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- MATH.DOC
-
-
- MIGHTY MATH
- INSTRUCTION MANUAL
-
- copyright (c) 1990, Robert Homes
-
-
- Table of Contents
-
- Notice and Disclaimer
- A Note to Parents and Teachers
-
- 1. Overview and description
- 2. System Requirements
- 3. File List
- 4. Installation
- 5. Starting and Quitting
- 6. The Main Menu
- 7. Using the Menus
- 8. Play
- 9. Options
- 10. Tables
- 11. Scoring
- 12. Review
- 13. Help
- 14. Quit
- 15. How Mighty Math Began
- 16. About Quick Study
- 17. Registration and Orders
-
-
- Notice and Disclaimer
-
- All rights reserved. Produced in the U.S.A. No part of this
- software and accompanying materials may be used or reproduced in
- any form or by any means, or stored in a database or retrieval
- system, without prior written permission of the author.
-
- Permission is hereby given to copy and distribute the
- ShareWare (unregistered) version only, for evaluation purposes
- only, subject to the terms noted under "Enroll" or
- "Registration".
-
- Making copies of any part of the registered version of this
- software or accompanying materials for any purpose other than for
- your own personal use is a violation of United States and
- International copyright laws. For information, address Robert
- Homes, P. O. Box 500, Gulfport, MS 39502, USA.
-
- This software and accompanying materials are sold AS IS,
- without warranty of any kind, either express or implied,
- respecting the contents of same, including but not limited to
- implied warranties for the program's quality, performance,
- merchantability, or fitness for any particular purpose. Neither
- the author nor Brief*Case nor any other vendor or distributor
- shall be liable to the purchaser or any other person or entity
- with respect to any liability, loss, or damage caused or alleged
- to be caused directly or indirectly by this software or
- accompanying materials.
-
-
- A Note to Parents and Teachers
-
-
- The usefulness of Mighty Math may be reduced a bit at first
- for very young children, and others who just can't type. A
- certain level of typing skill is required to use any computer
- program. Nevertheless, with a few adjustments, I think you'll
- find that even small children can enjoy and benefit from the
- program.
-
- Mighty Math doesn't require much typing on the
- normal keyboard. All answers to problems are in the form of
- numbers, and those who lack typing skills can still handle the
- number pad on a keyboard very well. Therefore, even small
- children should do fine after a little practice.
-
- A more serious problem for very young children is that when
- they are at the age of tackling the times tables for the first
- time they may not be capable of reading and understanding these
- instructions and help screens, or using the Menus in the program
- without help. Just read these help screens for them, choose the
- options they'll need to get started, and help them to get
- acquainted with Practice Mode with you nearby.
-
- You can help a great deal by setting up the Options a child
- needs at each stage of his learning process, and saving the
- Options with the Options/Keep command. This way, the same
- Options will be set each time the program is run. Later, when
- the child advances, you can change the Options to fit the level
- he or she has reached.
-
- Another way to make the program easier to use is to automate
- the Play or Test mode operation at start-up. When you run Mighty
- Math, you may enter a "switch" on the DOS command line to
- automate things a bit. This works only with the Registered
- version of the program. Using the switch, you can start Mighty
- Math to automatically go to the Play mode you specify and begin
- Play. The switches are : P (for Practice), T (Test), and D
- (Demo). A slash character (/) must be placed before a switch on
- the command line. For example:
-
- MATH /t
-
- starts the program in Test Play mode. Of course, all options
- affecting Play would be set as indicated by any configuration you
- may have saved previously with the Options/Keep command.
-
- If you help in these small ways, you can make sure your
- child's experience with Mighty Math is an enjoyable one, and the
- time learning the tables will be quick and painless!
-
-
- 1. Overview and description
-
-
- The purpose of Mighty Math is to help people, especially
- kids, learn the times tables as quickly and enjoyably as
- possible. The program also helps with Division, Addition, and
- Subtraction tables; but the focus is on the basic Multiplication
- tables.
-
- The two Play modes make up the heart of the program; the
- modes are Practice and Test. Both work essentially the same, the
- main difference being that Test mode keeps track of the time you
- take, and scores your results. The program keeps track of the
- top 10 high scores. If you play Test mode and score in the top
- 10, your name, the date, and your score are recorded on the high
- scores list.
