Difference between revisions of "Early Learning Fun"

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("How Many Things?")
("Shape Hunt")
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Combines the counting activity of "How Many Things?" and the matching skills introduced in "Make a Match." The display screen is divided into two sections - the top portion is the "sky," and the bottom section is the "sea." The left corner of the sky shows a flashing shape. In the sea are several shapes, some matching the shape in the sky and some different. The child counts the shapes that match the one in the sky and presses that number on the keyboard. If correct, the matching shapes disappear from the sea one at a time and reappear, with accompanying musical tones, in the sky. The activity is repeated eight times.
 
Combines the counting activity of "How Many Things?" and the matching skills introduced in "Make a Match." The display screen is divided into two sections - the top portion is the "sky," and the bottom section is the "sea." The left corner of the sky shows a flashing shape. In the sea are several shapes, some matching the shape in the sky and some different. The child counts the shapes that match the one in the sky and presses that number on the keyboard. If correct, the matching shapes disappear from the sea one at a time and reappear, with accompanying musical tones, in the sky. The activity is repeated eight times.
  
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====Sorting Activity====
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This activity continues teaching the important concepts of sameness and difference by asking the child to pick out a shape that is ''unlike'' the other shapes that appear on the display screen. Selection by difference is a more sophisticated skill than the matching exercises presented in the Shape activities, and the activity helps develop your child's problem-solving abilities.
 +
 +
====="Odd One Out"=====
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Uses five shapes to reinforce the ability to discriminate between "same" and "different." Four shapes, numbered 1 through 4, appear on the screen. Three of the shapes are identical, and one is different. The child identifies the shape that "doesn't belong," determines its number, and presses that number on the keyboard. If correct, the number pops on the center of the display screen and remains there, flashing, for several seconds. Then the screen clears and four more shapes appear. The activity is repeated eight times.
  
  

Revision as of 04:41, 3 May 2020

Early Learning Fun
Early Learning Fun Manual Front Cover
Early Learning Fun (Front Cover)
Publisher(s) Texas Instruments (TI)
Original Retail Price $29.95 (USD) [1]
Part# PHM 3002
Format(s) Solid State SoftwareTM Command Module
Release 1979 (2nd Quarter) [2]
Genre(s) Educational

Early Learning Fun is an educational software title created by Texas Instruments (TI). Early Learning Fun focuses on teaching children between the ages of 3 to 6 focusing on teaching shapes, numbers, letters, colors. and other important materials. It was released during the second quarter of 1979 and originally sold for $29.95 (USD). Early Learning Fun was released on Solid State SoftwareTM Command Module cartridge.

Advertising Blurbs

Front Cover of Manual

Colorful and exciting educational activities help teach shape and number recognition, counting, sorting, and the alphabet, as well as first computer skills. Fun for children ages 3 through 6.

Back Cover of Manual

Today, computers are an important part of life for everyone. They're on the scene at home, in business, and more and more as part of education. The Early Learning Fun Command Module presents bright, colorful, and enjoyable activities which help teach important preschool skills. You and your child begin enjoying the activities and learning about the computer together.

Early Learning Fun module activities are arranged in four categories designed to teach and reinforce basic skills that prepare your child for study in arithmetic and reading. There are eight activities in all:

  • Number Activities
    • Counting Up
    • Number, Please?
    • How Many Things
  • Shape Activities
    • Make a Match
    • Shape Hunt
  • Sorting Activities
    • Odd One Out
  • Alphabet
    • Letter Line-Up
    • A is for Apple

Each activity begins with specially designed "parent screens." These screens - clearly labeled with a picture of a parent - contain directions for each activity that can be read aloud to your child. Special 16-color computer pictures and graphics, as well as exciting and enjoyable musical tones, are part of the learning fun!

Manual

A Note to Parents

Your child's capacity for "learning by doing" is well known to you. You've watched him or her grow and absorb knowledge daily, and you know first-hand the thrill of discovery your child feels at mastering new skills.

Now we invite you and your child to join us in an exciting learning adventure. The activities in this module have been carefully selected to provide highly enjoyable and educationally sound experiences for the young child. As each activity is performed, your child is accomplishing a meaningful learning objective (we'll discuss these objectives in detail below).

In addition, your child is learning, step by step, how to interact with a computer. Children are natural manipulators of objects - they "learn by doing" - and they are fascinated by the bright, colorful responses on the screen to their actions at the keyboard. They are led in easy stages through the necessary operations and soon become quite self-sufficient in using the computer. With computer-aided instruction in the classroom advancing so rapidly today, this ability is an important plus for your child.

Best of all, your child is having fun while involved in these activities. The absorption of new knowledge, the mastery of new skills, a sense of accomplishment and success in a "grown-up" world - these are exciting rewards that are vital to a child's development.

