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MANUAL AND WORKBOOK Designed, produced and published by Protea Textware © Protea Textware Pty Ltd

MANUAL AND WORKBOOK - Protea Textware Alphabet...2 1. Learning activities and outcomes The Alphabet is an exciting interactive multimedia computer program that facilitates the learning

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Page 1: MANUAL AND WORKBOOK - Protea Textware Alphabet...2 1. Learning activities and outcomes The Alphabet is an exciting interactive multimedia computer program that facilitates the learning

MANUAL AND WORKBOOK

Designed, produced and published by Protea Textware

© Protea Textware Pty Ltd

Page 2: MANUAL AND WORKBOOK - Protea Textware Alphabet...2 1. Learning activities and outcomes The Alphabet is an exciting interactive multimedia computer program that facilitates the learning

© 1995 - 2011 Protea Textware Pty LtdProgram Portions © 1990 - 2008 SumTotalSystems, Inc. All rights reserved.

Designed and produced by Virginia W. Westwood and Heather Kaufmann, Protea Textware Pty Ltd

Acknowledgements: North American: Sandra C. Browne and Suzanne Shubart British: Mark Kates

ISBN 978-0-9587330-2-1

Licensing AgreementThis software is protected by the copyright laws that pertain to computer software. It is necessary to purchase the appropriate licence in order to run the software on a network. It is illegal to duplicate the software or to give copies of the software to another person or to duplicate the software by any other means. You may not modify, adapt, translate, rent, lease or create derivative works based on the software or any part thereof. All graphical images, sound recordings, videos, animations and other parts are copyright and may not be used in any way whatsoever except as part of this program, in the form in which they have been supplied.

WarrantyProtea Textware Pty Ltd warrants that the original disks are free from defects in material and manufacture, assuming normal use, for a period of sixty (60) days from the date of purchase. If a defect occurs during this time, you may return your faulty disk to Protea Textware Pty Ltd, along with a dated proof of purchase, and the disk will be replaced free of charge. After 60 days you may purchase a replacement disk from Protea Textware.

While to the best of our knowledge this program is free of viruses, no warranty, either expressed or implied, is made with respect to the performance or fitness of the computer program and written materials.

CommentsThe authors welcome comments and suggestions regarding the content, program and documentation. Correspondence should be directed to:

Protea Textware Pty Ltd PO Box 49 HURSTBRIDGE VICTORIA 3099 AUSTRALIA

phone: (03) 9714 8660 (international): +61 3 9714 8660 fax: (03) 9714 8644 (international): +61 3 9714 8644 email: [email protected] web: www.proteatextware.com.au

Technical supportIf you experience problems with the installation or use of this program, first look at the Troubleshooting section of this manual. If you continue to have difficulties, please contact Protea Textware Pty Ltd for technical support.

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MANUAL AND WORKBOOK

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Part Topic Page

1 Learning Activities and Outcomes 2

2 Getting Started 4 Purchase Agreement Package Contents Minimum System Requirements Program Installation Trial Licence Licence Manager

3 Using The Alphabet program 6 Starting The Alphabet The Main Menu Selecting a Unit The Buttons on the Navigation Area

4 The Modules: Learning Focus and Activities 10

Module 1. Lower case letters 10 Unit 1. The alphabet as a whole Unit 2. Letters and sounds presented individually, alphabetical order Unit 3. Letters and sounds presented individually, random order Unit 4. Match lower case letters, any order Unit 5. Sight-sound matching, alphabetical order, aural cues Unit 6. Construct the alphabet, alphabetical order, no cues

Module 2. Upper case letters 12 Unit 1. The alphabet as a whole Unit 2. Letters and sounds presented individually, alphabetical order Unit 3. Letters and sounds presented individually, random order Unit 4. Match upper case letters, any order Unit 5. Sight-sound matching, alphabetical order, aural cues Unit 6. Construct the alphabet, alphabetical order, no cues

Module 3. Upper and lower case letter pairs 14 Unit 1. Upper and lower case pairs, the alphabet as a whole Unit 2. Upper and lower case pairs, presented individually, alphabetical order Unit 3. Upper and lower case pairs, presented individually, random order Unit 4. Match upper with lower case, any order Unit 5. Match lower with upper case, random order Unit 6. Construct the alphabet, alphabetical order, no cues

Contents

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Part Topic Page

1 Learning Activities and Outcomes 2

2 Getting Started 4 Purchase Agreement Package Contents Minimum System Requirements Program Installation Trial Licence Licence Manager

3 Using The Alphabet program 6 Starting The Alphabet The Main Menu Selecting a Unit The Buttons on the Navigation Area

4 The Modules: Learning Focus and Activities 10

Module 1. Lower case letters 10 Unit 1. The alphabet as a whole Unit 2. Letters and sounds presented individually, alphabetical order Unit 3. Letters and sounds presented individually, random order Unit 4. Match lower case letters, any order Unit 5. Sight-sound matching, alphabetical order, aural cues Unit 6. Construct the alphabet, alphabetical order, no cues

Module 2. Upper case letters 12 Unit 1. The alphabet as a whole Unit 2. Letters and sounds presented individually, alphabetical order Unit 3. Letters and sounds presented individually, random order Unit 4. Match upper case letters, any order Unit 5. Sight-sound matching, alphabetical order, aural cues Unit 6. Construct the alphabet, alphabetical order, no cues

Module 3. Upper and lower case letter pairs 14 Unit 1. Upper and lower case pairs, the alphabet as a whole Unit 2. Upper and lower case pairs, presented individually, alphabetical order Unit 3. Upper and lower case pairs, presented individually, random order Unit 4. Match upper with lower case, any order Unit 5. Match lower with upper case, random order Unit 6. Construct the alphabet, alphabetical order, no cues

Part Topic Page

Module 4. Using the keyboard 16 Unit 1. Present upper case screen letter, alphabetical order; type corresponding keyboard letter Unit 2. Present upper case screen letter, random order; type corresponding keyboard letter Unit 3. Present lower case screen letter, alphabetical order; type corresponding keyboard letter Unit 4. Present lower case screen letter, random order; type corresponding keyboard letter Unit 5. Present lower or upper case screen letter, random order; type corresponding keyboard letter Unit 6. Type corresponding keyboard letter from aural cue, random then alphabetical order

Module 5. Spelling 18 Unit 1. Copy the word Unit 2. Spell the word after seeing it for 2 seconds Unit 3. Type the missing letter/s in the word Unit 4. Type the word after hearing the spelling Unit 5. Spell the word from memory Unit 6. Match the word and picture 5 Licence Manager 20 Starting the Licence Manager Update Licence Log PCs off

6 Troubleshooting 21

7 Workbook 22

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1. Learning activities and outcomes

The Alphabet is an exciting interactive multimedia computer program that facilitates the learning of the alphabet. It was designed and produced for adult learners by teachers of English as a Second Language and adult literacy but it is also widely used by younger learners.

