Animal, Vegetal, Mineral Animal Vegetable Mineral Animal, Plant, Mineral
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AMSOFT
Animal Vegetable Mineral
Can the computer guess
the object your've thought or ?
Bourne Educational Software
* Provides endless enjoyment as children
'teach the computer'.
* Encourages children to find out differences
between objects.
* Helps enourage the use of reference books.
* Introduces the use of computers to store
informtions.
SPECIAL FEATURES
* Motivates children through visible count
of objects 'taught'
* INformation can be built up for over 100
objects.
* Stimulates animated discussions as to the
difference between an alligator and
crocodile, Iron and steel, etc.
* Features the usual BES Monitor, allowing
easy access to children's actual entries.
* Full editing facility allowing easy changes
at any time.
* Complete with fully explanatory booklet.
* Widely used in schools.
Suitable for all ages of 7 years and upwards.
>> Animal/Vegetable/Mineral 1
ANIMAL/VEGETABLE/MINERAL
The child is requested to think of an object that is
either animal, vegetable or mineral. The program will
now try to guess what the child has thought of. It
asks questions about the object and then guesses
what the object is.
If the program does not know the object, then the
child can 'teach the computer' about the object. The
child also needs to give the program information to
tell the object apart from the other things it knows.
At the start the program knows only a little, so it is
easy to teach the computer things. The more it
knows the more the need to look things up! The
information stored can be saved and reloaded at any
point in order to continue to build up what the
computer knows at a later date.
>> Animal/Vegetable/Mineral 2
PROGRAM NOTES CONTENTS
INTRODUCTION ................................. 4
LOADING ...................................... 4
DATABASES .................................... 5
MENU OPTIONS ................................. 5
1. The Main Program .................... 5
2. Store memory to tape .................. 7
3. Load memory from tape ................. 9
4. The Monitor ........................... 10
5. Erasing memory ........................ 11
6. Review and edit ....................... 11
OTHER BES PROGRAMS .......................... 13
THIS BOOKLET ................................ 16
>> Animal/Vegetable/Mineral 3
INTRODUCTION
The program has been design to allow a child to
'educate' the computer by entering a series of ques-
tions and objects. During this sequence a child is
encouraged to think about the origins of objects and
to learn about the differences between them. The
computer responds by thanking the child for teaching
it to tell the difference between the objects entered.
It should be noted that the computer only knows
six objects at the start of a new database, so leaving
he stimulating task of building the database to the
child. As the database grows the computer asks
more and more questions about the object. It is best
used with children of between the ages 7 and 13
years, where it generates interesting discussion and
encourages the use of reference books.
LOADING
It is best to press CTRL and SHIFT and whilst holding
them down, press and release the ESCape key.This
resets the Computer before loading. The cassette
should be placed in the Datacorder with the label
upwards and the tape wound back to the beginning.
Simply press CTL and the smal ENTER key, follow-
ed by pressing the PLAY key on the datacorder and
then pressing any other key.
Loading the program takes about five minutes in all.
Having completed loading, the program displays
the title and copyright screen for a few seconds. No
entries are necessary and the program will auto-
matically move on the the main menu screen.
>> Animal/Vegetable/Mineral 4
DATABASES
A database is a store of information. It can be read -
the information retrieved, or written to - the inform-
ation stored. In this version of Animal/Vegetable/
Mineral the database is stored on tape.
Since the program tape is "write protected" you
cannot write a database to it. Consequently, you will
need a separate data tape. It is worth labelling it
clearly as a AVM Database tape. Note that several
different databases files can be on the one tape at any
one time.
MENU OPTIONS
1. The Main program
The fundamental concept of the program is the
branching tree. It operates by asking a series of
questions and then trying to guess the object that
the child as thought of. If the computer gets the
object wrong, then it asks the child to enter the
object and a question to differentiate between it and
the wrong guess. The child therefore 'teaches' the
computer some more information.
In doing so, the child having thought of an object
needs to find out or know the difference between it
and the computer's guess. This encourages the use
of reference books to find out such information. The
program thus provides an incentive to learn.
