View manual text
Discover Music,
Melody&Rhyme
T A B L E
O F
C O N T E N T S
A. WELCOME TO ADIBOO
A.1 The Adiboo Approach . . . . . . . . . . . . . . . . . . . . 6
A.1.1- Adiboo’s Play Land. . . . . . . . . . . . . . . . . . 6
A.1.2- Adiboo’s Learning Lands. . . . . . . . . . . . . . . 7
A.2- CHILDREN AND COMPUTERS . . . . . . . . . . . . . 7
Some Helpful Hints
Setting Up Your Computer
Explaining Computers to Children
Helping Children Get Used to the Mouse
Helping Children Become Autonomous
A.3- CUSTOMER SERVICE. . . . . . . . . . . . . . . . . . . . . 10
B. HOW TO USE ADIBOO
B.1- GENERAL USE. . . . . . . . . . . . . . . . . . . . . . . . . . 10
B.1.1- A personalised game for each child . . . . . . 10
• A Guided Tour
• Create Your Character
• Returning to Your Game
• Deleting or Changing a Player
B.1.2- Important things to know . . . . . . . . . . . . . 12
• On-line Help
• Choice of Levels
• Confirming a Choice
• Quitting Adiboo
• When the Cursor Changes
• General Icons
2
B.2- Adiboo’s Play Land CD. . . . . . . . . . . . . . . . . . . . . . . .16
B.2.1- The Main Screen and the Characters. . . . . . . . . 17
B.2.2- Garden activities . . . . . . . . . . . . . . . . . . . . . . 19
• The Enchanted Garden
• The Vegetable Patch
• The Fruit Trees
• Animal Shelters
• Magic Paint
B.2.3- Indoor Activities . . . . . . . . . . . . . . . . . . . . . . . 23
• The Kitchen
• The Playroom
• The Wheat
• Personal Recipes
• The Recipe Book
• Decorating Cakes
• Recipes
• Printing Recipes
• The Television
• The Radio
• The Songs
• Do-It-Yourself Portraits
• The Portrait Game
• Creative Storymaker
• Wall Breaker
• Animated Jigsaw Puzzles
• The Paintbox
B.3- The Adiboo Learning Land CDs . . . . . . . . . . . . . . . . 37
• Going to the Learning Lands
• Leaving the Learning Lands
• How the Learning Lands are Organized
• The Function Icons Used in the Exercises
• General Principle of Exercises
3
B.4 - The Land of Music CD. . . . . . . . . . . . . . . . . . . . . . 40
The Main Screen
Meet the Characters
B.4.1 – Summary of Adiboo: Land of Music . . . . . 42
B.4.2 – General Activities . . . . . . . . . . . . . . . . . . . 43
B.4.3 – Interactive Songs . . . . . . . . . . . . . . . . . . . 43
B.4.4 - Activity Worksheets . . . . . . . . . . . . . . . . . . 44
B.4.5 -The Singamajig Melody Maker . . . . . . . . . . 45
• The Basic Player
• Interface Elements
• Using the Singamajig
• The Rhythm Function
• The Sound Effects Function
• The Layered Sounds Function
• The Instruments and Styles Function
• The Super Bonus Function
B.4.6 – Recording with a Microphone. . . . . . . . . . . 53
B.4.7 - Activity Assessment in the Land of Music
Program . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
C. SCORING AND YOUR CHILD’S PROGRESS
C.1 -Scoring and Evaluation . . . . . . . . . . . . . . . . . . . . . . 58
C.1.1 - The Score . . . . . . . . . . . . . . . . . . . . . . . . . 58
Scorecard for Adiboo’s Play Land . . . . . . . . . . . . 58
• In Any Activity
• In Any Module
Adiboo’s Play Land Welcome Screen. . . . . . . . . 59
Certificates . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
C.2 -Progress screens . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Summary of Applications . . . . . . . . . . . . . . . . . . . . . . . 59
Certificates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Treats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Educational Areas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Educational Principles Covered. . . . . . . . . . . . . . . . . . . . 59
60
Warranty and Copyright . . . . . . . . . . . . . . . . . . . . . 59
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INSTALLING AND STARTING THE CD-ROM
Installing the Program
Windows® 95 or 98
Adiboo uses the Windows AutoPlay feature.
