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MASTERGECKOMANUAL

MASTERGECKOMANUAL

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FilenameMASTERGECKOMANUAL.PDF
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Master Gecko's Home Row Table of Contents A. Introduction B. Objectives C. Methods * Game Play * Game Interface D. Tracking E. Teaching Suggestions A. Introduction Master Gecko's Home Row provides a fun way to help students of all ages learn the basics of typing, develop typing speed and accuracy, and learn a variety of geography, science, and grammar facts. As the lion, the student will visit Master Gecko, complete a variety of typing lessons, and complete quests in order to help Master Gecko's friends. There are three primary levels of difficulty with fifteen lessons per difficulty level. B. Objectives 1. To learn the names and locations of all keys on the keyboard. 2. To learn proper finger positions for each key on the keyboard. 3. To learn the fundamentals of typing method. 4. To develop typing speed and accuracy. 5. To learn a variety of geography, science, and grammar facts. 6. To develop spatial navigation skills. C. Methods Game Play The primary object of this program is to learn the basics of typing with Master Gecko by completing quests and finding scrolls and help Master Gecko and his friends by decoding those scrolls. Upon entering the program, the student will have a choice of three different exercises. Refer to the "Game Interface" section below for more detailed explanations of the various program screens. "Keyboard Basics", the first exercise, teaches students correct finger positions for each key on the keyboard and allows students to learn typing at a slower pace. The second exercise, "Typing Tutor", asks the student to type a variety of exercises; in the Typing Tutor, students will be timed and their words per minute will be calculated. The third option, "Play Game", allows the student to pursue quests for Master Gecko, find scrolls, and decode those scrolls in order to help Master Gecko's friends. The student may select any of these exercises, as well as a difficulty level (Beginner, Intermediate, or Advanced) and a goal number of words per minute or keystrokes per hour. The student may also choose a lesson; beginning at Lesson 1 will start the students at the basics, while starting at Lesson 15 will enable the student to begin at a slightly more advanced level. In "Keyboard Basics" and "Typing Tutor", the student will type the text that is on the screen; as the student completes the page, the next page will automatically appear. The letter the student should type is indicated by an arrow above the letter. If the student types the letter correctly, it turns blue; if the incorrect letter is typed, the letter turns red and the correct letter appears above. Spaces (which should be typed using the space bar) are indicated by "_". There are two ways to enter the Game Play portion of the program. The student may select "Play the Game" at the menu screen, or once initial exercises are completed in the "Typing Tutor" mode, he or she will be trans- ported auto…

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