Beginning Grammar

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Beginning Grammar
Beginning Grammar Manual Cover
Beginning Grammar Manual (Front Cover)
Publisher(s) Texas Instruments (TI)
Original Retail Price $29.95
Part# PHM 3003
Format(s) Solid State SoftwareTM Command Module
Release 1979 (4th Quarter)
Genre(s) Educational

Beginning Grammar is an educational software title made for the TI-99/4 and TI-99/4A home computer systems. It was created by Texas Instruments (TI), and was released in late 1979 (although the title screen for the game says its copyright is 1978). It was released on Solid State SoftwareTM Command Module cartridge with part number PHM 3003. It originally retailed for $29.95 (USD).

Advertising Blurbs

Front Cover of Manual

Engaging and colorful activities that introduce the basic parts of speech and how they're used. Valuable practice and hours of fun for children grades 2 through 5.

Back Cover of Manual

The Beginning Grammar Command Module is specially designed to help children grades 2 and up in the study of grammar. It includes a variety of engaging and colorful activities developed with the help of leading educators. These activities introduce seven of the eight "parts of speech": nouns, verbs, pronouns, adjectives, adverbs, prepositions, and conjunctions.

Beginning Grammar module activities can be enjoyed by the child working alone or together with friends or parents. Rewarding visual action and spectacular audio effects are part of the learning and fun. Activities include:

  • Going Places with Nouns
  • Verb Lift
  • Pronoun Posters
  • Adjective's Restaurant
  • Adverb Attractions
  • Preposition/Conjunction

The activities define the parts of speech, give examples of their use, and provide valuable practice in their identification and application. Children also learn typewriter keyboard skills, and just how easy it is to use a computer.

Manual

A Note to Parents

As you know, a large part of your child's school day is spent in the study of Language Arts - reading, spelling, and writing. From the lower elementary grades on, these language studies also include the analysis of language form and structure - or what we traditionally call grammar.

What is grammar? Even grammarians have disagreed about its meaning and its role in language study. We can consider grammar to be anything from a set of rules governing language usage to a philosophical explanation and description of the way a language "works" - sentence structure, thought expression, underlying form and meaning. Regardless of the definition we choose, we all use grammar, to some extent, as a guideline for what we have come to accept as "correct" or "standard" speech and writing. Generally, this concept is the one that will be presented to your child during his or her elementary school years.

The BEGINNING GRAMMAR module is specially designed to help your child in the study of grammar. Seven of the eight "parts of speech" (nouns, verbs, adjectives, adverbs, prepositions, conjunctions, and pronouns - only interjections are omitted) are introduced through engaging, colorful activities - activities that are fun for your child to do, and, at the same time, provide educationally valid learning experiences. Each activity begins with a definition of the part (or parts) of speech involved and includes examples to help your child understand the concept. We've given extra care to the selection of the words, phrases, and sentences used in these activities - to be sure that they reflect standard usage and are presented in clear, unambiguous contexts.

The activities support and reinforce many parts of the school language arts program including reading and building a foundation for sentence development, as well as presenting the parts of speech.

For the most part, your child will be able to play the activities on his or her own, with perhaps a little help from you in getting started. Both the instructions shown on the screen and the directions given in this book are written on a child's level of understanding. The first time, you will probably want to read this book along with a younger child. By all means do get involved - your own interest and praise are the best rewards your child can receive.

The letters and numbers on the keyboard are arranged in the same order found on standard typewriter keyboards. If your child is not familiar with a typewriter or has not used your Home Computer before, take a few minutes to acquaint him or her with the keyboard, pointing out the row of number keys at the top and the rows of letter keys below. Indicate the SPACE BAR and ENTER key, and explain the SHIFT key and the ON/OFF switch. These operations are discussed in the book, but a brief "tour" of the computer with you will help to reinforce correct procedures and give your child confidence as he or she starts out.

In addition to the language skills taught and reinforced by these activities, your child can gain another skill - how to interact with and use a computer. The activities of the module lead him or her into computer operation easily and progressively, step by step, giving carefully worded, simple directions all along the way. With computer-aided instruction becoming more common in the classroom every year, this skill is an important plus for your child.

From this point on (except for the "In Case of Difficulty" section at the end), this book is directed toward the child. It includes:

  • The proper care of the computer and the module,
  • The definition and usage of each part of speech,
  • Clearly worded instructions for playing each activity, and
  • Explanations of scoring, rewards, error signals, and other special features of the computer and the module.

Beginning Grammar

Do you know the first word you ever said? Maybe it was "bye" or "ma-ma" or another very short word. As you grew older you learned more words. Then you began to talk in sentences. Now, in school, you spend part of every day learning to read, write, and speak our language correctly. This module can help you learn more about grammar - or how our language "works." Best of all, you'll be having fun while you're learning.

The BEGINNING GRAMMAR module helps you learn more about sorting our words into groups or sets. You are used to putting things in groups. Balls, skates, and puzzles are usually grouped as "toys." Poodles, cocker spaniels, and collies are grouped as "dogs." The words in our language can also be put in special groups. These word groups are called the "parts of speech."