1. Insert the Adiboo CD into the CD-ROM drive and close the drive door.
2. Click on Install when the Menu Screen appears and follow the prompts.
If your CD-ROM does not support AutoPlay, follow these steps:
1. Click on Start and then move the cursor to Settings.
2. Click on Control Panel, the double-click on Add/Remove Programs.
3. Click on Install, then on Next, then follow the prompts.
Macintosh®
1. Insert the Adiboo CD into the CD-ROM drive and double-click on the CD icon.
2. Double-click on the Install Adiboo icon.
3. Choose whether you want the Standard or the Personalized Installation.
Running the Program
Windows® 95 or 98
1. Insert the Adiboo CD in the CD-ROM drive.
2. Click on Run when the Adiboo screen is visible.
If your CD-ROM does not support AutoPlay, follow these steps:
1. Close all running Windows applications, then click on Start.
2. Move the cursor to Programs, then to the Knowledge Adventure folder, then click on
the Adiboo icon.
3. Click on Run when the Adiboo screen is visible.
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“Hello, my name is Adiboo! I’m so
pleased that you’re reading this manual,
but did you know that everything is also
explained in the game?”
WELCOME TO ADIBOO
A.1 - The Adiboo Approach
The Adiboo series is an imaginative educational program designed
for children ages 4 to 7. It includes:
• The first disc: Adiboo’s Play Land
• Additional discs: Adiboo’s Learning Lands
Adiboo, a little creature from outer space, follows the children as they
discover his imaginary world and helps them through the game's various
activities.
Adiboo quickly becomes a great friend as he invites the child on his
adventures. Adiboo encourages and congratulates, helps children to
understand, and guides and corrects mistakes, all in an easy-to-understand
style full of fun and laughter.
The First Disc: Adiboo's Play Land
In Adiboo’s Play Land, your child will be caught up in a world of color and
life that constantly develops in response to his or her actions, offering
numerous creative activities and games. Your child will take responsibility
for animals, for sowing and harvesting plants and for building things, all with
the help of Adiboo and the many inhabitants of his imaginary wonderland.
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Adiboo encourages initiative while at the same time stimulating your child’s
imagination. There is always something going on in Adiboo’s Play Land:
Buzzy, the grumpy monster shows up, a storm threatens, a chick is born, the
bees make honey. The seasons pass: Christmas and all its festive trimmings,
Easter eggs and birthdays. In the different areas of Adiboo’s Play Land, your
child can tend his or her vegetable patch, water the flowers, tidy the garden,
cook, draw, and try out his or her conceptual skills with numerous games. The
wealth of content ensures hours of fun.
Additional Discs: Adiboo’s Learning Lands
Each new Adiboo Learning Land disc opens another window of discovery.
Adiboo is, above all, an educational program developed to help children
learn while motivating them. It can chart each child's progress in learning
and acquiring work methods. The follow-up, which is an integral part of
each lesson and subject, is based on standard achievement goals. In every
subject, the basic structure is always identical and highly intuitive. Adiboo's
approach to work is progressive and based on positive encouragement as he
gradually introduces children to each game's rules and objectives. They
discover how to return to a specific lesson, how to do exercises and measure
their ability, how to use the help system, and even how to take a break when
their concentration wanes. All the while, Adiboo’s guidance combines
patience, kindness and lots of fun.
A.2- Children And Computers
Some Helpful Hints
The following tips will help ensure that your child is seated as comfortably as
possible in front of the computer. Very young children have special needs in
relation to computers. It is important that these
needs are addressed, because they will have a significant effect on your child's
ability and enjoyment in experiencing new programs specifically designed
with young children in mind.
Setting Up Your Computer
Set the computer up in a quiet room, equipped with soft lighting and placed
so as to avoid reflections on the screen. The computer should be facing away
from the room's window. Neutral-colored shades are less likely to reflect light.
The room temperature should be around 65 to 70°F.
