How To Get Started
Quickly : Five Easy Step
Time Limit
Arithmetic
Operation
Table
Number
Level
Number
IMPORTANT: If your FlashMaster
is not already turned on, push the "ON/OFF" key.
Step
#1: Push a Yellow Key
to Select One of the 6 "Learning Activities"
Select one of the FlashMaster's 6
"learning activities": "Practice";
"Test"; "Flashcards";
"Table: In Order";
"Table: No Order"; and "Special Problems". (These
activities are explained under THE 6
"LEARNING ACTIVITIES".)
Just
push the yellow key with the label of the learning activity that you want.
The name of the activity appears in the bottom of the FlashMaster's
display on a yellow background.
Step
#2: Use the 3 White Keys to
Adjust:
Time Limit; Arithmetic Operation; Level
Number; and Table Number
By pushing one or more of the 3
white keys one or more times, you can adjust the following settings
(shown in the display) when they
apply to the learning activity that you have selected:
·
Time Limit
·
Arithmetic Operation (+,
,
´,
or ¸)
·
Level Number
·
Table Number
Time
Limit
In the
"Practice", "Test", or "Special Problems"
activity, you can select a peractivity
Time Limit of
180, 150, 120, 90, 75, 60, 45, or 30 seconds for
the entire activity.
Just push the white "TIME
LIMIT" key until the desired number appears in the upper left
corner of the display.
In
the "Flashcards" activity, you can select a
perproblem
Time Limit
of
9, 7, 5, 4, 3, 2.5 (two and five tenths), 2.0, 1.6, 1.3, or 1.0 seconds for
each of the (normally 30) problems that will be presented in the activity.
Just push the white "TIME
LIMIT" key until the desired number appears in the upper left
corner of the display. (Actually,
the number displayed is the perproblem Time Limit for problems with singledigit answers. A
little more time is allowed for 2digit and 3digit answers.)
The
"Table: In
Order" activity and the "Table:
No Order" activity are
not timed. When either of these activities is selected, the "TIME
LIMIT" key has no effect, and no Time Limit is displayed.
Arithmetic Operation (+, ,
´, or ¸)
Except
in the "Special Problems" activity, you can select addition,
subtraction, multiplication, or division.
Just push the white "+

´
¸" key until the symbol of the desired
operation appears (approximately in the middle of the display).
In the "Special Problems"
activity, the FlashMaster presents problems stored in its memory that have
been previously missed or "entered" by you and that may include
two or more arithmetic operations. Therefore,
in the "Special
Problems" activity, pushing the "+

´
¸"
key has no effect, and no arithmetic symbol is displayed until the activity
starts.
Level Number
In
the "Practice", "Test" or "Flashcards"
activity, you can select among nine possible Levels numbered
in order of increasing difficulty from 1 to 9.
Just push the white "LEVEL
# or TABLE #" key until the desired Level number appears in the
upper right corner of the display to the right of "LEVEL".
To
see which problems are emphasized in which Levels, look at the
back of the FlashMaster or under
WHICH PROBLEMS ARE EMPHASIZED IN WHICH
LEVELS
Table Number
In
the "Table: In
Order" or "Table: No
Order" activity, you can select among:
the "0" to "9" "tables" if addition or
subtraction is selected; the "0" to "12"
"tables" if multiplication is selected; and the "1" to
"12" "tables" if division is selected.
Just push the white "LEVEL
# or TABLE #" key until the desired Table number appears in the
upper right corner of the display to the left of "TABLE".
In
the "Special Problems" activity, the FlashMaster presents problems stored in its memory that have
been previously missed or "entered"—not problems from a Table or Level.
Consequently,
in the "Special Problems" activity, pushing the "LEVEL # or TABLE #"
key has no effect, and no Level or Table number is
displayed.
Step
#3: Push the Green
"START" Key to Start Selected Activity
Push
the green "START" key to start the learning activity selected
in Step #1 with the settings selected in Step #2
Step
#4: Answer Problems Presented
Until the Activity Ends
After you "start" a learning
activity, the FlashMaster presents problems until the activity automatically
ends. Use
the number keys to enter answers from left to right.
For example, if you see "6´2=?",
first push the "1" key and then the "2" key.
Step
#5: Review Your Results
When
a learning activity is completed, the results of the activity are displayed
automatically.
The
FlashMaster shows the following information across the middle of its display
from left to right:
· the number of
correct answers;
· the number of
problems attempted; and
·
the percentage of attempted problems that was answered correctly.
The FlashMaster also displays (among other things) the following
information in the usual locations:
· the type of
learning activity;
·
the seconds that actually elapsed during a "Practice", "Test" or
"Special Problems" activity;
·
the perproblem Time Limit in the case of a "Flashcards" activity;
·
the arithmetic operation (+,
,
´,
or ¸)
except in a "Special
Problems" activity;
·
the Level number in the case of a "Practice",
"Test" or "Flashcards" activity; and
·
the Table number in the case of either of the "Table"
activities.
If
at least 19 problems were attempted and all were answered correctly, "WOW!!"
blinks.
“Math
Facts” =
Multiplication Tables, Division Tables, Addition Tables, and Subtraction Tables
The FlashMaster is the key to
multiplication table
mastery!
