THE GREAT MODULE REVIEW by John E. Taylor and other members of the Shoals 99ers (BB&P Editor's note: The following article was originally published in the August 1985 issue of Shoals Tidings, newsletter of the long defunct Shoals 99ers from Muscle Sheals AL. The senior author, known to some long time TIers as JET, wrote some good fairware for the 99/4A back then. This very comprehensive review of official TI cartridges should be a useful reference document to any 99/4A owner even today. Only a few common modules are missing from this review, inluding Speech Editor and the MBX games. Gram files of all the modules reviewed here are available in the Lima UG software library for members who own a gram device. We also have XB loadable disk files of some of these modules in our software library. Most of these modules can still be purchased from Competition Computer. Phone them at 800-471-1600) The Great Module Review is a project I started at last month's general meeting. I have noticed that the prices on most all modules have dropped drastically in the last few months. However, even at $5+ dollars, there are so many it is hard to choose. Most modules are listed as just a title and nothing more. I hated to think that a really good one might get by me and be gone forever. For that reason I asked and got about 8 people to volunteer to review some modules. First I got a list of every module the volunteers had. It totaled up to 68 different modules. Then I asked everyone to review specific modules and give you the information that they thought you'd like to know if you were thinking about purchasing it. The reviews are the opinion of those that reviewed them and should be looked at as a guide only. One person's junk could just be another's treasure. Take a look at the current catalogs at the meetings and I am sure the prices will suprise you. The Modules have been sorted into alphabetical order within 5 groups -- Education, Games, Home Use, Languages, and Utilities. I hope that you enjoy the reviews and that it helps you to re-discover all of the module software that is available before they are all gone. ---------------------------- .CE 1 EDUCATION: ADDITION AND SUBTRACTION 1 This module has speech capabilities with the speech synthesizer. The module was designed to provide children with a positive introduction to mathematics. The module begins by teaching the basic concept of counting to nine. Step by step, the principles of addition and subtraction, with the numbers zero through nine, are introduced. My four year old son injoys most of thes activities, but some are a little advanced for him. This module is probably best suited for a child around five or six. The graphics and speech are very good. (BB&P Editor's note: Its deja vu time! On December 15, 1994 Thomas Hartsig left a message on the comp.sys.ti internet newsgroup. He was commenting on discussions of recent sales and purchases by newsgroup readers of TI educational modules. "I wrote Addition and Subtraction 1 back in 1981. I had no idea people were still using these cartridges." Mr. Hartsig also wrote many of the other Scott Foresman math education 99/4A cartridges.) ADDITION AND SUBTRACTION 2 This module is a good follow up to Addition and Subtraction 1. Speech is optional but is a good addition if you have the speech synthesizer. This module has nine addition and subtraction activieies: 1. Counting 0 to 10 2. Numbers 10 to 18 3. Addition facts 4. Add another way 5. Add three numbers 6. Add in a column 7. Subtraction facts 8. Subtract another way 9. Review of facts COUNTING TO 10. Line bars are used to drill your child in counting to 10. Bars with numbers 0-5 are shown. If these are correctly recognized then the activity moves to bars with numbers 6-10. These must be correctly recognized before the module advances to the next activity. NUMBERS 10 TO 18. This section introduces the concept of grouping numbers into tens. To get a number greater than 10, one group of 10 is added to a group of units. Bars or objects appear on the display. If the correct answer is given the units move together and the word and numbers are shown. ADDITION FACTS. You are presented two sets of objects with corresponding numbers under each group. The objects move upward and form a number bar in the middle of the display. As the objects reappear in their original position on the display, corresponding numbers also appear and form an addition sentence. The signs "+" and "=" and the answer are displayed to complete the sentence. With the help of bars or objects, the drill asks your child to complete the addiion sentence. ADD ANOTHER WAY. This activity moves the horizontal addition sentences to form a vertical sentence. All the problems in the drill are presented in the vertical format. Your child is asked to type the correct answer to the problems. ADD THREE NUMBERS. This activity extends the concept of horizontal addition to include three numbers. It also introduces the associative property of addition: (3+5)+4=3+(5+4). To help your child recognize this property, a box is drawn around the combined