Lift Off With Numbers is a collection of
five programs — one of a series of
software packages from Shiva on
numeracy and logic designed for
children aged five to eight years. To say
it is excellent doesn't really do it justice —
you won't really appreciate how good it
is until you use it.
It does make you realise just what
standards we should be able to expect
from BBC Micro software.
The five taped programs are
Washing, Cakes, Rockets, Bingo and
Ladybirds. All make good use of colour
and graphics, and each has useful
documentation.
In Washing a shirt is displayed on the
screen and the player has to hang it on
the line in the correct position. The
washing line appears in the form of a
five by four matrix, with the four colours
red, green, yellow and mauve along the
top and five patterns down the left side.
The patterns are an X, a circle, three
horizontal lines, two vertical lines and
two thick horizontal lines.
p>
The speed of play is selected and a
black arrow appears in each element of
the matrix in turn, starting in the top left
corner in the area for the yellow shirt
with an X on.
The arrow moves along and when
you think it is the right place for the
displayed shirt you press the space bar
to stop it moving.
If the arrow is stopped in the right
place the computer responds with "Well
done!" and the shirt is "hung" in the
right place on the line. A mistake
generates the response "No - try
again".
p>
Once all the shirts are out on the line
then the message appears: "Well done!
You hung out the washing in ... tries".
The second program, Cakes, deals
with ideas about numbers.
It is a game for two players who each
enter their name at the beginning of the
program. They also agree between
themselves on the speed at which they
will play and enter this.
The screen display is divided into two
and each player's name appears with a
row of six cakes and twenty candles
underneath. A die appears on the right
of the screen for the first player and the
display indicates whose go it is.
p>
As a black arrow moves across the
screen at the selected speed, the player
has to press the space bar to stop the
arrow under the cake with the same
number of dots as is shown on the die.
If the arrow is stopped in the right
position then the dots on the cake are
replaced by candles from the line and
the candles are lit up. If the arrow is
placed incorrectly however, then the
computer bleeps and responds with
"Wrong cake!"
The players take it in turns to match
the number on the die with their cakes. If
the number is for a cake which already
has candles lit, then that player misses
his go. The first one to have all his
cakes correctly lit up is the winner.
p>
The third program, Rockets, is again
about one to one correspondence and
ordinal aspects of number. It is a simple
and attractive program in which eight
different sized rocket outlines appear in
order of size on the screen.
At the selected speed, an arrow
moves along the rockets, and the player
has to match a rocket at the bottom of
the screen with one of those in the line,
by stopping it in the correct place.
If it is stopped in the right place then
the outline is coloured in, otherwise the
response is "No - try again!" Once all
the rockets are in place, the number of
tries is displayed and a countdown
begins from this number down to zero.
p>
When zero is reached, a large rocket
blasts off from the bottom of the screen
accompanied by suitable sound effects.
The fourth program in this collection
is Bingo, which covers the concepts of
recognition and understanding of num
bers from one to six.
The game is for two players who
again enter their names and the speed of
the game, and each is then assigned a
colour, either red or blue. A display of
squares containing groups of dot
patterns similar to a die is shown on the
screen in five lines of five squares.
p>
Each of the players takes turns to
match a number appearing on the right
of the screen with one of the squares in
the grid having the same number of
dots. The squares in the grid light up in
turn and the player presses the space bar
to select a square when it lights up.
If a correct selection is made, the
chosen square is coloured in with that
player's colour, and the first player to
make a line of squares in their colour is
the winner.
If, after 14 squares have been
coloured in, neither player has made a
line then the game changes to 'board
control' in which each player takes it in
turn to colour in squares to try to com
plete a line of their colour. If neither
manages to make a line when all the
squares are complete, the one with the
most squares is the winner.
p>
The last program in the collection is
Ladybirds. This is a beautiful two player
game about numbers in which ten
spotted mummy ladybirds appear on
the screen, five for each player.
A baby ladybird appears for each
player in turn and that player has to
match up the baby with one of the
mummies so that the spots on their
backs add up to ten.
If the player chooses the wrong
ladybird though, the message "That's
not my mummy!" flashes onto the
screen and the computer bleeps.
p>
It is probably obvious from the
description of these programs just how
much thought and design has gone into
them. They are easy to use as well as
being graphically immediately attrac
tive - surely a priority for educational
software designed for this age group.
As well as this, the ideas behind each
game are original and appealing, unlike
so many other educational programs
which just turn a boring idea into a
boring computer adaptation. This tape
provides educational and structured
programs presented in a fun-to-learn
way which must certainly represent
remarkable value for money.
For everyone out there who's got a
BBC Micro and has been waiting
patiently for the day when software to
do it justice appeared, wait no longer.