HOW
TO "ENTER" PROBLEMS INTO THE
"SPECIAL PROBLEMS MEMORY"
The "ENTER
PROBLEMS" key is used to "enter" up to 15 problems taught
by the FlashMaster into the "Special Problems Memory"
(explained above). When you
first push the key, the number and kind (“MISSED” or
"ENTERED") of problems then contained in the memory appears in the
middle of the top of the FlashMaster's display, and the line under the space
for the left operand of the problem to be entered blinks.
Type in that left operand from left to right.
(For instance, if the problem is "149=5", enter
"14" by typing first the "1" key and then the
"4" key.) Next push
the white "+  ´ ¸" key until the
symbol of the desired operation ("" in the example)
appears. (Only possible
operations ("" and "¸" in the example)
appear as choices.) Next type
in the right operand. And
finally, push the "ENTER PROBLEMS" key.
Doing so "enters" the problem and
erases any missed problems until
then contained in memory. The
number of "entered" problems in memory appears in the middle of
the top of the display to the left of "ENTERED".
You can then type the left operand of any additional problem that you
want to "enter". Etc.
“Math
Facts” =
Multiplication Tables, Division Tables, Addition Tables, and Subtraction Tables
The FlashMaster is the key to
multiplication table
mastery!