addends in he addition sentence. The drill asks your child to enter the sum of th three numbers. SUBTRACTION FACTS. This activity subtracts a single-digit number from a double-digit number with the visual assistance of "x-ing" out train engines. Ten to 18 train engines appear on the display. A random number of train engines are "x-ed" out and then dispappear. Next, the corresponding horizontal subtraction sentence appears. The drill displays a subtraction sentence and asks your child to complete it with the correct answer. If an incorrect response is given, train engines appear and are "x-ed" out to assist your child with the next response. SUBTRACT ANOTHER WAY. Subtraction another way demonstrates the conncept of taking a smaller number from a larger one by crossing out a number of bars from a large group of bars and then having them disappear in the vertical format. If an incorrect answer is given, appropriate counting bars appear to assist your child with the second response. REVIEW THE FACTS. The review presents a variety of 24 problems, utilizing the skills represented in the module. Only one try is allowed, with an incorrect response resulting in a computer-supplied answer. For the child who answers 20 or more of the problems correctly, the module automatically provides an EXTRA FOR EXPERTS. This ten-problem activity displays one of the addends and the sum of the addition problems. Your child is asked to fill in the missing added. This is a very good module for you and your child to work with. It will help develop a good understanding of addition and subtraction. ADDITION AND SUBTRACTION 3 Addition and subtraction 3 teaches and provides practice in the addition and subtraction of 2 and 3 digit numbers. The module also introduces the concept of "renaming" (carrying and borrowing). Addition and Subtraction 3 has 8 different activities. They are: add 2 digit numbers, Subtract 2 digit numbers, Regroup objects (for renaming), Add with renaming, Subtract with renaming, Add 3 digit numbers, Subtract 3 digit numbers, and Review. All activities except Review begin with a teaching example that makes extensive use of the speech synthesizer which is optional but highly reocmmended. The program also excellently uses the sound and graphics of the 99/4A. The instructions for the exercises are simple enough for most children to follow with little supervision. Each teaching session is followed by a review of what was learned in that activity, and the comptuer generates several practice problems. The problems are randomly generated, so the student is not given the same problems every time he uses the module. If the answers to these problems indicate that the child is having difficulty, the computer will povide more teaching instruction dealing with the problems being done. When a satisfactory number of correct answers are given to the practice problems, the student is allowed to go to the next activity. Correct answers are rewarded with colorful graphic animations and cheerful tones. Addition and Subtraction 3, by Scott, Foresman and Company, is one of the best educational modules that I have seen for the TI99/4A. The excellent teaching methods and the use of color graphics, sound, and speech really make it a favorite. ALIEN ADDITION MINUS MISSION These two modules provide for practice in addition and subtraction in an arcade style game environment. Both games have "attackers" trying to destroy your "defender". In Alien Addition the attackers are alien ships and your defender is a laser cannon. In Minus Mission the attackers are slime blobs and your defender is a robot armed with a laser gun. In each game the attackers are carrying a math problem (in addition or subraction depending on the module) and decend from the top of the screen toward your base. The object is to neutralize the attackers and send them to the top of the screen. You do this by arming your defender with the correct answer to one of the attackers' problems, moving your defender under the correct attacker (using the arrow keys) and fire (press the space bar). When an attacker is neutralized, he returns to the top of the screen and gets a new problem. If the answer you fire is incorrect, then the attacker you fired at advances out of turn toward the bottom of the screen, then your fefender is destroyed. You start the game with three defenders, and the game ends either when you lose all of them, or when time runs out. The game time is selectable from 1 to 5 minutes, as are the difficulty level of the problems and the descending speed of the attackers. Each module also has available a joystick version of the game which is played slightly differently from the keyboard version. In the joystick version your defender is automatically armed with the correct answer to one of the attacker's problems. It is then up to you to find the attacker carrying a problem that is solved by that answer, position the defender under the attacker, and fire. The answer may be correct for more than one attacker, so a bit of strategy is involved in selecting which one to neutralize. You should