Your Child and the Computer

The Texas Instruments Home Computer is a rugged, durable device designed to be easy to use and care for. Just teach your child to give the computer the same good care and respect he or she would give a television set, record player, radio, or any other piece of electronic equipment:

  1. Keep snacks and beverages away from the console and keyboard. (Peanut butter and orange juice are not recommended for the computer's diet.)
  2. Don't hammer on the keyboard or place heavy objects on it.
  3. Don't touch the module contacts. These are recessed in the module to help prevent accidental soiling and/or damage.

You'll want to sit down at the computer with your child and help with turning on the computer, inserting the module, and selecting a first activity. Special "screens" of instructions, identified by a "parent figure" in the upper center screen, spell out in detail how to play each activity. Read these carefully to your child, and join in the fun as he or she learns to use the computer. In a short while even very young children, working alone, with a parent, or with an older friend, can have enjoyable, positive learning experiences with these specially designed activities.

The Early Learning Fun Activities

There are four categories of activities in the module: Numbers, Shapes, Sorting, and the Alphabet. Within each group the activites are arranged according to difficulty, with the simplest exercises first. This "developmental" arrangement helps your child learn the skills he or she needs to progress through the activities.

Number Activities

These activities are designed to teach and reinforce basic number concepts, such as identifying numbers, distinguishing between numerals, counting, and to familiarize your child with the location and use of the number keys on the keyboard. By seeing a group of shapes on the screen and identifying a numeral with them, your child takes an important step from a pictorial to an abstract representation of the number. He or she learns that the numeric symbol - "2" for example - represents a concrete quantity of "things" - two apples, two books, etc.

"Counting Up"

Introduces in sequence the numbers 1 through 9. The concept of counting is presented by showing a numeral and a corresponding number of shapes. At the beginning of the activity, the numeral 1 floats to the center of the screen. The child then presses the number key 1, and one shape pops on the screen. Next 2 floats to the center; the child presses 2, and two shapes pop on the screen, one at a time. The activity continues in this way through the numeral 9.

"Number Please?"

Reinforces the number identification and counting skills introduced in "Counting Up." When a number key is pressed, a corresponding number of shapes pop on the display screen, one at time, with accompanying musical notes. Then the numeral appears in the center of the screen. Another number is then selected and pressed. The activity continues until five numbers have been entered.

"How Many Things?"

Is a true counting activity. A random number of shapes appears on the display screen one at a time, with a musical note sounding as each shape pops on. The child counts the shapes and presses the appropriate number key on the keyboard. The numeral then appears and flashes in the center of the screen. After several seconds the screen clears, and a new set of shapes appears. The activity is played ten times. Is a true counting activity. A random number of shapes appears on the display screen one at a time, with a musical note sounding as each shape pops on. The child counts the shapes and presses the appropriate number key on the keyboard. The numeral then appears and flashes in the center of the screen. After several seconds the screen clears, and a new set of shapes appears. The activity is played ten times.

Shape Activities

These activities introduce the important relational concepts of sameness and difference through shape recognition and matching - skills that help prepare your child for learning to read. In addition, "Make a Match" takes your child one step further in using the computer by teaching the basic computer convention of pressing a number key in answer to a question. Notice also that "Shape Hunt" reinforces the counting skills introduced in the Number activities.

"Make a Match"

Introduces five geometric shapes - circle, square, triangle, diamond, and rectangle. On the left side of the display screen four shapes appear, arranged in random order and numbered 1 through 4. Then one of the four shapes pops on the right side of the screen. The child presses the number of the shape on the left that matches the single shape on the right. The single shape will then move across the screen and position itself beside the numbered shape. If a correct match has been made, both shapes flash while a musical series of notes is heard. If an incorrect number key has been pressed, the single shape jumps back to its original position with a quick "uh-oh" sound, letting the child know he or she should try again. The activity goes on until ten shapes have been matched.

"Shape Hunt"

Combines the counting activity of "How Many Things?" and the matching skills introduced in "Make a Match." The display screen is divided into two sections - the top portion is the "sky," and the bottom section is the "sea." The left corner of the sky shows a flashing shape. In the sea are several shapes, some matching the shape in the sky and some different. The child counts the shapes that match the one in the sky and presses that number on the keyboard. If correct, the matching shapes disappear from the sea one at a time and reappear, with accompanying musical tones, in the sky. The activity is repeated eight times.

Sorting Activity

This activity continues teaching the important concepts of sameness and difference by asking the child to pick out a shape that is unlike the other shapes that appear on the display screen. Selection by difference is a more sophisticated skill than the matching exercises presented in the Shape activities, and the activity helps develop your child's problem-solving abilities.

"Odd One Out"

Uses five shapes to reinforce the ability to discriminate between "same" and "different." Four shapes, numbered 1 through 4, appear on the screen. Three of the shapes are identical, and one is different. The child identifies the shape that "doesn't belong," determines its number, and presses that number on the keyboard. If correct, the number pops on the center of the display screen and remains there, flashing, for several seconds. Then the screen clears and four more shapes appear. The activity is repeated eight times.


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