Genre: | General: Education |
Publisher: | Friendly Learning |
Cover Art Language: | English |
Machine Compatibility: | Amstrad CPC464, Amstrad CPC664 |
Release: | Professionally released on Cassette |
Available For: | Amstrad CPC464, Atari ST, Commodore 64/128 & Spectrum 48K |
Compatible Emulators: | WinApe 2.0b2 (PC (Windows)) |
Original Release Date: | 1st April 1992 |
Original Release Price: | £12.99 |
Market Valuation: | £2.00 (How Is This Calculated?) |
Item Weight: | 64g |
Box Type: | Cassette Single Plastic Clear |
Author(s): | - |
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An outstanding package... At last someone seems to be trying to make educational programs fun. Read Review
Welcome to the Playdays educational package for children aged 3 to 8 years old This package has been carefully designed to give children a friendly, familiar and enjoyable environment in which to develop a wide range of essential skills Playdays makes learning fun.
Children learn more readily when they are doing a wide range of things that they enjoy in situations that they feel comfortable. Children who are forced to learn, are likely to learn little and become bored and resentful. It is better to let them "play" and learn at there own pace and to be allowed to stop when they want to.
Praising success is important and helpful to a child, but it is equally important to respond properly to a poor performance. Never tell a child off for getting something wrong and don't force a child to keep trying again and again It is better to think of positive and friendly things to say such as "It was nearly right" or "Never mind" or "Do you want to try again?" rather than "Thats wrong" or "Do it again!".
Don't worry if your child gets things wrong, we all learn from making mistakes Children rarely get things wrong on purpose since they feel good when doing well, but can feel rejected when failing. Try not to draw attention to errors as this may further discourage them, but encourage them to try again, but only if they want to.
Children often look upon their computer as a friend that is always on their side no matter what they do. A child can make numerous mistakes without feeling embarrassed or discouraged. Children often continue to tackle difficult problems on a computer, eventually getting them right, where as they may quickly give up when wotking with an adult.
If your child is not used to using a computer it is sensible to give them some rules such as no drinks or food near the computer, clean hands and fingers, no touching of power supplies or switches and no touching of tapes or discs. It is probably best with young children to load the program for them so that they do not need to touch the disc or tape.
The Playdays program has been designed to be easy enough for children to use by themselves, though it is advisable to give them help when they use the program for the first time.
The program contains 13 separate "games" that are described later in this text Ten of these "games" use over 250 words and pictures that have been divided into groups based on the alphabet. All but one of the "games" have a difficulty level. This is set at the start and is then automatically adjusted according to your child's perfomance.
The computer chooses the set of "games" used each time, making sure that easier "games" are played first, and that a different set of "games" is played the next time which helps maintain interest. Throughout the program, animations and sound effects also maintain interest and will encourage your child.
Children will recognise the familiar WHY BIRD character from the Playdays television series. She is used as a friendly guide and tutor through out the program, giving messages and expressive animations of praise and encouragement as appropriate. Young children may have to have these simple messages read to them to start with, though most children will realise what to do by watching the animations and listening to the sound effects.
All the way through the program, success is rewarded with cheerful tunes and animations involving various Playday characters. Poor performances are acknowledged, but not dwelt on or punished. After three unsuccessful tries, the child is always given the answer.
At the end of a series of games, a performance table is displayed for parents to view. Children will see and be encouraged by their progress as well.
Once the program has loaded (see loading) your child is encouraged to enter their name. This is done by choosing letters on a screen with a joystick, mouse or cursor keys (see controls). In this way your child is not confused by the odd arrangement of capital letters on traditional keyboards.
The initial difficulty level is selected in a similar way. This difficulty level will be adjusted to your child's performance during the program. In order not to discourage it may be advisable to set this to a low level the first time the program is used.
A letter is then chosen (see choosing letters). If the chosen letter is X, three X "games" are played (see X "games). For the other letters, five or six pictures or words beginning with the letter are displayed to allow your child to become familiar with them. If a theme is available for the letter, then these pictures and words are also displayed. (Some themes do not have pictures.) A series of "games" using these words and pictures are then played. (See normal "games").
A performance table is displayed at the end of a series of "games". This shows the level achieved at each "game", and a percentage score. "Games" not yet played have no score.
After the performance table, the child can select a new letter, and go through a different series of "games".
Move the highlight onto a letter or number and press fire, space or the left mouse button. If a wrong letter is selected, move the highlight onto RUB OUT and press fire, the left mouse button or the spacebar. When you are happy with your answer, move the highlight onto (The tick sign) and press fire, the left mouse button or the spacebar.
Move the highlight left or right onto yes or no and press fire, the left mouse button or the spacebar.
Throughout the program, pauses exist to enable enough time for young children to appreciate what is displayed. For the benefit of older children, many of the pauses can be shortened by pressing fire, the left mouse button or the spacebar.
The six letters available are displayed. If you wish to use one of the set select YES, you will then be able to choose the letter you want.
To use a letter not displayed, select NO and start the tape. If the tape runs to the end of side 2, rewind and restart the tape.
Use a joystick or the cursors keys and space.
Press CTRL and small ENTER together. When requested, rewind to the beginning of side 2.
The following utilities are also available to allow you to edit the supplied screens of this game:
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