get the one nearest to bottom of the screen since the answer to that problem may not appear soon enough to get another shot before your defender is destroyed. These games make fairly good use of color graphics and sound, and provide a challenging and fun way for children to practice their addition and subtraction. Although aimed at elementary age children, the games can be fun for adults as well when played at the highest difficulty and speed levels in the joystick mode. BEGINNING GRAMMAR The Beginnng Grammar module is specially designed to help your child in the study of grammar. Seven of the eight "parts of speed" (nouns, verbs, adjectives, adverbs, prepositions, conjunctions, and pronouns) are introduced through engaging colorful activities that are both fun (a game) and at the same time provide educationally valid learning experiences. Each activity (game, part of speech) begins with a definition and includes examples to help understand the concept. The child will learn a little typing by using the keyboard and computer command keys eg enter, shift key, space bar and on/off switch. The sound and color truly add to the enjoyment and learning process. OH! Yes! It also keeps score in the most unique way. Beginning Grammar consists of the following activities (games, programs): 1- going places with nouns; 2- verb lift; 3- pronoun posters; 4- adjective's restaurant; 5- adverb attractions; and 6- preposition/conjunction. You should take some time with preschoolers and first and second graders to show them how to use the programs and operate the keyboard and computer. You will be suprised at how quickly they learn and how much fun they have. All you need is the TI99/4A computer and the Beginning Grammar module and at least one small (and at times not so small) person to both learn and have fun. DECIMALS The decimals module is divided into 56 levels of difficulty, covering material generally taught in grades five through eight. The program provides practice in recognizing decimals as fraction, determining the order of decimals, rounding decimals, and doing arithmetic with decimals. Children add, subtract, multiply, and divide numbers. This program assumes that your child has mastered basic arithmetic and a certain degree of mental computation. LEVELS 1-11. Your child deals with relations and numbers in these first 11 levels. They are asked to tell which number is greater (>) and which numbers are smaller (<). Equals (=) is also discussed in this section. A progress report is displayed on the bottom of the screen so you can see how you are doing at all times. Only one chance is given to answer correctly problems or questions that have only two or three possible answers. At least two chances are given to answer problems with many possible answers. LEVELS 12-20. In these levels you deal with addition of and using decimals. LEVELS 21-30. Subtraction is explained in these next groups. Learners are introduced to borrowing. LEVELS 31-39 and 40-49. Here you are introduced to multiplication using decimals. LEVELS 36-39 and 50-56. This is where division is taught. Beginning at level 50 you are shown and drilled on how to find the correct decimal place. Level 51 gives direction in moving the decimal point. As you progress you are moved to higher and harder levels. You can move to different levels or back up at any time if you feel thay you need more help. This module comes from the MILLIKEN MATH SERIES. They also produce modules in math that start with kindergarden age and go up. They have a very fine series of modules for education. DIVISION 1 This module continues in the development of math skills with drills and exercises in division. Speech is optional with this module. Division 1 contains nine activities. The module will advance your child to more difficult activities if 80 percent of the problems are answered correctly. If less than 80 percent are answered correctly, the computer will return to the tutorial activity, providing more practice. The nine activities are as follows: MEANING OF DIVISION. Demonstrates the meaning of division by displaying a random number of objects and then evenly grouping these objects. The activity explains how many objects there are in all and how many objects there are in each group. Then the computer counts the groups for you. You are then asked to determined the number of groups. DIVISORS OF 1,2,3. This activity displays a random number of objects evenly grouped in boxes and indicates how many objects there are. Then the corrssponding word sentence appears. The boxes are then counted, and the total moves to the answer position in the word sentence. The corresponding division number sentence appears below the word sentence. After displaying a random number of grouped objects, the drill uses divisors of 1,2, and 3 and asks you to complete the number sentence by determining the number of groups. DIVISORS OF 4,5,6. Displays a random number of objects and indicates how many objects there are. Then the objects are evenly grouped. It is similar to activity 2 above but extends the randomization to include