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The Six "Learning
Activities"
Click Below on What You Want to Learn About
“Table:
In Order” Activity
“Table: No Order”
Activity
“Practice” Activity
“Test” Activity
“Flashcards” Activity
“Special Problems” Activity
The FlashMaster has 6 "learning activities" or modes.
Select one by pushing its yellow key.
The
"Table: In Order"
Activity
This learning activity is primarily
intended for students who are just
beginning to learn a new "table" (for example, the 8-table in
multiplication).
To select this activity, push the yellow "TABLE:
IN ORDER" key. Next,
use the white "+ - ´ ¸"
key to select an arithmetic operation
and then the white "LEVEL # or TABLE #" key
to select a Table number. Then
push the green "START" key, and the FlashMaster will present
all the problems in the selected Table in
ascending and then descending order.
If you miss a problem, the FlashMaster
makes a negative noise and displays "NOT CORRECT" and then
presents the problem again. If
you miss a problem twice in a row, the FlashMaster shows you the correct
answer and allows you to try the problem again.
There is no time limit in the "Table:
In-Order" activity. It
ends and your results are displayed automatically as soon as all the
problems in the selected Table have been presented and answered in ascending
and then descending order.
The
"Table: No Order"
Activity
To select this activity, push the yellow "TABLE:
NO ORDER" key. Next,
use the white "+ - ´ ¸" key
to select an arithmetic operation and then the white "LEVEL # or TABLE #"
key to select a Table number. Then
push the "START" key, and the FlashMaster will present all the
problems in that Table in
random order—each
problem once if addition or multiplication is selected and each problem
twice if subtraction or division is selected.
If you miss a problem, the FlashMaster
makes a negative noise and displays "NOT CORRECT" and then
presents the problem again. If
you miss a problem twice in a row, the FlashMaster shows you the correct
answer before letting you try the problem again.
Also,
after you correctly answer a problem that
you have missed and then correctly answer a different problem, the
FlashMaster presents the missed problem still
another time to reinforce your mastery of it.
There is
no time limit
in the "Table: No
Order" activity. It ends and its results are displayed automatically as soon as
you have answered all the activity's randomly-presented problems.
The
"Practice"
Activity
The "Practice" activity is the
FlashMaster's general purpose
"instructional" learning activity.
The FlashMaster:
(1) presents either (depending on the Level selected) a focused
or an all-inclusive group of problems
in the selected one of the four arithmetic operations;
(2) repeats each missed problem until it is correctly
answered;
(3) repeats the missed problem again immediately after both it
and a different problem have been answered correctly; and
(4) displays the correct answer to any problem missed twice in
a row.
To select this activity, push the yellow "Timed PRACTICE"
key.
Next,
use the 3 white keys to adjust:
(1) the per-activity
Time Limit;
(2) the arithmetic
operation (+,
-,
´,
or ¸);
and
(3) the Level
number.
Then
push the green "START" key,
and the FlashMaster will present problems of the selected arithmetic
operation until the Time Limit counts down to zero.
The selected Level number controls how
frequently specific problems of the selected arithmetic operation tend to be
presented (for example: never,
1% of the time, 4% of the time, etc.).
When its Time Limit expires, the activity
ends and your results are automatically displayed.
If you miss a problem, the
FlashMaster makes a negative noise and displays "NOT CORRECT" and then
presents the problem again. If
you miss a problem twice in a row, the FlashMaster shows you the correct
answer and allows you to try the problem again.
Also, after you correctly answer a problem
that you have missed and then correctly answer a different problem, the
FlashMaster presents the missed problem still
another time to reinforce your mastery of it.
The
"Test"
Activity
Compared to the "Practice"
activity, the "Test" activity puts more emphasis on presenting a
large number of problems within the
selected per-activity Time Limit,
and less emphasis on providing instruction in connection with missed
problems. Like the
"Flashcards" activity (explained below),
the "Test" activity is primarily
designed
(1) to give tests or
(2) to develop speed and “automaticity”
(the ability to answer problems automatically).
The "Test" activity can be used
to give identical tests to a class of
students individually equipped with FlashMasters.
Unlike comparable written tests used in many elementary schools,
these tests are automatically timed
and scored. And missed
problems can be automatically stored for subsequent practice by means of
the "Special Problems" activity (explained below).
To select the "Test" activity, push the yellow "Timed TEST" key.
Next,
use the 3 white keys to adjust:
(1) the per-activity
Time Limit,
(2) the arithmetic
operation (+,
-,
´,
or ¸),
and
(3) the Level
number.
Then
push the green "START" key, and the FlashMaster will present
problems of the selected arithmetic operation until the Time Limit counts
down to zero.
The selected Level number controls how
frequently specific problems of the selected arithmetic operation tend to be
presented (for example: never,
0.75% of the time, 1.25% of the time, etc.).
If you miss a problem, the FlashMaster
makes a negative noise (unless sound has been turned off by the
"SOUND" key). But the display does not indicate that the problem was
missed, and the problem is not then repeated.
Nor are you ever prompted with the correct answer to a missed
problem.
Thus, if sound has been turned off, you are not informed as to how
successfully you are answering the problems until you learn your results
after completing the activity—just as in a normal written test.
You
can make two or more FlashMasters (of this model) present the exact same
"Test" activity (the same problems in the same order, etc.) by pressing the
same number key on each of them immediately before starting the activity
(with the green "START" key).
