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ADDITIONAL INFORMATION ABOUT USING THE FLASHMASTER
(Click Below On What You Want To Learn About)
How
the FlashMaster Is Turned On and Off—The "ON/OFF" Key
Pressing the "ON/OFF"
key turns the FlashMaster on or off.
If the FlashMaster is not used for 4 minutes, it
turns off automatically to conserve its
batteries, except that it waits 20 minutes (not just 4 minutes) if it is
currently "paused". (See
explanation of "PAUSE" key below.)
How to
Turn Sound Off and On—The "SOUND" Key
When the FlashMaster is
turned from off to on, sound effects are on. Pushing the "SOUND" key
turns sound effects off, and pushing it again turns sound effects back
on, etc. The symbol for the selected sound setting appears in the upper
left corner of the display.
How
to Use an Earphone
Device
(not included)
An earphone device (not included) can be
plugged into a jack located on the right edge of the FlashMaster near the
"ENTER PROBLEMS" key. Doing
so makes all sound effects audible only through the device.
CAUTION:
Make sure the
sound produced by the earphone device is not too loud for your student.
(Earphone devices differ.)
How to
Change The "Problem Format"—
The
"Change Problem Format" Key
Normally, the FlashMaster presents
problems in the normal horizontal format—for instance, "13-6=?"
or "8´3=?".
When the FlashMaster is turned from off to on, it is always in this
problem format. Pressing the "Change
Problem Format" key changes the problem format first to a "?+2=3"
format, then to a "1+?=3" format, then back to the normal "1+2=?"
format, etc
How
to Hide or Show the Countdown of Time Limits —
The
"Hide or Show: Countdown of Time Limit" Key
A per-activity Time Limit always
applies to "Practice", "Test" and "Special
Problems" activities, and a per-problem Time Limit always applies to problems in a "Flashcards" activity.
While problems are presented in one of these activities, the
countdown of the selected Time Limit is normally displayed—but not
necessarily.
When turned from off to on, the
FlashMaster is always set to display the countdown of the selected Time
Limit when any activity having a Time Limit is started.
Pressing the "Hide or
Show: Countdown of Time
Limit" key once, however,
(1) prevents the FlashMaster from displaying the counting down of
Time Limits and
(2) causes "HID" to be displayed to the left of the Time
Limit.
Time Limits still apply, but the FlashMaster just will not display
them counting down. Pressing
the
"Hide or Show: Countdown of Time Limit" key
again re-sets the FlashMaster to
display the countdown of an applicable Time Limit.
How to Erase Results —
The
"Erase: Results" Key
Pushing the "Erase:
Results" key erases all results stored in the FlashMaster's
memory. (So does pushing the
“RESET” key or removing the FlashMaster’s batteries.)
Turning the FlashMaster off does not
erase results.
How to
"Pause" a "Practice" or "Special Problems" Activity —
The
"PAUSE" Key
If a "Practice" activity or a
"Special Problems" activity is in progress, pushing the "PAUSE"
key:
(1) "pauses" the activity—including
the countdown of the per-activity Time Limit, and
(2) causes "PAUSED"
to blink in the display.
Pushing the "PAUSE" key
again or the "START" key "unpauses" (re-starts) the activity from where it was
"paused".
Only the "Practice"
activity and the "Special Problems" activity can be
"paused".
How to Erase Missed and "Entered" Problems —
The
"Erase: Missed and "Entered" Problems" Key
Pushing the "Erase:
Missed and "Entered" Problems" key erases all
missed or "entered" problems stored in the FlashMaster's memory.
(So does removal of its batteries or pushing the “RESET” key.) Turning the FlashMaster off does not erase these problems.
VERY IMPORTANT REMINDER:
If "entered" problems are stored in the FlashMaster’s
memory, the FlashMaster will not store missed problems in that
memory
unless, of course, the
"entered" problems are erased by pushing the "Erase:
Missed and "Entered" Problems" key (or by pushing the
“RESET” key or removing the FlashMaster’s batteries).