-
- There are several Options you can set to control the way
- the Practice and Test modes work. You select the options you
- want to use, then start either Practice or Test mode. The main
- option you must select is the "Operator", -- the type of
- mathematical operator you want to work with: Multiplication (x),
- Addition (+), Subtraction (-), or Division (%). The First Table
- and Last Table options determine which tables you will work with,
- from 2 to 12. These and the other options are explained fully in
- this manual, and more concisely in the help screens which are
- available from within the program itself.
-
-
- 2. System Requirements
-
-
- - IBM PC computer or 100% compatible
- - MS-DOS, 3.0 or later
- - 500K free RAM memory
- - Color and hard disk helpful, but not necessary
- - 640K free disk space
-
-
- 3. File list
-
-
- MATH.EXE The Mighty Math program.
-
- MATH.OPL Menu library file required by program.
-
- MATH.HLP On-line Help file required by program.
-
- MATH.DOC The Mighty Math manual, in a disk file. You
- can print the manual with any word processor
- that can handle plain ASCII text (almost all
- can). This file may be viewed from within
- the program, using the Help/Guide feature.
-
- MATH.CFG Sample configuration file; sets options used
- in the Play modes when working problems.
-
- MATH.PFG Sample Printer configuration file; sets options
- used by Print modules.
-
- MATH.SCO Contains sample scores. You can erase this
- file and start your own scores file. If
- Mighty Math doesn't find a MATH.SCO file, it
- will create one in the current directory.
-
- MATH.WRO Sample Wrong file; used to review problems.
-
- MATH.BUG A plain ASCII text file to use for keeping
- notes about any bugs you may find in the
- program. (I hope you never have to use it.
- But if you do, I hope you will do so freely,
- and send me a copy with your comments.)
-
- INVOICE.DOC A sample invoice form to use in registering
- the program or ordering additional copies.
- Remember, if you register, you'll receive an
- additional program free, and it is excellent.
-
- README.DOC Contains notes of recent program additions and
- corrections, description of program, and brief
- start-up instructions.
-
- DEMO.BAT, Files needed to run Quick Study Demo. All 3
- STUDY.DBD, must be in the current directory. To run the
- RDEMO2.EXE demo, enter 'DEMO' at the DOS prompt.
-
-
- 4. Installation
-
-
- First write-protect your original program disk, make a copy
- of it, and store the original in a safe place; use the copy to
- install and run the program. Write-protect the copy also. If
- you don't know how to make copies of files and disks, consult the
- DOS manual or ask someone with more computer experience before
- going further.
-
- The program files are "archived" in one file, called
- MATH.ZIP. The PKUNZIP program is provided for de-archiving the
- files. For automatic installation, use the INSTALL program
- provided on the distribution disk. For manual installation, use
- PKUNZIP directly to de-archive and copy the files. To get help
- with PKUNZIP, go to the directory where the PKUNZIP.EXE files is
- located, and enter "PKUNZIP" without parameters.
-
- (a) Note regarding floppy disk installation
-
- Note that to install Mighty Math on a 360k floppy disk,
- you may need to omit some files. The files most easily lost are
- those that contain the Quick Study Demo: DEMO.BAT, RDEMO2.EXE,
- and STUDY.DBD; these may have been included on your distribution
- disk, and if so, you may leave them off the copy.
-
- (b) Special installation options
-
- You can, if you want, run Mighty Math from a directory
- other than the one where you store the Mighty Math files.
- However, to do this, you must follow some important rules.
- These rules require that you know some advanced DOS commands,
- and how to create and use batch files. If you don't know DOS
- that well yet, skip this section for now.
-
- Mighty Math needs three files to run: the program file
- MATH.EXE, the Menu Library file, MATH.OPL, and the on-line Help
- file, MATH.HLP. If you want to use the Help/Guide feature, the
- manual file, MATH.DOC, must also be present. These files must
- all be in the same directory. You can, if you wish, delete the
- rest of the files from your hard disk directory or floppy disk
- copy.
