Difference between revisions of "Number Magic"
Amycjgrace (talk | contribs) |
Amycjgrace (talk | contribs) |
||
Line 87: | Line 87: | ||
''Note:'' If you start to enter a wrong answer and have not typed the last digit, pressing '''C''' or '''SHIFT C''' erases the incorrect answer. (This does not work on one-digit answers.) | ''Note:'' If you start to enter a wrong answer and have not typed the last digit, pressing '''C''' or '''SHIFT C''' erases the incorrect answer. (This does not work on one-digit answers.) | ||
+ | |||
+ | ===Comp Quiz=== | ||
+ | Here's a game you can play that'll help sharpen your problem-solving skills. Right after the Number Magic title screen, you'll see a main selection screen pop on. Just press the '''2''' key to choose Comp Quiz. Before you actually begin to play, there are some selection screens that let you choose the kind of problems you'd like to try. | ||
+ | |||
+ | First, you decide if you want to time yourself as you practice problems. A screen appears which allows you to press: | ||
+ | |||
+ | # FOR NO TIME LIMIT | ||
+ | # TO RACE AGAINST THE CLOCK | ||
+ | |||
+ | Next, you can select where you put your answer in the problem. If you press: | ||
+ | |||
+ | # YOU FILL IN ANSWER | ||
+ | # YOU FILL IN MISSING NUMBER | ||
+ | |||
+ | Now you'll see a screen that gives you the choice of letting Number Magic give you ten problems or of storing your own problems in the Memory Bank: | ||
+ | |||
+ | [[File:Number Magic - Memory Bank 2.png|thumb|center|400px|Number Magic - Problem Selection Options]] | ||
<div id="mp-tfp" style="margin:0.1em 0.4em 0.6em;"></div> | <div id="mp-tfp" style="margin:0.1em 0.4em 0.6em;"></div> |
Revision as of 04:27, 6 December 2020
Number Magic | |
---|---|
![]() Number Magic (Front Cover - New Version) [1] | |
Publisher(s) | Texas Instruments (TI) |
Original Retail Price | $19.95 (USD) |
Part# | PHM 3004 |
Format(s) | Solid State SoftwareTM Command Module |
Release | 1979 (2nd Quarter) |
Genre(s) | Educational, Mathematics |
Number Magic is an educational program focusing on helping preschool and elementary-aged students with mathematics. It gives students practice with the four main mathematic operations: addition, subtraction, multiplication, and division. Number Magic was developed and published by Texas Instruments (TI) and released during the second quarter of 1979 and released as part #: PHM 3004. It originally retailed for $19.95 (USD)
Contents
Advertising Blurbs
Front Cover of Manual
Valuable enrichment, drill, and practice in basic mathematics - with exciting full-color displays and sound. Hours of fun and learning for children age 6 and up.
Back Cover of Manual
In the tradition of Texas Instruments Little ProfessorTM and DataManTM electronic learning aids, the Number Magic Command Module brings a new exciting dimension to basic drill and practice in mathematics. With full - color computer pictures, bright musical sounds, and thousands of preprogrammed exercises, the Number Magic module can provide hours of learning and fun for children ages six and up. Number Magic activities can be enjoyed by children alone, with a friend, or in small groups for a "Math Bee." Players can compete at several levels of difficulty, and choose to "Race the Clock" to sharpen their skills. The module automatically keeps score and rewards progress with colorful effects in light and sound.
Number Magic module activities begin with practice in basic skills and move on to more advanced problems - or examples you can enter yourself. Activities include
- Quick Quiz - "Warm up" with simple addition and subtraction problems - Number Magic keeps score.
- Comp Quiz - Move on to more advanced problems ( +, - , x, ÷) at a user-selected level of difficulty. "Race the Clock" option included - automatically keeps score.