division problems using divisors 4,5, and 6. the drill asks you to complete the division sentence by indicating the number of groups. DIVIDE USING. Shows how the division sentence is rewritten in the vertical format. Evenly grouped objects and the corresponding horizontal division sentence appears on the display. The groups are counted and that number moves into place, completing the sentence. The numbers then move to form the vertical division format. The word sentence representing both formats appears next. The drill in this activity presents a series of problems in the vertical division format for you to solve. PRACTICE AND PAINT. Lets you creatively practice division facts for divisors 1 through 6. A painter's palette displays the numbers 1 through 9. A division problem appears in the center of the palette. You press the space bar to move the cursor clockwise around the numbers on the palette. When the correct nunber is reached you press . You have two chances to find the correct answer and the computer keeps score by "painting" a square in the score box each time a correct answer is given. DIVISORS OF 7,8,9. Groups of objects to include divisors of 7,8, and 9. A random number of objects appears on the display. As the objects are grouped and the groups are counted, the horizontal division problem appears, followed by the vertical division problem. A check is given by multiplying the divisor and quotient together. You solve the problems in the drill by determining the answer to the horizontal or veriical division problem. If a wrong answer is given, multiples of the divisor are displayed to help you. HOW MANY BOXES? Presents a word problem that identifies a number-grouping situation and introduces the concept of remainders. a random number of objects appears and then the objects are evenly grouped into boxes. The computer counts the remaining objects. The drill asks how many boxes are needed to group the objects evenly according to the situation presented in the word problem. After indicating the right number the computer counts the remaining objects. DIVIDE WITH A REMAINDER. Displays a vertical division problem with the corresponding number of objects above it. The problem is solved with the remainder being displayed. The drill presents vertical problems. You are asked to select the closest quotient. The divisor and quotient are multiplied and the answer is shown in the problem. Then you must solve for the remainder. If you can not work out the problem in two tries the computer will work you through the problem. MAKE A PICTURE. Asks you to solve division problems in both vertical and horizontal formats to create a picture. Each correct answer adds parts to the picture. You must get 10 problems right to complete the picture. If 80 percent of th problems are complete on the third picture, you can continue on to the activity "EXTRA FOR EXPERTS". Here you are given five multiplication and five division problems. You are asked to give the missing element in each problem. EARLY LEARNING FUN This module is my childrens' favorite. There are four categories in the module; numbers, shapes, sorting, and the alphabet. Within each group the activities are arranged according to difficulty, with simplest exercises first. The graphics are good and very colorful. EARLY LOGO LEARNING FUN LOGO is a computer language especially written to be used by children to aid in the learning process. While LOGO was being developed and used by students, several interesting procedures, or programs, were written. This module contains a selection of 5 of these routines. I really like the module because my son quickly mastered the repedative activities in the Early Learning Fun module. The activities in this module are a lot more free-form. You are essentially presented with a blank screen and some picture shapes. For example, BUILD allows you to build pictures out of blocks. The blocks can be positioned anywhere on the screen in any of 7 colors. This is all done with single key positioning anywhere on the screen in any of 7 colors. This is all done with single key presses. PARK gives you either cars or garages which can be moved anywhere PEOPLE gives you bodies, heads, arms, and legs which you use to build people. DRAW puts a turtle (triangle) on the screen and lets you draw lines (like an Etch-A-sketch) to make pictures. And DALLAS lets you generate whole fleets of trucks and jets going every which way on the screen. When I first got the module I thought that it was a waste of money. However, after watching my son use it, I've changed my tune. It is one of the few modules available that doesn't hold him down to a specific answer at a specific time. He is free to explore what he wants when he wants. And isn't that what learning is really all about? EARLY READING Early Reading is used along with the speech synthesizer to help develope word recognition and reading skills. Six new words are introduced in each of nine different Pick A Picture Stories. There are three sections for your child to work through; PICK A PICTURE, PICK A WORD, and MAKE A STORY. It