 (Start Over) to clean up the
first diskette; then, keep it for a practice working diskette to
practice on in the future.
5.1 Main Menu, Option #1
Option #1 of the main menu, (form #9), explains CHAMPIONSHIP MATH and
how to use this program to compete in Local, State and National
competition. General rules for competition are explained on page two
of that menu. (Please refer to paragraph #11.4 of this manual for more
details on the $800.00 in cash awards.)
5.2 Main Menu, Option #2
Option #2 of the main menu runs MITYMATH. This option will bring
up form #5, the project menu. Note the prelude has all five projects
listed but only addition and subtraction will run. The other options
will bring up the registration menu.
When you select addition or one of the other projects the computer will
bring up form #6. Select one of the suggested to work with or `M' to
return to the main menu. The highest aliquot number ranges from 6 to 12
depending on the age of the student.
When this number is entered a problem appears on the screen and at that
instant the computer clock accumulator is activated. The same problem is
presented in two different forms. The student may use either one to
concentrate on. The answer may be entered at this time. Please check the
answer to see if it is the one that you want. If a typographical error
has been made you can delete it with your standard delete key; then, make
your entry again. When you are satisfied with your answer gently strike
the enter key. At that instant the computer clock accumulator is turned
off. NOTE: this menu, form #6, also has a way out with the `Q' option.
If that option is used, the student will be charged with a "QUIT"
and the computer returns to DOS.
Continue with answers to each problem until the computer assigned
task has been completed; then, a summary of that session will appear.
Type any key to return to the main menu.
5.3 Main Menu, Option #3
Option #3 of the main menu will indicate which lessons have been
successfully completed.
5.4 Main Menu, Option #4
Option #4 of the main menu gives you access to the two page
registration form and the order form #9091. This two page menu
and the order form will be covered up after your registration.
Option #4 will retrieve it for review and use later.
5.5 Main Menu, Option #5
Option #5 of the main menu has graphics and should not be used
with a monochrome monitor.
-6-
Option #5 for students with a color system:
The first illustration is a line graph depicting each of the lessons
individually displayed across the screen. The second display is a bar
graph that follows the average of all composite scores. This average
composite score is used to evaluate all students that compete in Local,
State and National competition.
Please note: along the bottom or base of each graph is a register
of the number of lessons successfully completed. The data base will
hold up to 100 practice lessons before it is filled to capacity.
5.6 Main Menu, Option #6
Option #6 of the main menu has two functions. One is to display a
complete progress report on the computer screen. The other is to
allow the student to print out a hard copy of that report for future
use. See paragraph #6.1 to #6.6 for an explanation of the special
features of this progress report. After you have reviewed the progress
report type in `N' to return to the main menu or `Y' to print out a
hard copy of the progress report.
5.7 Main Menu, Option #7
Option #7 of the main menu explains the special offer that is
available to all holders of MITYMATH.EXE until December 31, 1991.
Even though the holder of this program has not registered it with
the Host of the Math America Club, he or she has our permission to
charge a nominal fee for copying and the cost of the diskette.
The standard figure varies but it seldom exceeds $5.00.
Registered members may also receive a $5.00 rebate for each of their
approved applicants that register. (See rebates paragraph 10.0.)
You may become a primary representative and receive an additional
$1.00 commission on your approved applicants. (See paragraph 12.0.)
5.8 Main Menu, Option #8
Use option #8 of the main menu to log off and quit. This option
will take you out of MITYMATH and back to DOS.
NOTE; always, use option #8 to exit this program. A TKO (see TKO
paragraph 6.2-D) will be recorded if you use a control C, a break key,
turn off the computer, remove the disk or re-boot the system to exit
this program.
6.1 The Progress Report
The computer screen progress report carries most of the critical
data that is required to evaluate a student's progress. At the
top of the report is the name, program lot, state, birth month and
year, grade in school and the date that this report was filed. The
second line has nine headings listed below;
MATH ..... Addition, subtraction, multiplication, division or a
combination of all followed by the common number being
used, and last the number of problems in that project.
DATE ..... The date that the project was completed.
-7-
TIME ..... The exact time of completion.
L ........ The work level that of the student.
C ........ Count used to track activity.
T ........ Count used to track activity.
RATING ... Composite score used for competition evaluation.
SECONDS .. The accumulated time in seconds used on this project.
GRADE .... The percentage grade made on this project.
6.2 Progress Report, Special Features
A. Total Time on this diskette is the accumulated time spent on
the MITYMATH program and is independent of the grading timer.