-
- Moreover, Mighty Math keeps track of the directory it is
- stored in, regardless of which directory or drive you are in when
- you run it. For example, if MATH.EXE, MATH.OPL, MATH.HLP, and
- MATH.DOC are in the directory
-
- C:\MM
-
- and you are in the directory
-
- D:\WORK
-
- you can start Mighty Math by entering this at the DOS prompt:
-
- C:\MM\MATH
-
- Or you could put the C:\MM directory in your Path with
- the DOS command
-
- path C:\MM
-
- and run Mighty Math from any other directory just by typing
- "MATH" at the DOS prompt.
-
- Another approach could be to create a batch file to run the
- program, and put the batch file in a directory on your default
- path. Many users put their batch files in a directory called
- C:\BAT and keep that directory in the path setting at all times.
- A sample batch file might contain these commands:
-
- :MATH.BAT
- @echo off
- C:\MM\MATH
-
- Or, you could create a separate batch file for each person
- who intends to use the program on your system. Each batch file
- could put the user in his or her own special directory before
- invoking the program. For example:
-
- :BOB.BAT
- @echo off
- c:
- cd \bob
- C:\MM\MATH
-
- With this batch file, Bob could simply enter "BOB" at the DOS
- prompt to switch to the C:\BOB directory and run Mighty Math
- from there.
-
- All these techniques share a common goal: to set things up
- so that you can run Mighty Math from any directory in your
- system. And Mighty Math will let you do this; it doesn't care
- where you run it from, as it can always find its help file
- (MATH.HLP), library file (MATH.OPL), and manual file (MATH.DOC)
- as long as those files are in the same directory as MATH.EXE.
-
- However, there is one important condition you must heed if
- you run Mighty Math from a different directory than the one it is
- stored in. That is, you must be aware of the fact that Mighty
- Math needs to read and write four data support files: MATH.CFG,
- MATH.PFG, MATH.SCO, and MATH.WRO.
-
- You must not have any files with these names (unless they
- are Mighty Math files, of course!) in any directory you intend to
- run Mighty Math from. If you have any such files, you may run
- into two problems by running Mighty Math from the directory where
- they reside. First, Mighty Math may not start properly; it will
- attempt to read and use the data from one or more of these files,
- and will find the data incompatible; this may cause the program
- to halt suddenly without explanation, or exhibit other strange
- behavior. Second, Mighty Math may destroy your existing files
- with these names, by writing new files with the same names.
-
- The parts of the Mighty Math program that can create these
- disk files are:
-
- - Menu item Options/Keep creates the file MATH.CFG
- - Menu item Group/Print/Keep creates the file MATH.PFG
- - Menu item Review/Keep creates the file MATH.WRO
- - Making a top 10 score in Test mode creates MATH.SCO
-
- Each of these four files, if created, will be placed in
- the current DOS directory (the area of your hard or floppy disk
- you were in when you started the program). No warning is given
- when any of these files is created, so you must make sure you
- have no files with these names that aren't part of the Mighty
- Math system in any directory in which you intend to use Mighty
- Math.
-
- After reading the foregoing, you may decide not to run the
- risk of using Mighty Math from other directories; and it is a
- simple matter to go to the Mighty Math directory whenever you use
- the program. A batch file can make this automatic.
-
- But if you do decide to set things up so you can use the
- program from different directories (taking the precautions
- mentioned above), you may find this approach useful. For, it
- will allow several persons to use the program, and each user can
- keep his or her own configuration files (MATH.CFG and MATH.PFG),
- scores (MATH.SCO), and review file (MATH.WRO) in a dedicated
- directory just for that person. This would allow many students,
- or members of a family, to use the program on the same system
- without "stepping on each other's toes".
-
-
- 5. Starting and Quitting the Program
-
-
- To start the program, go to the Drive or directory where
- the Mighty Math files are stored, enter "MATH" at the DOS prompt,
- and press the ENTER key. (Or, use the advance techniques
- described in the preceding section.)
-
- The first screen you see is the Title Screen; it displays
- the name of the program and the copyright information. If the
- program is registered, the Serial Number will appear in the title
- window. If you're running an un-registered version, there will
- be a forced delay before you can go on. Press ENTER to leave the
- Title screen and go to the main menu.
