Learning Box
Five Little Ducks
Parent's Guide
Learning at Home
Five Little Ducks is designed to teach your child a wide range of
skills. These are introduced in carefully graded steps so that you
have control over the pace at which your child learns and
progresses. This program:
* teaches sorting and matching, two important
skills needed to develop your child's number and word
ability;
* teaches that each number is used to represent a
certain number of objects;
* develops the concept of counting by showing your
child how numbers form a sequence (1,2,3,4,5, or
5,4,3,2,1);
* gives practice in recognizing and understanding the
numbers 1,2,3,4,5;
* makes counting fun.
On this cassette are ten activities:
Early 1. Where do I belong? (sorting shapes)
numbers 2. What colour am I? (sorting colours)
3. How many?
4. What number? stage 1
5. What number? stage 2
Counting 1. Count the ducks demonstration (numbers 5-1-5)
2. Count the ducks stage 1 (numbers 1-5 in order)
3. Count the ducks stage 2 (numbers 1-5 at random)
4. Number the ducks stage 1 (numbers 1-5 in order)
5. Number the ducks stage 2 (numbers 1-5 at random)
Initially, do these activities together, but very soon your child will
be able to do them alone.
IMPORTANT: Read this guide carefully and familiarise yourself
with the activities before introducing your child to them.
Step 1
a Use the rhyme of the Five Little Ducks in the rhyme book to introduce your
child to numbers 1-5.
b Now play the rhyme tape.
c Use the rhyme book to introduce your child to the objects belonging
together; e.g. cup and saucer, spoon and bowl, etc.
d Use the rhyme book to introduce your chid to the idea of "homes"; e.g. fish
live in the fish bowl, ghosts live in the castle, etc.
Step 2
How to plug in your Spectrum:
a Connect your Spectrum TV socket to the
aerial socket on your TV.
b Connect your Spectrum
EAR socket to the EAR
socket on your cassette player.
c Connect your Spectrum MIC socket
to the MIC socket on your cassette
player.
d Connect your Spectrum
9V DC socket to the
Spectrum ZX Power
Supply Unit.
e Now plug your cassette player,
Spectrum ZX Power Supply Unit
and TV to your mains sockets.
f Switch on your TV and turn the sound down to its
lowest setting. Find your computer channel. When
SINCLAIR RESEARCH appears on the screen, you
have found the right channel. If SINCLAIR
RESEARCH does not appear on any channel, you
will have to tune one of the channels. Refer to
your TV manual for instructions on how to do this.
g Insert tape, side B upwards, into your cassette
player. Rewind to the beginning if necessary.
h Turn the volume control on your cassette player
up to just below maximum. Now you are ready
to load the program.
Step 3
How to load the program:
a Press J on your Spectrum keyboard.
b Now hold down SYMBOL
SHIFT and at the same time
press P PRINT twice. LOAD ""
should now appear on the
screen. If not refer to the
Checklist.
c Now press ENTER.
d Depress the PLAY button
on your cassette player.
e A coloured border should
appear on the TV screen.
f Next, stripes should appear in
the border as the program loads.
g When the striped
border disappears (after
approximately 4 minutes).
you can stop the tape.
Your program is now ready.
h You may need to
adjust the controls on
your TV to obtain the
best results.
Checklist
1 Is everything plugged in and turned on?
2 Is your TV on the correct channel?
3 If the stripes do not appear on the screen when you depress the
play button on your cassette player, check the connections
between your Spectrum and cassette player, and between the
cassette player and the mains. The cassette lead has two grey
plugs and two black plugs. Make sure the same colour is plugged
into the same socket on both the Spectrum and the cassette player;
i.e. EAR to EAR and MIC to MIC.
4 Is the B side of the cassette facing upwards?
5 Is the cassette wound back to the beginning?
6 Is the volume on your cassette player adjusted to just below
maximum?
7 When you have checked all these, pull out the 9V DC plug to switch
off your Spectrum. Reconnect it and start again.
Step 4
How to begin an activity.
a The first thing to do is to choose whether you want your child to practise
early numbers or counting. Press 1 to choose early numbers, or press 2 to
select counting.
b Now press ENTER.
c On the screen will appear a list of activities, 1-5 for early numbers, or 1-5
for counting. To select the one you want, press the appropriate number
key. (Each activity is explained in full in Step 5).
d Now press ENTER again.
e Before you begin, put the overlay
over the keyboard. The screen will
tell you which overlay to choose.
f Now press any key to the pink area
of the overlay to begin, e.g. ENTER.
Step 5
Early number Activity 1:
Where do I belong?
a As a demonstration, two homes will appear on the screen; e.g. a fish bowl
and a castle. Now one character will appear and go into its appropriate
home. Then a second character will appear and go into its appropriate
home.
b Now a character will appear above one of the homes. Use any key in the
blue area (e.g S) to move the character so that it is above its right home; i.e.
fish above bowl.
c Now press any key in the pink area.
d If your child has got it right, the character will go into its home. If your
child has got it wrong, he must try again.
e When all the characters have been put into their homes, press any key in
the pink area for another go.
f Initially, do this activity together, but very soon your child will be able to do
it alone.
g To move on to another activity, follow the instructions in Step 6.