The Alphabet program contains five modules, each of which consists of six units. The modules, the units and the exercises within each unit are presented in order of skill level. These are described in detail in Part 4 of this manual.

The Alphabet is competency-based; it is concerned with the attainment and subsequent demonstration of specific skills and knowledge.

The program is designed to encourage the learner to take an active role in their own learning development. The Alphabet program facilitates the acquisition of a range of skills and knowledge relating to the alphabet, including sight-sound relationships, upper and lower case matching, alphabetical order, and matching, copying and spelling words. These are achieved through Presentation, Consolidation and Revision units and by utilising Extension units and Testing tasks that provide the learner with feedback regarding their acquisition of a particular skill. The skills and knowledge are recycled in exercises that challenge, motivate and extend the learner. The exercises are designed to increase learner motivation by promoting success.

The program generates a supportive, encouraging and stress-free learning environment. The learner has control over the number of repetitions and the rate of progression from one item to the next. The program is simple to use, the activities are varied and they recycle the skills and knowledge acquired in earlier units. The increments in skill required to progress from one unit to the next are small.

In the Presentation units, the learner is presented with an overview of the material. In the Consolidation and Revision units, the same content is recycled. In the Extension and Testing units, the learner utilises the skills and knowledge that they acquired in the earlier units, or their prior knowledge and skills, and applies them to a novel task. Throughout the program learners are required to demonstrate their skills and knowledge.

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On successful completion of the 30 units contained within The Alphabet program, the learner will have demonstrated:• recognition of the sight-sound relationships of upper and lower case letters of the

alphabet• an understanding of upper and lower case matching• the ability to match upper, lower and mixed case letters• knowledge of alphabetical order• the ability to copy letters and words• familiarity with the keyboard • the ability to spell words from memory• their ability to match 20 basic vocabulary items with written words from the four

categories used in previous activities

The Alphabet program provides three accent models for learners to choose from:• North American (United States and Canada) English• British English• Australian English

Once learners have selected the most appropriate accent for their situation, the names and sounds of letters and all verbal feedback will be with this accent. As well, when learners record their own pronunciation of words or letters, they will listen to, and then imitate, the most suitable accent for themselves.

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2. Getting Started

Purchase agreementThe Protea Textware Purchase Agreement for the use of this program is:• single user licence: the program may be used on one computer at a time;• 5 user licence: the program may be used on up to 5 computers at a time;• 10 user licence: the program may be used on up to 10 computers at a time;• 20 user licence: the program may be used on up to 20 computers at a time; • Licences for more than 20 users are available;• Home user licences are available for purchasers who want to use the program

for personal study at home. The CD-ROM must be in the CD-ROM drive of the computer whenever the program is used.

Licences are for concurrent users. The program may be run on standalone or networked computers.

The program may be purchased by libraries and made available for loan to the public.

You are not allowed to make any copies of the CD-ROM in any way at all.

This software is protected by the copyright laws that pertain to computer software. Please refer to the Licensing Agreement inside the front cover of this manual for more details.

System requirements•MultimediacomputerwithWindows(minimumWin98);

Package contentsThe package contains:•OneCD-ROMwithLicenceManager•TheManual•Aserialcodeforinstallation.

Program installationThe program installation should start automatically. If it does not, run setup from the CD-ROM drive.

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TrialFollow the onscreen prompts. The 30 day trial will start when you first start the program. You can activate the program at any time by entering the serial code in the Licence Manager (p. 20).

LicenceFollow the onscreen prompts and choose the option for a standalone computer, or a network installation. Both the standalone and network options allow you to download the media files to a hard disk or the server.

The Licence ManagerThe Licence Manager is automatically installed with stand-alone computer installations. It is installed to the server with network installations.

The Licence Manager allows you to:• Update your network user licence• Log computers off if the program did not exit normallySee page 20 for details.

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3. Using The Alphabet program

Starting The AlphabetTo run The Alphabet program after the program has been installed:Double click on The Alphabet, International version icon in Program Manager or click Start, The Alphabet.

THE MAIN MENUThe Alphabet consists of five modules, each consisting of six units.

When The Alphabet program begins, the Main Menu appears, displaying the five modules:

EXIT BUTTONClick to exit the program

ACCENTClick to select the accent

PROGRESS MAPIndicates the units that have been selected

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THE NAVIGATION AREA

Selecting a UnitThe user clicks once with the left button on the mouse to select a module. For example, to do one of the lower case units, click either abc or small letters to select the first module.

When one of the modules is selected, its sub-menu, consisting of six units, appears on the right hand side of the menu screen. This is the sub-menu of the Small Letters module, showing the six units on the right side of the menu screen:

The user then clicks the unit they require. A unit button changes to red when the unit starts. Hence the learner has a record of those units that they have looked at, whether or not they were completed. The corresponding bar on the progress map also changes to red.

A module button changes to red when all six units contained in that module have been selected.

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The ButtonsButtons are used extensively in The Alphabet program. Some buttons produce an effect when clicked, such as auditory output (a letter or a word) or an animated demonstration (the Help button). Other buttons can be dragged to a new position by the learner. The photographic images in Module 5 are on buttons and, when clicked, the word associated with the photographic image is heard.