-
- Once you are in the program, you can get help by selecting
- Help from the main menu. You can also press F1 to get immediate
- help about the particular activity or menu item you're on.
-
- To quit the program, select Quit from the main menu; a
- sub-menu appears with the choices "Yes" and "No" -- press "Y" to
- select "Yes".
-
- See the "Special Note to Parents and Teachers" at the
- front of this manual for a discussion of command line options
- available when starting the registered version of the program.
-
-
- 6. The Main Menu
-
-
- The 6 selections on the main menu are:
-
- ■ Play - work the problems
-
- ■ Options - set options to control play
-
- ■ Tables - view tables and high scores
-
- ■ Review - re-work problems you missed in Play
-
- ■ Help - get instuctions about the program
-
- ■ Quit - leave the program
-
- When you choose one of these topics, a sub-menu appears,
- with items that apply to that topic. See the descriptions of
- each topic in the following sections of this manual.
-
-
- 7. Using the Menus
-
-
- Use arrow keys and other cursor-pad keys to move through
- the menus. Cursor keys include Home, End, PgUp and PgDn.
- WordStar keys also work: thus, Ctrl-S moves left, Ctrl-D right,
- Ctrl-E up, and Ctrl-X down. Control key combinations like these
- may be written as follows: ^S (same as Ctrl-S). To enter a
- control key combination, hold the CONTROL key down while tapping
- the appropriate letter key.
-
- Select menu items by pressing the first letter of the item,
- or moving the bar highlight to the item and pressing ENTER. The
- SpaceBar acts like ENTER in many situations.
-
- Press the ESCAPE key to back out of menus and most
- information and help screens. The dot key (.) acts like ESCAPE
- throughout the program. The left and right arrow keys move left
- and right through the sub-menus; if used while a prompt screen is
- displayed, they usually return you to the menu system.
-
-
- 8. Play
-
-
- Before starting play, set desired values in the Options
- menu (see below). Then go the the Play menu and choose Practice,
- Test, or Demo mode. Press ESCAPE to abort play in any mode. You
- can also abort by pressing ^Q (Ctrl-Q); this by-passes the score
- and review screens that otherwise would appear when you end a
- play session.
-
- Practice and Test modes are similar; the chief difference
- is that timing and scoring aren't used in Practice. When an
- equation (like "2x2") is highlighted on the grid, you must type
- the answer. There's no need to press ENTER -- Mighty Math knows
- how long each answer should be. You can use BackSpace to go back
- and change the first part of an answer, but not after entering
- the last number. Thus, if the problem is "11x12", the answer is
- "132", and you enter the "1" and "3", you can back up, but you
- can't back up after entering the "2".
-
- When you enter a right answer, a "bomb" explodes and erases
- the question from the play grid. (The appearance of the bomb can
- be changed in the Options menu.) If you enter a wrong answer,
- the problem stays on the grid, but changes color.
-
- In Practice Mode, if the "Answer Help" option is set to 1
- or 2, you may be shown the correct answer after you enter a wrong
- one.
-
- In Practice and Test modes, you're only allowed 2 wrong
- answers to a particular question. In Test Mode, there's an
- additional limitation -- when the total wrong answers reaches the
- number set in the "Wrong Allowed" option, Test mode terminates.
-
- In Test or Practice, you can skip a problem and put off
- answering it by pressing ENTER before starting to type an answer.
-
- While in Practice or Test mode, you can get help by
- pressing F1 or "?", toggle Sound on and off with ^S, and change
- the appearance of Bombs with ^B.
-
-
- 9. Options
-
-
- To change an option, go to the Options menu, and select the
- option you want to change; an option cycles through it's possible
- settings when you select it.
-
- The main option is the Operator. Possible Operators are:
-
- + (addition) x (multiplication)
- - (subtraction v (division)
-
- The Range setting determines how far from the first
- questions Mighty Math will go to get the next question. A Range
- of 1 forces the questions to proceed in the order presented;
- Range 2 forces the next question close to the first; Range 10
- lets Mighty Math choose any question on the board.
-
- First and Last Table options set the first and last tables
- to work with; for example, set First to "2" and Last to "12" to
- work on the 2 through 12 tables.
