Welcome to School Zone's Math 1 On-Track Software!
     
In this Read Me document, you will find the following:
 
Age Level: Ages 5-6
 
Educational Goal:
To teach and practice first-grade math skills through interactive software that appeals to a variety of learning styles.
 
Educational Skills:
  • Numbers
  • Addition
  • Place Value
  • Subtraction
  • Greater Than
  • Less Than
 
Key Features:
    • School Zone Interactive software keeps children actively engaged.
    • Educators developed this electronic workbook; it contains the most current and essential skills, content and approaches.
  
Additional Features:
    • Learning is reinforced with audio and animated rewards.
    • Simple program design allows children to work independently.
    • Fun games are rewarded after every two screens.
    • New questions and activities are generated.
    • Instructions for each page are read aloud.
    • The answers are marked as correct or incorrect.
    • The program saves the progress of each user.
    • Personalized progress reports and reward certificates are available.
    • This electronic workbook has printable pages for off-screen practice.
 
Play Summary:  
  Math 1 uses a variety of methods to review, teach, and reinforce first-grade math skills. The goal is to complete all of the pages correctly. Once this is accomplished, the user can print a personalized certificate of completion. After every two screens, the user is rewarded with a game. Progress reports and bees at the bottom of each screen track the user’s progress. A green bee indicates correct screens, and a red bee indicates screens with incorrect answers. A user may quit Math 1 at any time and return later. By using the same user name, the software retains that user’s progress. The software randomly shuffles the activities and exercises for each new user.
 
Some Things to Remember:
    • A green arrow icon appears at the lower right-hand corner of each activity screen. Click the green arrow to end what you are currently doing, correct your work, and then take you to the next page or activity.
    • A stop sign icon appears at the lower left-hand corner of each activity screen. Click the stop sign to end what you are currently doing and go to the exit menu, where you can print a progress report or exit the program. Click the blue arrow on the exit screen to shuffle the exercises and start the program over.
    • The bees at the bottom of the screen show you which pages are correct, which pages need corrections, and which page you have not attempted.
    • When the directions instruct you to “click,” that means you should press your mouse button one time.
 
Directions for the Activities and Software:  
  1. Introduction: 
  Ollie Gator will tell you how to start play. Type your name in the box, and then click the green arrow. A help movie will explain how to use the program. Click to stop the movie and move to the first activity.
  2. Activities:
  A voice will read the directions for each screen. If you need to hear the directions again, click any word in the directions. A blinking line in an answer box means that you should type the answer, and then press the <enter> or <return> key. Be sure to type a number answer from left to right, from the greatest to the least place value. To select an answer, place the cursor on the answer, and then click once to select it. To select more than one item, place the cursor on each item and click one at a time. To complete a dot-to-dot, click each dot in order. To arrange numbers in order, place the cursor over the number to be moved. Click the mouse button and drag the number to its proper position. Click again to release it.
  3. Moving Between Pages: 
  After completing a page, click the green arrow. Correct exercises will be marked with a star. Incorrect exercises will be marked with a red check. By clicking the green arrow, you will move to the next page. You can choose a page by clicking on the bees at the bottom of the screen. A red bee indicates that you need to correct exercises on that page. A green bee indicates a completed, correct page. You can return to a page at any time by clicking on that page’s bee. Place your cursor over a bee to see the page number. Click the stop sign to exit the program.
  4. Number Line: 
  Use the number line to solve problems. Place your cursor on the number line and click. Click and hold the mouse button to draw between the points on the number line. To hear a number, click on its dot. Type your answer on the screen. Click the picture of the eraser to erase your work from the number line.
  5. Help: 
  If you need help, click the question mark.
  6. Printing Pages: 
  A picture of a printer on the screen indicates that this page can be printed. Click the printer to print the page.
  7. Completing Math 1
  To exit the program, click the stop sign. To print your progress report, click the certificate. If you have not completed the program, you can continue play by clicking the bee pointing to the page. Once you exit the program, you will automatically be taken back to the pages with incorrect answers. You can also go back and correct your work by clicking the check mark on the exit screen. If you have completed the program and all of the answers are correct, you can click the ribbon to print a certificate of completion. Or, you can choose to play a game by clicking the bees with the baseball and football. You can start over by clicking the blue arrow.
 
Directions for the Games:  
  1. Munch-a-Lunch: 
  How much food can an ant eat? Use the arrow keys to guide the ant to all of the food, while avoiding the ant spray. You have three chances to eat all of the food. Click to start.
  2. Bashful Bats: 
  How many bats can you find in this dark cave? Click your mouse when you see a bat in the explorer’s light. You have three chances to collect as many bats as you can before the explorer reaches the end of the cave. Click your mouse or press an arrow key to start.
  3. Daredevil Dolphin: 
  How many tricks can your dolphin perform? Hold down your mouse button when you want to give the dolphin power. Release the button to make it jump. Earn points by jumping through hoops, ringing a bell, or catching a fish. Don’t miss a target! You have three chances to earn as many points as you can. Click to start.
 
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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