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Table ofContents

Using This Program at Home 2

Introduction 2Getting Started 3

Index to Programs on Diskette 5

Recall 6Use in an Instructional Setting 7Handout I-Record Sheet for Recall 14Sample Runs 9

Scramble 12Use in an Instructional Setting 12Handout 2-Record Sheet for 16Scramble

Sample Runs 18

Guess Word 21Use in an Instructional Setting 22Handout 3-Record Sheet for Guess 26Word

Handout 4-Guess Word 28Sample Runs 31

List Maker 33Using the Program 34Handout 5-Record Sheet for 36RecalllScramble

Handout 6A-Record Sheet for 38Guess Word

Handout 6B-Record Sheet for 40Guess Word

Sample Runs 42

1

Using ThisProgramat Home

Many ATARI® Learning Systems programmanuals were originally designed for use byteachers in the classroom. The programsthemselves, however, are no less engaging andinstructive for "independent learners"-children, students, and adults-working athome.

Every manual includes a "Getting Started"section that explains how to load the programinto your computer system quickly and easily.Since many basic prompts and otherinstructions are displayed right on your screen,that's all you need to begin learning andexploring with most ATARI Learning Systemsprograms. But whether you're a parent, a tutor,or a home learner teaching yourself, it's a goodidea to look through the teaching materials inyour manual. You're likely to find importantdetails on using the program, valuablesupplementary information on its subjectmatter, and some creative ideas for getting themost educational and entertainment value outof your ATARI Learning Systems program.

2

Introdudion

The three programs for elementary-agestudents on the Word Games diskette addinterest and motivation to working with words.Using a game format, the programs employtechniques of visual recall, logical guessing,and word association to identify a keyword.Keywords are supplied through using thefourth program on the diskette, List Maker.Using List Maker, teachers create spelling orvocabulary lists for an individual student orgroup of students, and change entries easily tomatch students' needs.

Handout pages in this guide are numberedsequentially and may be duplicated for use.

Getting Started

Follow these steps to load the Word Gamesprogram into your ATARI® computer system:

1. With your computer turned off, turn on yourtelevision set or monitor and disk drive. Waitfor the busy light on the disk drive to go out.

2. If your computer is not equipped with built-in ATARI BASIC, insert an ATARI BASICcartridge in the cartridge slot (the leftcartridge slot on the ATARI 800® computer).

3. Insert the Word Games diskette in your diskdrive (disk drive 1, if you have more than onedrive) and close the disk drive door or latch.

3

Introduction

4. Turn on your computer. As your disk drivegoes to work, you'll hear a beeping sound whilethe first part of the program loads into yourcomputer. After several moments, a title screenwill appear on your screen, followed by a menuof program selections.

Because your computer loads portions of theprogram as you use them, you must leave theWord Games diskette in your disk drive whileusing the program.

If a question asked by the Word Gamesprogram requires a simple Yes or No answer,you may respond by typing YES or NO, orsimply by typing Y or N. Always pressRETURN to confirm your response to aquestion. Youmay usually change yourresponse before pressing RETURN; just usethe DELETE BACK SPACE key to deleteyour original response, then type in the newresponse.

To return to the program menu, hold down theESC key. When the question Do you want totry again? appears, type N and pressRETURN.

For access to any teacher options available inthe Word Games program, press CRTL and Asimultaneously.

4

Index toProgramson Diskette

Recall

Flashes a word on the screen for recall andcorrect spelling.

Scramble

Randomizes the sequence of letters in a word tobe unscrambled.

Guess Word

Presents a series of dots in place of letters anda clue to help identify the word to be guessed.

List Maker

Creates, edits, or deletes a list of words forRecall, Scramble, or Guess Word.

5

Recall

Visual"Memorizing"

Specific Topic:

Type:

Reading Level:

Grade Level:

Spelling exercise

Educational game

3 (Fry)

1-6

Description

Recall flashes a word on the screen for studentsto view; after the word disappears, they type itinto the computer from memory. Teacherscreate the word lists and can adjust the lengthof time words are viewed on the screen.

Objectives

• To reproduce correct spelling by visual recall

• To develop keyboard skills

6

Use in anInstructionalSetting

Recall

You determine which words are used in theRecall program, as well as the number ofseconds a student has to look at a word beforetrying to type it. Word lists can be tailored toindividuals or groups to practice or reinforcespelling and vocabulary. Two lists of words areon the diskette: "Months" which uses upperand lowercase and will give students practicein spelling the twelve months of the year; and"Digraph," with the Guess Word program.

