Welcome to School Zone's Reading Readiness K-1 On-Track Software! | |||
In this Read Me document, you will find the following: | |||
Age Level: Ages 5-7 | |||
Educational Goal: | |||
To teach and practice early reading skills through interactive software that appeals to a variety of learning styles. | |||
Educational Skills: | |||
|
|||
Key Features: | |||
|
|||
Additional Features: | |||
|
|||
Play Summary: | |||
Reading Readiness K-1 uses a variety of methods to review, teach, and reinforce important skills for early reading. 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 planets at the bottom of each screen track the user’s progress. A green planet indicates correct screens, and a red planet indicates screens with incorrect answers. A user may quit Reading Readiness K-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: | |||
|
|||
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 rocket. 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 on the answer, and then click once to select the answer. If you change your mind, click on another 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. | |||
3. Moving Between Pages: | |||
After completing a page, click the rocket. Correct exercises will be marked with a star. Incorrect exercises will be marked with a red check. By clicking the rocket, you will move to the next page. You can choose a page by clicking on the planets at the bottom of the screen. A red planet indicates that you need to correct exercises on that page. A green planet indicates a completed, correct page. You can return to a page at any time by clicking on that page’s planet. Place your cursor over a planet 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 Reading Readiness K-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 rocket pointing to the page. Once you exit and restart 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 game pieces. You can start over by clicking the blue arrow. | |||
Directions for the Games: | |||
1. Launch Pad: | |||
Can you blast the rocket into space without hitting anything? Use your mouse to move the rocket ship, and then click to launch it. You have three chances to shoot the most rockets and become a three-star space commander. Click to start. | |||
2. Frosty Fun: | |||
The sun can melt a snowman quickly. Use your mouse to move away from the sun until the thermometer goes below freezing. You can hide under the clouds. You have three chances to keep the snowman from melting. Click to start. | |||
3. Memory Match: | |||
Your opponent is the computer. When it is your turn, click the squares to find two pictures that match. Every time you find a match, part of a mystery picture is revealed. The game is over when you can see the entire mystery picture. The winner is the one who matched the most squares. 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: |
|||
|
|||
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 | |||
Copyright © 2012 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. | |||