Having started, the child will then be asked to
enter his/her name. Thos can be done in upper, lower
or mixed case letters. If an error is made then it can
be corrected before pressing ENTER, by using the
>> Animal/Vegetable/Mineral 5
delete key to work back to eliminate the error. The
child is then asked to think of a object. The object
needs to ne either animal, vegetable or mineral.
After a short pause to give time for thought, the
program waits until the child is ready. The sign
< SPACE > appears and the SPACE bar must be
pressed to move on after an appropriate object has
been decided upon.
The computer then asks whether the object is
either animal, vegetable or mineral. This question
can itself provoke thought and research, e.g is oil
animal, vegetable or mineral ?
Having chosen the appropriate category, the
computer then asks a series of questions in a attempt
to guess the object.
The questions and computer guesses are made
with appropriate comments to improve the dialogue
between child and computer. The computer accepts
Y, y, YES, yes, Yes and N, n, No, no, No as responses.
Should the computer fail to guess the object the
child has thought of, then the child is asked to enter
it together with a question to differentiate it from
the computer's guess and whether the answer for a
particular object is yes or no.
It will become apparent early in the program that
the questions need to be entered which can be
answeres by yes or n; for instance, "is it
black?" is admissable whilst "Which is black?" is not.
Neither of the objects should be mentioned in the
question.
Upper of lower case letters may be used, the
>> Animal/Vegetable/Mineral 6
DELETE key may also be used to correct mistakes.
After the entries, the child is asked if he/she would
like to change any entries. This gives an opportunity
to go back and correct them should the ENTER key
have been pressed inadvertently. If it is necessary to
change an entry, replying "Yes" to the question
leads to the original entry appearing on the line. If it
is acceptable then just press ENTER, or use the
delete key and re-enter.
NOTE : the dashes on the entry line are there to
provide an idea of how long an entry maybe. They do
not have to be erased before ENTER is pressed.
At the end of the cycle, the child is shown how
many objects the computer knows. As the children
enter more the count visibly increases, thus providing
additional motivation.
The child is then asked whether he/she would like
another go. If the answer is yes the computer thanks
the child and then begins the cycle over again. If no,
and this should be the case if another child is about
to take over, the program reverts to the main menu.
Another child starting the program will then be asked
to enter his/her name and a new monitor record is
started (see section 4).
Pressing the ESCape twice at any point will usually
return the user on the main menu.
2. Storing Memory to Tape
If at any time you wish to break off a session but
would like to contiue to build the database at some
other point in time, then you will need to save the
>> Animal/Vegetable/Mineral 7
database to tape. If you are building a large database
then it may be also be a wise precaution to occasionally
save it, since if there was a power failure all would be
lost. Saving the database occasionally acs as an
'insurance policy' and in fact develops in children
good computer practice.
The database must be recorded on a separate data
tape since the program tape is 'write protected' -
you cannot record on it. When the storage option is
chosen the computer operates to catalogue the tape
in the Datacorder when PLAY is pressed followed by
any key.
If a new cassette is being used, or if you are
sure that the tape is correctly positioned press
ESCape twice. This takes you back into the
storage program.
If you are using a tape with existing files which
you want to avoir overriting, use the PLAY
(followed by any key) together with, if necessary,
the Fast Forward and REWind buttons on the
Datacorder. This gives you the ability to
position the tape exactly where you want to
record the file. Normally this would be after the
end of the last recorded file. Beware of over-
writing files if there is another recorded after it
on the tape since if the database is much larger,
it will use up more tape and there is a risk of
overwriting the beginning of the next file.
Having found the correct position press ESCape
twice. A file name is requested. Spaces in file names
should be avoided since it can be confusing, especially
>> Animal/Vegetable/Mineral 8
if the space is at the beginning or end. For this
reason, a file name with a space in it will be rejected.