-
- The "Wrong Allowed" option sets the number of wrong answers
- Mighty Math will allow before terminating play in Test mode; set
- this between 0 and 15.
-
- "Erase Grid" controls what happens when you enter a right
- answer; if this option is set to "Yes", the Question is erased
- from the Play Grid and replaced with a blank space; if Erase Grid
- is set off ("No"),the Question is replaced with the correct
- Answer.
-
- "Demo speed" sets the delay in Demo mode between display of
- questions and answers.
-
- "Bombs" sets the style of bombs that erase questions when
- you enter a right answer.
-
- "Sound" toggles the program sounds on/off.
-
- The "Priors Shown" option determines whether all or part of
- the questions in a particular table are shown on the Play screen.
- This option only applies when you choose a First Table greater
- than 2. What this option does is best seen and appreciated when
- you run the program; try setting the option on, then go to Play
- mode and use Test or Practice; then set the option off and return
- to Play mode to see the difference.
-
- "Color set" selects one of 9 color sets for the Play
- screen. The sets are:
-
- Blue Yellow
- Green Brown
- Cyan Gray
- Red Monochrome
- Magenta
-
- "Initialize" re-sets all options to their original default
- values.
-
- "Keep" saves option settings in the file MATH.CFG. Each
- time Mighty Math starts, it configures the options to the values
- in that file, if it exists; if MATH.CFG is not found in the
- current directory, the option values are set to the program
- defaults used by the Initialize option.
-
-
- 10. Tables
-
-
- The Tables menu offers several choices for viewing and
- printing the various tables, and seeing the lists of high Scores.
- See the separate topic on Scoring for a description of how scores
- are calculated and how to see the high scores.
-
- You can re-set the current Operation in the Tables Menu;
- this works the same as the similar item on the Options Menu.
-
- Choose View to display tables on the screen. When you
- select View, the tables for the current Operation are shown,
- starting with the table designated by the First Table option on
- the Options Menu. When viewing one table, use the ENTER key or
- SpaceBar to flip through the tables. The PgUp, PgDn, Home, and
- End keys also work. Press ESCAPE to exit from the Tables view.
-
- Choose Print to print one or more tables on the printer, or
- to a disk file. You can print any table from 0 to 99. Use the
- Scope item on the Print Menu to enter one or more tables to
- print. You can enter just one number, or several. Use commas
- and dashes to indicate which tables to print. For example the
- Scope entry
-
- 2,4-6,8
-
- selects the 2, 4, 5, 6 and 8 tables to print.
-
- To print, first set the Print Options to any desired
- values, then select "Go" from the Print menu to start printing.
-
- You can re-direct printing to a disk file by setting the
- "Device Out" print option to FILE.
-
- The Print Option "Units" can be set to "One" or "All".
- Use the One setting to print just one Table. When Units is set
- to "All", each Table included in the Scope setting will be
- printed.
-
- You can press ESCAPE at any time to pause printing; when
- printing is paused, you have the option to continue, or abort
- printing. When you abort printing, Mighty Math still prints the
- rest of any Table it was printing at the time.
-
- If the Device Out option is set to PRINTER (rather than
- FILE), the printer may not stop immediately after you press
- ESCAPE or after the current Table is finished printing. This is
- due to the fact that characters may be stored in the printer's
- internal buffer. If this occurs, you must wait for the printer
- to finish printing what's left in its buffer, or turn the printer
- off manually.
-
- The Tables to be printed will be for the current Operator.
-
- See the on-line context-sensitive Help System for help with
- each individual Print Option.
-
- You can change and save print settings before printing.
- Remember, to start printing, select "Go" from the Print Menu.
-
-
- 11. Scoring
-
-
- To see the lists of High Scores, select Scores from the
- Tables Menu, then pick the category you want to see (categories
- are the same as the Operators). Press ENTER while viewing one
- category to see the next.
-
- Scoring is based on the overall number of right and wrong
- answers, with bonuses for setting high Range and low Wrong
- Allowed options, and for average times less than 17.5 seconds
- (1750 hundredth-seconds) per problem.
-
- When you finish a Test session, a screen appears with a
- display of the results. A "Basic Score" is shown, then any
- "Bonuses" that are added to arrive at the Final Score.