is recommended that you start with pick a picture because it provides the foundation for the other sessions. PICK A PICTURE. A title screen shows nine numbered pictures. Each picture represents a different story. When you select a number, you see the story title. The computer (if speech synthesizer is connected) will read the title. Next a picture from the story will appear and the computer will tell you what the picture is. After the computer has read the sentence, it will ask you to find a certain word. This is done by moving the red line with the space bar until it is under the word and then pressing . You will be rewarded if correct or asked to TRY AGAIN if wrong. This continues until all the new words are introduced. The second part of this activity uses the same words in new sentences to make a short story. The computer will read the sentence and then ask you to read the sentence after which you press . You are allowed to read each sentence at your own pace and then press to go to the next sentence. At the end of the story the entire story is displayed on screen for you to read. PICK A WORD. This section is like a game for your children to play. They are shown ten sentences one at a time. Each sentence has a word missing. Your child is to complete the sentence by picking one of three words listed at the bottom of the screen. If the word is correct the word is displayed in the box and the child earns one point. If the word is wrong, the child is encouraged to TRY AGAIN. after two wrong answers the computer will show you the correct answer. After all ten sentences are finished the computer will show you how many points were earned. MAKE A STORY. This activity makes new stories from the words introduced in the other two sections. You are given a screen to read after which you press . At several places in the story you are given a choice of words to complete the sentence. The word you choose determines how the story progresses. Eight different endings are possible. This module was developed for Texas Instruments by Scott, Foresman and company and Texas Instrucment Learning Center. This is a very nice module for your child to use with the computer. FACE MAKER This is one of those "Gee I whish they had that when I was a kid" modules. The idea is simple. You are presented a blank face and you begin making a face. First you add eyes, then hair, a nose, ears, and a mouth. You are given 8 choices in each of these groups. That allows you to create a very wide and varied set of faces. After building your favorite face, it is time to begin animating it. Press E to wiggle the ears, W to wink, C to cry, S to smile, F to frown, and T to stick out your tongue. Once this is done, you can write a program, or series of instructions for the face to do. Enter up to 25 letters and let it go. The results can really be great. Finally, you can play a SIMON game with the face. It makes faces at you and you tell it what it did. Each time it adds one more expression and you try to keep up with it's every move. This module is really cute. Children of all ages should like it because they get to design the face they want and make it do what they want. FRACTIONS The Fraction Numbers cartridge is divided into 36 levels of difficulty covering material generally taught in grades four through eight (just right for my level). The program provides practice with a wide variety of skills related to fractions, including finding common factors, recognizing order of fractions, reducing fractions to lowest terms, working with mixed numbers (whole numbers plus a fractional part), finding lkeast common denominators, finding reciprocals, and changing fractions to decimals. The program includes adding, subtracting, multiplying, and dividing fractional and mixed numbers. Problems are presented both vertically and horizontally. This program assumes thay your child has mastered basic arithmetic and a certain degree of mental computation. It is very simple to use, and you can start at any level, so you do not have to go over the levels you know or have done. Plus, there are several special features that increase its motivational and reinforcement value, such as color graphics and sound effects that appear in response to correct answers. There is also an unintimidating, try-again approach to incorrect answers. A progress report is posted at the bottom of the screen. A "help" feature displays the problem step by step until the final answer is found. Advancement to the next level occurs if problems are answered correctly, or it automatically returns to a lower level if your child needs more practice. Question-and-answer activities allow your child to interact with the computer so that the skills of reducing to the lowest terms and the relationship between mixed numerals and improper fractions are understood. A special regrouping feature helps your child in rewriting mixed numbers for easy problem solving. Report screens are personalized with your child's name at the end of each level. An "exit" screen with a complete report on your child's score appears at the end of the