For instructions on entering a list of words, seethe section on List Maker in this guide. Notethe option to see a report of the number andpercentage of times words are missed bystudents when they run Recall.

Preparation

Students need to locate keys on the ATARIkeyboard. "Hunt-and-peekers" are notpenalized, however, since student response isnot timed. Call attention to the DELETEBack S key on the ATARI computer, used formaking a change before pressing theRETURN key, and also to the + key. Pressingthe + key in Recall will display the key word asecond time. Additionally, point out that ifstudents press the ESC key, they can either tryagain or return to the main menu for WordGames.

Students need to know the name of the listwith which they'll be working on the computer.Handout 1 is for students to record both theircomputer score and the words they need tostudy in order to improve their score.

7

Recall

Suggestions for Usewith Students

• Use Recall to focus on a specializedvocabulary students need to study for aparticular subject area.

• Have students provide definitions for thewords they learn to spell using Recall.

• Build on an area of interest by havingstudents compile lists of words to be enteredin for classmates' use.

8

SampleRuns

Students need toknow the name ofthe list with whichthey'll be working.They'll also need totype in the numberof words on whichthe computer is totest them.

Words flash on thescreen one by one forthe number ofseconds specifiedwhen the list ofwords for Recall wascreated.

Recall

RECALLI'll print a word and give time

to look at it. You wi 11 then to

spell it. Which list do want

to be tested on? DIGRAPH

There are 10 words on this list.

How do want?

Examples of Screen Output

9

SampleRuns

Students type in theword as they recall it,or they can type a" +" sign to see theword again.

After a secondincorrect try, studentsare shown the correctspelling.

Recall

Examples of Screen Output

10

SampleRuns

A word spelledcorrectly on eitherthe first or second tryreceives the samefeedback.

The computer keepstrack of the numberof words tried and ofthose correctlyspelled. It will also listwords students needto study.

Recall

t************************ ** Number tried ... 10 ** ** ** Number correct ** c **' First trt,J ....... 6 ** ** Second trt,J 2 ** *************************

Pre ss to cont i nue ,

Examples of Screen Output

11

Scramble

Ordering Letters toMake a Word

Specific Topic:

Type:

Reading Level:

Grade Level:

Logic, guessing, anddecoding

Educational game

2 (Fry)

2-6

Use in anInstructionalSetting

Description

Scramble is a word game in which mixedletters are reordered to form a word. Eachletter of the scramble must be used in thecorrect sequence.

Objectives

• To improve ability in ordering letters to formwords

• To recognize combinations of letters thatform words or parts of words

Scramble can challenge good spellers andmotivate poor spellers through encouraginglogical guessing. Words entered on the ListMaker program can be adjusted to suitdiffering needs. Four guesses are allowed foreach scramble. If the word is not decoded, thecomputer shows the student the unscrambledword. Note the option on List Maker to see areport of the number and percentage of timeswords are missed by students when they runScramble.12

Scramble

Preparation

Students use the ATARI Computer keyboard tolocate specific letter keys, the DELETE BackS key, and the RETURN key. Lack of speed isnot a handicap. Students should be informedthat pressing the ESC key will take them outof the program and let them try again, orreturn to the Word Games menu.

Students should know that the scramble ofletters must be reordered to form the specificword that the computer has in its "memory."Handout 2 is for students to record theircomputer score, along with the words they wereunable to unscramble before the computerprovided the answer.

Suggestions for Usewith Students

• Use Scramble with a subset of words withwhich students have had success on Recall.

• Build lists for Scramble to reinforce specificword building skills, such as recognition ofletters which can be combined to formprefixes, initial clusters, or word endings.

• Have students write or type their own"scrambles" to quiz classmates.

13

RecordSheet

forRecall

Name

NumberofW

ordsTried

_

Nameoflisttouse

_

..Class

Date

:;o:r:

fOQJ

("l:::J

QJQ.

=0 C r+

NumberofCorrectTries

_

FirstTry

_

SecondTry

_

Writethewordsyouneedtostudy:

15

RecordSheet

forScramble

Name

Class

Date

..a.

G\

Nameoflisttouse

_

NumberofW

ordsTried

_

NumberofW

ordsUnscrambled

_

Writethewordsthescramblesmake.Forexample,ifyouseeCRSBLEAM,

writeSCRAMBLE!

Vl:c

()QJ

QJ::::l

30...

