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- .pl14"
- .lh2
- .rm68r
- .100,5,2
-
- FLASHCRD -- SIGN ON
-
- It is time to practice your math.
- Type your name and press enter to begin.
-
- The FLASHCRD program will look for your name in the FLASH.CFG file
- and let you use the profile values set by the FLASHCFG program.
-
- Work hard -- have fun -- learn.
-
- .rm68r
- .101,5,2
-
- FLASHCRD -- MENU
-
- FLASHCARD lets you practice your arithmetic facts.
- -- The Esc key ends the program.
- -- Menu items 1-7 give you practice.
- -- Menu item 8 lets you change the colors for this time.
- -- Menu item 9 lets you sign on under a different name.
- -- FLASHCRD writes your results to a file called PROGRESS. Look at
- it to see how you have been doing. You can print the PROGRESS file
- or delete it when it gets too long.
-
- Work hard -- have fun -- learn.
-
- .rm68r
- .300,3,2
-
- CONGRATULATIONS !
-
- Because you are using this product, we accept that you want to
- improve a student's command of arithmetic facts. We are also
- concerned with learning arithmetic, as well as developing strong
- work habits, a longer attention span, and a positive self image.
- With this software we have tried very hard to do all these things.
-
- This software replaces the repetitious turning of flash cards. The
- student controls the practice session within limits you define. We
- reward the student immediately for each correct answer and offer a
- clue to help when the answer is wrong. With your guidance and
- encouragement the student can use this tool to learn and practice.
-
- It has, however, ONE MAJOR SHORTCOMING. WE DO NOT GIVE HUGS. If
- you challenge your student with high but achievable expectations and
- follow up with encouragement and approval you can turn this process
- into an avalanche of learning. DO NOT EXPECT SOFTWARE TO WORK
- MIRACLES. Your love works miracles--we just practice arithmetic.
-
- The file FLASH.DOC offers more recommendations for effective use.
-
- .rm68r
- .301,30,10
-
- FLASHCFG -- FLASH CARD CONFIGURE
-
- This is where you tailor the FLASHCARD profile for each student.
- -- This screen shows the list of students now defined.
- -- Use Arrow keys, PgUp and PgDn to move the highlighter.
- -- Type A to add another. The student which is highlighted
- when you press A will be copied to give you a starting point.
- -- Type E to change the profile of the highlighted student.
- -- Type D to delete the highlighted student.
- -- Type S to save all changes back to the file. If you quit
- without doing this, changes are abandoned, including deletions.
- -- Press Esc to quit. If you don't use S first, then all
- changes will be forgotten.
-
- When the student signs on to FLASHCARD, it searches this file to
- match his name. Capitalization is ignored. Rules and colors you
- set up here govern how FLASHCARD looks to the student.
-
- .rm68r
- .302,6,10
-
- DELETE STUDENT
-
- If you type Y the student profile will be deleted from the
- list now in the FLASHCFG program. If you then save your changes,
- the student will also be deleted from the file. Type any other
- character than Y to avoid deleting the student.
-
- .rm68r
- .303,20,7
-
- FLASH CARD STUDENT PROFILE
-
- Use arrow keys to move the highlighter.
-
- Press ENTER to change the highlighted value. Another window will
- pop up. Press F1 for help then and you will get more help.
-
- Range: Sets low and high limits for numbers in each problem.
- Total: The number of problems a student gets at once.
- Order: Either give the problems in sorted order, or randomly.
- Timer: Number of seconds allowed per problem.
- Sound: Audio feedback.
-
- Press F10 to keep your changes or Esc to throw them away.
-
- .rm60
- .305,10,10
-
- ADD NEW STUDENT PROFILE
-
- Type the name of the student to be added. This is the name
- the student will use to sign on to FLASHCARD.
-
- Press ENTER to continue to the screen where you make the
- rules suit this student.
-
- Press Esc to go back to the list of existing students.
-
- REMEMBER: Your new student rules are not saved to the
- FLASH.CFG file until you type S on the first screen.
-
- .rm40
- .331,35,4
-
- RANGE 1 -- ADDITION
-
- The two numbers under RANGE 1 are the
- lowest and highest values that the
- student will see as the first number of
- any addition problem.
-
- For example, if you made these numbers
-
- 0 - 3
-
- then the top number of every addition
- problem will be 0, 1, 2, or 3.
-
- .rm40
- .332,35,4
-
- RANGE 1 -- SUBTRACTION
-
- The two numbers under RANGE 1 are the
- lowest and highest values that the
- student will see as the second number of
- any subtraction problem.
-
- For example, if you made these numbers
-
- 0 - 3
-
- then the 2nd number of every subtraction
- problem will be 0, 1, 2, or 3.
-
- .rm40
- .333,35,4
-
- RANGE 1 -- MULTIPLICATION
-
- The two numbers under RANGE 1 are the
- lowest and highest values that the
- student will see as the first number of
- any multiplication problem.