work session. This is a self-paced "tutor", education at its best for a price that can't be beat. FROG JUMP Gives practice in counting and ordering numbers. Frog Jump is a one or two player game. The object of the one player game is to collect 20 lily pads in as little time as possible. In a two player game, the object is to be the first to collect 20 lily pads. When you select FROG JUMP from the menu you are asked to choose a level. The levels are HARD, HARDER, and HARDEST. Then you enter the names of the players up to 10 characters. You then get to select a color for your frog. Your turn will begin when your name appears on the screen. the problem will appear on the screen, a musical tone sounds, the cursor flashes, and the timer begins. you type your answer as quickly as possible and press . The number of lily pads you win is determined by the number of seconds you use to answer the problem. Lily pads are awarded as follows TIME..............LILY PADS 1-2 seconds----------3 3-5 seconds----------2 6-45 seconds---------1 Over 45 seconds------0 This is an example of the difficulty levels. HARD LEVEL "Give 1 more-97" (ans =98) HARDER LEVEL "Give the next number-60,62,64" (ans 66) HARDEST LEVEL "Give 100 more-2783" (ans 2883) The hardest level can even prove a challenge for the adult. This is a good module for the whole family to use and have contests to collect lily pads. MULTIPLICATION 1 The Multiplication module shows your child the "magic of multiplication." It provides a strong foundation not only in the basic facts, but also in later work with larger numbers. Colorful graphics and lively music transform the process of learning factors and products into an exciting experience. NUMBER MAGIC This module can show your child that mathematics can be fun and a rewarding experience. Learning activities provide valuable practice and exploration with numbers that is enriching and exciting. Working at the pace and level of difficulty that best matches individual capabilities, children can test and improve problem solving skills and gain a better understanding of the basic functions of addition, subtraction, multiplication, and division. Correct answers are rewarded with good scores, colorful animated screens, and sound effects. Incorrect answers prompt an encouraging from the computer. For children 6 years and older. PICTURE PARTS Picture Parts is a mathematics game that allows practice in addition, subtraction, and multiplication. In it you are presented with math problems ranging from hard to harder to hardest. After entering your name you are shown a math problem at the bottom of the screen. If you type in the correct answer you get to pick a feature to add to a face. This is a rather simple game/educational module. However at its current price you really can't go wrong with it. PYRAMID PUZZLER This module, by Scott, Foresman and company, provides practice in multiplication for children in the 9 to 13 age range. The object of the game, for one or two players, is to be the first to reach the top of the pyramid. In a two player game, you race against your opponent. In the one player game, the computer is your opponent. The pyramid is covered in a checkerboard pattern, and the players start in opposite corners. In both versions of the game a correct answer to a multiplication problem allows you to move one space in any direction. You cannot move if your answer is incorrect. You can "bump" your opponent further from the top of the pyramid by moving your marker to his position. This feature puts some challenge, other than multiplicaton, into the game. In the single player version of the game, you move one space for each correct answer, and so does the computer. However, if you answer the problem incorrectly you cannot move, but the computer moves two spaces. If the computer moves its marker to the space thay you are on, you are given an extra problem to answer. If you get it right, the computer gets bumped. If you're wrong, you get bumped. The module provides a fun way for children to practice multiplicaton. With the three levels of difficulty that are available, it should remain useful throughout the time a child is learning multiplication. READING ADVENTURES This module, bu Scott, Foresman and Company, is one in a series of programs designed to provide basic reading skills. Reading Adventures deals with main and supporting details, drawing conclusions, and recognizing sequence relationships. Each section is divided into two parts, first a "Study it" section where the particular skill is taught, then a "Try it out" section for practice. Study it first explains what the section is about and has a short story to read. The story is presented in pages, and there are questions to answer before going on to the next page. In Try it Out a longer story is provided, again with questions along the way. An additional "All Skills" category has a story that helps the student with all three skills together. The module comes with a reader that has additional stories to read. According to the manual, Reading Adventures is designed for children in