The number pressed (the "Specific Sequence Number") appears
in the right side of the yellow background at the bottom of the display.
(Of course, the FlashMasters must also be set for the same
per-activity Time Limit, the same arithmetic operation, and the same Level.)
When the Time Limit of a “Test”
activity expires, the activity ends and your results are automatically
displayed, including any Specific Sequence Number (see preceding paragraph).
The
"Flashcards"
Activity
Like the "Test" activity, the
"Flashcards" activity is designed
to develop speed
and “automaticity”
(the ability to answer problems automatically).
But the
"Flashcards" activity's use of a per-problem Time Limit
makes it especially good for developing speed and automaticity in the
answering of difficult problems.
To select this activity, push the yellow "Timed FLASHCARDS"
key.
Next,
use the 3 white keys to adjust:
(1) the per-problem Time Limit,
(2) the arithmetic
operation (+,
-,
´,
or ¸),
and
(3) the Level number.
Then
push the green "START" key,
and the FlashMaster will present a specified number (normally 30) of
problems of the selected arithmetic operation.
The selected Level number controls how
frequently specific problems of the selected arithmetic operation tend to be
presented (for example: never,
0.25% of the time, 3.75% of the time, etc.).
But each
problem needs to be answered not only correctly but also within the selected
per-problem Time Limit.
If you miss a problem (because you fail
to answer it correctly or
before its Time Limit counts down to zero), the FlashMaster not only makes a
negative noise (unless sound has been turned off by the "SOUND"
key) but also displays "NOT CORRECT" (as it does in all activities
except for the "Test" activity).
But the missed problem is not
then repeated, and you are never prompted with the correct answer to a
missed problem.
The number
of problems that will be presented in a "Flashcards" activity
is displayed on the yellow background at the bottom of the display to the
left of "FLASHCARDS". When
the FlashMaster is turned from off to on, it is always set to present 30
problems in the "Flashcards" activity, but this number can be
changed to 20, 10, 80, 70, 60, 50 or 40 and back to 30 by repeatedly pushing
the "PAUSE" key while holding down the "Timed
FLASHCARDS" key.
You
can make
two or more FlashMasters (of this model) present the exact same
"Flashcards" activity
(the same problems in the same order, etc.) by pressing the same number key
on each of them immediately before starting the activity (with the green
"START" key). The
number pressed (the "Specific Sequence Number") appears in the
right side of the yellow background at the bottom of the display.
(Of course, the FlashMasters must also be set for the same
per-problem Time Limit, the same arithmetic operation, the same Level, and
the same number of "Flashcards" problems (see preceding
paragraph).)
When the FlashMaster has presented the
specified number of problems, the activity ends and results are
automatically displayed, including any Specific Sequence Number (see
paragraph above).
The
"Special Problems"
Activity
and The "Special Problems Memory"
The
"Special Problems" activity is designed
to teach or review problems that have been either recently missed or
manually "entered".
To select the "Special
Problems" activity, push the yellow "SPECIAL PROBLEMS" key.
Next, use the white "TIME LIMIT" key to adjust the per-activity
Time Limit. (The other two
white keys are not used in this activity.)
Then push the green "START" key, and the FlashMaster will randomly present the problems currently stored in its "Special
Problems Memory" until the Time Limit expires.
The "Special
Problems Memory" contains up to 15 problems.
Normally, these problems are those that have been most recently
missed since the memory was last erased by the pressing of
the
"Erase: Missed and
"Entered" Problems" key.
But, as explained elsewhere, you can
"enter" into this memory up to 15 problems taught
by the FlashMaster by using the "ENTER PROBLEMS" key.
As
soon as you "enter" one problem with that key, all missed problems are erased from the memory, and no
more missed problems can be stored in it unless and until you later
push the "Erase: Missed and "Entered" Problems" key.
When the "SPECIAL PROBLEMS" key
is pushed, the number and kind (“MISSED” or "ENTERED") of
problems stored in the "Special Problems Memory" appear in the
middle of the top of the FlashMaster's display.
The "Special Problems Memory" can contain at
the same time: addition,
subtraction, multiplication, and division problems, but not
both missed and "entered" problems.
When the selected Time Limit expires, the
"Special Problems" activity ends and your results are displayed,
including whether the problems presented were "MISSED" or
"ENTERED".
If you miss a problem during a
"Special Problems" activity, the FlashMaster makes a negative
sound and displays "NOT CORRECT" and then presents the problem
again. If you miss a problem
twice in a row, the FlashMaster shows you the correct answer and allows you
to try the problem again. Also,
after you correctly answer a problem that you have missed and then correctly
answer a different problem, the FlashMaster presents the missed problem
again to reinforce your mastery of it.
(Missed problems are handled just as they are in the "Table:
No Order" activity and the "Practice"
activity.)
IMPORTANT:
Unless the "Special Problems Memory" contains important
"entered problems", normally students should do
at least one "Special
Problems" activity at the end of each daily practice session to review and reinforce their mastery of problems missed
during the session.
VERY IMPORTANT REMINDER:
If "entered" problems are stored
in the FlashMaster's memory, the FlashMaster will not store missed
problems in that memory unless 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).
“Math
Facts” =
Multiplication Tables, Division Tables, Addition Tables, and Subtraction Tables
The FlashMaster is the key to
multiplication table
mastery!
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