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Tip 'N Flip manual PDF

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Teacher's Guide Tip 'n Flip Apple SUTsBlRST C O M M U N I C AT I O N S V DESIGNED BY Donna Stanger PROGRAMMED BY Simon Lie TEACHER'S GUIDE Joe Stanich Jim Kulzer Mary Beth Miller Elaine Miller COPYRIGHT 1984, 1985 SUNBURST COMMUNICATIONS, INC. PLEASANTVILLE, N.Y. 10570 Apple II, Apple II plus, and Apple He are registered trademarks of Apple Computer, Inc., Cupertino, California For information, or a free Microcomputer Courseware Catalog, write: SUNBURST COMMUNICATIONS, INC. PLEASANTVILLE, N.Y. 10570 Call toll-free (800) 431-1934 (In New York, Alaska, Hawaii and Canada, call collect (914) 769-5030) TIP 'N FLIP TABLE OF CONTENTS Page I n t r o d u c t i o n 1 T h e P r o b l e m S o l v i n g S k i l l M a t r i x . 3 P r o g r a m D e s c r i p t i o n 4 I d e a s f o r C l a s s r o o m U s e 7 Can You See the Difference - Classroom Lesson 1 .... 8 P u z z l e F l i p p i n g - C l a s s r o o m L e s s o n 2 1 2 S o f t w a r e S t r a t e g y L e s s o n - G a m e O n e . 1 7 S o f t w a r e S t r a t e g y L e s s o n - G a m e Tw o 2 1 S h a r i n g S o m e F i e l d - Te s t i n g O b s e r v a t i o n s 2 8 "What Happens If...?" S U N B U R S T C o u r s e w a r e a n d Wa r r a n t y 2 9 A p p l e I I : Wo r k i n g W i t h Yo u r C o m p u t e r • 3 0 J INTRODUCTION Problem solving has been identified as a critical issue of education in the 1980!s. Today's students live in an increasingly complex world. They will need problem solving skills to deal with situations that we can only imagine. As educators, the challenge is to build these skills, exposing students to problems and a variety of strategies for their solutions. TIP 'N FLIP and other Sunburst programs identify specific skills and strategies and then provide an environment where practice "feels like play." As a basis for the development of problem solving material, Sunburst has adopted a Problem Solving Matrix devised by a group of teachers from Rochester, Minnesota under the direction of Donna Stanger. The Matrix (see page 3) organizes problem solving skills and strategies into four columns: MEMORY COGNITIVE SKILLS (Discrimination, Attributes and Rules) STRATEGIES CREATIVITY TIP fN FLIP is designed to provide practice in the second and third matrix columns, Cognitive Skills, and Strategies. The software and classroom activities in this package involve spatial problem solving, specifically, the prerequisite skills of discrimination and mental manipulation of images. The manipulation includes: • left and right rotation (in 90 moves) • horizontal "flipping" • vertical "flipping" The strategies suggested are: • Working backward « Analyzing • Problem finding TIP !N FLIP offers two games, each having four levels of difficulty. In Game One, the player is shown design X and two other designs, A and B. The player must determine which design, A or B, has been made by rotating left or right, vertically flipping, and/or horizontally flipping design X. In Game Two, two designs are shown. The player must tell what moves it will take (rotating, flipping) to make the first design match the second one. The lessons included are written in a "dialogue" style to quickly provide an idea of how they have been taught in field-testing. They could be used as written, or modified to suit the preferences of the teacher and the needs of the class. -1- TIP !N FLIP is designed for a 48K Apple II with Applesoft, Apple II plus, Apple He, or Apple He. If you need assistance in operating your computer, check the sections of this guide entitled "Apple II: Working With Your Computer" and "What Happens If...?" You can also call Sunburst Communications toll-free at (800)431-1934. -2- ^ Problem Solving Skill Matrix • Simultaneous Scanning • Selecting Appropriate Notation • Identifying Multiple Solutions • Examining Assumptions TIP 'N FLIP • Working Backward • Using a Model • Focus Gambling • Conservative Focusing • Estimating, Predicting, • Mnemonic Projecting Systems • Scanning for Clues, Hints • Visual Association • Restating the Problem • Whole Analyzing j to Part • Making Organized Lists • Self Testing • Looking for a Pattern • Creating or Sequence a Context • Brainstorming • Personalization • Higher Order • Openness to Insight, • Regrouping Rules Flexibility • Auditory Aids • Rules • Successive Scanning c o • Number • Defined Concepts • Retrieval Strategies of Items oc CcO o to Remember • Concrete Concepts • Information Gathering X !