Animals

This program uses animal names and pictures to help the student to learn listening, identifying, and naming skills. There are nine sub-programs.

Select a program by clicking on the option and then click the “Enter” button to open the program.

Help

Click on the “Help” button to view the help contents. The help file opens in a separate window.

About

Click on the “About” button to view the profile of this company.

Enter

After selecting a sub-program, click on the “Enter” button to open the program.

Exit

To close this “Actions” program, click on the “Exit” button.

Note: In most of our matching and activity programs, the student must wait until the command voice has finished before he/she clicks on the object. For instance, the voice must finish “Match catching” before the student clicks on the catching picture. (If the student clicks on the catching picture before the voice command is finished, nothing will happen.) Therefore the teacher/parent needs to instruct the student to wait for the voice command to finish.

These sub-programs are:

1. Animal Matrix

Select the option “Animal Matrix” and click on the “Enter” button to open this program.

Animals are shown here in a two-row, two-column matrix. When the mouse pointer moves over the picture of an animal, an animation related to the animal plays on the box on right side of the screen. There are, in this program, two pictures and animations for each animal. Click on the picture to view the next picture and animation.

>> and <<
By clicking on “<<” or “>>” the student can view the next or the previous set of animals.
Auto Play
Check this box to run the “Animal Matrix” program automatically; the student can just sit back and watch. To stop the automatic run, uncheck the box.
Sound
This option is selected by default. When this box is checked, the program pronounces the name of the animal. If unchecked, it doesn’t say the name.
Label
This option is selected by default. When this box is checked, the name of the animal appears just below the picture. When unchecked, the word doesn’t appear.
Done
Click on the “Done” button to close “Animal Matrix” and return to the main program.
2. Animal Sound

Select the option “Animal Sound” and click on the “Enter” button to open this program.

This program looks similar to “Animal Matrix” but focuses on the sounds made by the animals.

When the mouse pointer moves over a picture, an animation related to the animal appears in the box on the right side of the screen, and the animal’s sound is heard.

Settings are similar to those of “Animal Matrix“.

Descriptive Sound

This option is selected by default. When this box is checked, the program pronounces name of the animal and its sound (for instance Cat says meow).

Done
Click on the “Done” button to close “Animal Sound” and return to the main program.
3. Progressive Method
Click on “Progressive Method” and then click the “Enter” button to open the setting dialog box. The setting dialog box offers four categories of choices. These categories are Mode, Settings, Distracters and Selection.
Mode
Training
This option is selected by default. When this is selected, the program can be used to train the student.
Test
Select this option to measure the student’s progress. The “Report” button under “Test” mode is enabled. The “Prompt (Animation)” is disabled.
Report
This displays results of the “Test”. The report features are similar to those of “Matching Animals Using Picture”.
Settings
Prompt (Animation) 
This option is selected by default. When this is checked, the correct animal animates in ten seconds to help the student choose the correct answer. Uncheck this feature to disable it.
Command Text
This option is selected by default. When this is checked, a short text appears at the bottom of the screen. It tells the student which items to identify. If unchecked, the text won’t be visible.
Distracter
A “Distracter” here means an incorrect choice.
Animal 
This option is selected by default. When this is selected, distracters are all animals.
Non-animal
If this option is selected, distracters are not animals but some other items.
Mixed 
Distracters are either animal or non-animal.
Selection
The first animal (Bear) is the default. Any animal can be selected from the list shown under “Selection”.
Ok
Click on the “Ok” button to open the program.

This method is designed to introduce the animals to the student one by one. This method allows the student to master the animal names progressively.