B. QUIT. The quit option may be used while solving problems. The
option was put in the program primarily for beginners to have a second
option if they wanted to quit and get out of the program without
having to go to the end of that project. The quit option is recorded
in the progress report by date, time, project, problem number and how
many problems have been missed. If the quit option is used to avoid a
bad score the composite score may be reduced accordingly. (See the
QUIT section of paragraph 9.0.)
C. SPAN OF ATTENTION. This feature takes the total time on the
diskette and divides it into the number of times the computer
was used on this diskette to approximate the span of attention.
D. TKO's. Technical Knock Outs are caused by the data base having
conflicting data. Some common causes are: removing the working
diskette while the program is in progress, re-booting the computer
while the program is in progress, running option #7 (graphics)
without color, or possibly a glitch in the computer data. Under
normal operation no TKO's will appear. One or more TKO's are
permitted on practice disks but are not acceptable in competition.
E. WORKING TIME and PREP TIME. This is the percentage of accumulated
grade time and the total time on the diskette.
F. MANUAL DEXTERITY. The computer renders the percentage of the
working time that the student takes to physically enter the answers
on the key board.
G. MENTAL ALERTNESS. The computer renders the percentage of the
working time that is taken by the student to mentally compute the
answer.
H. The COMPOSITE SCORE is the bench mark (standard of measurement)
used to evaluate the fundamental math and computer skills of a student.
(See paragraph 1.5, Grading And Evaluation.) The COMPOSITE SCORE is
followed by one of three colors; red, amber, or green. Only green is
acceptable for competition. The COMPOSITE SCORE may be downgraded
by the number of quits that the student uses on each diskette. (See
paragraph #9 under [The quit option] for further information on the
effect of a quit on the composite score.)
I. The printed copy carries other data, such as the ASCII check sums
that are used to verify that all the data on the printout is the
same as the data in the computer's database. It also carries the
the declaration of the student and the primary distributor's number.
-8-
7.0 Printing The Progress Report
A printed copy of the progress report can be made from option #6 of
the main menu. This printing format is based in the standard dot
matrix printer. After the progress report is displayed on the screen
you are asked if you want to put this data to your printer. Answer
with a `Y'. The next menu asks if the printer is ready. Please check
to see if the printer is on and the paper is properly set up at
the beginning of the page; then, type `Y' and enter. The printer will
print out a copy of the data; then, the computer will return to the
main menu.
7.1 Mailing In The Progress Reports
The first valid and complete progress report should be mailed in
to the Host of the MATH AMERICA TOURNAMENT to record a starting
level. This way, M.A.T.H can certify the numerical improvement as the
student proceeds through the learning process. Later, the student
should pick out only the better completed and valid progress reports
to mail in. You may mail in as many progress reports as you like as
long as there is an improvement over the last one that was mailed in.
No progress reports will be returned. (See paragraph #11.3 on returns.)
Please do not forget that a recent progress report is one of the
requirements for a student's $5.00 rebate. A good strategy would be;
work hard, show improvement and mail in some progress reports ahead so
that if you have rebates coming there will be no delay in processing
them.
8.0 Helpful Hints
Beginners should use the appropriate chart with the problems and
answers, for a prompt, only when needed. The composite score is
downgraded from ten by the number of problems missed, the time
taken to enter the answer and the difficulty of the problem in
that order. Acceptable composite scores can not be attained if
time is taken to look up the answers. Only use the chart until
instant recall is obtained.
Do not turn the computer off to get out of this program if you do
not know the answer, because that will cause a TKO. Always look
up the answer; then, use option #8 of the main menu to exit Mitymath.
