To Master Multiplication Tables and other Math Facts:

"Kids regard it as a 'GameBoy', but it is a little computer for practicing basic math facts"
A to Z Home's Cool homeschooling website (click for more)
"perfect in every way … without a doubt, the best math resource I've ever come across"  
Old Schoolhouse Magazine (click for more)
"simple yet engaging…none of our testers (age 6 to 16) wanted to relinquish the FlashMaster"
PC Magazine (click for more)

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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