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The child's comfort is very important. Ideally the computer should
be on a fairly wide, low table so that the child's eyes are at the same
height as the screen. The seat should enable the child's elbows to be
slightly higher than the table, but should not leave the child's legs
dangling (add a footrest if necessary).
Explaining Computers to Children
Introduce your child to this new tool and show him or her a few basic functions.
Point out the CD-ROM drive where the disks with the games are inserted, the
screen with its pictures, the keyboard which is used to type letters and numbers,
and the mouse used to move the cursor around the screen. Later on, you can
explain the printer for printing pictures and documents.
How to help children get used to the mouse
Position the mouse next to the child's hand (right or left, depending on the child);
for very young children, place the mouse directly in front of them. Put it on a flat,
smooth surface--a mousepad, a piece of cardboard or a thin notepad--to limit the
extent of the child's movements.
It is very important that children take the time to get used to using a mouse. Start off
by getting them to place both hands on the mouse and to begin moving it slowly
while watching the cursor's movements on the screen. This two-dimensional action
is quite difficult at first and will probably require a few sessions before they are
comfortable with it.
Next they must learn to just think about the cursor and about clicking, when they
need to, by pressing the left mouse button while keeping the mouse totally still.
Sticking a colored sticker on the left mouse button may help the child to locate the
button at this early stage. (On some computers, the mouse has only one button.)
Helping Children Become Autonomous
Installing and starting the software can be a complicated and difficult procedure
that would be better left to an adult. Similarly, an adult should check the
following basic points: Is the printer connected to the computer? Is it switched
on, and equipped with ink and paper?
You can now show the child how to maintain the disks in good order, by holding
them by the edges and carefully opening and closing the CD-ROM drive. It is a
good idea to make sure an adult is present during this first learning phase to
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demonstrate and correct any mistakes. Once children are comfortable with
these actions, they will be able to run the software all by themselves.
Now you can start showing them how the cursor changes shape to indicate
active and inactive clicking areas. Make sure that they understand what each
icon is for, possibly by looking at them in various separate activities.
Adiboo has been specifically designed to simplify young users’ discovery and
exploration. You can also point out various functions common to most
software: opening and saving pictures; confirming decisions by clicking on yes
or no; and the fact that confirming a choice on the screen means it can’t be
taken back. Children who have acquired all these basic skills will be perfectly
able to use other software titles as well.
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A.3- Customer Service
A Special Help Line
We feel it is important to provide a maximum amount of
advice to our young users and their parents, to help them
solve as easily as possible any problems they might
encounter. Our TOLL FREE CUSTOMER SERVICE is available
from Monday to Friday, 9 am—5 pm at (800) 542-4240
B. HOW TO USE ADIBOO
B.1- GENERAL USE
B.1.1- A Personalized Game for Each Child
Each player can have his or her own personalized game with Adiboo. By
signing in as their own individual character, each child can pick up the
game where they left off, with the scenery and backgrounds they have set,
and can save their drawings and check their individual score and progress.
Adiboo will save individual settings for up to 16 players. Adiboo also has a
whole range of personalized surprises waiting for each child. For example,
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they’ll receive a special message on their birthday, or when they have done
especially good work.
A Guided Tour
The first time you enter Adiboo’s Play Land, a guided explanation of all the
main functions is given, to introduce you and your child to the icons and
main principles of the game. To take the tour, just click Yes to the question
‘Shall I explain the icons?’ To take the tour again later, just click on the
question mark icon on this screen.
Create Your Character
The first time you use Adiboo, you will be invited to create your own
character:
1 Click on the face with the mask.
2 Click on the different features to create
your portrait.
3
When you are happy with your portrait, click on the thumb
icon to save it.
4 Type in the player’s first name. (Do not exceed the maximum
number of letters.)
5 Confirm by clicking the thumb. Careful, there is a maximum
number
of letters. Confirm by clicking the thumb.
6 Click on the day, month and year of birth on the notepad, then
confirm.
Now you’re ready to go and play in Adiboo's magic land..
Returning to Your Game
To return to the game, insert the Environment CD-ROM, and click on your
portrait. You will automatically return to the game exactly as it was when
you left it.
