Dragon 32 Universe
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Introduction

Shapes are important in geometry. This program deals with some simple shapes - the square, circle, triangle and oblong. The aim is to recognise and sort them.

As we move through the games we first sort the shapes, and then make the point that the same shape can come in different sizes. We next present them various ways up. Children often cannot recognise a square when it is placed to look like a diamond.

The final game gives them some practice, and they are rewarded when successful, by the picture coming to life.

The mental process of matching shapes involves making an 'image' in the mind and moving and turning it. This process is an important one for later work.

There are four games, all with Mr. Brock, the Badger. In the first, he carries shapes in his truck, Rusty, and has to deliver them to the right place. In the second game, he lobs big and small shapes through hoops, as if he is playing basketball. Next, he tries to guess which of 4 shapes a magician has hidden in a box. Lastly, he builds a train, a home, and a rocket, all of which come to life when he has finished.

Ages: 4-7

Educational Notes

Children need to name shapes for their mathematics and for language development. In this program we deal with only four shapes; however, it is important that they do not believe that these are the only shapes there are. It is difficult on the micro to draw a good circle, and the children will need help with this shape.

As we move through the games, we first sort the shapes, and then make the point that the same shape can come in different sizes. We next present them various ways up. Children often cannot recognise a square when it is placed to look like a diamond.

The final game gives them some practice, and they are rewarded when successful, by the picture coming to life.

The mental process of matching shapes involves making an "image" in the mind and moving and turning it. This process is an important one for later work.

Using The Program

To begin, decide what you would like Mr. Brock to do.

  1. Mr. Brock works
  2. Mr. Brock plays
  3. Mr. Brock meets the magician
  4. Mr. Brock the builder

Press 1, 2, 3 or 4 and the ENTER key.

Remember, you only press the SHIFT key and backspace key when you want to return to the beginning of the program.

1. Mr Brock Works

Mr. Brock is driving "Rusty", his truck. The conveyor belt loads shapes onto "Rusty". Mr. Brock has to drive them to the right pit and dump them.

Look at the pits. They both have shapes in them. Help Mr. Brock dump his shape in the right one. Try pressing the spacebar a few times to see what happens.

Move "Rusty" to the right pit. If you press ENTER, Mr. Brock will dump the shape.

When you get it wrong, he tries to unload but can't. If you get it wrong twice, he gets fed up and drives off! An angry shape shows you where it should have gone.

When a pit is full, music plays. Then it is emptied and ready for a new shape.

2. Mr. Brock Plays

Mr. Brock is playing basketball. He has a big hoop and a small one. You can make him move from one to the other by pressing the spacebar. Try this first.

If he has a big shape you must help him put it in the big basket. If he has a small shape it must go in the small basket. Move him to the right basket and then press ENTER.

Be careful! If you make a mistake the shape falls back on poor Mr. Brock and knocks him out.

3. Mr. Brock Meets The Magician

The magician has four shapes. When you press the spacebar he magics one into the box. Then he makes himself disappear.

Mr. Brock is wondering which shape is in the box. Move his pointer by pressing the bar. When you think he is pointing at the right one, press ENTER.

If you are right, the shape pops out of the box.

If you are wrong, Mr. Brock can have another go. The shape will be cross if you get it wrong twice, and will bring the magician back when you press the spacebar.

4. Mr. Brock Builds

You can choose Mr. Brock the builder:

  1. Drives a train
  2. Makes a home
  3. Goes to the moon

Press the number you want, and then ENTER.

Mr. Brock has his truck "Rusty" again. When a shape is loaded use the spacebar to move him under the place it should go. Press ENTER and see it move into position.

If you get it wrong, the shape will fall back with a bump. If you get it wrong twice, the second bump breaks it up. So be careful!

When the picture is complete, it comes to life.

In All "Young Learning" Programs

ENTER Remember: Once you have typed in your response a program will not deal with it until you press the ENTER key.
SHIFT-Backspace You can always return to the beginning of a program by holding down the SHIFT key and pressing the back arrow key.
Arrow Left You can rub out anything typed in, before the ENTER key is pressed, by using the arrow left key.
Hand Hovering Over Space Bar Means: Please press the spacebar to carry on with the program.
Question Mark Symbol Means: The program did not expect the response it has just received. Perhaps there was a typing error? In any case, to carry on, just press the spacebar and try again.

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CLOADM (ENTER)

The game will run automatically after loading.