It is suggested that if two words are used then
seoarate with a hyphen or slash. It is recommended
that each time a file is recorded that its name is
written on the cassette card together with the tape
counter number for the start and finish - e.g. FILE 160
195.
Having entered the file name by pressing ENTER
the message 'REC and PLAY then any key' will appear.
Press the RECORD and PLAY keys on the Datacorder
- then press any other key. The database will then be
recorded onto the file...
NOTE : DO NOT PRESS ESCape whilst saving the file
to tape - if you do, it will be necessary to reload the
Animal/Vegetable/Mineral program. If you suspect
there is a problem during the storage operation,
allow the program to continue until "File saved" appears.
After this message is seen the program can be used
as normal and a further attempt made.
The program then returns to the menu. Should you
want to check that, the file has recorded properly
then again use the procedure outlined as the begin-
ning of this section to catalogue the tape. The file
name should appear when PLAY is pressed followed
by any key.
Having checked, press ESCape twice to return to
the main menu.
3. Loading Memory from tape
Place your data cassette in the Datacorder. This
function operates similarly to the store option in that
>> Animal/Vegetable/Mineral 9
it first gives an opportunity to position the tape
correctly before attempting to load. Use the play,
rewind and fast forward keys to position the tape in
front of the file you wish to load.
Press ESCape twice when it is positionned.
Having done so, press PLAY then any key to load
the file. The program will indicate when the file has
been successfully loaded.
4. The Monitor
All BES programs which are interactive contain a
performance recording system or monitor. Using this,
parents, teachers or the child can see how well a
task is being performed.
Progress can be quantified as a result. Only then
can a child's ability and educational needs be identified.
Each time a new name is entered after starting the
program from the main menu a new monitor record is
created. The facility will hold the record of the last
five children (after number five, number six will be
recorded over number one, seven over two, etc.).
The information recorded is the time taken the number
of questions answered and the number of entries
made. As each record is displayed, there is the
option of moving to the next record or to examine a
child's entries. These record the category, the two
objects and the question entered. The two objects
are those that the child was asked to differentiate
between when entering the question. Thus it is
possible to review the entries in detail.
>> Animal/Vegetable/Mineral 10
5. Erase Memory
Should you at any time wish to clear memory and
start afresh, simply choose menu option 5. Note that
in doing so, you will lose all information that has been
entered into the database.
To prevent inadvertently erasing you are required
to confirm erasure by replying YES to the question.
Any other answer will retain the entries.
6. Review and Edit
Since the program uses the branching tree approach
there is a danger that an invalid question could block
branches of the tree. For example, if a child entered a
question that did not have a yes or no answer, then it
would make a nonsense of all that followed. Both the
computer and child would get confuser! In order to
overcome this, there is a review and editing option.
Care should be exerciced in use since alteration of
the subject matter of the question could invalidate
the tree.
For example, if the question "Does it have stripes?"
had "yes" for an answer leading to a Zebra and "no"
leading to a cow, then changing the question to
"Does it have four legs?" is obviously incorrect and
destroys the logic. This is an extreme example but
illustrates the need for care.
As a consequence of this problem, when reviewing
question in a particular category, there is also the
facility to review all the objects that would be effected
by a change to the displayed question. They are in
two columns, those that lead from a "yes" answer
>> Animal/Vegetable/Mineral 11
and those that lead from a "no" answer. Thus, a
question can be constructed to keep these answers
valid should the displayed question be invalid. Obviously
the more objects that are dependant on the question
the harder it is to find a new question without having
to edit dependant objects.
After entering the review and edit facility from the
menu, a choice of category is made. Havinf made
your choice, the first question in the appropriate
category is displayed. The following options are then
available :
N - to move on to the Next entry which is then
displayed.
E - Edit the question or object shown. Simply
use the delete key to work back and then
re-enter. Press ENTER to indicate completion.
R - to Review the branching tree nature of the
program, listing the objects that lead from
the displayed question.
It is more important to review the question at an
early stage in the building of a database since a
question that occurs in the first five has a greate
chance of being encountered, whereas one that occurs
as the fifteenth is relatively unlikely to be asked!
