Welcome to School Zone's Math 2 On-Track Software!
     
In this Read Me document, you will find the following:
 
Age Level:  Ages 6-8
 
Educational Goal:
To teach and practice second-grade math skills through interactive software that appeals to a variety of learning styles.
 
Educational Skills:
  • Addition
  • Place Value
  • Subtraction
  • Skip Counting
  • Multiplication
  • Fact Families
 
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 2 uses a variety of methods to review, teach, and reinforce second-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 ants at the bottom of each screen track the user’s progress. A green ant indicates correct screens, and a red ant indicates screens with incorrect answers. A user may quit Math 2 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:
    • The green arrow will end what you are currently doing, correct your work, and then take you to the next page or activity.
    • The stop sign will end what you are currently doing and take you to the exit screen, where you can print a progress report or exit the program. The blue arrow on the exit screen will start Math 2 over.
    • The ants 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: 
  The alligator will tell you how to start play. Type your name in the box, then click the green arrow.
  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. For fact families, sums, differences, and place order exercises, place the cursor in the answer box, type the answer, 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 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 ants at the bottom of the screen. A red ant indicates that you need to correct exercises on that page. A green ant indicates a completed, correct page. You can return to a page at any time by clicking on that page’s ant. Place your cursor over an ant to see the page number. Click the stop sign to exit the program.
  4. Scratch Pad: 
  Use the scratch pad to solve problems. Place your cursor in the answer space of a problem and click to make it appear on the scratch pad. Click and hold the mouse button to write your work on the scratch pad. Then type the answer from left to right. Click the picture of the eraser to erase your writing from the scratch pad.
  5. Help:
  If you need help, click the question mark or anywhere in the blue area at the top of the screen.
  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 a Workbook: 
  To exit, click the waving hand. To print your progress report, click the picture of the certificate. You can continue play by clicking the check mark. If you have completed the program and all of the answers are correct, you can click the blue ribbon to print a certificate of completion. Or, you can choose to play a game by clicking the picture of the ants playing ball. You can start over by clicking the blue arrow.
 
Directions for the Games:  
  1. Snake Game: 
  How long of a snake can you make? The snake keeps growing as it moves around the yard. If you run into anything, you lose a turn and have to start over. Use the arrow keys to change the snake’s direction. Press an arrow key or click the mouse to start the game.
  2. Coyote Game: 
  Listen and watch the coyotes. When the coyotes are finished howling, click on them to make the same sounds in the same order as they did. How many times can you get it right? Click to start. If you miss, you lose a turn.
  3. Kangaroo Game: 
  How many objects can your kangaroo jump over? Click your mouse to start the game. Click your mouse again to make the kangaroo jump. Your kangaroo is faster than the computer’s kangaroo, but hitting objects can slow you down. Can you beat the other kangaroo to the finish line?
 
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® Vista, XP, 2000
    Pentium® III 1GHz (or equivalent)
    256MB of RAM
    800x600 32-bit color video
    16-bit sound card
    700MB of available disk space
    CD-ROM or DVD-ROM drive
 
  Mac® OSX 10.5, 10.4.11, 10.3.9
    Power PC™ G4 933MHz (or equivalent)
    256MB of RAM
    800x600 32-bit color video
    700MB of available disk space
    CD-ROM or DVD-ROM drive
 
 
Copyright © 2008 SCHOOL ZONE PUBLISHING COMPANY All Rights Reserved.
 
Microsoft and Windows are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. Apple, Macintosh, and Mac OS are trademarks of Apple Computer, Inc., registered in the U.S. and other countries. PowerPC is a trademark of International Business Machines Corporation. Pentium is a registered trademark of Intel Corporation in the U.S. and other countries.