0-0_C

11).......

N

17

SampleRuns

Students are givendirections and askedto type in the nameof the list with whichthey'll be working.

Students have up tofour chances tounscramble theletters and make theword. Arrows helpnarrow the choices.

Scramble

S eRA MB L EYou will have four tries to rearrange." 'jroup of letters and unscramb l ea word. An arrow will point toeach letter that is out of place.

Which list do want to betested on? DIGRAPH

There are 10 words on this list.Hew many problems do you want? 5.

Examples of Screen Output

18

SampleRuns

A successfulunscrambling ofletters within fourtries is noted.

Learning to combineand isolate wordcIusters is asuccessful strategy.Students can tryoutas many clusters asthey wish beforepressing theRETURN key.

Scramble

Examples of Screen Output

19

SampleRuns

There are only twopossibilities on thisexample and ...

.. .after the fourth try,the correct lettersappear one by one atthe top of the screen.

Scramble

Examples of Screen Output

20

Guess Word

A "Hangman"Game with Words

Specific Topic:

Type:

Reading Level:

Grade Level:

Word association andlogical guessing

Educational game

2 (Fry)

2-6

Description

Guess Word is a guessing game in whichstudents fill in a series of dots with letters tomake a particular word. For hints about theword, students look at the number of dots andthe accompanying clue or definition.

Objectives

• To associate words as composites of letters

• To infer words from definitions

• To make logical guesses

21

Use in anInstructionalSetting

Guess Word

With each problem the student sees a series ofdots and a clue or definition. If students knowthe word or want to take a guess, the entireword can be typed in at one time. This featureis particularly useful when definitions are animportant part of Guess Word. The computer"judges" the answer only after the RETURNkey is pressed.

If the student does not know the word or typesit incorrectly, any number of tries can be takento discover the word. Each correct letter thestudent chooses replaces the dot where thatletter occurs in the word. Each incorrect letterthe student chooses disappears from thealphabet displayed on the screen.

Lists for Guess Word are made on the ListMaker program. Definitions or clues for GuessWord will be omitted if the lists are requestedfor use with Recall and Scramble.

22

Guess Word

Preparation

Call attention to the use of the ESC key, inaddition to the ATARI keyboard featuresstudents use with Recall and Scramble. SinceGuess Word provides for an indefinite numberof tries per problem, students should know thatthey can press the ESC key and try again, orreturn to the main menu by answering "No." Ifstudents wish to continue with the programbut to stop guessing on a particular word,pressing the + key will advance them to thenext problem.

Students need the name of the list with whichthey'll be working on the computer. Handout 3is for students to record their computer score,along with the words they were unable todetect.

23

Guess Word

Suggestions for Usewith Students

• With pre-schoolers and first graders, useGuess Word to show that words are made upof letters; with intermediate grades, use it toshow that the letters group in specified waysto compose words.

• Using Handout 4 requires building acomputer lesson around a particular concept;in this case, consonant digraphs using phonicand context clues. The words and clues areentered on List Maker.

• Focus on the definitions or set of facts thatare to be emphasized for a particular subject.Getting the "guess" word correct proves thatthe student has made the right association,with the added assurance that the word iscorrectly spelled. A geography lesson, forexample, might use "nearly always warm,wet, and green" for a description with"jungle" as the hangman word. Or socialscience might use "the study of cultures" forthe definition of "anthropology" as thehangman word.

24

Guess Word

• Have students prepare clues for a set of wordsas a using-the-dictionary or research project.

• Use Guess Word as an on-going classroom orextra credit activity. For example, a list ofnames or places in the news can be put in thefile of words and retained or changed over afour-week period. Current events as theyoccur can be entered into the program asclues. Individual students or teams assignedto track the program can give a weekly ormonthly compilation.

• This program makes use of sound. You maywish to adjust the volume control on thetelevision, depending on the location of thecomputer-whether it's in a classroom, mediacenter, or computer lab.

25

RecordSheet

forGuessWord

Name

Class

Date

N enNameoflisttouse

_

NumberofW

ordsTried

_

NumberofCorrectTries

_

NumberCorrectonFirstGuess

_

Writetheanswerstothecluesyoudidnotknow.

...

QI

cO>

(j)::!

VI0..

VIa

....,w

0..

27

GuessWord

Name

,W'"

Class

Date

N 00Eachmissingwordbeginswithaconsonantdigraph:

chphshwhortho

Writeinthemissingword.Usethedictionarytocheckyourspelling.