How to
Speed Up or
Slow Down the
FlashMaster —
How
to Change the “Relative Length of Prompts”
Understanding
this feature is not necessary to
the operation of the FlashMaster. But
this feature is helpful for students who either (1) are being unnecessarily
slowed down by the time that the FlashMaster takes to display correct and
incorrect answers or (2) are being confused or made nervous because they do
not have enough time to see their correct and incorrect answers.
The
duration of the visual prompts "CORRECT" and "NOT
CORRECT" displayed by the FlashMaster between the answering of a
problem and the presentation of the next problem depends upon the
"learning activity" selected and upon the current setting for the “Relative Length of Prompts”.
The "Relative
Length of Prompts"
can be increased (slowing down the operation of the FlashMaster) or
decreased (speeding up the operation of the FlashMaster).
To
learn about this feature: immediately
after turning the FlashMaster off, hold down at the same time: the "Hide
or Show: Countdown of Time
Limit" key
and the "Change Problem Format" key.
Normally, this will cause
a “5” and "RELATIVE LENGTH OF PROMPTS"
to be illuminated on the left side of the display and “NORM=5” to be illuminated on the right side. “5” is the “default” value for the “Relative Length
of Prompts”. Pushing the “PAUSE”
key repeatedly while the just-mentioned two other keys are held down
changes the “5” to “6”, then to “7”, then to “8, then to “1”,
and eventually back to “5”.
Etc. The higher
this single-digit number, the longer
answers are displayed. The lower this number, the less
long answers are displayed. “NORM=5”
is a reminder that the normal setting for the number is “5”.
Turning
the FlashMaster on or off does not change the “Relative Length of Prompts”.
Pushing the “RESET” key or removing the FlashMaster’s batteries
re-sets the “Relative Length of Prompts” at “5”.
Two
FlashMasters are not equivalent if they are set at different values for the
“Relative Length of Prompts”.
TIP: It
is easier to change the “Relative Length of Prompts” if the FlashMaster
is rotated 180 degrees so that the “0” key is in the upper-left corner
and the “1” key is in the upper-right corner. The
tips of the two index fingers and the right thumb can then be used to
easily make the change.
Please
let us know which
settings your student, your friends, and you prefer.
(at
info@flashmaster.com
or Post Office Box 9321, Jackson Hole, WY 83001)
How to
Change the
FlashMaster’s Sound Effects
If, immediately
after turning the FlashMaster off,you hold down—at the same time—both
the "Hide or Show: Countdown of Time Limit" key
and the “Erase: Results” key,
an “S” is displayed normally
with a “1” to its right.
The displayed “S1” means that the “default” sound effects for correct and
incorrect answers are in effect. Pushing
the “PAUSE” key repeatedly
while the just-mentioned two other keys are held down changes the “1” to
“2”, to “3”, to “4”, to “5”, to “6”, to “7”, to “8”,
and then back to “1”. Etc. Each number signifies that a different combination of sound
effects is in effect.
Turning
the FlashMaster on or off does not change the sound-effect setting. Pushing the
"RESET" key or removing the FlashMaster's batteries re-sets the sound-effect
setting at “1”.
NOTE:
Sometimes when the "Hide or Show: Countdown of Time Limit" key and the
"Erase: Results" key are first depressed, the FlashMaster displays the code for the combination of sound
effects currently in effect but also changes to the next combination even if the
"PAUSE" key is not pushed.
TIP: It
is easier to change the FlashMaster’s sound effects if it is rotated 180
degrees so that the “0” key is in the upper-left corner and the “1”
key is in the upper-right corner. The
tips of the two index fingers and the right thumb can then be used to
easily make the change.
Please let us know which settings your student, your friends, and
you prefer. (at
info@flashmaster.com or Post Office Box 9321, Jackson Hole, WY 83001)
“Math
Facts” =
Multiplication Tables, Division Tables, Addition Tables, and Subtraction Tables
The FlashMaster is the key to
multiplication table
mastery!
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