Toys

This program uses toys’ names and pictures to help the student to learn listening, identifying, and naming skills. There are eight 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. Toy Matrix

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

Toys are shown here in a two-row, two-column matrix. When the mouse pointer moves over the picture of a toy, an animation related to the toy plays in the box on the right side of the screen. There are, in this program, two pictures and animations for each toy. 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 toys.
Auto Play
Check this box to run the Toy Matrix program automatically. (The student can just sit back and watch.) To stop the automatic run, uncheck the box.
Sound
When this box is selected, the program pronounces only the name of the toy rather than the whole descriptive sentence, as below.
Label
This option is selected by default. When this box is checked, the name of the toy appears just below the picture. When unchecked, the word doesn’t appear.
Descriptive

When this is checked, a descriptive sentence (for instance “The boy is playing with a ball.”) will be displayed in the text box under the animation box and the program pronounces the descriptive sentence.

Done
Click on the “Done” button to close “Toy Matrix” and return to the main program.
2. 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)” option is disabled.
Report

This displays results of the “Test”. The report features are similar to those of “Matching Toys Using Pictures”.
Settings
Prompt (Animation)
This option is selected by default. When this is checked, the correct toy animates in ten seconds to help the student to identify 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 item to identify. If unchecked, the text won’t be visible.
Distracter
A “distracter” here means an incorrect choice.
Toy 
This option is selected by default. When this is selected, distracters are all toys.
Non-toy 
If this option is selected, distracters are not toys but some other items.
Mixed
Distracters are either toys or non-toys.
Selection
The first toy (Ball) is the default. Any toy can be selected from the list shown under “Selection”.
Ok
Click on the “Ok” button to open this program.

This “Progressive Method” is designed to introduce the toys to the student one by one. This method allows the student to master the toys’ names gradually.

This “Progressive Method” runs through seven stages:

Stage 1

 

Introduction. The selected toy moves from the left side to the center of the screen and a character points to the toy and pronounces its name. This continues until the student clicks the “>>” button to move to the next stage.

Stage 2 

 

Single Toy. In Stage 2, the student is asked to find the toy introduced in Stage1. When the student clicks on the toy, he/she is taken to the next stage.

Stage 3 

 

One Distracter. The toy introduced in Stage 1 and another picture as distracter are shown and the student is asked to find the toy. When the student clicks on the correct toy, the next “find” question comes up. As long as the student clicks on the correct toy, he/she stays in Stage 3. The student can move on to the next stage by clicking the “>>” button. If the student clicks on the wrong toy, then the program returns the student to Stage 1, the Introduction Stage.

Stage 4

 

Two Distracters. In Stage 4, the toy introduced in Stage 1 and two other pictures as distracters are shown on the screen and the student is asked to find the toy introduced in Stage 1. As long as the student clicks on the correct toy, the student remains in Stage 4. When the student clicks on a wrong toy, he/she is taken back to Stage 1. The student can move forward by clicking the “>>” button.

Stage 5 

 

Three Distracters. The toy is shown with three other pictures as distracters. If the student clicks on the wrong toy, then the program returns the student to Stage 1, the Introduction Stage.

Stage 6 

 

Combinations. The toy that the student identified in Stages 1 through 5 will appear as a distracter or as the toy to be identified. Another toy, (which the student learned earlier) will also appear as a distracter or the toy to be identified. If the student clicks on the wrong toy, 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 toys he/she has learned so far. If the student clicks on the wrong toy, then the program takes the student to Stage 1, the Introduction Stage.

>>

 

When the student clicks on the “>>” button, the program introduces the next toy 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 this program.
3. Matching Toys Using Pictures

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

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

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

Level 1
When this option is selected, one toy appears at the top of the screen. The same toy 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 toy appears at the top of the screen. Two pictures are shown at the bottom of the screen. You can choose a Toy or Non-toy distracter. “Mixed” gets disabled.
Level 3
This level is selected by default. One toy 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 a Toy, Non-toy, or Mixed distracter.
Training
The Training mode is selected by default. This program uses toys’ 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. Now click on the “Report” button under “Test” to see test results. First the current test result will be shown with the date, starting time, end time, and level of the test. It also shows the percentage of correct answers. There are also buttons for showing test results in different forms. “Report” allows the teacher/parent 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 student can see the average of all test results of up to the 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
Toy
This option is selected by default. When this option is selected, the distracters are toys. This option is disabled for Level 1 and available for Level 2 and Level 3.
Non-toy
When this option is selected, the distracters are some items other than toys. 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 a toy and the other distracter is a non-toy.
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 (toy 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 toy.

For Level 2 and Level 3, the teacher/parent has to select the matching toy, 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 toy within ten seconds, the program guides him/her to the correct 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 toy is not chosen after ten seconds, it blinks.
Prompt with Label
The names of the toys appear below the pictures.
Prompt with Animation 
If the correct toy is not chosen after ten seconds, the correct picture animates.
Congratulatory Animation
This box is checked by default. This is available only for the “Training” mode. When this is checked, clicking the correct toy invites a congratulatory animation. This animation runs for ten seconds. Click anywhere on the screen or press the space bar to stop the congratulatory animation.
Uncheck this box if the student doesn’t need congratulatory animation.
Selection
Click on the check box to select or deselect the toy.
Select All
Check this box to select all toys. Uncheck to deselect.
Ok
Click this button to open this program after choosing the settings.
Done
Click this button to close this program and return to the main menu
4. Matching Toys Using Similar Pictures

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

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

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

5. Matching Toys Using Words

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

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

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

6. Discriminating Toys

Click on “Discriminating Toys” 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 Toys Using Pictures”.

7. Activity for Toys Using Pictures

Click on “Activity for Toys Using Pictures” and then click the “Enter” button to open this program.

Here, a boy or girl is shown at the top of the screen. The student has to help the boy/girl to do an activity. There are items shown at the bottom of the screen. The student should choose the correct toy needed to complete the activity named in the sentence. (For instance, “Make the boy pull the wagon”. The sentence is always spoken.) The student clicks on the toy, the toy moves up to the boy/girl, and the animation showing the activity plays.

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

8. Activity for Toys Using Words

Click on “Activity for Toys Using Words” and then click the “Enter” button to open this program.

Here, a boy or girl is shown at the top of the screen. The student has to help the boy/girl to do an activity. There are words (names of toys) shown at the bottom of the screen. The student should choose the name of the correct toy needed to complete the activity named in the sentence. (The sentence is always spoken.) The student clicks on the word, the word moves up to the boy/girl, and the animation showing the activity plays.

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