This “ Progressive Method ” runs through seven stages:

Stage 1
Introduction. The selected animal moves from the left side to the center of the screen, and a character points to the animal and pronounces the name of the animal. This continues until the student clicks the “>>” button to move to the next stage.
Stage 2
Single Animal. In Stage 2, the student is asked to find the animal introduced in Stage1. When the student clicks on the animal, he/she is taken to the next stage.
Stage 3
One Distracter. The animal introduced in Stage 1 and another picture as distracter are shown, and the student is asked to find the animal. When the student clicks on the correct animal, the next “find” question comes up. As long as the student clicks on the correct animal, he/she stays in Stage 3. The student can move on to next stage by clicking the “>>” button. If the student clicks on the wrong animal, then the program returns the student to Stage 1, the Introduction Stage.
Stage 4
Two Distracters. In Stage 4, the animal introduced in Stage 1 and two other pictures as distracters are shown on the screen, and the student is asked to find the animal introduced in Stage 1. As long as the student clicks on the correct animal, the student remains in Stage 4. When the student clicks on a wrong animal, he/she is taken back to Stage 1. The student can move forward by clicking ‘>>’ button.
Stage 5
Three Distracters. The animal is shown with three other pictures as distracters. If the student clicks on the wrong animal, then the program returns the student to Stage 1, the Introduction Stage.
Stage 6
Combinations. The animal that the student identified in Stages 1 through 5 will appear as distracter or as the animal to be identified. Another animal, “Bear,” will also appear as a distracter or as the animal to be identified. If the student clicks on the wrong animal, then the program returns the student to Stage 1, the Introduction Stage.
Stage 7
This is the last stage. In this Stage, the student is asked to identify all the animals, he/she has learned so far. If the student clicks on the wrong animal, then the program takes the student to Stage 1, the Introduction Stage.

>>

 

When the student clicks on the “>>” button, the program introduces the next animal in the list.

<<
At any time the student can move backward by clicking the “<<” button when the button is visible.
Done
Click on the “Done” button to close the program.
4. Matching Animals Using Pictures

Click on “Matching Animals Using Pictures” and then click the “Enter” button to open this program.

The default selections for this program are: Level 3, Training Mode, Animal Distracter, Command Text, Prompt with Blink, Congratulatory Animation, and Select All.

Here an animal is shown at the top of the screen. The student is asked to click on the matching animal shown among others at the bottom of the screen.

Level 1
When this option is selected, one animal appears at the top of the screen. One animal picture is shown at the bottom of the screen to be matched with the one at the top, without any distracter.
Level 2
When this option is selected, one animal appears at the top of the screen. Two pictures are shown at the bottom of the screen to be matched with the one at the top of the screen. There is one correct choice and one distracter. You can choose an Animal or Non-animal distracter. “Mixed” gets disabled.
Level 3
This level is selected by default. One animal appears at the top of the screen. When this option is selected, three pictures are shown at the bottom of the screen to be matched with the one at the top of the screen. There is one correct choice and two distracters. You can choose an Animal, Non-animal, or Mixed distracter.
Training
The Training mode is selected by default. This program uses animal pictures to train listening and matching skills.
Test
Here, the student can test him/herself. “Prompt” and “Congratulatory Animation” are disabled. The test results are recorded and “Report” becomes enabled.
Report
Only under “Test” mode is “Report” enabled. After doing any number of test problems, you can click on “Done” to see the report. When you click on “Done” the settings screen appears. Click on the “Report” button under “Test” to see the test results. First the current test result will be shown with the date; starting time; end time; level of the test; and percentage of correct answers. There are also buttons for showing test results in different forms. “Report” allows the teachers/parents to measure the student’s progress. The following are available.
Detailed Report 
This screen shows test results including the grade, object identified, distracters and time taken to finish the test.
View Old Records 
If there are old test results, they will be shown on this screen. The current test result is always on top.
Bar Chart 
If you wish to see test results on a bar chart, click this button.
Overalls
This button appears on the Bar Chart Screen. Here, the teachers/parents can see the average of all test results in last ten attempts. Written vertically on the bar are: overall percentage of correct answers and date and starting time of the tests. When there are any old results, they will be shown, left to right from oldest to latest.
Right Arrow
This changes the display to the next more recent set of test results. When the current test result is on the screen, this button is grayed.
Left Arrow 
This changes the display to the previous set of test results. When this button is grayed, there is no earlier test to see.
On the top left corner, the display indicates which record is being shown out of total records.
Print 
When this button is clicked, the printer prints the current screen.
Delete 
All existing records will be erased if this button is clicked. (But a warning message box pops up and asks for confirmation.).
Done 
Click on this button to close the screen and return to the previous screen.
Distracter
Animal 
This option is selected by default. When this option is selected, the distracters are animals. This option is disabled for Level 1 and available for Level 2 and Level 3.
Non-animal
When this option is selected, the distracters are some items other than animals. This option is disabled for Level 1 and available for Level 2 and Level 3.
Mixed
This option is available only for Level 3. When this is selected, one distracter is an animal and the other distracter is non-animal.
Command Text
This is checked by default. When checked, a short command text is visible at the bottom of the screen. If unchecked, the command text will not be visible.
User Defined