The Navigation Area is always available to the learner and is visible at all times, although the buttons that are displayed on it will vary, depending on the particular unit that is being used. The following buttons may be displayed:

EXIT button• appears on the left hand side of the Navigation Area• appears only when the Main Menu is displayed• click the EXIT button to exit from The Alphabet program and return to

WINDOWS

ACCENT buttons• appear next to the EXIT button in the Navigation Area whenever the Main

Menu is displayed• move the mouse across the flag buttons• click to select Canadian, United States, British or Australian accent• the default accent when you open the program next is the accent that was

selected when the program was last closed

PROGRESS MAP• appears on the right hand side of the Navigation Area whenever the Main

Menu is displayed• consists of five groups that correspond to the five modules, each with six

bars that correspond to the six units • a bar turns red when the corresponding unit is selected• provides an overview of the units that have been selected from all modules• click to reset to the original values, that is, with no sub-menu showing and no

units or modules selected, to map a new user’s progress

GO BACK button• appears on the left hand side of the Navigation Area• is available in all exercises• click the GO BACK button to return to the Main Menu

HELP button• appears in the centre of the Navigation Area• is available in all exercises• click the HELP button for a visual demonstration of the action required

3. Using The Alphabet program

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GO FORWARD button• appears on the right hand side of the Navigation Area• the GO FORWARD button is available in those units where the exercises

are presented one at a time• click the GO FORWARD button to see the next exercise in the unit

REPEAT THIS UNIT button• appears on the right hand side of the Navigation Area• the REPEAT THIS UNIT button appears when all of the exercises in a unit

have been completed• click the REPEAT THIS UNIT button to do the unit again

HEAR THIS AGAIN button• appears on the right hand side of the Navigation Area• the HEAR THIS AGAIN button is available in those units involving aural

presentation of information• click the HEAR THIS AGAIN button to hear the letter name or spelling again

SEE THIS AGAIN button• appears on the right hand side of the Navigation Area• appears in those units which involve timed visual presentation of words• click the SEE THIS AGAIN button to see a word again

RECORD button• learner clicks to record their own pronunciation• click the microphone to begin recording• the red light is on during recording• click the ear or the microphone to stop recording• click the ear near the microphone to listen to the recording

LETTER NAME button• appears on the Navigation Area when Unit 1, 2 or 3 of Module 1, 2 or 3 is

selected• click to change from letter names to letter sounds

LETTER SOUNDS button• appears on the Navigation Area when Unit 1, 2 or 3 of Module 1, 2 or 3 is

selected• click to change from letter sounds to letter names

Pictures appear on the screen when the learner selects Units 2 or 3 of Modules 1, 2 or 3. The pictures are examples of words that begin with that letter and sound. Click the letter button to hear the name or sound of that letter. Click the picture to hear the word. Click the letter again to see the next picture.

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4. The Modules: Learning Focus and Activities

Exercise type

Learning focus

Learner action

Description

Unit 1: The Alphabet as a whole

Presentation Sight-sound recognition of lower case letters. The presentation of the letter name is delayed until the learner clicks the letter to allow them to predict the letter name or sound.

Learner selects and clicks letters to hear the letter names or sounds

The alphabet as a whole is displayed. Click any letter to hear its name or sound. Letters may be clicked in any order, any number of times. The letter changes colour after it has been clicked the first time.

Unit 2. Letters presented individually, alphabetical order

Consolidation Sight-sound recognition of lower case letters, notion of alphabetical order. The presentation of the letter name is delayed until the learner clicks the letter to allow them to predict the letter name or sound.

Learner clicks a letter to hear its name

Displays the letters of the alphabet, in lower case, one at a time, in alphabetical order, on a button in the centre of the screen. Click the letter to hear its name or sound. The letter then changes colour and the letter is placed, in alphabetical order, at the top of the screen. A picture is also displayed. Click the picture to hear the word spoken. Click the letter again to see a different picture. The learner can listen to the name or sound of a letter as many times as they wish but they cannot proceed to the next letter until the current letter is clicked at least once. The small buttons at the top of the screen can also be clicked to hear the names or sounds of the letters.

Unit 3. Letters presented individually, random order

Revision Sight-sound recognition of lower case letters presented in random order. The presentation of the letter name or sound is delayed until the learner clicks the letter to allow them to predict the letter name.

Learner clicks the letter to hear its name

As for Unit 2 in this module, but the letters are presented in random order

Unit 4. Match lower case letters, any order

Extension Matching lower case letters Learner identifies a lower case letter and drags it to its matching pair.

The alphabet appears, in pale letters, at the top of the screen. Letters of the alphabet also appear, in a jumbled array, on buttons at the bottom of the screen. Drag and drop these buttons onto the matching letter at the top of the screen, in any order. When dragging a button, it is yellow; when the button is in a place where it could be dropped, it changes to purple.

Unit 5. Sight/sound matching, alphabetical order, aural cues

Testing Sight-sound matching Learner listens to the name of the letter, identifies the letter in the array and drags it to the centre drop frame.

Letters of the alphabet appear jumbled, on buttons, at the bottom of the screen, with an empty drop frame in the middle of the screen. When the name of a letter is heard, drag and drop that button into the frame. When dragging a button, it is yellow; when the button is in a place where it could be dropped, it changes to purple. The letters are presented in alphabetical order. Click the HEAR THIS AGAIN button to hear the name of the letter again. The letters are placed automatically, in alphabetical order, at the top of the screen, as they are correctly identified.

Unit 6. Construct the alphabet, alphabetical order, no cues

Testing Sequencing lower case letters in alphabetical order.

Learner drags letters onto the bar in alphabetical order.

Letters of the alphabet appear, on buttons, jumbled, at the bottom of the screen. Drag the letters, in alphabetical order, onto the coloured bars at the top of the screen. A frame on the bar shows where to place the next letter. When dragging a letter, the button is yellow; when the letter is in a place where it could be dropped, the button changes to purple.