- Electro Flash - Brush up on times tables, addition/subtraction, more advanced examples. Electronic flash cards cover all of the "basic parts" of mathematics. Race against the clock option for "Math Bees" - Number Magic keeps score.
Triton Catalog - Spring 1989
This exciting math education program provides valuable enrichment, drill and practice on basic mathematics. Features exciting full-color displays and sound in the tradition of TI's highly-popular Little Professor and Dataman learning aids. Rewarding fun and learning for children ages 6 and up.
Manual
A Note To Parents
The Number Magic module is designed to show your child that mathematics can be both fun and a challenging experience. The learning activities are structured to provide valuable drill, practice and exploration with numbers in an exciting and enriching way. Working at the pace and level of difficulty that best suits individual capabilities, your child can test and sharpen problem· solving skills in mathematics and gain a better understanding of the basic functions of addition, subtraction, multiplication and division.
The learning activities in Number Magic utilize the "flash card" approach long used by educators for practice in basic math facts. The module presents a problem, and your child enters an answer. The Number Magic module then checks the answer, rewards your child (or encourages to try again) and keeps score.(Note: The operation keys for addition, subtraction, multiplication, division, and equals are normally SHIFT functions on the computer. That is, the SHIFT key must be held down while the operation key is pressed. Number Magic, however, has been simplified to allow children to enter problems more easily. All of the normal operation keys, using SHIFT, are still acceptable in Number Magic, but they are not required.)
There are three activities in the Number Magic module: Quick Quiz, Comp Quiz, and Electroflash. All are designed to provide enjoyable and rewarding practice in math skills.
Quick Quiz is an ideal activity for a young child just beginning basic addition and subtraction. Randomly selected addition and subtraction examples are presented for him or her to answer. In this activity there are only two levels of difficulty. Level One is the easiest; Level Two is the hardest.
Comp Quiz offers two ways to test and build skill and speed in problem solving. Your child can either use the Memory Bank feature to store up to ten problems to answer ... or choose to let the computer present ten problems. If your child elects to let the computer give the problems, he or she can then choose one of four levels of difficulty (Level One is easiest; Level Four is hardest) and the kind of problem to be given (+, -, x, or ÷). He or she also has the option of supplying the missing number or missing answer in a problem, and of deciding whether or not to use the timer when playing.
Electroflash helps to develop speed and skill in basic math tables. Your child can choose any math table (+, -, x, ÷) for any number from zero through nine. He or she can also decide whether to fill in the missing number or the missing answer in the problem, and whether or not to race against the clock. Then by answering the randomly selected problems, your child can check his or her speed and accuracy.
Number Magic encourages your child to attempt a right answer more than once by giving a positive response of "TRY AGAIN" for an incorrect answer. Number Magic also motivates your child by recognizing right answers and good scores with colorful and pleasing reward screens. Problems are presented in groups of ten. If all ten examples are answered correctly, a score of 100% is earned, and the child sees an engaging reward screen with the word "PERFECT" at the top. Scoring in the range of 85% through 99% gives an appealing reward screen with the word "GOOD" appearing above the score. Any score between 70% and 84% will generate a reward screen with the word "FAIR" appearing at the top of the display. For a score under 70% the child sees the score earned displayed on a separate screen.
Working with the Number Magic module, your child has the opportunity to learn, step by step, how to interact with a computer. Children are natural manipulators of objects, and they are fascinated by the colorful responses on the screen to their actions at the keyboard. As they play the Number Magic activities, they learn how to operate the computer and soon become self-sufficient in using it and the module. With computer-aided instruction in the classroom advancing so rapidly today, this ability is an important plus for your child.
The remaining sections of this manual are written so that your child, reading on his or her own (or with your help or the help of an older friend), can enjoy Number Magic.
You and the Computer
The Texas Instruments Home Computer is easy for you to use and take care of. Just give the computer the same good care you'd give a television set, a record player, or a radio:
- Keep snacks and beverages away from the computer and keyboard. (Peanut butter and orange juice are not part of the computer's diet.)