1.Apicturemadewithacameraisa

_

2.Thebearfelldownanopenmine

_

3.Rain,lightning,or

meansgetoffthelake.

4.Tocarveinstoneyouneeda

_

5.Thesadlittleboycouldonly

_

6.Ifyoudon'tliketheprogram,turnthe

_

7.The

isringing.

•(ph)

(sh)

(th)

(ch)

(wh)

(ch)

(ph)

QI

cO.!

ro::::l

Vlo..

VlO

0..

N \D

8.The

isstuckinanarrow

channel.

9.Thedog'shairisfullof

_

10.To

apieceofwood,useaknife.

(sh)

(th)

(wh)

SampleRuns

The first screen givesprogram directionsand will be followedby a request for thename of the list withwhich the studentwill be working.

As shown on thenext screen, thecorrect letter orletters from anincorrect choice willbe picked up by thecomputer.

Guess Word

Examples of Screen Output

30

SampleRuns

In this example, thestudent has guessedthe correct word buthas misspelled it.

At this point thestudent has just oneletter to focus on andonly one logicalchoice remaining.

Guess Word

Examples of Screen Output

31

SampleRuns

Each letter as it isused correctly dropsdown from thealphabet string intoposition.

If the plural form of aword is typed inwhen the computeris searching for thesingular, the word isaccepted but themessage indicates adiscrepancy.

Guess Word

Examples of Screen Output

32

List Maker

Constructing a File

Specific Use:

Type:

Grade Level:

Construct lists forRecall, Scramble, andGuess Word

Teacher Aid(Interdisciplinary)

1-6

Description

List Maker allows you to edit and then storeinformation to be used with the studentprograms on the diskette for Word Games.

Available Options

• Create a new word list

• Edit an existing list

• Delete an existing list

• End

33

Using theProgram

List Maker

Select number 4 on the menu for the programson the Word Games diskette. The result will bea screen explaining the List Maker program.To proceed, type the password Teacher, thenpress RETURN. Lists can be entered andedited for any of the student programs. This isthe only place the password, which is alwaysTeacher, is requested.

A name must be entered for each list createdon List Maker. A name can be any combinationof eight letters or numbers, but must beginwith a letter. It should be long enough to recallwhat the list covers, but short enough tosimplify typing. The name assigned to a listwill be requested when a list is to be changedor deleted, or when students access the WordGames programs.

The record sheets for List Maker are formattedto ease entry of information when creatinga list to enter into the computer. Up to 50words can be entered in a file for Recall andScramble, and up to 40 for Guess Word. Eachword is limited to 15 letters, while each two-line clue for Guess Word is limited to 20 lettersper line. If a second clue line is unnecessary,move ahead to the next line by pressing theReturn Key.When pressed a second time,this signals to the computer that entriesare complete.

34

List Maker

Once a list is created, it can be added to,deleted, or changed by choosing the edit option.Also available on the edit option is a reportfor Recall and Scramble or a listing for GuessWord. The report will show how many times aword was used, how many times it was missed,and the percentage of times a word was missed,while the listing will show all words and cluesin a Guess Word file.

When editing is complete, the option to stopediting and save the list is selected and theinitial List Maker menu returns to the screen.Another list can then be created, edited ordeleted, or if the End option is selected, workwill end with List Maker and the main menufor Word Games will return to the screen.

35

RecordSheetfor

Recall/Scram

ble

w:::UI

enrollJ

("):::l

NameofList

(15lettersperword)

llJQ..

::::::::0

VIC

(").-+

Word1

Word26

., llJVl

3Word2

Word27

0-

ro

Word3

Word28

Word4

Word29

Word5

Word30

Word6

Word31

Word7

Word32

Word8

Word33

Word9

Word34

Word10

Word35

Word11

Word36

Word12

Word37

Word13

Word38

Word14

Word39

wWord15

Word40

Word16

Word41

Word17

Word42

Word18

Word43

Word19

Word44

Word20

Word45

Word21

Word46

Word22

Word47

Word23

Word48

Word24

Word49

Word25

Word50

w 00

RecordSheet

ForG

uessWord

(15lettersperword

NameofList

and20lettersper

clueline)

Word#1

Clue:Line#1

Clue:Line#2

Word#2

Clue:Line#1

Clue:Line#2

QI

cOJ

(i):J

Vlo..