This feature allows the teacher/parent to customize the screen by selecting particular matching objects, and distracters and choosing their locations on the screen.

When this box is checked, the next screen will be the “SELECTION” screen. This screen allows the teacher/parent to choose the matching object (Animal to be identified) and its location on the screen. It also allows the teacher/parent to choose the distracter/s.

There are no distracters for Level 1. Therefore the teacher/parent should select only the matching animal.

For Level 2 and Level 3, the teacher/parent has to select the matching animal, its location, and distracters from the User Defined “selection” screen before clicking the “OK” button.

The picture-matching screen has a “Back” button. The student can return to the User Defined setting screen by clicking this button. Click the “Done” button to close the User Defined program.

Prompt
This is checked by default. If the student fails to match the correct animal picture within ten seconds, the program guides him/her to the correct animal picture. This is available for “Training” mode but disabled for “Test” mode.
Uncheck this box if the prompt is not needed in “Training” mode.
Prompt with Blink
This option is selected by default. If the correct animal picture is not chosen after ten seconds, it blinks.
Prompt with Label 
The names of the animals appear below the pictures.
Prompt with Animation 
If the correct animal picture is not chosen after ten seconds, an animation appears (the correct animal moves).
Congratulatory Animation 

This box is checked by default. This is available only for the “Training” mode. When this is checked, clicking the correct animal invites a congratulatory animation. This animation runs for ten seconds. Click anywhere on the screen or press space bar to stop the congratulatory animation.

Uncheck the box if the student doesn’t need congratulatory animation.

Selection
Click on the check box to select or deselect the animal.
Select All
Check this box to select all animals. Uncheck to deselect.
Ok
Click this button to open the program after choosing settings.
Done
Click this button to close the program and return to the main menu.
5. Matching Animals Using Similar Pictures

Click on “Matching Animals Using Similar Pictures” and then click the “Enter” button to open this program.

This program runs like “Matching Animals Using Pictures,” but the pictures shown are similar but not identical.

The settings are the same as those of “Matching Animals Using Pictures”.

6. Matching Animals Using Words

Click on “Matching Animals Using Words” and then click the “Enter” button to open this program.

This program runs like “Matching Animals Using Pictures,” but instead of pictures, words that name the animals are used. The student is required to click on the correct word, which represents the animal shown on top of the screen.

The settings are the same as those of “Matching Animals Using Pictures”.

7. Discriminating Animals

Click on “Discriminating Animals” and then click the “Enter” button to open this program.

Here, the student is asked to find and click on the correct picture shown on the screen.

The settings are the same as those of “Matching Animals Using Pictures”.

8. Identifying Animals By Sound Using Pictures

Click on “Identifying Animals By Sound Using Pictures” and then click the “Enter” button to open this program.

Here, the student hears an animal sound, and then is asked to click on the picture of the animal that makes that sound.

The settings are the same as those of “Matching Animals Using Pictures”. 

9. Identifying Animals By Sound Using Words

Click on “Identifying Animals By Sound Using Words” and then click the “Enter” button to open this program.

Here, the student hears an animal sound, and then is asked to click on the word that names the animal that making the sound.

The student is asked to click on the correct word, which represents the animal that makes the sound playing at that moment.

The settings are the same as those of “Matching Animals Using Pictures”.