-
- For example, if you made these numbers
-
- 0 - 3
-
- then the top number of every multipli-
- cation problem will be 0, 1, 2, or 3.
-
- .rm40
- .334,35,4
-
- RANGE 1 -- DIVISION
-
- The two numbers under RANGE 1 are the
- lowest and highest values that the
- student will see as the second number of
- any division problem.
-
- For example, if you made these numbers
-
- 1 - 3
-
- then the 2nd number of every division
- problem will be 1, 2, or 3.
-
- This number can't ever be 0.
-
- .rm40
- .341,35,4
-
- RANGE 2 -- ADDITION
-
- The two numbers under RANGE 2 are the
- lowest and highest values that the
- student will see as the second number of
- any addition problem.
-
- For example, if you made these numbers
-
- 0 - 3
-
- then the 2nd number of every addition
- problem will be 0, 1, 2, or 3.
-
- .rm40
- .342,35,4
-
- RANGE 2 -- SUBTRACTION
-
- The two numbers under RANGE 2 are the
- lowest and highest values that the
- student will get as the answer for any
- subtraction problem.
-
- For example, if you made these numbers
-
- 0 - 3
-
- then the answer of every subtraction
- problem will be 0, 1, 2, or 3.
-
- .rm40
- .343,35,4
-
- RANGE 2 -- MULTIPLICATION
-
- The two numbers under RANGE 2 are the
- lowest and highest values that the
- student will see as the second number of
- any multiplication problem.
-
- For example, if you made these numbers
-
- 0 - 3
-
- then the 2nd number of every multiplica-
- tion problem will be 0, 1, 2, or 3.
-
- .rm40
- .344,35,4
-
- RANGE 2 -- DIVISION
-
- The two numbers under RANGE 2 are the
- lowest and highest values that the
- student will get as the answer for any
- division problem.
-
- For example, if you made these numbers
-
- 0 - 3
-
- then the answer of every division
- problem will be 0, 1, 2, or 3.
-
- .rm30r
- .313,2,5
-
- TOTAL
-
- This number sets the total
- number of problems a student
- will see at once. The student
- should get a healthy practice
- and cement the memories, but
- it should not take so long as
- to be punishment.
-
- HOWEVER...
- A short attention span is a
- challenge, not a reason to
- assign fewer problems.
-
- You will be surprised at how
- quickly the student learns.
-
- .rm45r
- .314,2,5
-
- PROBLEM ORDER
- Problems can be in sorted order. Speed drill
- practice is only useful in random order, but
- sorted order is good for first time learning.
-
- Learning multiplication, my son worked 2 sets
- of problems each day. I used the first set
- to introduce a new number and set it up to
- show problems in sorted order. See the notes
- in FLASH.DCO for more information.
-
- .rm40r
- .315,2,5
-
- PROBLEM TIMER
-
- Number of seconds allowed per problem.
-
- If you set the timer to a value of 0
- there will be no time limit for each
- problem. Other values set a countdown
- timer for each problem. If the problem
- is not answered in the allotted time, it
- is counted wrong.
-
- The goal is not to add pressure, but to
- limit daydreaming and promote trial-and-
- error over finger-counting. This is how
- you build memory.
-
- If 10-15 seconds imposes undue stress,
- then the student needs to do more
- problems per day to build skill and
- confidence. Shorter time intervals can
- be used to promote challenge, particu-
- larly with the sound set to ANNOY.
-
- .rm50r
- .316,2,5
-
- SOUND EFFECTS
-
- SILENT turns sound off entirely.
-
- REWARD whistles a little at each right answer.
-
- CENSURE adds a brief rebuking sound for errors.
-
- ANNOY gives the countdown timer bar an obnoxious
- sound when the student has more than ten percent
- errors. If the student likes to daydream at the
- keyboard, this usually cures it. For those who
- thrive on challenge, this is actually a
- motivator--beat the clock or keep it turned off
- with right answers.
-
- Most students should respond well to CENSURE. The
- error noises are more chiding than negative.
-
- All settings except SILENT also permit extra sound
- effects like CHARGE, WOLF WHISTLE, etc.
-
- .rm50r
- .401,22,5
-
- COLOR MENU
-
- If you entered this program from a FLASHCARD
- session, the changes you make will only last until
- you leave FLASHCARD. If you are running FLASHCFG,
- then you may save these changes with other user
- profile information.
-
- This list of items represents all the color
- choices used in the FLASHCARD program. Use the
- arrows to highlight one, and press Enter to make
- changes.
-
- F10 will keep your changes and exit.
-
- Esc will forget your changes and exit.
-
- HINT: Let students experiment on colors inside
- FLASHCARD before you change them with FLASHCFG.
-
- .rm70r
- .402,6,15
-
- COLOR MENU -- COLOR BARS
-
- You see all possible color combinations for EGA.
-
- Use the arrow keys to select colors which will please the eye, but not
- distract or strain vision.
-
- Press ENTER to pop out of the color bar menu with the new color.
-
- Press Esc to pop out of the color bar menu and restore the old color.
-