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Deleting or Changing a Player
When a portrait is deleted, all the data concerning that player is
automatically removed. To delete a character, click on the camera, then
click on the dustbin and confirm by clicking Yes. If you just want to
modify a character’s features, click on the camera and make your
changes.
B.1.2- Important Things to Know
Here are a few program features you should explain to your child before
they play with Adiboo on their own. A guided tour is also available to all
players entering Adiboo’s Play Land for the first time (see above).
On-line Help
If your child has a question how a game or an icon works, encourage
him or her to click on the question mark icon, then click the icons and
various items with the cursor to find out more about them. In the
games, help is available for each activity and each level. To exit help
mode, click on the door icon.
Choice of Levels
Three levels of difficulty are offered either in the environment or in
the applications and are represented by a clown who juggles with
one, two or three balls. We recommend starting at level one to get
used to the activity or exercise chosen. Most children become
frustrated and discouraged when starting with a high level of
difficulty.
Confirming a Choice
A dialog box will always ask a player if they want to play an activity
again, quit an activity, or confirm a choice. A little animation,
coupled with a distinctive sound effect, will enable children to make
decisions without running the risk of losing data by mistake. The
message can be repeated by clicking the help icon.
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Quitting Adiboo
Use the door icon to quit activities or games and
return to the main
screen; use the icon that shows a screen waving good-bye to
quit Adiboo from either the main screen or directly from the
games. Using the icons to quit the program will ensure that
player data is saved.
The Mouse
Children can use the mouse to move the cursor around the screen and can
confirm their choices by clicking it. Use the left button for most functions.
The right mouse button or the keyboard’s "Esc" key can be used to interrupt
the current sentence, or in certain circumstances can be used to quit a game.
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When the Cursor Changes
Depending on a player’s actions, the cursor may take one of the following
forms:
ICON
INDICATES
ACTION
Non-active
Clicking here will have no effect
Active
An active zone exists in this spot.
Click on it to see what happens!
Waiting for a mouse
click
The program is waiting for you to
click the left mouse button to start
or continue an action.
Help
When you click the question mark
icon, the cursor takes this form.
You can use it to click on active
zones to find out more about them.
If this picture appears, it means you must wait
while the program opens a file.
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General Icons
In each activity, a row of icons appears at the bottom of the screen.
Icons that appear on every screen are described below. (Icons that
appear only in a particular activity are described in that section of
the manual.)
Help
For an explanation of something on the screen, click this icon. The
cursor will change to a question mark. Now click the cursor on the
screen item you want to learn more about. To exit help mode, click
on the open door.
Confirm
Click this icon every time you want to confirm an answer.
Choose a Level
By clicking on the clown, you can change the level of difficulty.
Start Again
Click on this icon to start an activity over again. If this will
cause data to be lost, you will be asked to confirm your choice.
Quit
Click on the door to exit a game or an activity and return to the
main screen of Adiboo's garden or house.
Quit Adiboo
Click on this icon anywhere in the program to quit the program.
Turn the Pages
Click on one of the fingers to go to the previous or next page on the
screen, and in particular to browse through the picture library.
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B.2- Adiboo’s Play Land CD
B.2.1- The Main Screen and the Characters
Adiboo’s Play Land is a magical land that progresses along with your child. On
the main screen, players can explore a wide variety of exciting places and
animations, change the course of the story, or personalize the entire layout.
From here children can also access the creative games and activities that make
up Adiboo’s Play Land.
The Central Garden Screen
The tree also displays
each child's score.
Enter the hollow tree
to choose homes for
the pets.
Fruit tree.
Click on Robitock to
choose a fruit tree.
Enter the house here.
Use the nest and bird
feeder to tame the
birds.
Look in the mailbox
to see if any letters
have arrived for
Adiboo.
Children can choose
a new doghouse.
The enchanted
garden is full of
magical flowers.
Go this way to the
Land of Knowledge.
Go this way to the vegetable patch.
The hive - Set up
a beehive for
your honey bees
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Magic paint - Use the magic
paint to repaint buildings.