Module 1. Lower case letters

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Exercise type

Learning focus

Learner action

Description

Unit 1: The Alphabet as a whole

Presentation Sight-sound recognition of lower case letters. The presentation of the letter name is delayed until the learner clicks the letter to allow them to predict the letter name or sound.

Learner selects and clicks letters to hear the letter names or sounds

The alphabet as a whole is displayed. Click any letter to hear its name or sound. Letters may be clicked in any order, any number of times. The letter changes colour after it has been clicked the first time.

Unit 2. Letters presented individually, alphabetical order

Consolidation Sight-sound recognition of lower case letters, notion of alphabetical order. The presentation of the letter name is delayed until the learner clicks the letter to allow them to predict the letter name or sound.

Learner clicks a letter to hear its name

Displays the letters of the alphabet, in lower case, one at a time, in alphabetical order, on a button in the centre of the screen. Click the letter to hear its name or sound. The letter then changes colour and the letter is placed, in alphabetical order, at the top of the screen. A picture is also displayed. Click the picture to hear the word spoken. Click the letter again to see a different picture. The learner can listen to the name or sound of a letter as many times as they wish but they cannot proceed to the next letter until the current letter is clicked at least once. The small buttons at the top of the screen can also be clicked to hear the names or sounds of the letters.

Unit 3. Letters presented individually, random order

Revision Sight-sound recognition of lower case letters presented in random order. The presentation of the letter name or sound is delayed until the learner clicks the letter to allow them to predict the letter name.

Learner clicks the letter to hear its name

As for Unit 2 in this module, but the letters are presented in random order

Unit 4. Match lower case letters, any order

Extension Matching lower case letters Learner identifies a lower case letter and drags it to its matching pair.

The alphabet appears, in pale letters, at the top of the screen. Letters of the alphabet also appear, in a jumbled array, on buttons at the bottom of the screen. Drag and drop these buttons onto the matching letter at the top of the screen, in any order. When dragging a button, it is yellow; when the button is in a place where it could be dropped, it changes to purple.

Unit 5. Sight/sound matching, alphabetical order, aural cues

Testing Sight-sound matching Learner listens to the name of the letter, identifies the letter in the array and drags it to the centre drop frame.

Letters of the alphabet appear jumbled, on buttons, at the bottom of the screen, with an empty drop frame in the middle of the screen. When the name of a letter is heard, drag and drop that button into the frame. When dragging a button, it is yellow; when the button is in a place where it could be dropped, it changes to purple. The letters are presented in alphabetical order. Click the HEAR THIS AGAIN button to hear the name of the letter again. The letters are placed automatically, in alphabetical order, at the top of the screen, as they are correctly identified.

Unit 6. Construct the alphabet, alphabetical order, no cues

Testing Sequencing lower case letters in alphabetical order.

Learner drags letters onto the bar in alphabetical order.

Letters of the alphabet appear, on buttons, jumbled, at the bottom of the screen. Drag the letters, in alphabetical order, onto the coloured bars at the top of the screen. A frame on the bar shows where to place the next letter. When dragging a letter, the button is yellow; when the letter is in a place where it could be dropped, the button changes to purple.

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4. The Modules: Learning Focus and Activities

Exercise type

Learning focus

Learner action

Description

Unit 1. The alphabet as a whole

Presentation Sight-sound recognition of upper case letters. The presentation of the letter name is delayed until the learner clicks the letter to allow them to predict the letter name or sound.

Learner selects and clicks letters to hear the letter name or sound.

Displays the alphabet as a whole, in upper case. Click any letter to hear its name or sound. Letters can be clicked in any order, any number of times. A letter changes colour after it has been clicked the first time.

Unit 2. Letters presented individually, alphabetical order

Consolidation Sight-sound recognition of upper case letters, notion of alphabetical order. The presentation of the letter name or sound is delayed until the learner clicks the letter to allow them to predict the letter name or sound.

Learner clicks a letter to hear the letter name.

Displays the letters of the alphabet, one at a time, in upper case, in alphabetical order on a button in the centre of the screen. Click the letter to hear its name or sound. The letter then changes colour and the letter is placed, in alphabetical order, at the top of the screen. A picture is also displayed. Click the picture to hear the word spoken. Click the letter again to see a different picture. The learner can listen to the name or sound of a letter as many times as they wish but they cannot proceed to the next letter until the current letter is clicked at least once. The small buttons at the top of the screen can also be clicked to hear the names or sounds of the letters.

Unit 3. Letters presented individually, random order

Revision Sight-sound recognition of upper case letters presented in random order. The presentation of the letter name is delayed until the learner clicks the letter to allow them to predict the letter name.

Learner clicks the letter to hear its name.

As for Unit 2, in this module, but in random order.

Unit 4. Match upper case letters, any order

Extension Matching upper case letters. Learner identifies an upper case letter and drags it to its matching pair.

The alphabet appears in alphabetical order, in pale letters, at the top of the screen. Letters of the alphabet also appear, on buttons, jumbled, at the bottom of the screen. Drag and drop these buttons onto the matching letter at the top of the screen, in any order. When dragging a button, it is yellow; when the button is in a place where it could be dropped, it changes to purple.

Unit 5. Sight/sound matching, alphabetical order, aural cues

Testing Sight-sound matching, upper case letters.

Learner listens to the name of the letter, identifies it in the array and drags it into the centre drop frame.

Letters of the alphabet appear, jumbled, on the screen, with an empty drop frame in the middle of the screen. When the name of a letter is presented aurally, drag and drop that button into the frame. When dragging a button, it is yellow; when the button is in a place where it could be dropped, it changes to purple. The letters are presented in alphabetical order. Click the HEAR THIS AGAIN button on the Navigation Area to hear the name of the letter again. The letters are automatically placed in alphabetical order at the top of the screen.

Unit 6. Construct the alphabet, alphabetical order, no cues

Testing Sequencing upper case letters in alphabetical order.

Learner drags letters onto bar in alphabetical order.