In this module we'll play colorful and exciting activities with seven parts of speech. These parts of speech are called nouns, verbs, pronouns, adjectives, adverbs, prepositions and conjunctions. As you play each game, you'll be learning about one or more of these word groups.

You may need a little help from your parents to get started, but mostly you can play these activities by yourself. They are really fun, though, so don't be surprised when Mom or Dad wants to play too! The computer gives you directions as you go along. This book tells you more about how to play. Read it carefully as you play the first few times.

This book tells you exactly how to play each activity. It also explains other things about the computer and the module. It tells you how to take care of and use the computer. You also find out about the keys to use in these activities and other special features such as reward tunes and scoring.

You and the Computer

Treat your computer with the same good care you'd give other electronic machines like your television or stereo. Keep food and drinks away from the computer. (Candy, peanut butter and cold drinks are not on its diet!) Also, the computer doesn't like to be kicked, pounded, or sat upon.

Here are several things about the computer you'll need to know:

Screen - A "screen" is any set of words or pictures that is shown on your viewing screen.

Keyboard - The keyboard looks like a typewriter. This is the group of letters and numbers you use to type and "enter" your answers into the computer.

Cursor - The cursor is a small flashing " -". You see this on the screen whenever the computer wants you to type a word. It "holds the place" for the next letter you need to type.

Shift Key - This key is used along with other keys when you need help while playing. Hold down the SHIFT key and press one of the keys listed below.

A (for "AID") - to go to the instruction screen for that activity R (for "REDO") - to start that activity again

C (for "Clear") - to erase any typed letters

W - to return to the list of activities.

Space Bar - The SPACE BAR is the long, blank key at the bottom of the keyboard. You use this key in "GOING PLACES WITH NOUNS" and "VERB LIFT."

Enter Key - Find the ENTER key on your keyboard. You use this key to tell the computer that you want to see the next screen or that you have finished typing or choosing the correct word.

By now, we're sure you want to start playing right away. So carefully get your module and put it in the computer as follows.

USING THE SOLID STATE SOFTWARETM COMMAND MODULE


Inserting a Cartridge

1. If the computer is OFF, slide the module into the slot on the console, and turn the computer on. The master title screen should then appear.

Home Screen (black & white)

If the computer is ON, hold down the SHIFT key and press Q to make the master title screen appear. Then slide the module into the slot on the console.

2. Press any key to make the master selection list appear. The title of the module will be third on the list.

Selection Screen (black & white)

3. Press the 3 key to select the module.

(Note: To remove the module, first return the computer to the master title screen by pressing SHIFT Q. Then remove the module from the slot. If you have any problem inserting the module, or if it is accidentally removed from the slot while in use, please see "In Case of Difficulty" on page 27.)

It's Time to Play

"Beginning Grammar" Activities

When you press key 3, you will see the title screen for BEGINNING GRAMMAR. You will see a bus. The names of several parts of speech flash on the billboard on the side of the bus. The bus drives off the screen. Then it comes back and "wipes out" the words BEGINNING GRAMMAR. Now a new screen comes on. This is the list of activities. You choose the activity you want to play from this list.

Beginning Grammar Selection Screen (black & white)

To select an activity, just press the key number shown beside the name of the activity.

A Sample Activity

Let's play "GOING PLACES WITH NOUNS" first. Press key 1, and a new screen appears. You see a signal light with red and green lights flashing. Quickly a bird flies into the picture carrying a sign, "GOING PLACES WITH NOUNS." Wait just a minute, and another screen comes on. This screen tells you about nouns.

Going Places with Nouns Activity Screen (black & white)

Read this definition carefully so you can pick out words that are grouped as nouns. Remember, a noun names a person, a place, or a thing. Some other examples of nouns that name a person are girl, mother, Tim, and doctor. Can you think of other nouns that name a person?

Examples of nouns that name a place are river, Texas, school, and sky. Again, try naming five more nouns that name a place.

Nouns also name things like bird, radio, hat, and fish. We're sure you know lots of nouns that name "things." How many can you list?

When you are sure you know what a noun is, press the ENTER key to continue this activity.

Next, you see examples of how nouns are used. The words underlined in each sentence are nouns. To play this activity you must be able to pick out words that are nouns. So be sure· you understand what a noun is before you go on.

ARE YOU READY TO PLAY? Then press the ENTER key. You'll find out how to play "GOING PLACES WITH NOUNS."


Going Places with Nouns Activity Screen (black & white)

In case you've forgotten, the SPACE BAR is the long bar key at the bottom of the keyboard. Don't press ENTER right now, but let us give you a peek at how the next screen will look.

Going Places with Nouns Screen (black & white)

Notice the four boxes in the picture. Either below or beside each box you see the labels "PLACE," "PERSON," "THING" or "NOT A NOUN." When you are playing, a word from the computer "word bank" appears in one of the boxes. You decide which box the word belongs in. Pressing the SPACE BAR moves the word from box to box. When the word enters each box, a question mark flashes next to the label. Is this the correct location? After you put the word into the correct box (by pressing the SPACE BAR), press the ENTER key.