Number Magic

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Number Magic
Number Magic Front Cover (New)
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)

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.

Old-Style Cover
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.


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