grades 2-4. I believe that the program is best suited for children in the upper range of that age group. Reading Adventures makes very good use of graphics, and rewards the student with animated scenes for correct answers. READING CHEERS The module introduces the following word identification skills: recognizing root words with spelling changes before endings and suffixes, recognizing contractions, and recognizing compounds. You can work on just one skill at a time or on all three at once. If for example you are working on root words, you'll be shown a story, complete with graphics, and you'll be asked to underline the root words in the sentence. The module comes complete with a very nice colorful reader. READING FLIGHT The reading flight module contains four colorfully depicted stories and three practice drills. Three of the four sstories concentrate on one reading skill each, in a format entitled "Study it". This module is not to teach children how to read, it is to improve the reading skills of children who are already reading. This module is best suited for children in grades 4 and 5. The module has good activities, graphics, and speech capabilities. READING FUN Reading Fun contains four colorfully depicted stories and three practice drills. Speech Synthesizer is optional, but a very nice addition to this module. After the title screen you are given a menu screen to choose your activity from. The activities are PROBLEMS IN STORIES, WHY THINGS HAPPEN and HOW CHARACTERS FEEL. It is suggested that your child start with activity one. After one of the skills is selected, the following options appear: Press 1 for STUDY IT or Press 2 for TRY IT OUT. STUDY IT- allows your child to study the skill by reading the story and participating in several activities. TRY IT OUT- lets your child practice the reading skills previously selected, in a set of five short stories with questions and answers. PROBLEMS IN STORIES- After making this selection your child will read a story called ALMOST TOO LATE. In this story, a girl is often late for school. This causes her problems which your child is asked to help her solve. Three new vocabulary words are introduced: Promised, Excited, and Striking. WHY THINGS HAPPEN- another story is given called "WHY BATS FLY AT NIGHT. This story explains why there is darkness and why bats fly at night. your child is then asked why these two situations occurred. Three more words are also introduced: Africa, floated, and continued. HOW CHARACTERS FEEL- gives you the story THE LION AND THE MOUSE. In this story a lion and mouse change how they feel about each other. The reader is then questioned about the changes. Three new words are introduced: frightened, tighter, and gnawing. The subject matter of this module corresponds to material covered in grades 1 through 3. READING RAINBOWS This module offers seven activities in three comprehension skills generally taught in grades 1 and 2. They are recognizing part-whole, size, and class relationships. Children may study a skill, practice it, or apply what they have studied and practiced as they read an interactive story aboyt Clyde the Dragon's search for a Rainbow. Speech is optional with this module. There are four activities to choose from the main menu. HOW THINGS ARE ALIKE- you will be shown a group of things on the screen and asked how they are alive. Example (shown) CAP, MITTEN and SHOE. you will be asked if they are CLOTHES, FOOD, or have WHEELS. TRY OUT THE SKILL- lets you practice the skill you learned above. You are given a word and asked which group it belongs in. Example car. Groups will be ANIMAL, A COLOR, or SOMETHING ON WHEELS. A juggling clown keeps score by adding a ball to the ones he is juggling when a right answer is given. PARTS AND WHOLE- Gives you pictures of objects on the screen. You are asked if they are the same thing or not. If they are you are asked to pick out the object they belong to. SIZES- here you are shown pictures of the same object but different sizes. You are asked which one is largest or smallest. THE RAINBOW ADVENTURE- uses the skills learned from the above activities. You will be asked questions about objects on the screen an helk Clyde find the rainbow. This module also comes with a reader you and your child can read together. This module uses a lot of color and sound to keep the interest of the child. READING TRAIL This module, by Scott, Foresman and company, is one in a series of programs designed to provide basic reading skills. Reading Trail deals with recognizing characters, setting, and point of view. Each section is divided into two parts, first a STUDY IT session where the particular skill is taught, then a TRY IT OUT section for practice. STUDY IT first explains what the section is about, and presents a paragraph to read. A multiple choice question is asked after each paragraph. In TRY IT OUT, a wizard tells eight short stories and the student must answer a question that deals with the particular skill being used. An additional ALL SKILLS category tells a story that the student helps make up along the way. Again, questions