-9-
8.1 Addition
1 2 3 4 5 6 7 8 9* 10 11 12
.-------------------------------------------------------------
1 . 2 3 4 5 6 7 8 9 10 11 12 13
2 . 3 4 5 6 7 8 9 10 11 12 13 14
3 . 4 5 6 7 8 9 10 11 12 13 14 15
4 . 5 6 7 8 9 10 11 12 13 14 15 16
5 . 6 7 8 9 10 11 12 13 14 15 16 17
6* . 7 8 9 10 11 12 13 14 15* 16 17 18
7 . 8 9 10 11 12 13 14 15 16 17 18 19
8 . 9 10 11 12 13 14 15 16 17 18 19 20
9 . 10 11 12 13 14 15 16 17 18 19 20 21
10 . 11 12 13 14 15 16 17 18 19 20 21 22
11 . 12 13 14 15 16 17 18 19 20 21 22 23
12 . 13 14 15 16 17 18 19 20 21 22 23 24
Example 6 + 9 = 15
8.2 Subtraction
13 14 15 16 17 18 19 20 21 22 23* 24
.-------------------------------------------------------------
1 . 12 13 14 15 16 17 18 19 20 21 22 23
2 . 11 12 13 14 15 16 17 18 19 20 21 22
3 . 10 11 12 13 14 15 16 17 18 19 20 21
4 . 9 10 11 12 13 14 15 16 17 18 19 20
5 . 8 9 10 11 12 13 14 15 16 17 18 19
6 . 7 8 9 10 11 12 13 14 15 16 17 18
7 . 6 7 8 9 10 11 12 13 14 15 16 17
8 . 5 6 7 8 9 10 11 12 13 14 15 16
9* . 4 5 6 7 8 9 10 11 12 13 14* 15
10 . 3 4 5 6 7 8 9 10 11 12 13 14
11 . 2 3 4 5 6 7 8 9 10 11 12 13
12 . 1 2 3 4 5 6 7 8 9 10 11 12
Example 23 - 9 = 14
8.3 Multiplication
1 2 3 4 5 6 7* 8 9 10 11 12
.------------------------------------------------------------
1 . 1 2 3 4 5 6 7 8 9 10 11 12
2 . 2 4 6 8 10 12 14 16 18 20 22 24
3 . 3 6 9 12 15 18 21 24 27 30 33 36
4 . 4 8 12 16 20 24 28 32 36 40 44 48
5 . 5 10 15 20 25 30 35 40 45 50 55 60
6 . 6 12 18 24 30 36 42 48 54 60 66 72
7 . 7 14 21 28 35 42 49 56 63 70 77 84
8 . 8 16 24 32 40 48 56 64 72 80 88 96
9* . 9 19 27 36 45 54 63* 72 81 90 99 108
10 . 10 20 30 40 50 60 70 80 90 100 110 120
11 . 11 22 33 44 55 66 77 88 99 110 121 132
12 . 12 24 36 48 60 72 84 96 108 120 132 144
Example 9 X 7 = 63
-10-
8.4 Division
1 2 3 4 5 6 7 8 9 10 11 12
1 --- --- --- --- --- --- --- --- --- ---- ---- ---- =1
1 2 3 4 5 6 7 8 9 10 11 12
2 4 6 8 10 12 14 16 18 20 22 24
2 --- --- --- --- ---- ---- ---- ---- ---- ---- ---- ---- =2
1 2 3 4 5 6 7 8 9 10 11 12
3 6 9 12 15 18 21 24 27 30 33 36
3 --- --- --- ---- ---- ---- ---- ---- ---- ---- ---- ---- =3
1 2 3 4 5 6 7 8 9 10 11 12
4 8 12 16 20 24 28 32 36 40 44 48
4 --- --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- =4
1 2 3 4 5 6 7 8 9 10 11 12
5 10 15 20 25 30 35 40 45 50 55 60
5 --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- =5
1 2 3 4 5 6 7 8 9 10 11 12
6 12 18 24 30 36 42 48 54 60 66 72
6 --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- =6
1 2 3 4 5 6 7 8 9 10 11 12
7 14 21 28 35 42 49 56 63 70 77 84
7 --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- =7
1 2 3 4 5 6 7 8 9 10 11 12
8 16 24 32 40 48 56 64 72 80 88 96
8 --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- =8
1 2 3 4 5 6 7 8 9 10 11 12
8 18 27 36 45 54 63 72 81 90 99 108
9 --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----- =9
1 2 3 4 5 6 7 8 9 10 11 12
10 20 30 40 50 60 70 80 90 100 110 108
10 --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- =10
1 2 3 4 5 6 7 8 9 10 11 12
11 22 33 44 55 66 77 88 99 110 121 132
11 --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- =11
1 2 3 4 5 6 7 8 9 10 11 12
12 24 36 48 60 72 84 96 108 120 132* 144
12* --------------------------------------------------------- =12*
1 2 3 4 5 6 7 8 9 10 11* 12
Example 132 divided by 12 = 11
-11-
8.5 Fractions And Decimals
1 1 1 1
--- = 50% --- = 25% --- = 20% ---- = 10%
2 4 5 10
8.6 Rules For Positive And Negative Numbers
1. When adding positive and negative numbers take the numerical
difference and use the sign of the large number. For example,
-7 plus 4 = -3
2. When subtracting positive and negative numbers, change the sign
of the subtrahend; then, proceed the same as in addition. For example,
8 minus -5 = 13
3. When multiplying positive and negative numbers, like signs carry
a positive sign and unlike signs carry a negative sign. For example,
-3 times -4 = 12, or -3 times 4 = -12.