§> 3 CJ) O LU • Sequence • Discrimination !• Problem Finding MEMORY COGNITIVE SKILLS COGNITIVE CREATIVITY CONTROL DISCRIMINATION, STRATEGIES ATTRIBUTES AND RULES ■3- PROGRAM DESCRIPTION IIIIIIIIIIIUUIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIINIIIIIIIIUUMIIIIUIIIIIIIIIIIII TIP 'N FLIP iHfiififfiifiitiifiifftniiNitiiifiriNfMiimnftiiiniMifiiiitiMfiNtiiftfiiifiii SKILL OR STRATEGY: Visual discrimination Working backward Analyzing Problem finding GRADE: 4-12 READING LEVEL: 4th grade (for directions) TIME REQUIRED: Approximately 15 minutes per game (varies widely with student ability and number of problems selected) TIP !N FLIP is designed for grades four through twelve and provides practice in spatial problem solving. Two versions of the game can be played with each version having four levels of difficulty. Up to ten problems may be selected at each level. In Game One, the player is shown one design that is set apart from two other designs. One of the designs in the group of two is the same as the first design, but it may have been rotated to the right or left or flipped horizontally or vertically. [pXfJ^il??"?.] 1 You uill so* dtiiQn x •nd tuo othtr dtf 19m (1 ond 2> M OB US it. 1 E u B B B S 2. You uill bo os><od uhich dtti«n < 1 or 2> is tht son* »s X Spoco Bar to continue, 'B' to «o bock. -4- The object of the game is to select a design (from a pair of designs) that is the same as the first design. This is done by mentally flipping the design until it matches the desired pattern. 3. Think of tho designs *s markings on clear flats Tho gUst can ba Movod 4 ways: 11 fl ->BE 3B C3D l.i.-i 3K 3. Flipped,, .W CE3 __ rrri wf horizontally _ U** ^ 6-♦ *fi** *** H^ 4. FiiPP.dn B aa E B Each move can bt repeated any nunber of times. A SCRATCH PAD is available if a player needs help. The SCRATCH PAD lets a player rotate or flip the design before making a choice. Use of the SCRATCH PAD will cost the player one point for each move made. 5. Scratch Pad: Thei scratchjpad ui11 let you rotate or flip design X up to 12 times. ••MMMtlMMHMMMMMtMMMIMIM Scratch Pad On Off m cno IIIIIIIIIIII 1 i* noves left D a *- -* l« r H- -^ v« t4, „ Space Bar tc» continue, *B% to 90 back. Upon completion of the game, the number of problems attempted, the number correct and the score are displayed. Each correct answer earns 10 points. Remember that each use of the scratch pad costs one point. r ] [tip 'N Fiii»| Game: 1 Level: A Shapes: Set 1 MM..M.M..M.M.....MM...MM.M..»«M»«MM.M......n...........M..MM..MMMM..M..M.M..MMM.. Number of Problems: 5 Number Correct: 4 Score: 40 Press Space Bar to continue v. -J ■5- In Game Two, two designs are shown. The second design is the same as the first, except that it has been rotated right or left, flipped horizontally or vertically, or moved using some combination of the four (RLHV). The object of the game is to find the moves that will make the first design match the second. DIRECTIONS 1. You uill see design A and design B. x cud i.i. i H a 2. Design B is the same ^s design A, but it has been moved. Space Bar to continue, 'B' to go back. A correct answer earns a player ten points. The shortest answer earns an extra two points. Each move made with the scratch pad will cost one point. The player uses the keys R, L, H, V to indicate Right, Left, Horizontal or Vertical moves. A combination of moves such as "RH" would mean a right rotation followed by a horizontal flip. A SCRATCH PAD is again available if a player needs help. The SCRATCH PAD lets a player rotate or flip the design before making a choice. Use of the SCRATCH PAD costs the player one point for each move made. Upon completion of the game, the number of problems attempted, the number correct and the score are displayed. -6- IDEAS FOR CLASSROOM USE The lessons included are written as used in sixth grade field-testing. They should be modified to suit the needs of your students. The following pages contain two types of activities: 1. Classroom lessons that introduce the skills involved (mental manipulation of images including left and right rotation and horizontal and vertical flipping). 2. Software strategy lessons that: a. apply the skills in a problem solving "game" environment. b. suggest strategies that may be used (analyzing, problem finding, working backward). -7-

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