- Don't hammer on the keyboard or place heavy objects on it.
- Don't touch the module contacts. These contacts are inside the narrow opening at one end of the module to help you keep from breaking or soiling them.
So get ready to have fun with Number Magic! With your computer and the Number Magic module, you can explore the world of numbers on your own. The activities in Number Magic are easy to understand and fun to play. The computer helps you by explaining each step as you go along.
Quick Quiz
If you press the 1 key, Quick Quiz begins. A screen appears that asks if you are ready to begin the quiz. If you are ready to begin, just press ENTER. When you do, the message HERE WE GO! will appear on the screen.
Quick Quiz then gives you ten easy addition problems, one at a time. Just press the right number keys to put in the answer. For example, if the problem 2+5=? appears on the screen, you would press the 7 key as the right answer. (The question mark shown in the problem is a clue to how many numbers or "digits"_are in the correct answer. One question mark means the correct answer is a one-digit number. Two question marks mean the correct answer is a two-digit number; three question marks, a three-digit number.)
When you begin the quiz, you will see a white rabbit in the upper left corner of the screen. As you answer each example, the rabbit hops one space to the right and keeps track of how many problems you have done. Each time you give the right answer, you'll see the word "CORRECT" appear in the middle of the screen just below the example, and you'll hear four musical notes. If you give a wrong answer, a "TRY AGAIN" message will show up in the center of the screen under the problem, and you'll hear a low "uh-oh." This means you should try to answer that same problem again.
During the quiz your score is displayed in the lower right corner of the screen. You have three chances on each problem to get the right answer. If you get the right answer on your first try, you score ten points. If you need a second chance, you score seven points. When your answer is right on your third try, you score four points. If your answer is wrong on the third try, you'll see the right answer, and a "NO SCORE" message comes up on the screen.
After ten problems, you get your total score and see how well you've done. A reward screen with "PERFECT" at the top appears when you score 100%. If you earn a score of 85% through 99%, you see a screen with "GOOD" shown above the score. A "FAIR" reward screen pops up for a score of 70% through 84%. Any score below 70% is simply displayed on a separate screen.
After completing the first group of ten problems, this screen appears.
If you want to keep on playing, press the 1 key. Ten easy subtraction problems will come on the screen, one at a time, for you to answer. Once you have completed these and see your score, you again have the four choices. If you choose 1 again, you go on to ten new addition problems that are a little harder. Pressing 2 will allow you to select another activity. If you choose 3, you get to work your last ten problems again. If 4 is pressed, you leave the Number Magic module.
Note: If you start to enter a wrong answer and have not typed the last digit, pressing C or SHIFT C erases the incorrect answer. (This does not work on one-digit answers.)
Comp Quiz
Here's a game you can play that'll help sharpen your problem-solving skills. Right after the Number Magic title screen, you'll see a main selection screen pop on. Just press the 2 key to choose Comp Quiz. Before you actually begin to play, there are some selection screens that let you choose the kind of problems you'd like to try.
First, you decide if you want to time yourself as you practice problems. A screen appears which allows you to press:
- FOR NO TIME LIMIT
- TO RACE AGAINST THE CLOCK
Next, you can select where you put your answer in the problem. If you press:
- YOU FILL IN ANSWER
- YOU FILL IN MISSING NUMBER
Now you'll see a screen that gives you the choice of letting Number Magic give you ten problems or of storing your own problems in the Memory Bank:
Downloads
References
External Links
- Centre for Computing History: Addition and Subtraction 1
- Eli's Software Encyclopedia: Addition and Subtraction 1
- Game FAQs: Addition and Subtraction 1
- InfoWorld Software Review: Addition and Subtraction 1 (Feb. 8, 1982, pg.30)
- Retroplace: Addition and Subtraction 1
- TI-99ers On-line User Group: TI-99 Cartridge Listing