4. When dividing positive and negative numbers; again, like signs carry
a positive sign and unlike signs carry a negative sign. For example,
-12 divided by -3 = 4, or -12 divided by 3 = -4.
These examples represent some of the pilot problems. This series
has the combination group, which is a combination of all of the pilot
problems in a mixed order. These pilot problems are also presented
with some fractions, percentages, decimals and positive and negative
numbers in the higher levels. MITYMATH contains over 1500 possible
problems in its data base.
9.0 Strategy Of Running MITYMATH
The composite score calculations are based on three things:
1. The numerical grade.
2. The speed of entry.
3 The difficulty factor of the problem.
First and foremost, you must enter the right answer. (Use your practice
diskette until you know all of the correct answers instantly.) Visually
check the entry that you have made to see that no typographical error
has been made. The numerical grade has the greatest effect on the
composite score. The total accumulated entry time is considered next
with some effect on the total score. Last and with the least effect is
the difficulty factor of the problem.
The quit option can be used while solving any of the problems (form #7.)
This option was put into the program so that beginners would have a way
out of the program without having to finish the remaining problems. When
`Q' for quit is entered, the computer records the quit in the progress
report; then, closes all database files and returns to DOS. Each time
that quit is used the composite score is downgraded. The amount depends
on the number of times that quit has been used.
1 quit and .001 will be deducted from the composite score.
2 quits and .016 is deducted,
3 quits and .081 is deducted,
4 quits and .256 is deducted,
5 quits and .625 is deducted.
-12-
The amount deducted accelerates ((N^)^)X.001
This discourages the advance student in State, Local and National
competition from using the quit option to evade a poor composite
score.
The best strategy for the student is to use the practice diskette and
strive to make 100% on the numerical score; then, concentrate on
improving the speed of entering the answer. The student should continue
on this procedure until the desired degree of perfection is reached;
then, start a new working disk for competition. He or She should check
option #3 of the main menu frequently to avoid running the same project
over again. Duplicates are not acceptable in competition.
You are now ready to print out a hard copy of your progress report and
mail it in to the Host of the Math America Tournament. You could win a
State or National Championship. (See paragraph #11.4 for details.)
10.0 Rebates
The Host of the Math America Tournament will give a $5.00 rebates
under the rules listed below:
1. You must be a registered student and must have mailed in at
least one progress report within the last six months for each
rebate.
2. The only other condition to meet is that the person you transfer
this program to registers it with the Math America Tournament Host
and your name and address is listed as donor on this program's form
#9091. The form #9091 is the standard registration form that can
be printed out from option #6 of the main menu of MITYMATH.
There is no limit to the number of $5.00 rebates that you receive.
11.0 The Might Of MITYMATH
MITYMATH is a powerful program. It has three separate personalities:
1. The free version - Getting Acquainted
2. Mitymath - The Tactical Learning Tool
3. Championship Math - You Could Win $100.00
11.1 The Free Version Of MITYMATH
The free version of MITYMATH is a fast running math program. The two
modules; addition and subtraction, have twelve projects each with
five problems in each run. There is a total of 120 different problems
presented out of 360 different possibilities. Each run is presented in
a different order with no duplicates. 1991 MATH-100 certificates will
be awarded to unregistered contestants by the Host of the Math America
Tournament as an incentive for motivation.
11.2 MITYMATH - The Tactical Learning Tool
The free version of MITYMATH includes all of the necessary software
for running all modules. The subtraction, multiplication, division
and the combination modules that are locked out in the free version
can be activated by registering your copy of the program. Option #4
of the main menu will bring up form #16. Page one and two tells you
how to register your program. You can get a print out of the order
form from the menu on page two of form #16.
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After registering your copy of MITYMATH you will be able to run the
complete program. You may keep this program and use it without being
an active member in the club or mailing in any progress reports. The
results of your effort can be accurately monitored by the composite
scores recorded in sequential progress reports.
11.3 Championship Math
Competition is just another way of asking: how do you measure up
to the task? What can be used as a yardstick to measure one's
ability to perform well in fundamental math? This program uses the
age to separate the students into 8 levels, 0 through 7. Those levels
of increased difficulty relate to the school grades, kindergarten
through grade eight. The computer sets the level automatically, based
on the student's age and will advance the level, by one, at the end of
the calendar year (December 31) regardless of the his or her grade in
school. The higher level, open class, is made available to all students
under 15 years of age.