Letters of the alphabet appear, jumbled, at the bottom of the screen. Drag the letters, in alphabetical order, onto the bars at the top of the screen. When dragging a letter, the button is yellow; when the letter is in a place where it could be dropped, the button changes to purple. A frame on the bar shows where to place the next letter.

Module 2. Upper case letters

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Exercise type

Learning focus

Learner action

Description

Unit 1. The alphabet as a whole

Presentation Sight-sound recognition of upper case letters. The presentation of the letter name is delayed until the learner clicks the letter to allow them to predict the letter name or sound.

Learner selects and clicks letters to hear the letter name or sound.

Displays the alphabet as a whole, in upper case. Click any letter to hear its name or sound. Letters can be clicked in any order, any number of times. A letter changes colour after it has been clicked the first time.

Unit 2. Letters presented individually, alphabetical order

Consolidation Sight-sound recognition of upper case letters, notion of alphabetical order. The presentation of the letter name or sound is delayed until the learner clicks the letter to allow them to predict the letter name or sound.

Learner clicks a letter to hear the letter name.

Displays the letters of the alphabet, one at a time, in upper case, in alphabetical order on a button in the centre of the screen. Click the letter to hear its name or sound. The letter then changes colour and the letter is placed, in alphabetical order, at the top of the screen. A picture is also displayed. Click the picture to hear the word spoken. Click the letter again to see a different picture. The learner can listen to the name or sound of a letter as many times as they wish but they cannot proceed to the next letter until the current letter is clicked at least once. The small buttons at the top of the screen can also be clicked to hear the names or sounds of the letters.

Unit 3. Letters presented individually, random order

Revision Sight-sound recognition of upper case letters presented in random order. The presentation of the letter name is delayed until the learner clicks the letter to allow them to predict the letter name.

Learner clicks the letter to hear its name.

As for Unit 2, in this module, but in random order.

Unit 4. Match upper case letters, any order

Extension Matching upper case letters. Learner identifies an upper case letter and drags it to its matching pair.

The alphabet appears in alphabetical order, in pale letters, at the top of the screen. Letters of the alphabet also appear, on buttons, jumbled, at the bottom of the screen. Drag and drop these buttons onto the matching letter at the top of the screen, in any order. When dragging a button, it is yellow; when the button is in a place where it could be dropped, it changes to purple.

Unit 5. Sight/sound matching, alphabetical order, aural cues

Testing Sight-sound matching, upper case letters.

Learner listens to the name of the letter, identifies it in the array and drags it into the centre drop frame.

Letters of the alphabet appear, jumbled, on the screen, with an empty drop frame in the middle of the screen. When the name of a letter is presented aurally, drag and drop that button into the frame. When dragging a button, it is yellow; when the button is in a place where it could be dropped, it changes to purple. The letters are presented in alphabetical order. Click the HEAR THIS AGAIN button on the Navigation Area to hear the name of the letter again. The letters are automatically placed in alphabetical order at the top of the screen.

Unit 6. Construct the alphabet, alphabetical order, no cues

Testing Sequencing upper case letters in alphabetical order.

Learner drags letters onto bar in alphabetical order.

Letters of the alphabet appear, jumbled, at the bottom of the screen. Drag the letters, in alphabetical order, onto the bars at the top of the screen. When dragging a letter, the button is yellow; when the letter is in a place where it could be dropped, the button changes to purple. A frame on the bar shows where to place the next letter.

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4. The Modules: Learning Focus and Activities

Exercise type

Learning focus

Learner action

Description

Unit 1. Upper and lower case pairs, the alphabet as a whole

Presentation Sight-sound recognition of upper and lower case letter pairs. The presentation of the letter name is delayed until the learner clicks the letter pair to allow them to predict the name or sound.

Learner selects and clicks letter pairs to hear the name or sound.

Displays the alphabet as a whole, in upper and lower case pairs. Click any pair of letters to hear the name or sound. Letter pairs change colour after they have been clicked the first time. Letter pairs can be listened to any number of times, in any order.

Unit 2. Upper and lower case pairs, presented individually, alphabetical order

Consolidation Sight-sound recognition of upper and lower case letters, notion of alphabetical order. The presentation of the letter name or sound is delayed until the learner clicks the letter to allow them to predict the letter name or sound.

Learner clicks a letter pair to hear its name or sound.

Displays letters of the alphabet in upper and lower case pairs, one pair at a time, in alphabetical order on a button in the centre of the screen. Click the letter pair to hear its name or sound. The letter pairs change colour after they have been clicked. When a letter pair is clicked, it is automatically placed, in alphabetical order, at the top of the screen. A picture is also displayed. Click the picture to hear the word spoken. Click the letter pair again to see a different picture. The learner can listen to a letter pair as many times as they wish but they cannot proceed to the next letter pair until the current letter pair is clicked at least once. The small buttons at the top of the screen can also be clicked to hear the names or sounds of the letters.

Unit 3. Upper and lower case pairs, presented individually, random order

Revision Sight-sound recognition of upper and lower case letter pairs presented in random order. The presentation of the letter name or sound is delayed until the learner clicks the letter to allow them to predict the letter name or sound.

Learner clicks the letter pair to hear its name or sound.

As for Unit 2 in this module, but the letter pairs are presented in random order.

Unit 4. Match upper with lower case, any order

Extension Upper and lower case matching; present upper case letter, identify corresponding lower case letter.

Learner identifies and then drags a lower case letter to its upper case pair.

The alphabet appears, in upper case, at the top of the screen. Lower case letters also appear, on buttons, jumbled, at the bottom of the screen. Drag and drop these buttons to the corresponding upper case letter at the top of the screen, in any order. When dragging a button, it is yellow; when the button is in a place where it could be dropped, it changes to purple.

Unit 5. Match lower with upper case, random order

Extension Upper and lower case matching; present lower case letter, identify corresponding upper case letter.

Learner identifies and then drags the upper case letter to its lower case pair.

The alphabet appears in upper case, jumbled, at the bottom of the screen. Lower case letters appear one at a time, in random order, in a frame in the middle of the screen. Drag the matching upper case letter into the frame. When dragging a letter, the button is yellow; when the letter is in a place where it could be dropped, the button changes to purple. The letter pairs are then placed in alphabetical order at the top of the screen.