-
- There are three things that cause bonus points to be added
- to your score.
-
- The first is a time bonus. There is one bonus point for
- each 100th of a second your average time is less than 17.5
- seconds per problem. For example, say you work 10 problems in a
- Test session, and take 15 seconds to do it. This would be an
- average time per problem of 1.5 seconds, or 150 hundredths of a
- second. This average would be 1600 hundredths of a second below
- 17.5 seconds, so the bonus would be 1600 points. The highest
- time bonus you can score (in theory) would be 1750 points, but
- you would have to average 0 seconds per problem to do it! I'm
- able to average about 1.6 seconds per problem at my fastest
- speed, which is about 1600 bonus points.
-
- The second thing you can get bonus points for is using a
- Range option setting of more than 1. You get the highest bonus
- points for setting the Range option to its maximum, 10. A Range
- setting of 10 would mean 1700 bonus points. A Range setting of 1
- would mean no bonus points. This is appropriate, because if you
- set the Range to 1, you can see in advance what each question is
- going to be before you get to it, and you can go much faster if
- you have that little bit of extra time to think ahead.
-
- The last thing you can score bonus points for is using a
- "Wrong Allowed" option setting of less than the maximum, 15. If
- you set "Wrong Allowed" to 0, you can score a maximum bonus of
- 1700 points. This rewards those who attempt to work the problems
- under the pressure of knowing that the first time they miss a
- problem, the Test is going to abort.
-
- The optimum Basic Score is 5,000 points. You can only
- achieve this score if you work all 66 problems in Test mode, and
- get them all right the first time.
-
- If you work all 66 problems at an average speed of 1 second
- per problem, set the "Wrong Allowed" option to 0, and the "Range"
- option set to 10, you can score 5,000 bonus points.
-
- An optimum over-all score (5,000 Basic Score, plus 5,000
- Bonus points) would be 10,000. I have not been able to quite
- reach this optimum because I can't work at a speed of 1 second
- per problem. I have come close, using the number keys on the top
- row of the keyboard to enter answers; someone who uses the number
- pad may be able to achieve a score of 10,000 or a little more.
-
- When you play in Test Mode, and score in the top 10 in a
- category, your name and score are saved and will be seen when
- viewing the High Scores in that category. The High Scores can't
- be changed (except by making a higher score in Test mode), but
- you can erase all the scores by deleting the file MATH.SCO.
-
-
- 12. Review
-
-
- Select Review from the main menu. Three choices appear on
- the Review menu: Work, Keep, and Read.
-
- If an operator sign (+, -, x, or %) appears next to the
- Work selection, there is a set of problems stored for review.
- These are usually items missed when you last used Practice or
- Test play. To review them, select "Work".
-
- To save a set of missed problems that was stored when you
- used Practice or Test play, select "Keep"; this saves the
- problems in the MATH.WRO file. To re-load the problems from that
- file, select "Read".
-
-
- 13. Help
-
-
- Select the Help item from the Main Menu to see a Help Menu
- containing a list of the main help topics available. Pick the
- item you want to see and press ENTER to display the help screen.
- You can also enter the help system from almost any point in the
- program by pressing F1. This gives "context-sensitive" help
- about the menu item or activity you're on when you ask for help.
-
- Once in the help system, you can move around to other help
- topics or view the list of all topics. Use F1 to see the list of
- topics. Use the TAB key to go to high-lighted cross-reference
- words and press ENTER on the word to go to the help topic named.
- Use Alt-F1 to back up to the previous topic.
-
- When you have displayed one of the Help screens, you can
- scroll up and down to see any portions that are off-screen. Use
- the cursor arrow keys, and the PgUp, PgDn, Home and End keys.
- Press ESCAPE to exit Help and return to the Main Menu.
-
- One item on the Help Menu, Guide, is different from the
- others. When you select Guide, Mighty Math looks for the file
- MATH.DOC in the same directory where the program file, MATH.EXE,
- is located. MATH.DOC is this Mighty Math manual in a disk file.
- If the manual file is found, it will be displayed on the screen,
- and you can browse through it with the cursor keys. To leave the
- manual screen and return to the menu, press ESCAPE or Ctrl-K-Q.
