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"
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HOW TO MAKE THE FLASHMASTER WORK BEST
FOR YOUR STUDENT AND YOU

The following suggestions are intended to make your student's learning experience and your supervisory experience fast, easy and productive.

1.         Use your common sense in using the FlashMaster and in deciding whether and to what extent to follow these suggestions.  Only you know your student's particular circumstances and are in a position to observe and listen to him or her using the FlashMaster.

2.         Self-confidence in arithmetic is much more important than speedy mastery of arithmetic tables.  When in doubt, err on the side of making your student's first experiences with the FlashMaster too easy, too brief and too relaxed.  Give your student plenty of time to get used to the FlashMaster (perhaps in your absence).

3.         The FlashMaster is not designed to explain the concepts of addition, subtraction, multiplication, and division.  Depending on the student, a lot or a little time may need to be spent introducing these concepts before beginning with the FlashMaster.

4.         Follow the suggestions labeled "Important" and "Also Important" on the front cover of this Guide.

5.         Read this manual and simultaneously try out what it explains on the FlashMaster.  See how easy and/or challenging the FlashMaster's activities can be.  Try to get a sense for how your student will feel using it.

6.         If you are not the student's teacher, consider asking the teacher for suggestions about using the FlashMaster.  But remember Suggestion #1 above.

7.         Decide which arithmetic operation your student should focus on first.  Perhaps, starting with addition will make sense.  On the other hand, if your student is currently working on multiplication in school, you might want to start with it and focus on completely mastering addition (for example) only when your student is doing well in multiplication.  In general, concentrate on one operation at a time.

8.         Decide which "learning activities" your student should use and which not.
            a.            The "Table:  In Order" activity is primarily for introducing a new arithmetic "table".
            b.            The "Table:  No Order" activity is primarily for further practicing a particular "table".
            c.            Often the (untimed) "Table" activities will be, or soon become, insufficiently challenging, especially the "Table:  In Order" activity.
           
d.            The "Practice" activity is the FlashMaster's general purpose "instructional" activity.  It should be very helpful to many students but may not be appropriate for a very advanced student who clearly needs to work only on speed.
           
e.            The "Test" and "Flashcards" activities are best for concentrating on speed since they minimize time spent on instructional feedback.
           
f.            In many cases, a day's session with the FlashMaster should include "Practice" activities followed by one or both of the "Test" and "Flashcards" activities.
           
g.            The "Special Problems" activity should almost always be used at the end of a session to review problems "missed" in other activities during the session.  But remember:  The FlashMaster will not store missed problems if any “entered” problem is in its memory.
 

9.         Decide which "Tables" or "Levels" are initially appropriate for your student.  Depending on her or his ability in the arithmetic operation selected, you may want to use one of the activities to diagnose where your student should start.  Err on the side of beginning with a "Table" number or "Level" number that is too low.

10.       In the case of the "Practice", "Test" or "Special Problems" activity, decide which per-activity Time Limit is appropriate for your student to start with.  When in doubt, use a shorter one.  If your student has a substantial problem concentrating, try a shorter Time Limit.  Eventually (for instance, in fifth grade), many students should be able to deal successfully with a 180-second per-activity Time Limit for testing purposes.  But, for example, two activities of 90 seconds each may often be more productive from a learning standpoint than one of 180 seconds.

11.       In the case of the "Flashcards" activity, decide which per-problem Time Limit is appropriate for your student to start with.  When in doubt, use a longer one.  If your student seems panicked by the one selected, pick a significantly longer one.  As your student's comfort level permits (with practice, age, etc.), this Time Limit can gradually be shortened—perhaps even to one second (especially, once your student has mastered an appropriate number-typing technique).

12.       If the FlashMaster's displaying of the countdown of Time Limits seems to panic your student, try “hiding” the displaying of the countdown by pushing the "Hide or Show:  Countdown of Time Limit" key.

13.       In the case of the "Flashcards" activity, it may make sense to change the number of problems presented per activity from 30 (the "default" number for the activity) to a lower or higher number—depending on the ability and attention span of the student, the length of the selected per-problem Time Limit, etc.