are asked about the characters in the story. The module comes with a reader that has aditional stories to read. According to the manual, Reading Trail is designed for children in grades 3-5. Reading Trail makes very good use of graphics and music, and has some excellent animated sequences. SCHOLASTIC SPELLING - LEVELS 3,4,5, AND 6 The Scholastic Spelling modules provide spelling practice for 600 different words in each module. The words are divided into 36 lessons of 20 words each, with each 6th lesson being a review of 20 words from the last 5 lessons. When the program begins, you are asked for a lesson number to study. After selecting a lession, the computer lists all the words on the screen and speaks them. You can then choose from 3 different activities. SPELLING BEE says a word and then asks you to spell it. You can ask for clues consisting of vouls or consonants. If you answer correctly, a butterfly flies across the screen as a short song plays. THAT DIT IT! is a hangman type game. SPACE RACE is just like spelling bee except that no clues are given, and instead of a butterfly you get a spaceship flying across the screen. All four modules follow the same format. I must admit that I had been tempted to purchase at least one of these modules at the retail price of $49. When TexComp dropped the price to $20 for all four, I couldn't resist. Boy, am I glad I didn't pay full price for them! I am more disappointed with these modules than with any other software that I've purchased for my computer. The speech used is the TEII type speech which is very hard to understand, and after spelling a few words, the butterflies and spaceships along with the crummy little songs that accompany them get to be too much to bear. The manual says that after you complete a lesson by correctly spelling all 20 words, you get a longer musical reward, but the kids couldn't understand the spoken words well enough to spell them, and I couldn't stomach the short songs long enough to get that far. I can't believe that anyone could take it for 600 words. The only bright thing about these modules is the manual. Each one comes with a workbook for the kids, and mine really enjoyed them. All in all, I think you can find much better educational software to spend your money on. STAR MAZE This module, by Scott, Foresman and company, provides for practice of division problems through game playing. The game, for one player, involves getting a lost character, call a Thid, through a maze of stars in order to get home to planet Mathid. In order to move Thid through the maze, you must correctly answer division problems presented by the computer. Each correct answer allows you to move Thid to any star in the maze that is adjacent to the one he is currently on. The object is to get Thid home before time runs out, and also to accululate all the points you can while doing so. The stars in the maze each have a point value, blue stars are worth 5 points, yellow ones are 10. There is a red star on the maze, a Goodid star, that is worth 20 points. Also, when you move Thid to the Goodid star the point values for the other stars are doubled for 15 seconds. There are three Badid stars, disguised as blue or yellow stars, hidden in the maze. If you move Thid to a Badid star, he gets bounced around he maze, and stops on a star farther away from Mathid than before. The game ends when you get Thid home to Mathid, or when time runs out. The time is user selectable for 2,3, or 4 minutes. The player can also select from three difficulty levels. Star Maze does not attempt to teach division, but is good at providing a fun way to practice it. According to the manual, the game is mainly for third through sixth grade students, but older children an adults will be challenged by playing in the Master level of difficulty. STORY MACHINE This could well be one of the most overlooked educational modules of all. How many times have you written a story and gone off day dreaming that it were really happening. This module allows that to happen. The module understands 50 key words. As you type the words in, they are transformed into actions on the screen. For example, if you were ty type in - "The dog dances near the boy." - it would really happen. As soon as DOG was typed in a dog would appear on the screen. As soon as the sentence was completed a boy would appear and the dog would dance near him. The story can become fairly involved and once it is finished you can see the whole thing replayed for you. You can even save your stories on cassette or disk to be looked at again. Now only if they'd come out with one to do the same thing with bill paying. TOUCH TYPING TUTOR Requirements: The basic console. Summary: The Touch Typing Tutor is designed to help you learn basic typing skills if you are a beginner, or to polish your touch-typing skills if you are an experienced typist. The flexible, varied drills in this module provide practice on: 1) single keystokes and letter combinations. 2) over 40 frequently used word beginnings and endings. 3) Sentences. 4) Over 500 frequently used words. .PL 1