Smart MATH 1.0 Introduction Smart MATH is designed to help children learn the rote aspects of multiplication and division. The student can practice, run timed tests, and play an educational game. The program is smart because it spots weak areas and alters the session to give the student more help in these areas. There is a strong emphasis on teaching rather than gaming. The student gets constant feedback on how he is doing as he works the problems. The teaching sessions can be customized for the needs of each student. At the end of each session there is a summary report available for the teacher or parent. One of the strongest features of the program is it's ability to modify practice sessions to meet the student's needs. As the student is practicing math the software tracks problems that are missed and ones that are correct. Problems that are missed are asked more frequently to provide reenforcement in weak areas. 2.0 Hardware and Software Requirements DOS 3.0 or above CGA, EGA, or VGA graphics 128K memory 3.0 Getting Started To start the program type "mult" and then press enter. The program will test to determine the type of video your computer has and start running. Because of the wide variety of PC compatible computers, it is possible that the auto detection of graphics type will not work. In this case type "mult ". As an example, if you have an ega or ega compatible graphics card you would type: mult ega When the program starts the first thing you will see is the copyright notice. Press any key to move from this to the main menu. 4.0 Main Menu The main menu has a row of boxes along the top of the screen. In each box there is a function key name and an option. Press the function key to select the option. When an option is selected the menu for that option will be shown. At any time a new option can be selected by pressing a new function key. The F1 key always acts as a help key. If an option key has been selected and more information is desired, press F1 to get help relating to that option. The esc key will exit the main menu. When the esc key is pressed from the main menu the program asks you to confirm that you want to exit before this happens. 4.1 Main Menu options This section provides a detailed discussion of each of the options provided in the main menu. 4.2 Navigation in the options menus Each time an option is selected (function key pressed) a menu for that option will appear on the screen. To the left of the menu there is a space ship. The up and down arrow keys move the ship from one menu item to another. To select a menu item move the ship next to the item you want and press the space bar. The space bar will cause the ship to fire, thus selecting the menu item. The selected item changes color and an "*" appears beside it to indicate it has been selected. If you want to deselect a menu item, fire on it again. 5.0 Skill (F2) Options here are: Practice Multiplication Practice Division All practice sessions, tests and games will be on the skill that is selected in this menu. 6.0 Options (F3) Options here are: practice twos practice threes practice fours practice fives practice sixes practice sevens practice eights practice nines practice tens practice elevens practice twelves time for each problem practice numbers through sound on The practice twos through practice twelves options set the problem types that will be used. The "practice numbers through" setting also determines the problem types that will be used. For example, assume practice twos, practice threes, and practice numbers through 12 are selected. In this case the student will be asked 2X1 through 2X12 and 3X1 through 3X12. When the program is started twos through tens are selected as the default practice numbers. Any of these can be changed by moving the ship next to the option with the arrow keys and firing on the selection with the space bar. The "time for each problem" selection determines how much time the student will be allowed to answer a problem in the timed test mode. This time is also used to define the frequency with which new problems are being generated during the pyramid challenge game. This time period can be changed during the timed test or during the game by pressing F2. When "sound on" is selected the sound will toggle between being on and being off. Each time the item is fired on it will move to the opposite of whatever it was before. 7.0 Reports (F4) When the report option is selected, a report of the session will be displayed. The report will show the number of problems right and wrong for the whole session. This will include the practice, the game, and any timed tests that have been taken. The report section also shows the total time the student has been practicing. 8.0 Exercise (F5) Options here are: start practice run start timed test pyramid challenge game 8.1 Start practice run The practice run allows the student to practice the numbers and skill that have been selected in the skills and options menus. In practice mode the student enters the answer to each problem as it is displayed. A chart on the right side of the screen shows how the child is doing and provides feedback on how many problems are left before the session is done. The session is done when all the selected problems have been answered correctly. Problems are randomly selected from a custom selected problem set. When a student gets a problem wrong, the program asks this problem more frequently to increase the frequency of repetition and make sure it is learned. For every time a student answers a problem incorrectly the student must answer the same problem right twice to have it counted as correct. Correct problems are displayed as smiling happy faces on the chart. The practice session is over when all the problems have been answered. The practice session is most effective if the student repeats the problem and correct answer over several times to himself before going on to the next problem. 8.2 Start timed test The timed test is designed to be used after the student has done the practice session. The test provides an assessment tool for student progress. The time allowed for each answer can be set in the options menu. It can be changed by pressing F2 during the timed test. If the student does not answer the problem within the time allowed, the problem is counted as wrong and the next problem comes up. 8.3 Pyramid challenge game Problems start at the top of the screen and descend. The left and right arrow keys move a box from problem to problem. When a problem is in the box the pyramid is "aimed" at the problems. After aiming at a problem, type the correct answer and press enter. The pyramid will fire at the problem. If the answer is correct the problem will be destroyed. The game ends when the problems get to the bottom of the screen. The top ten scores are kept in a high scores file. 9.0 Customer Support Assistance on the program is available by calling 503-645-0350. Please have a description of your system ready when you call. Enhancement requests are also welcome. 10.0 Registration Smart Math is distributed as a shareware product. If you like the product please send in a registration fee. The registration fee will put you on the mailing list to make sure you get the most up to date version of the program. Send $15.00 registration to: Lee Tapper 20955 Rock Creek Blvd Portland, Or. 97229