14.       Once a student is accustomed to the FlashMaster, it may often make sense to begin practicing more difficult problems before completely mastering easier ones.

15.            Accuracy is one of two essential criteria for determining whether a student has "mastered" a certain group of math facts (for instance, multiplication tables from "0´0" through "10´10").  Normally, an unhurried student who has attained "mastery" should be able to respond with 100% accuracy from memory—without calculating.  For instance, the student should know that 9´5 equals 45 and not need to reason, for instance, that 10´5 equals 50 and that 50-5 equals 45.

16.       Speed is the second of the two components of "mastery”.  Some students are capable of achieving more speed than others.  For instance, many students probably should not even seriously attempt the "Flashcards" activity when it is set for 80 multiplication problems in Level 9 and for a per-problem Time Limit of only one second.

17.       The FlashMaster presents a golden opportunity for a child to learn that gratifying accomplishments can sometimes be achieved through steady but relatively "painless" effort.  Primarily because a child's work on the FlashMaster is ultimately so gratifying to the child and so easy and convenient for a parent to "enforce", the FlashMaster also presents a golden opportunity for the parent and child to improve their "working relationship."  To maximize the probability of capitalizing on these opportunities:

            a.            Keep daily sessions with the FlashMaster short.  How much daily practice should be required outside of school will depend on many factors—but normally no more than 10 minutes of conscientious practice per day and no more than five days per week.
            b.            Give your child a reliable incentive to complete each assignment promptly and conscientiously.  In some cases, occasionally reminding a child of the importance of regular practice may suffice.  In other cases, conscientious completion of the daily session might be made a prerequisite to a child's later engaging in a desired recreational activity (for example, playing with a video game).  Incentives that take effect almost immediately often are more effective than postponed larger ones.
            c.            The more you can get your child in the habit of doing assignments promptly, the happier both of you will be, and the less time and energy will be wasted "discussing" (or even silently hoping for) possible exceptions.  Remember:  You will be asking for no more than 10 minutes of conscientious effort.
            d.            Normally, have your child do assignments while sitting at a desk or table.
            e.            When your child completes an assignment, she or he should write the results on a form like the one included on page 27 of this Guide.  (In the classroom, students can exchange FlashMasters and use similar forms to record each other's results.)
            f.            Initially, whenever practical, you should then have your child immediately bring you the form and the FlashMaster so you can review the results—on the form, or on the FlashMaster (by using the "SEE RESULTS" key), or on both to insure that results are being recorded appropriately.  Later, "spot checking" results will probably suffice.
           
g.            Be sure to praise your child generously for efforts and progress made.
            h.            But if it is clear that "learning activities" have not been done conscientiously, when appropriate, require that those particular activities be properly and promptly redone.
           
i.            Occasionally, before your child’s missed problems are erased from the FlashMaster, do a "Special Problems" activity yourself to see which ones they are.
           
j.            As soon as your child has completed an assignment conscientiously and recorded the results on a Record of Assignments and Results (like the one on page 27) and you have had an opportunity to review the results, normally both the "Erase:  Results" key and the "Erase:  Missed and "Entered" Problems" key should be pushed.

           
k.
            You should then give your child the next assignment to write on the Record of Assignments and Results.  Eventually, you will probably be able to have him or her formulate most of his or her own assignments.
           
l.            Sometimes it makes sense to have your child do his or her assignment in your presence—for instance, in the kitchen while you are preparing dinner.
           
m.            Often humor is a help.  Friendly competition can be too, but be careful—it can backfire.

           
n.
            The educational benefit and self-confidence that your student derives from her or his experience with the FlashMaster will be greatly enhanced if you make the most of her or his time and effort—by reading this Guide carefully and by being organized and consistent in your very important role as supervisor.  The FlashMaster is designed to make this supervisory role extremely easy, convenient and fast.  If you perform it conscientiously, your student will benefit tremendously—not only from your supervision, but also from your example.

 

Math Facts” = Multiplication Tables, Division Tables, Addition Tables, and Subtraction Tables
The FlashMaster is the key to multiplication table mastery!