Unit 6. Construct the alphabet, alphabetical order, no cues

Testing Sequencing upper and lower case letter pairs in alphabetical order.

Learner drags letters to form upper / lower case pairs, in alphabetical order.

Upper case letters appear, on buttons, jumbled, at the bottom of the screen. Lower case letters appear, also jumbled, at the top of the screen. Drag a lower and an upper case letter, to make a matched pair, into the drop frame in the middle of the screen. When dragging a letter, the button is yellow; when the letter is in a place where it could be dropped the button changes to purple. Make the pairs in alphabetical order. The alphabet is constructed, in matched pairs, at the top of the screen.

Module 3. Upper and lower case letter pairs

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Exercise type

Learning focus

Learner action

Description

Unit 1. Upper and lower case pairs, the alphabet as a whole

Presentation Sight-sound recognition of upper and lower case letter pairs. The presentation of the letter name is delayed until the learner clicks the letter pair to allow them to predict the name or sound.

Learner selects and clicks letter pairs to hear the name or sound.

Displays the alphabet as a whole, in upper and lower case pairs. Click any pair of letters to hear the name or sound. Letter pairs change colour after they have been clicked the first time. Letter pairs can be listened to any number of times, in any order.

Unit 2. Upper and lower case pairs, presented individually, alphabetical order

Consolidation Sight-sound recognition of upper and lower case letters, notion of alphabetical order. The presentation of the letter name or sound is delayed until the learner clicks the letter to allow them to predict the letter name or sound.

Learner clicks a letter pair to hear its name or sound.

Displays letters of the alphabet in upper and lower case pairs, one pair at a time, in alphabetical order on a button in the centre of the screen. Click the letter pair to hear its name or sound. The letter pairs change colour after they have been clicked. When a letter pair is clicked, it is automatically placed, in alphabetical order, at the top of the screen. A picture is also displayed. Click the picture to hear the word spoken. Click the letter pair again to see a different picture. The learner can listen to a letter pair as many times as they wish but they cannot proceed to the next letter pair until the current letter pair is clicked at least once. The small buttons at the top of the screen can also be clicked to hear the names or sounds of the letters.

Unit 3. Upper and lower case pairs, presented individually, random order

Revision Sight-sound recognition of upper and lower case letter pairs presented in random order. The presentation of the letter name or sound is delayed until the learner clicks the letter to allow them to predict the letter name or sound.

Learner clicks the letter pair to hear its name or sound.

As for Unit 2 in this module, but the letter pairs are presented in random order.

Unit 4. Match upper with lower case, any order

Extension Upper and lower case matching; present upper case letter, identify corresponding lower case letter.

Learner identifies and then drags a lower case letter to its upper case pair.

The alphabet appears, in upper case, at the top of the screen. Lower case letters also appear, on buttons, jumbled, at the bottom of the screen. Drag and drop these buttons to the corresponding upper case letter at the top of the screen, in any order. When dragging a button, it is yellow; when the button is in a place where it could be dropped, it changes to purple.

Unit 5. Match lower with upper case, random order

Extension Upper and lower case matching; present lower case letter, identify corresponding upper case letter.

Learner identifies and then drags the upper case letter to its lower case pair.

The alphabet appears in upper case, jumbled, at the bottom of the screen. Lower case letters appear one at a time, in random order, in a frame in the middle of the screen. Drag the matching upper case letter into the frame. When dragging a letter, the button is yellow; when the letter is in a place where it could be dropped, the button changes to purple. The letter pairs are then placed in alphabetical order at the top of the screen.

Unit 6. Construct the alphabet, alphabetical order, no cues

Testing Sequencing upper and lower case letter pairs in alphabetical order.

Learner drags letters to form upper / lower case pairs, in alphabetical order.

Upper case letters appear, on buttons, jumbled, at the bottom of the screen. Lower case letters appear, also jumbled, at the top of the screen. Drag a lower and an upper case letter, to make a matched pair, into the drop frame in the middle of the screen. When dragging a letter, the button is yellow; when the letter is in a place where it could be dropped the button changes to purple. Make the pairs in alphabetical order. The alphabet is constructed, in matched pairs, at the top of the screen.

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4. The Modules: Learning Focus and Activities

Exercise type

Learning focus

Learner action

Description

Unit 1. Present upper case screen letter, alphabetical order; type corresponding keyboard letter

Revision Keyboard familiarity; matching upper case letters; alphabetical order.

Learner types letter on keyboard that corresponds with upper case letter on screen; letters presented in alphabetical order.

Two buttons appear in the middle of the screen. The left hand button shows the letter that the learner is required to type; the right hand button is blank. When the left hand button is clicked, the name of the letter is given. The letters are presented in alphabetical order. As the learner types each letter correctly, the alphabet is constructed, on buttons, at the bottom of the screen. The letters on the small buttons can also be clicked to hear their name. This unit is not case sensitive; that is, it does not matter if the learner types an upper case or a lower case letter. The letter that appears on the screen is in upper case.

Unit 2. Present upper case screen letter, random order; type corresponding keyboard letter

Consolidation Keyboard familiarity; matching upper case letters.

Learner types letter on keyboard that corresponds with upper case letter on screen; letters presented in random order.

As for Unit 1 in this module, but the letters appear in random order. This unit is not case sensitive: that is, it does not matter if the learner types an upper case or a lower case letter. The letter that appears on the screen is in upper case.

Unit 3. Present lower case screen letter, alphabetical order; type corresponding keyboard letter

Revision Keyboard familiarity; matching upper case letter on keyboard with lower case letter on screen.

Learner types letter on keyboard that corresponds with lower case letter on screen; letters presented in alphabetical order.

As for Unit 1 in this module, but in lower case. The alphabet is constructed on small buttons at the top of the screen. This unit is not case sensitive; that is, it does not matter if the learner types an upper case or a lower case letter. The letter that appears on the screen is in lower case.