VlO

QO)

o..:t>

w

Word#3

Clue:Line

#1

Clue:Line#2

Word#4

Clue:Line#1

Clue:Line#2

Word#5

Clue:Line#1

Clue:Line#2

RecordSheet

ForGuessWord

QI

0c

OJ(1)::J

Word#6

VlQ..

VIa

Clue:Line#1

QO"I

Q..OJ

Clue:Line#2

Word#7

Clue:Line#1

Clue:Line#2

Word#8

Clue:Line#1

Clue:Line#2

C'l C'l

Q) 0 Q) sl=: l"'"'l l=::t:t: ..... ..... :t:t: ..... .........:l ....:l ....:l ....:l

"C Q) Q) "C Q) Q)::l ::l ::l ::l...... ...... ...... ......u o u o

41

SampleRuns

The first screen forList Maker requeststhe programpassword. Thepassword must beentered exactly or a"not correct"message appears andthe menu returns tothe screen.

When option 1 isselected, lists to becreated can bespecified for use withRecall and Scramble,with Guess Wordalone, or with allthree programs,

List Maker

LIST MAKER

LIST MAKER allows to constructor edit a word list for the programsRECALL, SCRAMBLE, and GUESS WORD.To use this program, must inthe program password. Please in

the password for LIST MAKER?TEACHERI

LIST MAKER

Do want to1) Create a n'ew word list

2) Edit an existing list3) Delete an existing lis t

4) See names of word 1 i sts

5) End

Which number? 41

Examples of Screen Output

42

SampleRuns

Each list to beentered must have aunique name.Students will needthe name of the listin order to work withthe Word Gameprograms.

The time a word is toremain on the screenfor Recall can be setbetween 1 and 30seconds.

List Maker

Examples of Screen Output

43

SampleRuns

If a list is to be usedwith GuessWord,directions are given,followed by a screenthat requests entry ofwords and definitionsor clues.

A list can be editedonce all entries havebeen made. This listof options includeschanging the timelimit, a feature thatapplies only to theRecall program.

List Maker

Name of list: SAMPLENumber of words on list: 50Time limit: 2 seconds

1) Add words2) Delete words3) Change words4) Get a listing or report5) Change the time limit6) Stop editing / save list

Which number? 31

Examples of Screen Output

44

SampleRuns

Once GuessWord isedited and thechange optionselected, words anddefinitions appearline by line. If nochange is to be madeon a line, movequickly to the nextline by pressing theRETURN key.

When editing iscomplete, this screenwill again appear.Number 5 should beselected to save thechanges made to thelist.

List Maker

!'lame of 11 st: DIGRAPHNumber of urords on 1 i s t : 10

1 photoa picture made witha c arner e

2 shaftr hume s with "r-e f t"

3 thunder'qoes with rain and11ghtn ing

4 c hi s e la. too 1 used bua. s t.one mes on -

Cha,n':le r hurnes u i th "r ej t'to ';'-t-h':lmes un th "ct-aft".

Examples of Screen Output

45

SampleRuns

A report can beobtained for Recalland Scramble bychoosing number 4,"Get a listing orreport" on the editoptions for ListMaker.

After completing theedit options. number6 "Stop editing/savelist" returns the firstList Maker screen.Number 4 will returnthe original menu ofprogram selections tothe screen.

List Maker

Name of 1i st: DIGRAPHNumber of words on 1 i st: 10

1) Add words

2) Delete words

3) Change words

4) Get a 1 i st I ng or report

5) Stop editing / save II st

Wh I ch number '? 51

LIST MAKER

Do ld oU want to1) Create a new LLlord II st

2) Edit an eXisting 1 i st

3) Delete an ex i s t i ng II s t

4) See names of LLlord II sts

5) End

Which nurnbe r ? 41

Examples of Screen Output

46

The ATARI Learning Systems Word Gamesprogram was developed originally for theMinnesota Educational Computing Consortium(MECC) Timeshare System. Initialprogramming of the version for the ATARIcomputer was by Mike Fish, with refinementsmade by Lee Jensen and Mike Boucher. Designmodifications and support materials were byShirley Keran.

© 1982 MECC

47

Every effort has been made to ensure theaccuracy of the product documentation in thismanual. However, because we are constantlyimproving and updating our computer softwareand hardware, Atari, Inc. is unable toguarantee the accuracy of printed materialafter the date of publication and disclaimsliability for changes, errors or omissions.

No reproduction of this document or anyportion of its contents is allowed withoutspecific written permission of Atari, Inc.,Sunnyvale, CA 94088.

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