Welcome to School Zone's Phonics 2-3 On-Track Software!
     
In this Read Me document, you will find the following:
 
Age Level:  Ages 6-8
 
Educational Goal:
To teach and practice phonics skills through interactive software that appeals to a variety of learning styles.
 
Educational Skills:
  • Long Vowels
  • Short Vowels
  • Vowel-Consonant-e
  • Blends
  • Combination Sounds
 
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:  
  Phonics 2-3 uses a variety of methods to review, teach, and reinforce the relationship between letters and sounds, which is an important skill for reading and spelling. 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 fish at the bottom of each screen track the user’s progress. A green fish indicates correct screens, and a red fish indicates screens with incorrect answers. A user may quit Phonics 2-3 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 little fisherman appears at the lower right-hand corner of each activity screen. Click him to end what you are currently doing, correct your work, and then take you to the next page or activity.
    • A stop sign 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 fish at the bottom of the screen show you which pages are correct, which pages need corrections, and which pages 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, then click the little fisherman. 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. Place the cursor in the answer space, and then type your answer. To select an answer, place the cursor on the answer, and then click once. If you change your mind, click again to de-select the answer. To select more than one item, place the cursor on each item and click one at a time. To move items, letters, or words, place the cursor over the item to be moved. Click the mouse button and drag the letter or word to its proper position. Click again to release it. To complete a word search, click on each letter of a word.
  3. Moving Between Pages: 
  After completing a page, click the little fisherman. Correct exercises will be marked with a star. Incorrect exercises will be marked with a red check. By clicking the little fisherman, you will move to the next page. You can choose a page by clicking on the fish at the bottom of the screen. A red fish indicates that you need to correct exercises on that page. A green fish indicates a completed, correct page. You can return to a page at any time by clicking on that page’s fish. Place your cursor over a fish to see the page number. Click the stop sign to exit the program.
  4. Printing Pages: 
  A picture of a printer on the screen indicates that this page can be printed. Click the printer to print the page.
  5. Completing Phonics 2-3
  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 picture of a workbook page. Once you exit and restart the program, you will automatically be taken back to the page you left. You can also go back and correct your work by clicking on a red fish or 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 picture of a certificate with a ribbon to print a certificate of completion. Or, you can choose to play a game by clicking the game pieces. You can start over by clicking the blue arrow.
 
Directions for the Games:  
  1. Shuffling Shapes: 
  See how fast you can put the puzzle together. Use the colored shapes to complete it. Click a colored shape and move it over the blue image. Use the space bar or letter keys to turn it. Click to release it. To move the shape again, click on it and move it to a new position. If you need a hint, click the light bulb. A hint costs you time. You have three puzzles to build. Click to start.
  2. Bumping Bumpers: 
  Put on your helmet and get ready to start! First move the flag on the car you want to drive. Then try to bump all of the other cars off the screen. Hold down the arrow keys to move your car. Bump other cars that are the same color as yours. If the front of your car is red, hit the red part of another car with your bumper. Watch carefully! When your car bumps another car, it switches colors.
  3. Pick a Pair: 
  How fast can you match all the tiles? First click the buttons at the bottom of the screen to select the game layout, and then choose letters or objects. To play, click two matching tiles to remove them. You can match identical objects or match the same letters of the alphabet. For example, you can match an uppercase L to either an uppercase or lowercase L, even if they are different colors. A tile can’t be removed if there are tiles on its left and right. If you need a hint, click the light bulb. A hint costs you time. Click a tile 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, 10.7.5, 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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