Unit 4. Present lower case screen letter, random order; type corresponding keyboard letter

Consolidation Keyboard familiarity; matching upper case letter on keyboard with lower case letter on screen, random order.

Learner types letter on keyboard that corresponds with lower case letter on screen, in random order.

As for Unit 1 in this module, but the letters appear in lower case and in random order. The alphabet is constructed, on buttons, at the top of the screen. This unit is not case sensitive; that is, it does not matter if the learner types an upper case or a lower case letter. The letter that appears on the screen is in lower case.

Unit 5. Present lower or upper case screen letter, random order; type corresponding keyboard letter

Extension Keyboard familiarity; matching upper case letter on keyboard with upper or lower case letter on screen, in random order.

Learner types letter on keyboard which corresponds with upper or lower case letter on screen, in random order.

As for unit 1 in this module, but all upper and lower case letters (a total of 52 letters ) are presented in random order, one at a time, in the frame in the middle of the screen. The alphabet is constructed in lower case, on buttons, at the top of the screen and in upper case, on buttons, at the bottom of the screen, as the letters are correctly typed. These buttons can also be clicked to hear the name of the letter.

Type corresponding keyboard letter from aural cue, random then alphabetical order

Testing Keyboard familiarity; sight-sound matching.

Learner types the letter when they hear the letter name, first in alphabetical and then in random order.

Type the letter when the letter name is presented aurally. The alphabet is firstly presented in alphabetical order, and is constructed in upper case letters on buttons at the top of the screen. Then the alphabet is presented in random order and the lower case letter is placed next to the corresponding upper case letter. To hear a letter name again, click on the HEAR THIS AGAIN button on the Navigation Area.

Module 4. Using the keyboard

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Exercise type

Learning focus

Learner action

Description

Unit 1. Present upper case screen letter, alphabetical order; type corresponding keyboard letter

Revision Keyboard familiarity; matching upper case letters; alphabetical order.

Learner types letter on keyboard that corresponds with upper case letter on screen; letters presented in alphabetical order.

Two buttons appear in the middle of the screen. The left hand button shows the letter that the learner is required to type; the right hand button is blank. When the left hand button is clicked, the name of the letter is given. The letters are presented in alphabetical order. As the learner types each letter correctly, the alphabet is constructed, on buttons, at the bottom of the screen. The letters on the small buttons can also be clicked to hear their name. This unit is not case sensitive; that is, it does not matter if the learner types an upper case or a lower case letter. The letter that appears on the screen is in upper case.

Unit 2. Present upper case screen letter, random order; type corresponding keyboard letter

Consolidation Keyboard familiarity; matching upper case letters.

Learner types letter on keyboard that corresponds with upper case letter on screen; letters presented in random order.

As for Unit 1 in this module, but the letters appear in random order. This unit is not case sensitive: that is, it does not matter if the learner types an upper case or a lower case letter. The letter that appears on the screen is in upper case.

Unit 3. Present lower case screen letter, alphabetical order; type corresponding keyboard letter

Revision Keyboard familiarity; matching upper case letter on keyboard with lower case letter on screen.

Learner types letter on keyboard that corresponds with lower case letter on screen; letters presented in alphabetical order.

As for Unit 1 in this module, but in lower case. The alphabet is constructed on small buttons at the top of the screen. This unit is not case sensitive; that is, it does not matter if the learner types an upper case or a lower case letter. The letter that appears on the screen is in lower case.

Unit 4. Present lower case screen letter, random order; type corresponding keyboard letter

Consolidation Keyboard familiarity; matching upper case letter on keyboard with lower case letter on screen, random order.

Learner types letter on keyboard that corresponds with lower case letter on screen, in random order.

As for Unit 1 in this module, but the letters appear in lower case and in random order. The alphabet is constructed, on buttons, at the top of the screen. This unit is not case sensitive; that is, it does not matter if the learner types an upper case or a lower case letter. The letter that appears on the screen is in lower case.

Unit 5. Present lower or upper case screen letter, random order; type corresponding keyboard letter

Extension Keyboard familiarity; matching upper case letter on keyboard with upper or lower case letter on screen, in random order.

Learner types letter on keyboard which corresponds with upper or lower case letter on screen, in random order.

As for unit 1 in this module, but all upper and lower case letters (a total of 52 letters ) are presented in random order, one at a time, in the frame in the middle of the screen. The alphabet is constructed in lower case, on buttons, at the top of the screen and in upper case, on buttons, at the bottom of the screen, as the letters are correctly typed. These buttons can also be clicked to hear the name of the letter.

Type corresponding keyboard letter from aural cue, random then alphabetical order

Testing Keyboard familiarity; sight-sound matching.

Learner types the letter when they hear the letter name, first in alphabetical and then in random order.

Type the letter when the letter name is presented aurally. The alphabet is firstly presented in alphabetical order, and is constructed in upper case letters on buttons at the top of the screen. Then the alphabet is presented in random order and the lower case letter is placed next to the corresponding upper case letter. To hear a letter name again, click on the HEAR THIS AGAIN button on the Navigation Area.

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4. The Modules: Learning Focus and Activities

Exercise type

Learning focus

Learner action

Description

Unit 1. Copy the word

Presentation Copying words. Learner copies the word presented on screen.

A word, accompanied by its corresponding picture, is presented on the screen. The picture may be clicked to hear the word. The word is also written under the picture. The word appears again, in pale letters, below the first word. The learner copies the word. The correctly typed letters appear over the pale template. There is no cursor. The letters are automatically placed as the learner types a letter correctly.

Unit 2. Spell the word after seeing it for two seconds

Consolidation Spelling words; developing visual memory skills.

Learner spells the word after a 2-second presentation on screen.

A picture is presented on the screen. The word that accompanies the picture flashes up on the screen for approximately 2 seconds (depending on the length of the word). The learner then types the word that appears under the picture. Click the SEE THIS AGAIN button to see the word again. Click the picture to hear the word. It is not possible to type while the word is still displayed on the screen.

Unit 3. Type the missing letter/s in the word

Revision Spelling, developing word memorisation and visualisation skills.