The Host of the Math America Tournament will recognize one student for
each of the eight difficulty levels from all of the fifty states and
the District of Columbia as state champions, based on the highest valid
composite scores that have been mailed in. These state champions will
receive our M.A.T.H certificate of proficiency (suitable for framing.)
Only green composite scores with no TKO's are acceptable. ASCII check
sums must be verified. All M.A.T.H. progress reports that are mailed
in to the Host of the Math America Tournament become the property of
M.A.T.H. and will be discarded after the data has been recorded on
computer; therefore, they cannot be returned. (Please note that no
address or telephone numbers will be included in this data.)
11.4 NATIONAL CHAMPIONS $800.00 IN CASH AWARDS
The contestant with the highest valid composite score from each of the
eight levels will be recognized as a National Champion. The parent or
guardian of these eight National champions could be eligible to receive
a $100.00 cash award from the Host of the Math America Tournament.
The cash award is subject to the consent of a parent or guardian of
the winning student and is void where prohibited by law.
In the event of a tie, the student with the progress report which has
the least total time on their working diskette will be declared the
winner. Competition for the 1990-1991 Tournament will begin now and end
December 31, 1991. The winners will be announced in January of 1992.
The decision of the judges is final.
NOTE of caution. National championship winners may be called on to
demonstrate their superior performance on MITYMATH with a computer.
12.0 Primary Distributors
There is a rep number on every registration form that is sent in to
M.A.T.H. for processing. These rep numbers are those that have been
assigned to our primary representatives for that calendar year. They
will be paid a $10.00 commission for each 10 of their registrations that
is completed in that year. Anyone wishing to become a representative
may request that a separate and unique diskette be compiled with his
or her own exclusive rep number listed. The cost of this procedure is
$50.00. This includes a registered working copy of MITYMATH. Type a ~
from the main menu to get the application request form #20. Commission
will be paid only to the representatives with assigned rep numbers.
Notice to all distributors: only the unaltered files MITYMATH.EXE and
MITYMATH.TXT may be used for distribution.
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12.1 Bulletin Board Distribution
A SysOp may wish to carry this program for distribution on His or Her
bulletin board. The Host of the Math America Tournament will assign
an exclusive rep number and pay a primary representative's commission
to the owner or System Operator of the bulletin board. See paragraph
#12.0 on how to apply. Bulletin boards operators are also eligible for
the $5.00 rebates. Rule #1 of the rebate policy is excluded for bulletin
board operators. (See paragraph # 10.0 for rebate.)
12.2 Software Distributors
All public domain, shareware and software distributors are eligible to
become a representative. They may use the files, MITYMATH.EXE and
MITYMATH.TXT, for promotion or to sell at any price up to $10.00, as
they see fit. The Host of the Math America Tournament will assign an
exclusive rep number and pay a representative's commission to each.
See paragraph #12.0 on how to apply. These primary software distributors
are also eligible for the $5.00 rebates. Rule #1 of the rebate policy is
excluded for these primary software distributors. (See paragraph #10.0
for rebates.)
12.3 Schools, Groups and Tutors
The Host of the Math America Tournament will compile a special version
of the complete MITYMATH program for distribute to schools, groups and
math tutors. This version will allow you to issue your own ID codes to
all of your students so they can run the complete MITYMATH program.
This special introductory offer includes a completely new and unique
customized program diskette and the `KEYdisk'to make your own C Codes
to open MITYMATH for all of your students. The total one time cost for
this service is only $100.00. That is the cost of four individual
memberships. Your students have all of the privileges of other MITYMATH
club members and you are eligible to receive primary distributors money
and the rebates due you. This offer is good until December 31, 1991.
12.4 Dialing The 1-800 Number
Our 800 number terminates into a phone line that is used for our
bulletin board (OKC-school-NET) from 6:00 AM to 6:00 PM on week days.
If you dial the 800 Number during those hours it will ring unattended.
Please call the 800 number only during the hours of operation;
Week days;(6:00 to 10:00 PM), or
Week-ends Friday 6:00 PM until Sunday at 6:00 pm.
Greater Oklahoma City area callers should use 843-2055 only.
Please have your program profile at hand when you dial 1-800 678-8603.
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Thank you;
Your Math America Tournament Host
Harley C. Lewis
2825 Cambridge Court
Oklahoma City, Ok 73116
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