Welcome to School Zone's Math 1-2 Deluxe Software!
     
In this Read Me document, you will find the following:
 
Age LevelAges 6-8
 
Educational Goal:  To present the basic first and second grade math concepts in a skill practice environment using computer technology.
 
Educational Skills:
  • Skip counting
  • Patterning
  • Shapes
  • Fractions
  • Place Value to 100's place
  • Addition of single-digit to triple-digit numbers with and without regrouping
  • Subtraction of single-digit and double-digit numbers
  • Find missing numbers within equations
  
Key Features:
 
    • School Zone Interactive software keeps children actively engaged.
    • This interactive software contains the most current technology, engaging content, and positive encouragement.
    • Provides superior delivery of educational content
   
Additional Features:
 
    • Multilevel games with up to 10 levels of play
    • Over 100,000 math problems
    • Help demonstrations on all activities
    • Automatic prompts to help play
    • Engaging animations maintain high interest
    • Collect and print nine full-color reward creatures
 
Directions for the Activities and Software:  
  1. Introduction: 
  Welcome to Math 1-2! Meet the friendly host as he invites you in to begin an exciting journey. Type your name on the banner and click OK. Now you are in the Transmodufier, where correctly answering a simple math question enables you to travel to three far away galaxies to play exciting math games. Click on the purple button to travel to the Astro Splat game, the red button is for Bean Works, and for the Swamp Hop activity click on the green button. The blue button goes to the Reward Room. The goal in each activity is to earn enough points to win a reward piece. Each piece needs to be matched to a blueprint in the Reward Room for the construction of a creature-making machine. When you have collected all the reward pieces and finished the blueprint the machine will produce a very unusual creature. The Creature Gallery is where all the creatures you collect are kept. Visit the Creature Gallery to learn about each creature and print their pictures. Collect all nine creatures to complete Math 1-2. To leave one of the 3 games areas or the reward room click on the multi-colored exit button located in the lower left side of the screen. All other screens use an arrow to go back to the previous screen. When you return to the screen with the house, click on the taxi to leave Math 1-2. The program will automatically save your session until you sign-in again. Remember to use the same name to resume the game where you left off.
  2. Astro Splat:
  An arcade style game where you shoot the correct answers to the math question with very unusual ammo, such as a pizza slice, a bowling pin, an ice cream cone or even a pickle. There are 16 different ammunition pieces to choose from. Click on the round button with a picture of a lightening bolt to customize your ammunition. The game will automatically advance through 6 levels of game play or you can click on the button with a key on it, to change the levels. You can also choose between 4, 6 or 12 circling asteroids at the top of the level area. The levels begin with basic shape identification and advance through, counting, addition, subtraction and fractions. The sixth level mixes all 5 concepts. There are four shooter controls, each displaying a math question. The circling asteroids contain the answers. When you have matched the math problem on the shooter to the circling asteroid displaying the correct answer, click the shooter and fire the ammunition. If you hit the correct answer you will get a point, if you hit an incorrect answer 3 times you will lose a point. You need twenty points to win a reward piece. Small highlighted squares along the bottom of the screen record your points. Click on the bag on the bottom right side of the screen to see how many reward pieces you need in this game. If you're not sure how to play, click the question mark to see a demonstration. Click on the multi-colored square button in the lower left corner to return to the Transmodufier.
  3. Bean Works:
  Learn and practice place values and one-digit to three-digit addition. The problem you need to solve is displayed on the left side of the screen. Move the correct number of beans into one of the three place-value containers to represent the equation. Click on a bean and move the bean over the correct place-value container, and then click again. Some problems may require you to regroup, click on the colored button located at the top of the place-value container to regroup the beans to the next container. The number at the bottom of the place-value container is the total number of beans inside. The number showing on the moving arm is the amount of beans you have added. Bean Works has ten levels of play and will automatically advance levels as you progress. The levels range from making numbers to 99 to triple-digit addition with regrouping. To change levels, click on the rectangular button with the key, and then click the level you would like to try. After each step of the problem you will need to click the blinking green GO button. On more advanced levels you will also need to solve the equation or complete the addition problem. Numbers will rise from the bottom of the screen. Click on the correct number, drag it to the correct box below the equation, and click again. When you enter the correct answer a very hungry bean eater will come out and empty the container of all the beans so you can continue your math practice. Each time you correctly complete a problem you will receive a point. Your points or beans are displayed in the green section of pipe at the bottom of the screen. Each level requires a certain number of points before you will earn a reward piece. The harder the level, the fewer points required. Click on the purple bag in the bottom right corner of the screen to see how many reward pieces you need. Click the multi-colored square on the bottom left side of the screen to go back to the Transmodufier. For a demonstration on how to play, click on the question mark.
  4. Swamp Hop:
  Cross the swamp by correctly answering math problems. Entering a wrong answer will cause the square you are trying to step on to sink. It will take a minimum of seven correct answers to cross the swamp. First click on the square you want to move to, a math problem will appear in the lower left portion of the screen. Use the numbers in the green area at the bottom of the screen to answer the problem. Click on a number and drag it to the blank space in the problem, then click again to enter your answer. After every answer, click the green GO button on the log. If your answer is correct the footprints will move to the selected square in the swamp. You can only move parallel or perpendicular to the square you are on, not diagonal. Swamp Hop has seven levels of difficulty to choose from. The program will automatically advance through the levels as you progress. If you want to select a new level, click on the door with the picture of the key, and then click the level you would like to try. Level 1 practices skip-counting, level 2 addition with sums to 10, level 3 subtraction with differences to 9, each subsequent level increases the difficulty using addition and subtraction to 20. When you make it to the bridge on the other side of the swamp, you earn a reward piece. Click on the purple bag located at the bottom right corner of the screen to see how many reward pieces you need. If you don't know how to play, click on the question mark to see a demonstration. To return to the Transmodufier click on the multi-colored square in the lower left corner of the screen.
  5. Reward Bag:
  The Reward Bag shows which games earn which reward pieces to complete the current blueprint. It also is where the reward pieces you have earned are stored. You can tell when you have won a reward piece because it is no longer a blue outline of the piece but a full color piece. The monitors on the left side of the screen show the planets where the games are located. You can go directly to a game by clicking on the planet. If you have won a reward piece you can go to the Reward Room and place the piece in the blueprint by clicking on the fully colored piece. If you are not sure what to do, click on the question mark for help. To return to the last screen you were on, click on the red arrow on the right side of the screen.
  6. Reward Room:
  To get to the Reward Room from the Transmodufier, click on the last window with the blue button. The Reward Room displays the blueprint for the current creature machine you are building. To retrieve one of the reward pieces you have earned, click on the purple bag at the bottom right of the screen. After you click on one of the full colored pieces you will need to match the reward pieces to its outline on the blueprint and click to place it. If you are in a game and would like to go to the reward room, click on the purple reward bag at the bottom of each game screen. This will bring up your stored reward pieces. If you click on one of the full color reward pieces you will go directly to the blueprint to place the piece. There are nine blueprints to construct. Each blueprint is made up of either four or six reward pieces. When a blueprint is completed it will make a working creature machine. Watch as each piece of the machine sputters and chugs into motion to create a very unique creature. You can construct nine different machines that will create nine special creatures. After the creature is created it is transported into the Creature Gallery. The blue arrow on the right side of the screen will take you there. If you don't know how to finish the blueprint, click on the question mark to see a demonstration. Once you have completed a blueprint you will start a new one. Each blueprint you complete will be stored in the box at the bottom of the screen until you clear them. Just click on one of the stored blueprints to recreate that machine. To return to the Transmodufier click on the multi-colored square on the lower left corner of the screen.
  7. Creature Gallery:
  The creatures you create are stored in the Creature Gallery. To get to the Creature Gallery you need to be in the Reward Room and then click on the blue arrow on the right side of the screen. You have nine creatures you can collect; Vince the soft-shoed Nostrigator, Ottoman the over stuffed Dumpelpod, Percy the green-tailed Uni-goose, Phoebe the speckled Tri-paragleep, Carlyle the flop eared Kragon, Sammy the fringy Fruggum, Lulu the high-heeled Puffelstork, Gloria the glamorous Snorkelpus, and Polly the plumed Platapuffin. Click on a creature to have it say its name. Click on the step displaying the creatures name to hear a detailed description. To print a framed portrait of a creature, click on a creature, and then click the rock that has a picture coming out, in the bottom right corner of the screen. You can print your game scores by clicking on the rock with the starred paper coming out, in the bottom left corner of the screen. The program will automatically save the creatures you have collected until you release them. Remember to log in with the same name to restore your saved session. If you are ready to erase your game scores or to release the creatures, click on the rock with the lock at the bottom of the screen. You have two choices either erase just your creatures and leave the score, or clear off your scores and the creatures to start over. To return to the Reward Room click on the blue arrow in the top left corner of the screen.
 
 
Technical Support:
  If you experience problems using this software, you can e-mail us at support@schoolzone.com or call us at 1-616-846-9601.

Support Hours:
Monday through Thursday 8:00 a.m.-5:00 p.m. EST
Friday 8:00 a.m.-4:30 p.m. EST

Additional support is always available online at: www.schoolzone.com/support

Please have the following information available for technical support:
 
  • Operating system
  • CPU type and speed
  • Amount of RAM
  • Available hard drive space
  • CD-ROM speed
 
Minimum System Requirements:
  Windows® 7, Vista, XP SP3
    Pentium® III 1GHz (or equivalent)
    1GB of RAM
    800x600 32-bit color video
    16-bit sound card
    700MB of available disk space
    CD-ROM or DVD-ROM drive
 
  Mac® OSX 10.8, 10.7.4, 10.6.8
    Intel Processor
    1GB of RAM
    800x600 32-bit color video
    700MB of available disk space
    CD-ROM or DVD-ROM drive
 
 
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