Learning Resources MathShark Manuel Page 9

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5. After choosing SKILL and LEVEL, screen displays EXAMPLES.
6. Press ENTER to start a game, or CLR to choose a different SKILL or
LEVEL.
7. First problem appears. Input an answer, then press ENTER. To enter a
fraction, use the A/B button. To enter a decimal, use the button.
The HELP button offers a visual clue. The HELP screen might display
the problem in another way or provide a hint to getting the correct
answer. After using the HELP screen, press HELP again (or CLR or
ENTER) to return to the problem screen and ENTER an answer.
8. If the answer is correct, the green light flashes and the correct answer
tone plays.
9. If the answer is incorrect, the red light flashes and the incorrect answer
beep plays. The correct answer flashes and the problem recycles into
the game. Play continues until all 10 problems are answered correctly
(even if it takes 50 tries!).
10. At the end of each game, the screen displays a congratulatory message
and the elapsed time.
11. Make one of these selections:
advance to the NEXT game, press
+
.*
repeat the SAME game, press ENTER.
CHANGE skills by returning to the main menu, press CLR. To
change levels, press CLR, choose a SKILL, then choose a LEVEL.
(To change SKILL during a game, press LEARNING to return to
the main menu.)
* In ADD, SUBTRACT, MULTIPLY, and DIVIDE on Levels 1 and 2, MathShark
will advance to the next LEVEL after the highest drill number is
completed. All other levels and skills will repeat continuously until CLR is
chosen from the end-of-game menu.
To conserve batteries, MathShark is set to “go to sleep” after 300
seconds, or five minutes. Pressing any button will “wake up” MathShark.
When player completes a game after waking up MathShark, the elapsed
time at the end will say 300 SECS, the maximum time.
.
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