You are on page 1of 9

Multimedia Algebra Introduction

After the title sequence (which you can skip by clicking anywhere on the screen with the mouse), your host, Professor Doodles, will appear. He is your friend and guide and will talk you through each stage of the program. English is not his first language so listen carefully.

MENU

This is your starting point for the program from which you can go to all other screens. You will see the mystical land of Algebra and some buildings and signs. Each object acts like a button when you click on it. The Professor will introduce you to each feature. If you have heard what he has to say before, and know what to do, you can click on the object of your choice at any time. From the menu you have three different options: ABOUT HELP EXIT

and the two main sections: The Cartoon Classroom The Castle of Coordinates

For Help on Help, Press F1

ABOUT
This gives you a new screen with credits, product information and other mind-boggling information. When youve seen enough, just click anywhere, or on the GO BACK button at the end, to return to the main menu screen.

HELP Well, if you got this far there is nothing to explain here!! EXIT
When you have had quite enough of Algebra for one session, click here to exit the program. You will get one chance to change your mind just in case you clicked the button by accident. You can also exit the program by hitting the ESC key at any time.

CARTOON CLASSROOM

The cartoon classroom allows you to select the algebraic category you wish to learn about. You are given the following options: 1. Algebraic Concepts

2. 3. 4. 5. 6. 7. 8. 9.

Order of Operations Simplifying Fractions Integers Polynomials Factoring Exponents of Roots Quadratic Equations Systems of Equations

If you are in a real hurry and want to bypass Professor Doodles, click anywhere on the screen to shoot straight to a selection point. (You will also be treated to a zany sound effect and a glimpse inside the classroom). When you click one of the categories, you will be transported to the Cartoon Menu Screen.

CASTLE OF COORDINATES
This is the Professors home. The first screen you come to is a cut-away section of the castle where you can see all seven rooms. The Professor will ask you to select one to explore. You select by simply clicking the room you want to go to. Explore the seven rooms in the Castle. Once you are in each room the Professor will appear and explain what you have to do. Usually he will ask you to click on a coordinate. After you see the coordinate appear in a cartoon speech bubble, a grid will appear with numbers marked around the outside. The coordinate you are looking for will correspond to an object in the room. If you successfully click at the correct point on the grid, you will see the object come alive and perform an animation. If you get it wrong, you will hear a beep and will have to try again next time. The coordinates are asked in a random order each time. Once all the objects have been activated the Professor will tell you: Thats all for this room and you should click the GO BACK button. Not many people know that Professor Doodles used to work in a science laboratory before he was a math teacher, until he was fired for releasing all the lab test animals. Watch out for the spots in each room that produce one of the animals he liberated. When you want to go to another room you can click the GO BACK button at any time.

Classroom Menu Screen

For each of the nine algebraic categories there are three activities: rules screen, cartoon example and practice problems. These three choices appear on the blackboard and can be selected at any time. You do not have to wait for the Professor to finish his explanation. However, if you wait, he will carefully show you what to do.

RULES SCREEN

The rules screen looks like a television and its just as easy to use. Professor Doodles will show you what to do. If you have used this section in previous sessions, you can bypass the Professor and jump straight to the first screen by clicking with the mouse anywhere. The screen will step you through the basic rules and some examples for each topic. There are two buttons to control what you see: BACK and NEXT. To go forward to read the next screen, you click NEXT. To go back, click BACK. If

you reach the end you will see END displayed, at which point you can reverse back towards the beginning or return to the cartoon classroom.

CARTOON EXAMPLE

There is not much to explain here. You can sit back and watch the wacky Professor explain how to solve an algebraic equation in his own inimitable style. At the end you will be automatically returned to the cartoon classroom.

PRACTICE PROBLEMS

You'll have a chance to apply what you have learned in the rules and cartoon examples by working on some practice problems. Once again the Professor will introduce you to the section. You will be presented with a number of problems that need to be solved and a correct answer entered. You can either type the answer in the ANSWER BOX, or you can work through the problems using the step-mode. This is where you can be walked through each problem bit by bit until you reach the answer. The idea is to show you the workings of each different problem allowing you to eventually work through them on your own. There are five buttons you

need to know about. If a button is grayed-out it means that there is no reason you need to press it and will, in fact, do nothing if you try! Here are the buttons and their functions:

NEXT PROBLEM
This button moves you between the problems. A small bubble in the top right hand corner will show you the number of the current problem. When you are at the end of the problems, the Professor will let you know that you cant go any further, at which point you can either go backwards by pressing the previous problem, or return to the classroom menu screen by pressing the GO BACK button.

PREVIOUS PROBLEM
This button operates exactly the same as NEXT PROBLEM except it takes you one problem in the opposite direction.

NEXT STEP
This allows you to examine the problems in step-mode. Each problem is broken down into steps. If you want to see each step and hence resolve the answer, click here. Each click will display each step in order, until you reach the final answer, at which point it will gray-out.

PREVIOUS STEP
Once you enter the step mode this button becomes active and you can back-up through each problem to check the step process. When you get to the beginning it will gray-out because you cant go back any further.

ANSWER
If you entered a wrong answer or youve tried everything and cant seem to get the answer, click here to see what the answer should have been.

ANSWER BOX
Located just below the problems on-screen, a blinking cursor in the box will prompt you to type in the answer to the problem here. If you make a mistake typing, use the BACKSPACE key to delete the error. Press the ENTER or RETURN key to have the program check your answer.

IMPORTANT:
Because you need to enter answers that your computer is unable to type

8 i.e. algebraic characters such as factors ( 9 ) , division signs ( ), or


square root signs ( x ), etc. you will need to enter your answers a certain way to register a correct answer. Use the / key for divisions and fractions (no spaces in between). i.e. 6 4 would be written as 6/4,

8 9 would be written as 8/9

Use ** before an exponent (no spaces in between). i.e. two cubed would be written as 2**3 When a question offers the possibility of two different answers, separate them with the word or. (Use one space either side). i.e. 6 or 4

Sometimes there will be no possible answer. In this case, enter NO ANSWER, all in upper-case letters. i.e. NO ANSWER Sometimes there will be two possible answers. In this case, enter them with the lower number first and type in the word or between the numbers. i.e. -4 or 4 When there are two numbers in the answer, as in the case of coordinates, type them in with a comma and a space between them. i.e. (3, 7) Before each set of problems begins, the Professor will fully explain each of these points carefully. If you think you know what to do you can click NEXT PROBLEM at any time to begin answering the problems.

You might also like