Changes

Jump to: navigation, search

Number Magic

1,511 bytes added, 17:17, 6 December 2020
no edit summary
* '''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.
'''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.
====Reward Screens====
Each time you finish an activity, you see a screen that shows you how you've done and gives you your score. A "PER FEC T PERFECT " reward screen pops up for a score of 100%. You will see a "GOOD" reward screen if you earn a score of 85% through 99%. A "FAIR " reward screen appears for a score of 70% through 84%. Any score below 70% is simply shown on a screen.
====???====
====C or Shift C====
If you realize you are entering a wrong answer and want to change it, you can do so if you have not typed the last digit of your answer. (This does not work on one-digit answers.) Just press the c '''C''' or '''SHIFT C ''' key and the incorrect answer will be erased.
====Rabbit====
====Shift Q====
If you hold down the '''SHIFT''' key and press the '''Q''' key, you tell the computer to leave the module and return to the main computer title screen.
 
====Shift W====
If you want to get back to the main selection list screen, just press '''SHIFT W'''.
 
====Timer====
You'll see the timer in the shape of a digital watch displayed in the lower left section of the screen. It counts down from ten as you are answering problems. The number you see there when you enter a right answer is the score you receive for answering that problem.
 
====The Answer Key Shift L====
If you don't know the answer to a problem in any activity, and you want to see the answer without guessing, use the answer key. Just press '''SHIFT L'''. You'll hear a low "beep" sound and see the correct answer with a "NO SCORE" message.
 
====Special Keys for Enterning Problems in the Memory Bank (Comp Quiz)====
There are several special keys you'll be using as you enter your own problems. These keys type the plus ('''+'''), the minus('''-'''), the times ('''×'''), the divide('''÷'''), and the equals ('''=''') signs in your problems.
 
====O====
This types the plus ('''+''') sign in your addition problems. Just press '''O'''.
 
====I====
This types the minus ('''-''') sign in your subtraction problems. Simply press '''I'''.
 
====X====
This key will type the times ('''×''') sign in your multiplication problems.
 
====K====
This key types the divide ('''+''') sign in your division problems.
 
====L====
This key types the equals ('''=''') sign at the end of all your problems. As soon as you type the equals('''=''') sign, your problem will be stored in the Memory Bank.
<div id="mp-tfp" style="margin:0.1em 0.4em 0.6em;"></div>

Navigation menu

MediaWiki spam blocked by CleanTalk.