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. -13- 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. -14- 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. ====================================================================== Thank you; Your Math America Tournament Host Harley C. Lewis 2825 Cambridge Court Oklahoma City, Ok 73116 -15-