-
- While viewing the manual file with the Help/Guide feature,
- you can perform simple searches. Press ^QF to initiate a search,
- then enter the word or phrase to search for. You will be asked
- to enter one or more search option letters. The "U" option makes
- the search Un-case-sensitive (that is, treats Upper case the same
- as lower case). Other options are self-explanatory.
-
-
- 14. Quit
-
-
- Select Quit from the Main Menu and a short Quit menu
- appears with two choices: "Yes" and "No". Choose "Yes" to exit
- the program. "No" returns you to the opening screen, where you
- can either return to the program (by pressing ENTER) or quit (by
- pressing ESCAPE).
-
- You can also quit by pressing ESCAPE twice from the Main
- Menu; the first ESCAPE returns you to the opening screen, and the
- second terminates the program.
-
-
- 15. How Mighty Math Began
-
-
- The basic concept behind Mighty Math is one which I noticed
- when I tried to teach my own three boys the times tables. I'll
- never forget how they agonized for months over the 13 sets of
- tables their grade school teacher had given them -- and how little
- progress they seemed to make. They were dealing with a total of
- 169 problems -- from "0 x 0" to "12 x 12", consisting of 13
- problems on the 13 tables from 0 to 12. It wasn't fun and it
- wasn't easy. That's when I developed the Mighty Math system.
-
- It wasn't a program yet, we didn't even own a computer.
- Mighty Math then was just a big chart on a poster, taped to the
- refrigerator door in our kitchen. But that chart was the same
- one you'll find in the Mighty Math program. And it made learning
- the times tables fun at last. The only bad part was that all
- that work didn't get used long -- the boys learned the tables in
- less then a week, and the chart was retired.
-
- Why does the Mighty Math chart work? I don't think there's
- only one reason; its a combination of several things, all of them
- important to kids trying to tackle this bane of childhood. But I
- believe the main reason is that the chart makes kids realize that
- there really aren't 169 problems in the times tables -- they're
- only about a third of that. And they can see all of them on the
- chart at one time.
-
- Mighty Math reduces the number of the problems from 169 to
- 66 by eliminating problems involving 0 and 1, and then discarding
- duplications. Almost two-thirds of the problems most children
- are forced to learn are unneccessary; the only purpose they serve
- is to wear the kids down and confuse them into thinking the task
- is more difficult than it is. It is not necessary to "learn"
- (i.e. memorize) 13 problems involving 0. Once you know that 0
- times any other number is 0, you have no need to "memorize"
- any problems with 0 as one of the numbers. The same thing is
- true for 1: once you know that 1 times any number is that number,
- you don't have to memorize any 1 times tables.
-
- Eliminating 0 and 1 from the times tables leaves 132
- problems. But when you look at those problems closely, you will
- soon see that 66 of them are nothing more than duplicates of the
- others. The problem "7 x 12" is exactly the same as "12 x 7".
- All you, as a kid learning the times tables, need to know is that
- the order of the "multiplier" and the "multiplicand" (or whatever
- they call the darn things these days) is totally irrelevant and
- immaterial. Once you know that, you can eliminate the 66
- problems that are duplicates from the tables. This leaves you
- with 66 problems to memorize. You already feel 100% better.
-
- The chart shows this reduction in the problems at a glance
- -- you see on the chart all of the problems you have to learn,
- and they don't seem so difficult that way. Another good thing
- about the chart is it shows you that each time you learn another
- table, you have one less problem to learn on the next table. You
- learn "2 x 2" through "2 x 12" on the two times table, but you
- only have to learn "3 x 3" through "3 x 12" on the threes table.
- (The "3 x 2" problem was eliminated as a duplicate of "2 x 3".)
- By the time you get to the 12 times table, you only have ONE
- problem to learn: "12 x 12"!
-
- Another nice thing about the chart is that you can jump
- around to randomly select problems when you want, or you can stay
- near the top of the set if you want. That's what the Range
- option does. You can set the Range to 1 at the beginning, and
- work your way through the problems one by one until you get to
- unknown (un-memorized) territory; again, you see right where you
- stand with respect to all the problems on the board every step of
- the way.
