Welcome to School Zone's Math 3 On-Track Software!
     
In this Read Me document, you will find the following:
 
     
Age Level:  Ages 7-9
 
Educational Goal:
To teach and practice third-grade math skills through interactive software that appeals to a variety of learning styles.
 
Educational Skills:
  • Expanded Notation
  • Fact Families
  • Adding and Subtracting Two- and Three-Digit Numbers
  • Multiplication
  • Place Value
  • Inequalities
  • Division
  • Rounding
  • Story Problems
 
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 3 uses a variety of methods to review, teach, and reinforce third-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 progress balls at the bottom of each screen track the user’s accomplishments. A green progress ball indicates correct screens, and a red progress ball indicates screens with incorrect answers. A user may quit Math 3 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 progress balls at the bottom of the screen show which pages are correct, which pages need corrections, and which page you have not attempted.
  • When these directions instruct you to “click,” that means you should press your mouse key 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 at the top of the screen. 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 move numbers or symbols, place the cursor over the number to be moved. Click and hold the mouse button to move the number or symbol 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 whether you have completed it or not. You can choose a page by clicking on a progress ball at the bottom of the screen. A red progress ball indicates that you need to correct exercises on that page. A green progress ball indicates a completed, correct page. You can return to a page at any time by clicking on that page’s progress ball. Place your cursor over a progress ball to see the page number. Click the stop sign to exit the workbook.
  4. Scratch Pad: 
  Use the scratch pad to solve problems. Place your cursor in the answer space of a problem and click on it to make it appear on the scratch pad. Click and hold the mouse button to write on the scratch pad. When you have solved the problem, type the answer and then press <enter> or <return>.Click the picture of the eraser if you need to erase your writing from the scratch pad.
  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 3
  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 ball and tennis racquet. You can start over by clicking the blue arrow.
 
Directions for the Games:  
  1. Checkers: 
  Your opponent for this game is the computer. The winner is the player who has one or more checkers on the board at the end of the game. Click your mouse to start the game. When it’s your turn, move one checker forward to the closest empty white square. You can capture your opponent’s checker by jumping over it to an empty white square. You can jump over more than one of your opponent’s checkers in a turn by jumping from empty square to empty square. You can’t jump over your own checkers. You must jump your opponent’s checker if it is possible. When your checker lands on the last row at the top of the screen, it becomes a king. A king can move either forward or backward. To move a checker, first click on it. Then click on a highlighted square to move the piece. Change the appearance of your checkers by clicking on one of the triangles at the top left of the screen.
  2. Zany Zoo: 
  Click your mouse to start the game. Use your arrow keys to move the zookeeper. Don’t feed the animals the wrong food, and make sure you avoid the jeep. You have three chances to earn your best time.
  3. Mouse Mania: 
  Click to start the game. Use the arrow keys to move the mouse. When the mouse has eaten all of the cheese, ring the bell. Don’t run into the hungry cats! You have three chances to earn your best time.
 
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 10.7.1, 10.6.6
    Intel Processor
    1GB of RAM
    800x600 32-bit color video
    700MB of available disk space
    CD-ROM or DVD-ROM drive
 
 
Copyright © 2011 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. Pentium is a registered trademark of Intel Corporation in the U.S. and other countries.