Texas Instruments Solar Little Professor
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Texas Instruments Solar Little Professor
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SOLAR LITTLE PROFESSOR
2000 Texas Instruments Incorporated
LITTLE~2.DOC Solar Little Professor, 79x137mm Bob Fedorisko Revised: 07/26/00 12:52 PM Printed: 07/26/00 12:53 PM Page i of 98
English.. 1 Deutsch.. 10 Franais. 19 Italiano.. 28 Nederlands.. 37 Svenska. 46 Dansk.. 55 Suomi.. 64 Espaol.. 73 In case of difficulties Im Fall von Schwierigkeiten En cas de difficults In caso di guasto Bij moeilijkheden Om problem uppstr Hvis der er problemer Jos vaikeuksia ilmenee En caso de dificultades. 82 Drawings Abbildungen Dessins Disegni Tekeningen Ritningar Tegninger Piirrokset Dibujos.. AE TI Product Service and Warranty Information Hinweise zu TI Produktservice und Garantieleistungen Informations sur les services et la garantie TI Productinformatie, service en garantie TI
LITTLE~2.DOC Solar Little Professor, 79x137mm Bob Fedorisko Revised: 07/26/00 12:52 PM Printed: 07/26/00 12:53 PM Page ii of 98
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LITTLE~2.DOC Solar Little Professor, 79x137mm Bob Fedorisko Revised: 07/26/00 12:52 PM Printed: 07/26/00 12:53 PM Page iii of 98
ENGLISH
SOLVING PROBLEMS
Press S. An addition problem will appear in the display such as:
Think of the answer, then press the number keys to tell you what it is. If your answer is correct, you will win a star. My hat will bob up and down and my mustache will twitch. If your answer is wrong, you will see ; and then have a second chance to get the right answer. If your answer is still wrong after two tries, the correct answer is shown, and the next problem will then appear.
SCORING
I will give you problems in sets of five. Then, I will show your score in the display. On the left is the number of correct answers; on the right is the number of incorrect answers, for example ib j_, means that you had 4 right and 1 wrong. If five problems are answered correctly, the five stars will light up, my hat will bob up and down, and my mustache will twitch.
LITTLE~2.DOC Solar Little Professor, 79x137mm Bob Fedorisko Revised: 07/26/00 12:52 PM Printed: 07/26/00 12:53 PM Page 1 of 98
OPERATIONS
I always begin with an addition problem. If you want to change the operation sign, press any other operation key: J For subtraction, K For multiplication, L For division, I For addition. If you want to change operations (for example form Q to + ), after a set of five problems has already begun, just press the new operation key and I will restart with a new set of five problems.
LEVELS OF DIFFICULTY
You can practice problems at five levels of difficulty: 5
1 is the easiest level, 5 the most difficult one. You will see the number of the level in the lower left corner of the display. I always begin with level 1.
Lets practice harder problems; just press R until you see the level of difficulty you want. If you change levels (for example form 3 to 4) after a set of five problems has begun, just press S and I will restart with a new set of five problems.
LITTLE~2.DOC Solar Little Professor, 79x137mm Bob Fedorisko Revised: 07/26/00 12:52 PM Printed: 07/26/00 12:53 PM Page 2 of 98
TABLES
Now lets practice tables in +, N, Q, and P. Press * and I will display one of the maths operations signs. You will see that the sign changes about every second. You can choose any operation by pressing that operation key. Now, a base number will also appear. This means that you will practice problems with that number, or you have five seconds to choose a different base number by pressing the key for your new number. Keep in mind. in tables: R will not operate J K I L will not operate after a set of five problems begins.
And now lets play and have fun.
LITTLE~2.DOC Solar Little Professor, 79x137mm Bob Fedorisko Revised: 07/26/00 12:52 PM Printed: 07/26/00 12:53 PM Page 3 of 98
A MINIMUM OF TWO PLAYERS ARE REQUIRED FOR EACH OF THESE GAMES. YOU MUST DECIDE WHO GOES FIRST FOR EACH GAME. BINGO (see drawing page A) WHO CAN COVER A LINE FIRST?