-
- Mighty Math adds further advantages: hints at the right
- times, timing and scoring to introduce competition as an extra
- incentive to learning, and it saves the problems you missed and
- lets you review them later, whenever you wish.
-
-
- 16. About the Quick Study program
-
-
- I have written another program, similar in approach to
- Mighty Math, called Quick Study. When you order a registered
- copy of Mighty Math, you get a free disk with the other program.
- See part 17 below for more information. I'd like to take this
- opportunity to tell you about Quick Study. It goes hand in hand
- with Mighty Math in working on basic learning skills.
-
- Quick Study is a lot like Mighty Math. It has a similar
- chart with all problems shown at a glance. It operates on the
- same principles and achieves the same quick results. It is a
- serious program, designed to help the learning process by showing
- that the task is not so hard. I think you will find that, like
- Mighty Math, Quick Study not only makes learning fun, but
- achieves immediate and clear results too.
-
- Although it works on the same principles, Quick Study is
- much more comprehensive then Mighty Math. It lets you create
- your own groups of problems and stores them in disk files for
- future use. It keeps separate scores for each group of problems.
-
- Each "problem" you enter includes a "question", an
- "answer", and an optional line of text (called the "prompt"). You
- enter the problems in sets of 10; the sets can be combined in
- groups of up to 5 sets, making 50 maximum problems in a Group.
- The sets act like tables in Mighty Math. You store each Group in
- a separate disk file. When you choose a Group to work on, all
- the sets in the Group are loaded by the program. You can then
- choose a range of sets to work on, like you choose a range of
- tables in Mighty Math.
-
- You only have to enter the words in a Group one time;
- they're saved in a disk file and can be recalled at any time.
-
- When you work on a Group of words, you can set the Range as
- in Mighty Math, to present the words in order, or in a random
- fashion. Words you miss are stored for review. Many other
- features parallel those in Mighty Math.
-
- With Quick Study, you and/or your child can enter a set or
- a whole group of spelling words, and learn them quickly and
- easily, using the same proven system demonstrated in Mighty Math.
- And parents and teachers can be relived of much of the tedium of
- assisting the learners, because the words are all stored on the
- computer, and can be reviewed by the learner without anyone
- else's assistance.
-
- Quick Study isn't limited to memorizing spelling words,
- however. You can use it to learn any kind of information that
- can be grouped, and encapsulated in short questions and answers.
- Quick Study can help you learn: names, capitals, and postal
- abbreviations of the States, world countries and their capitals,
- historical facts and figures, foreign languages; it can help you
- increase your vocabulary in English, memorize the elements and
- their atomic numbers and symbols in Plysics, learn basic chemical
- formulas in Chemistry, and improve your memory in general.
-
- There is no limit to the possibilities, because you decide
- what you want to learn, you save the words and problems you want
- to use, and the number of Group files you use is limited only by
- the amount of disk space you want to devote to them. Sample
- Group files are provided on the Quick Study program disk, and you
- can create any number of your own.
-
-
- 17. How to register and order additional copies
-
-
- Just send $35.00 for each registered copy of Mighty Math
- you want to:
-
- Robert Homes
- Brief*Case
- P. O. Box 500
- Gulfport, MS 39502
- (601) 863-8888
-
- Make sure to include your name, address, phone number, and
- preferred disk format (either 5," or 3+"). When you order,
- please send along your comments and suggestions; I want to keep
- supporting and improving this program, and I can do so only with
- your help.
-
- With each registered copy of Mighty Math you order, you'll
- receive a free disk of my other educational program, Quick Study,
- and a bound User's Guide with instructions for both programs.
- You'll also receive notices of future updates, a special discount
- on the price of upgrades, and free telephone support. And
- Registration removes the forced notice that appears when you
- enter and exit the unregistered version of the program.
-
- If you are with an institution that requires more record
- keeping than your cancelled check, you may find the file
- INVOICE.DOC useful. It contains a blank invoice form which you
- should be able to print out with any word processor, or with the
- DOS command "print invoice.doc". You may need to print a test
- run to make sure the top and left margins are right for your
- printer.
-
- Site licenses at reasonable rates are available for schools
- and other institutions. Call for more information.
-
-