Learner types the missing letter/s.

A picture is presented on the screen. The word, with either one letter missing (short words from Categories 1 and 2) or two letters missing (longer words, with 6 or more letters, from Categories 3 and 4) appears on the screen under the picture. Type the missing letter/s. Click the picture to hear the word.

Unit 4. Type the word after hearing the spelling

Extension Spelling, sight-sound practice.

Learner listens to the spelling of the word and then types it.

A picture is presented on the screen. The learner hears the word and the spelling when the picture is first presented. Type the word in the space under the picture. Click the picture to hear the word again. Click the HEAR THIS AGAIN button to hear the spelling again.

Unit 5. Spell the word from memory

Extension Spelling Learner spells the word from memory.

A picture appears on the screen. There are a number of dashes under the picture, one dash for each letter. Type the corresponding word. Click the picture to hear the word.

Unit 6. Match the word and picture

Testing Matching a picture with the correct word.

Learner matches the picture with one of the four words on the screen.

A picture is presented on the screen with an empty frame below it. Beneath the frame are four words. Click the word that matches the picture. If the correct word is clicked, the word will be placed in the frame beneath the picture. The picture may be clicked to hear the word.

Module 5. Spelling

Twenty words, accompanied by photographic images, are used in this module. The words belong to four categories:

Category Words

1. People woman, man, girl, boy, baby

2. Transport car, truck, bus, train, boat

3. Vegetables onions, eggplants, carrots, potatoes, tomatoes

4. Fruit apples, oranges, watermelons, pineapples, bananas

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Exercise type

Learning focus

Learner action

Description

Unit 1. Copy the word

Presentation Copying words. Learner copies the word presented on screen.

A word, accompanied by its corresponding picture, is presented on the screen. The picture may be clicked to hear the word. The word is also written under the picture. The word appears again, in pale letters, below the first word. The learner copies the word. The correctly typed letters appear over the pale template. There is no cursor. The letters are automatically placed as the learner types a letter correctly.

Unit 2. Spell the word after seeing it for two seconds

Consolidation Spelling words; developing visual memory skills.

Learner spells the word after a 2-second presentation on screen.

A picture is presented on the screen. The word that accompanies the picture flashes up on the screen for approximately 2 seconds (depending on the length of the word). The learner then types the word that appears under the picture. Click the SEE THIS AGAIN button to see the word again. Click the picture to hear the word. It is not possible to type while the word is still displayed on the screen.

Unit 3. Type the missing letter/s in the word

Revision Spelling, developing word memorisation and visualisation skills.

Learner types the missing letter/s.

A picture is presented on the screen. The word, with either one letter missing (short words from Categories 1 and 2) or two letters missing (longer words, with 6 or more letters, from Categories 3 and 4) appears on the screen under the picture. Type the missing letter/s. Click the picture to hear the word.

Unit 4. Type the word after hearing the spelling

Extension Spelling, sight-sound practice.

Learner listens to the spelling of the word and then types it.

A picture is presented on the screen. The learner hears the word and the spelling when the picture is first presented. Type the word in the space under the picture. Click the picture to hear the word again. Click the HEAR THIS AGAIN button to hear the spelling again.

Unit 5. Spell the word from memory

Extension Spelling Learner spells the word from memory.

A picture appears on the screen. There are a number of dashes under the picture, one dash for each letter. Type the corresponding word. Click the picture to hear the word.

Unit 6. Match the word and picture

Testing Matching a picture with the correct word.

Learner matches the picture with one of the four words on the screen.

A picture is presented on the screen with an empty frame below it. Beneath the frame are four words. Click the word that matches the picture. If the correct word is clicked, the word will be placed in the frame beneath the picture. The picture may be clicked to hear the word.

Note: In Module 6, Units 1 to 5, the words from Category 1 are always presented first, in random order. Then the words from Category 2 are presented in random order and so on for Categories 3 and 4 until all 20 words have been presented. In Unit 6, a testing unit, the 20 words are presented in random order.

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5. Licence Manager

Starting the Licence ManagerTo run the Licence Manager program after the program has been installed:Double click on The Alphabet Licence Manager icon in Program Manager or click Start, The Alphabet Licence Manager.

The Licence Manager has three options. When the Licence Manager program begins, the Main Menu appears:

Update LicenceIf you upgrade your licence, for example from 20 users to 45 users, you must enter your new code here.

Log PCs OffIf the program did not exit normally (using the Exit button), the licence/s in use may not have been released. This may happen if the network goes down, the workstation crashes, or if some other similar unusual event occurs. In such a case, you may receive messages that all the licences are in use when, in fact, you have not exceeded your licence limit. You can use this option to disconnect the computers and release the licences. The table will show you which computers are currently logged onto The Alphabet. You can select the names from the table to release those computers from the licence manager.

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6. Troubleshooting

Problem Possible solution

Program requests CD-ROM or Serial Code

Have you entered a valid serial code? If you have a Home User license, you must have the CD-ROM in the computer when you use the program.

No sound when using the program

Check that the headphones or speakers are connected to the right slot in the sound card.

No sound when using the program

Increase the volume directly through the installed software in Windows.

Distorted screen display of text Check that the video display is set to `Small fonts’. In Windows, double click on Windows Setup. Change to a video driver with small fonts.

Program runs very slowly Check that you have the minimum system requirements for the version of Windows you are running.

Error message Contact Protea Textware with full message and screen shot (ALT-PrtScr) if possible.

The phone and fax numbers and the email address are at the front of this manual.

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7. The Alphabet Workbook

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7. The Alphabet Workbook

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7. The Alphabet Workbook

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7. The Alphabet Workbook

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7. The Alphabet Workbook

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7. The Alphabet Workbook

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7. The Alphabet Workbook

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7. The Alphabet Workbook

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7. The Alphabet Workbook

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7. The Alphabet Workbook

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7. The Alphabet Workbook

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Bringing the alphabet to life ...

Protea Textware Pty Ltd ABN 72 077 575 047

e: [email protected]