Choose one or more game cards (if needed, use paper and pencil to make additional BINGO cards). When it is your turn to play, select level 2 and answer an addition question (+). 1. If you get the wrong answer, play passes to the next player. 2 If you get the right answer: if the number is on your card, cover it with a marker. It is the next players turn. if that number is not on your card, try again with one more question before ending your turn. The winner of the game is the first one who covers a line in any direction (horizontal, vertical, or diagonal.)
LITTLE~2.DOC Solar Little Professor, 79x137mm Bob Fedorisko Revised: 07/26/00 12:52 PM Printed: 07/26/00 12:53 PM Page 4 of 98
BOWLING (see drawing page B) WHO WILL BE FIRST TO KNOCK DOWN ALL PINS?
Bowling is played with operations signs +, N, Q, P. Each player has a marker. You must solve a group of five problems set by the LITTLE PROFESSOR with each operation sign shown at the start of each lane. You have only one try to get the correct answer. Place your marker on the operation sign + of the first lane and begin the addition questions. For each correct answer, move forward and attempt the next question; when you reach the last space, you have knocked down the pin, and should place your marker on the sign at the start of the second lane. It is now the next players turn. If your answer is wrong, leave your marker where it is. You will start from here and next time its your turn. The winner is the one who knocks down all pins first.
LITTLE~2.DOC Solar Little Professor, 79x137mm Bob Fedorisko Revised: 07/26/00 12:52 PM Printed: 07/26/00 12:53 PM Page 5 of 98
THE SKI SLOPE (see drawing page C) HOW FAST CAN YOU SKI TO THE BOTTOM?
Place your marker at the start and take turns solving problems with the operations +, N, Q, or P shown on each space. You have two chances to get the right answer. 1. If your answer is correct and it is an odd number, move forward one space, follow directions given in that space (if any); game passes to the next player. 2. If your answer is correct and it is an even number, move forward two spaces, follow directions given in that space (if any); game passes to the next player. 3. If your answer is zero, stay where you are. 4. If your answer is still wrong after the second try, move back one space. DIRECTIONS GIVEN IN SPACES STOP: miss one turn, then play using the operation sign in that space. X Z Move forward the number of spaces shown: Ex. Y move forward 2 spaces. Move back the number of spaces shown: Ex. [ move back 2 spaces.
LITTLE~2.DOC Solar Little Professor, 79x137mm Bob Fedorisko Revised: 07/26/00 12:52 PM Printed: 07/26/00 12:53 PM Page 6 of 98
FOOTBALL (see drawing page D) WHO WILL WIN THE MATCH?
The marker represents the ball. The match will be won by the first player to score four goals. Choose your goal. Place the ball in the centre of the pitch. Begin the first group of addition questions. 1. If you get the right answer, move to slot number 1 (in the direction of your opponents goal). If you get all five questions right, you will be in slot number 5 opposite the goal. Game now passes to the next player, who should press S to start a new set of five questions. Each time you get a group of five questions right, the ball must pass to the next player. The next player then tries to bring the ball back to your goal by answering his questions successfully and moving from slot 5 to 4 to 3. etc. When is your turn again, you start a new set of five questions. 2. If you get a wrong answer, your opponent takes over the ball where you left it, presses S for a new set of five questions, and plays towards your goal.
LITTLE~2.DOC Solar Little Professor, 79x137mm Bob Fedorisko Revised: 07/26/00 12:52 PM Printed: 07/26/00 12:53 PM Page 7 of 98
THE MAZE (see drawing page E) WHO WILL FIND HIS WAY OUT FIRST?
To decide who starts playing first, each player should press * (the tables key), then I, and note the base number that appears. Whoever gets the greatest base number goes first. The base number also indicates each players departure point in the maze. Look for your departure point and place your marker on it. The first player moves his marker along the maze until he comes across an obstacle. He can only cross this obstacle by correctly answering a question based on the operation sign shown in the obstacle. You have only one chance to get the right answer. If your answer is wrong, stay where you are. It is your opponents turn to move.
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