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Section 2 - Commodore Computers

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106 COMPUTEI COMPUTE! May. May, 1982. Issue 24<br />

actual number. The child continues until the correct<br />

actual number. The child continues until the correct<br />

numberr is guessed. Then a marker on the numberr<br />

line flashes, music plays, a large colored number<br />

line nashes, music plays, a large colored numbe r<br />

appears, and die corresponding numbe r of beeps<br />

appears, and the corresponding number of beeps<br />

play. The other games involve two dimensional<br />

grids and other things more suitable for olde r<br />

grids and other things more suitable tor older<br />

children. Like Above/Below/LeftfRight, Above/Below/Left/Right, the Bumble<br />

Games have some of the prelliest screen displays<br />

Games have some of the prettiest screen displays<br />

we have seen.<br />

Letters LeUers and all.d Numbers NWII/.bers (for PET computers, from<br />

Teaching Tuols: Tools: Microcomputer Services, P.O.<br />

Box 50065, Palo Alto, 94303). This program provides<br />

practice in matching aand fill-in drills with<br />

lellers letters aand numbers. When matching is chosen,<br />

large lellers letters or numbers (created with PET graphics)<br />

appear on the top of the screen. The child<br />

presses th e matching letters o r nUlnbers o n th e<br />

presses the matching letters or numbers on the<br />

keyboard. Correct answers result in smile faces,<br />

incorrect answers in an X and another try. When<br />

fill-in fiJl-in practice is chosen, a sequence of lelle letters or<br />

numbers with one missing appears. The child is to<br />

type the missing one. Pressing the question mark<br />

key provides hints. The first hint is a display off the<br />

a lphabet o r digits, the second hint cha nges the a rea<br />

alphabet or digits, the second hint changes the area<br />

off the answer to reverse field. There are a number<br />

of options ons to be set by ann adult, such as whether<br />

upper case lelle rs, lowe r case letters, or numbers<br />

upper case letters, lower case letters, or numbers<br />

are displayed, , how many practice sets are given, and<br />

how many letters or numbe rs appear in each seL<br />

how many letters or numbers appear in each set.<br />

Frog! (for PET computers, from Cursor # 19, ,<br />

The Code e Works, Box 550, Goleta, CA 93116).<br />

This is a playful program which is enjoyed by<br />

people from age two on up. We know a three-yearold<br />

who calls all computers ""Eroggy" Froggy" since he played<br />

this program. p Froggy captures bugs and makes<br />

terrific<br />

sounds each time he gets one. The player<br />

three-year-<br />

controls Froggy by pressing keys on the numberr<br />

pad. The 1I to 9 keys form a 3 by 3 square. The<br />

higherr up on the square you press, the higherhe r up<br />

Froggy jumps. The more to the right you press,<br />

the longer Froggy's tongue extends. You do not<br />

need to know the numbers, just the locatiun location of uf the<br />

key. The bugs keep moving (you can set the speed)<br />

and you must catch them quicklyy enough to prevent<br />

Froggy from starving. Very young children easilyy<br />

learn which keys make something happen, aand can<br />

understand how to get Fruggy Froggy to jump higher.<br />

Printsit Prints;l (for the PET, from Cursor #24, see<br />

address above). This program m lets the childd create<br />

pictures. The child can select anyy of the graphic or<br />

alphanumeric symbols on the PET by simply pressing<br />

the appropriate key. The symbol can be changed at<br />

any lime, and even reverse fi eld characters ca n be<br />

any time, and even reverse field characters can be<br />

used. . The symbol is then plotted olled on the screen<br />

using the number pad to cO control lllrolthe movement ­-<br />

the direction off movement corresponds to the<br />

position n of the key on un the number pad. If youu have<br />

a printer with PET graphic symbols, the entire<br />

picture can n be printed. Children enjoy creating a<br />

picture and being able to change it easily. We were<br />

told by one child that it's much better belle r than trying<br />

g<br />

to draw and erase with a pencil. PET graphics<br />

make it possible to create many interesting displays,<br />

and children especially y enjoy gelling getting a printed<br />

copy o f th eir wo rk.<br />

copy of their work.<br />

Music! Mus;c '<br />

(for the PET, from Cursor #20, 20. see<br />

address above) turns thee PET into a one octave LO toyY<br />

piano. Older PETs, which do not have built-in<br />

piano. O ld er PETs, which do not have built-in<br />

speakers, need a CB2 sound add-un add-on to use this<br />

program. The child presses a key to playa a note. note,<br />

and have it shuwn shown on a staff on 0 11 the screen. The<br />

length of the note is determined by how long the<br />

key is held duwn. down. The child can create a tune, play<br />

it, il , change it, and save it on tape. This program<br />

makes it possible pussible for young yuung childrenn to play with<br />

music, create their own tunes, and learn something<br />

abollt about musical notation, without first learning to<br />

pia play), an instrument.<br />

Some Principles Of Software Design<br />

For Young Children<br />

We have seen many programs designed lo r yuung<br />

We have seen many programs designed for young<br />

children in addition to those described above. In<br />

our opinion on and the opinions of children we have<br />

observed, the programs described are among the<br />

observed, the programs described a re among the<br />

best t available. What makes them belter beller than the<br />

others? There are many important considerations<br />

in designing good educational software. Special<br />

care is needed in programs for young childrenn<br />

since they cannot compensate for a program's<br />

shortcomings as well as olderr people, e, and Can can<br />

become confused o r distracted easil y. Six principles<br />

become confused or distracted easily. Six principles<br />

off software design we regard as especiallyy important<br />

in programs for young children are discussed<br />

below. Although the programs we have described<br />

below. Although the programs we have described<br />

follow these principles forr the most part, all the<br />

programs could be improved. As all software<br />

designers agree, there is no such thing as a perfect<br />

program.<br />

Ma"e lite pro/Srwn easy 10 get sla.,-ted. For example,<br />

Make the program easy to get started. For example,<br />

the Above/Below/LeftfRight Above/Bclow/Left/Right program starts with a<br />

simple four choice menu in which each choice is<br />

described by a colorful picture. This makes it easy<br />

described by a colorful picture. This makes it easy<br />

for young children to select the option they want.<br />

The Letters and Numbers program requires answering<br />

a series of questions and so must be setup<br />

by aann adult.<br />

Make it easy for the child 10 to u.ndersland understand how his Itis<br />

aclions actions calISe cause lhings things 10 to ha.ppen. happen. Children learn by<br />

realizing the relationshipp between what they do<br />

and the resulting action of the computer. For<br />

example, a child using the Hodge Podge program<br />

will not learn to associate A with apple until he<br />

realizes that an apple appears each time he presses<br />

realizes that an apple appears each time he presses

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