Activity 2:
What colour am I?
a Three objects will appear one by one, and form a row at the bottom of the
screen. They will all be the same, but each will be a different colour; e.g.
a blue, red and green car.
b Now another car will appear. Use any key in the blue area to move this
car until it is above one of a matching colour.
c Now press any key in the pink area. If the colours do match, the object will
slide down to join the object of the same colour. If not your child must try
again.
d When your child has matched all the objects, press any key in the pink
area and begin the activity book again.
e Initially do this activity together, but very soon your child will be able to do
it alone.
f To move on to another activity, follow the instructions in Step 6.
Activity 3:
How many? stage 1
a Up to three pictures appear on the right of the screen; e.g. one saucer or
three sails.
b Now on the left of the screen will appear some corresponding objects;
e.g. cups or boats. There will always be more objects on the left than
there are pictures on the right; e.g. four cups but three saucers (but never
more than four).
c Use any key in the blue area to move one object from the left next to a
picture on the right. Each time your child moves an object next to a
picture, a piece of a clown's face will appear in the middle of the screen.
d If your child tries to move one object too many, ALL the objects will return
to the left of the screen and the activity will start again.
e When all the pictures on the right hove been matched, press any key in
the pink area.
f If your child has got the matching right, the happy face of the clown will
be filled in. Press any key in the pink area for another go.
g If your child has got it wrong all the objects will return to the left of the
screen and your child must then try again.
h Initially, do this activity together, but very soon your child will be able to do
it alone.
i To move on to another activity, follow the instructions in Step 6.
Activity 4:
What number? stage 1
a The screen shows one little duck. Press any key in the pink area and the
number 1 symbol will appear beside it.
b Press any key in the pink area again to make two ducks appear and so on.
c Use this activity to introduce your child to the number symbols 1-5. As the
ducks appear on the screen, ask your child to count how many ducks
there are.
d To move on to another activity, follow the instructions in Step 6.
Activity 5:
What number? - stage 2
The procedure for this activity is the same as for Activity 4 but
the number of ducks will appear in a random sequence; e.g. 4,2,3,5,1.
Counting Activity 1:
Count the ducks demonstration
a The screen shows five ducks forming the number 5. Press any key in the
pink area, and the number 5 symbol appears.
b Now press any key in the pink area, and all the ducks fly off one by one,
and four fly back to form the outline of a number 4, and so on.
c As the ducks form the numbers, you might like to read aloud the
Five Little Ducks rhyme, from the Rhyme Book.
d To move on to another activity, follow the instructions in Step 6.
Activity 2:
Count the ducks stage 1
a The screen shows a lake scene with the outline of a number. Count out the
number of ducks using any key in the blue area. When the correct number
has been counted press any key in the pink area. Each time a key is
pressed, a duck flies onto the screen.
b If your child presses any key in the pink area before there are enough
ducks to fill the number outline, the ducks already on the lake will dive into
the water and your child must continue counting.
c If there are already as many ducks as the number, the extra ducks fly
past and the ducks on the lake all fly off after them. Your child must then
start again.
d When your child counts out the right number of ducks, they will all quack
happily before flying off. The next number outline will then appear.
e The numbers appear in the sequence 1,2,3,4,5,4,3,2, and 1.
f Initially do this activity together, but very soon your child will be able to do
it alone.
g To move an to another activity, follow the instructions in Step 6.
Activity 3:
Count the ducks stage 2
The procedure for this activity is the same as for counting Activity 2 but
the numbers will appear in a random sequence; e.g. 4,2,5,3,1,2,5, etc.
Activity 4:
Number the ducks stage 1
a The screen shows a lake scene with the outline of a number.
b Your child must press the appropriate number key to make the right
number of ducks fly onto the screen and land on the number outlined on
the lake.
c If the number entered is too small, that number of ducks will fly across the
screen but will not land. If the number key pressed is too large, the correct
number of ducks will land on the lake and the remaining ducks fly past.
After a few seconds the ducks on the lake will take off and fly after the
other ducks. Your child must then enter the number again.
d When your child presses the right number key, the ducks quack happily
e The numbers appear in the sequence 1,2,3,4,5,4,3,2, and 1.
f Initially, do this activity together, but very soon your child will be able to do
it alone.
g To move on to another activity, follow the instructions in Step 6.
Activity 5:
Number the ducks stage 2
The procedure for this activity is the same as for counting Activity 4 but
the numbers now appear at random; e.g. 4,3,1,5,2, etc.
Step 6
How to finish an activity
Hold down CAPS SHIFT and BREAK SPACE and press 1 once.
You can now choose another activity as before.
To choose the other exercise, hold down CAPS SHIFT and BREAK
SPACE and press 1 once.
How to end the program
To end the program, simply disconnect the Spectrum ZX Power
Supply Unit from the mains.
How to switch of the sound
To switch off the sound, hold down
keys CAPS SHIFT and BREAK SPACE
and press 3 once. To switch
the sound on again, repeat this
action.
How to pause
To pause: Hold down keys CAPS
SHIFT and BREAK SPACE and press
4 once. To continue, repeat this.
NOTE:
These key combinations have been carefully designed to make it
difficult for your child to carry out any of these actions
accidentally.
(c) Five Ways Software Limited 1984.
Arrow, 17-21 Conway Street, London W1P 6JD.