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- ---------- Math Sampler ----------
- Version 1.10
-
-
- Program and documentation copyright John M. Gallant, 1993-94
-
-
-
-
-
- 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 written instructions. If
- the student cannot read these instructions, go through the game
- once or twice with the student and read the instructions aloud.
-
-
- At the easy level, the problems are presented horizontally
- and the maximum sum is five. At the medium level, sums are done
- vertically and horizontally and the sums are up to ten. The hard
- level does not use the counting objects.
-
-
- Subtraction (the key with 5-4=?)
-
- Multidigit subtraction problems are presented with this game.
- The left side of the screen has a multidigit subtraction problem.
- The right side has a set of cages set into bricks. Steel doors
- close over the numbers in the cage when the cursor comes near
- them. The student must look at the problem, decide which numbers
- will be needed to solve the problem, and try to get the numbers
- out of the cages before the door closes. This will take a little
- practice but it is fun. If the doors are a problem then go to the
- main menu and select the 's' key. This will stop all the doors.
-
- The student should solve the problem one column at a time,
- from ones column to tens, and so on. This is a more natural
- method than is used in almost all other math games.
-
- The boxes above the problem are for regrouping (borrowing).
- They do not need to have numbers in them to get the problem
- correct. They are only there as an aid. For example, if you want
- to borrow one from the six in the tens column, catch a five and
- place it in the box above the six. The computer will strike
- through the six and place a small one near the upper number in
- the ones column. Remove the five and the computer will put
- everything back.
-
- When a problem is answered incorrectly, the computer will
- change the color of the box containing the error from blue to
- red. The regrouping boxes are ignored unless the difference is in
- error. The student only needs to correct the numbers in the red
- boxes. This helps the student quickly identify the error and
- correct it.
-
- There is no borrowing at the easy level and only two digit
- problems are given. Borrowing is introduced at the medium level.
- The hard level includes double borrowing (borrowing through a
- zero) and three digit numbers.
-
- Multidigit Addition Instructions (the box with 12+34)
-
- This is a set of lessons on how to solve multidigit addition
- problems. The student is not required to answer any questions.
- Select one of the problems with the mouse and press the 'go' key.
- The computer will go through step-by-step instructions on how to
- solve the problem. If you want to pause at any point, press the
- 'pause' button. Press 'go' again and the computer will continue
- from where it left off. The 'fast', 'medium', and 'slow' keys
- change the speed of the lesson.
-
-
- Multiplication (the box with 7x8=?)
-
- Catch the numbers as they pop up from behind the wall. One is
- the correct answer to the problem. Put it in the box and press
- "check" to check your answer. The easy level covers the 1, 2, and
- 3 tables. Medium covers the 0 through 6 tables. The hard level
- covers the 0 through 9 tables and also includes missing-factor
- problems. These are problems of the type ?x2=6 and 4x?=20.
-
-
- Division (the box with 9รท3=?)
-
- This game is a timed division test. The challenge is to
- answer the questions within two minutes. Each time a question is
- answered the green frog hops. Race the other frog across the
- screen. The 's', 'm', and 'f' keys in the main menu select 5, 10
- or 20 questions per set. The easy level uses the 1, 2, and 3
- tables. The medium level uses the 1 through 6 tables. The hard
- level uses the 1 through 9 tables and also uses missing-factor
- problems.
-
-
- IF YOU HAVE PROBLEMS WITH THE PROGRAM
-
- We hope you never have any problems but if you do, the
- program will try to print a message to the screen. Here are some
- examples.
-
-
- "Could not find an EGA or VGA card"
-
- This message will be displayed when you try to run the
- program on a computer without the proper display driver card.
- Earlier CGA monitors do not have sufficient resolution for the
- text that accompanies the instructions and are not supported.
- Monochrome systems are also not supported. The program will work
- fine on true EGA and VGA systems.
-
-
- "Not enough memory"
-
- Although the program will work with systems with less than
- 512K of memory, most of that memory must be available to the
- program. Some computers have memory set aside for RAM Disks or
- TSR programs. TSR (Terminate and Stay Resident) programs include
- such popup or background programs as Borland's Sidekick. These
- subtract from the memory available to the program. You may have
- to remove one or more of these to run Math Sampler. You will find
- them in a file called AUTOEXEC.BAT or CONFIG.SYS. If you are not
- familiar with these, seek out a friend who is or read the manuals
- that came with your computer. Another good place to get
- information on AUTOEXEC.BAT and CONFIG.SYS is in a book on DOS.
- There are usually several in the library.
-
-
- "Could not find file"
-
- This would most likely be caused by trying to run the program
- from a directory that does not include the "extra" files used by
- Math Sampler. These files typically contain graphic images that
- are loaded as needed. It is easiest to go to the drive and
- directory containing a copy of the complete set of programs that
- came on the distribution disk (the one you bought) and run from
- there.
-
-
- "Could not read file"
-
- This is more serious than not finding the file. It says the
- file was found but the computer was not able to read all of the
- information in the file. It is possible that the file has become
- corrupted. In that case, just replace the corrupted file with the
- one from your backup disk. (It is just as easy to start over and
- replace all of the files). It is also possible that the disk
- drive is having trouble reading the disk. Remove the disk from
- the drive and tap the disk on the table. Then reinsert the disk
- into the drive and try again. This does not work all the time but
- it is so simple that it is worth a try.
-
-
- The program runs but there is a bunch of junk flickering on the
- screen.
-
- If this happens, press the F1 key. If the flickering stops
- then you probably have an old EGA driver with less than a full
- complement of memory. True EGA has memory for two complete
- screens (called "pages"). Math Sampler needs both. Although many
- EGA programs will run on these cards, others will not. You might
- check with your hardware dealer about an upgrade.
-
-
- Program does not run at all.
-
- Hmm? Never heard of that happening. Try the disk on another
- IBM compatible. You should at least get a message in text
- identifying the program (before the First Magnitude screen). If
- you do not, then the disk or program has been corrupted or your
- disk drive may have an alignment problem.
-
-
- None of the above.
-
- Even though I tried very hard to make a foolproof program,
- there is still a chance that something could go wrong. When that
- happens, I would like to know about it. Be sure to get as much
- information ready before calling as possible. I need such
- information as type of computer, type of display, DOS version,
- TSR's that might be running, and a detailed explanation of the
- symptoms. The more complete the information the easier it will be
- to solve the problem.
-
-
- TELEPHONE SUPPORT
-
- If you have read and tried all of the above and still need
- help, you can call the following number (513) 436-0232. It will
- help if you have all of the information ready and you are sitting
- in front of your computer when you call.
-
-