Note that as the database grows the chance of
encoutering a specific object also grows less and
less.
The combination of the monitoring facility and
the review and edit option is extremely powerful.
Using the monitor you can see all entries made
during the last session and see if any objects or
>> Animal/Vegetable/Mineral 12
question need to be altered. It allows you to watch
and assist children should they be having difficulty.
As a result, a child who is less able than others can
join in the exercice without risking other childrens'
work.
OTHER BES PROGRAMS
Animal/Vegetable/Mineral is one of a series of Micro-
computer programs produced by Bourne Educational
Software Ltd with the aimof making learning both
easu and enjoyable. The programs are aimed at both
home and school use, and are designed to enable
children of the appropriate age range to operate
them readily through common use of such items as
the ESCape key to return to 'starting choices';
<SPACE> th move on to a next screen and so on.
BES programs are designed to be largely self
explanatory and follow similar styles. Children rapidly
familiarise themselves with new programs, and can
use them if required with the minimum of help.
Timeman One
-----------
The program helps children tell the time and set a
clock. Attractive scoring with man and a ladder keeps
children's interest. Choice of twelve progressive
stages of difficulty, together with the usual attractive
sound, colour and monitoring facilities.
(Age 4-9 years)
>> Animal/Vegetable/Mineral 13
Timeman Two
-----------
Companion program covering minutes to the hour,
half and quarter hours and the 24-hour clock. Same
attractive features as Timeman One with progressive
stages of difficulty, together with attractive sound,
colour and monitoring facilities.
(Age 4-9 years)
Happy Numbers
-------------
A program to help children learn their numbers and
count without need of reading skiils. Attractive graphics
and scoring make this a favourite with 3 to 5 years olds.
(Age 3-5 years)
Happy Letters
-------------
A program to teach children, to match small and
capital letters both on the screen and the keyboard.
They love trying to stop the crocodile eating the
fishes. Features attractive use of sound and colour
as well as easy identification of problem letter for
further practice.
(Age 3-6 years)
World-Wise
----------
Two programs to stimulate children to 'teach the
computer' about geography. Encourages the use of
atlases and reference books, helps exam studies and
introduces the use of the computer to store inform-
ation. Data can be readily saved and reloaded at any
time.
(Age 7-15 years)
>> Animal/Vegetable/Mineral 14
Map Rally
---------
Try to find the hidden checkpoints in a race against
your opponent or the clock! Map co-ordinates and
directions are soon mastered as children learn to
control the cars. After each rally they can watch the
cars, retrace the routs taken, showing how well
each driver did.
(Age 7-13 years)
Happy writing
-------------
The program helps children form their letters and
numbers correctly and encourages them to practise
writing. A moving pencip point shows clearly where
to start each figure. Tractors, attractive colour and
sound all help to keep their interest.
(Age 3-5 years)
Wordhang
--------
This version of the traditional "Hangman" spelling
game has been described as "... the Rolls-Royce of
them all"! Features over 250 words plus the ability to
enter your own words - either individually or as a
group (ideal for that weekly spelling list!). Improves
spelling at all ages of 5 years and upwards.
>> Animal/Vegetable/Mineral 15
THIS BOOKLET
BES programs always include explanatory booklets
of this type to satisfy several aims. Firstly, to identify
the objectives of the program and to give guidance
as to some possible uses of the program based on
experiences during the extensive in-classroom and
in-house testing period. Secondly, they are designed
to give an undestanding of the sequences encoun-
tered in the programs, since in many situations the
time of access to the micro may be at premium.
Thirdly, the booklet will assist in using the substantial
content of BES programs to the full, through reference
to it before, during an after use of them on the micro.
In the event of any problems with the yse of this
program, or ideas as to improvements which could
be incorporated, please do not hesitate to contact
BES at the address on the back cover.
Please note : Minor variations in specification may occur due
to characteristics of different microcomputers and operating
systems.
>> Animal/Vegetable/Mineral 16