The characters
Buzzy Gulump, the
grumpy monster
Pup, the dog on a suction cup!
The birds
Adiboo, your helpful
little friend
Robitock, the robot gardener
The bees
Keycook, the robot cook
In Adiboo’s Play Land, a player’s decisions influence the
way things happen. Sometimes a player’s actions will
result in surprising situations, involving all sorts of
amusing creatures. Adiboo comes and goes, plays with his
dog, his ball and other games, comments on what's going
on, and suggests activities. Children can send him off to
swing or play with his ball if they like.
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The Characters
Pup, Adiboo's dog, is the birds' friend. He hates cats, loves
cakes, and needs a doghouse to sleep in!
Robitock, the robot gardener, plants fruit trees, waters the plants,
harvests the crops when they’re ready and fills the bird feeder with
seeds. By clicking on the robot, the watering can, or the plants,
children can move Robitock into action.
Buzzy Gulump, the grumpy old monster, loves strawberries and
scaring the birds with loud noises. Players will need to be smarter
than him to keep him from playing his tricks. But Adiboo has a few
surprises in store for Buzzy!
The bees come and go, but if players want some honey, they can
choose a hive for the bees. Be sure to grow some flowers in the
garden so the bees may collect nectar!
If you feed the birds regularly by putting wheat on the windowsill
or by clicking the bird feeder to fill it up, you might tame them. If
you’re kind to the birds, they may want to stay and raise a family!
Keycook, the robot cook, slices, chops, cuts, and mixes all the
ingredients players choose from the refrigerator, to prepare
wonderful recipes that he cooks as if by magic!
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B2.2 - Garden Activities
The Enchanted Garden
Here magical flowers grow and mysteriously produce other flowers. After
two flowers have grown and bloomed for a while, they will begin to wilt,
before a third, totally new type of flower sprouts up in their place.
The flowers need to be watered from time to time. They can also be picked
before they begin to wilt, and will then be magically transported to Adiboo's
living room. Children can also see a snapshot of their flower in the picture
collection in the paint box.
Click on the
watering can to
water the
flowers.
To pick a flower, click on it.
Adiboo encourages
players to try their
hand at gardening.
Click on a bag to pick a seed
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Click on the
ground to plant
a seed.
The Vegetable Patch
In the vegetable patch, children can plant tomatoes, spinach,
carrots, strawberries and wheat. After they’re harvested, the crops
are moved to the kitchen: the fruit and vegetables are put in the
refrigerator, ready to make delicious recipes, and the wheat is put
in the wheat jar to feed the birds.
Adiboo is always ready to give advice.
Robitock
waters the
crops when
you click
on the
watering
can.
Click on ripe
fruit or
vegetables to
harvest them.
Click on the hole in
the ground to plant
a seed.
Click on a bag to pick a seed.
Don't forget to water the plants, otherwise they'll dry up!
The Fruit Trees
To plant a fruit tree, click on Robitock on the main screen. He can
plant one fruit tree at a time: an apple, orange, banana or cherry
tree. After a player confirms their choice of trees, one tree replaces
another, and grows as if by magic. Click on the fruit when it’s ripe.
Robitock will picks the fruit and take it to the kitchen, where it will
be added to the other ingredients in the refrigerator.
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Animal Shelters
Children can choose and modify various
types of shelter for all the animals. All they have to do
is go inside the workshop and choose a new sort of
shelter. Time however takes its toll, and little by little
the animals' shelter will become shabbier and shabbier. Unless the
children remember to either replace or repair the shelters, they may
well fall completely to pieces... but Adiboo is there to remind them!
Choose a bird's nest.
Choose a doghouse for Pup
Choose a
beehive.
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To fill the bird feeder with seeds, click on the nest. (But first, make
sure the ripe wheat has been harvested and that there's enough
left.)
To make honey, the bees need a garden full of delicious flowers,
so they can collect the nectar. To harvest the honey, click on the
hive when it’s ready (the bees will show you).
What better place for Pup to take a nap, than in his own
doghouse?
Magic Paint
Children can color the outside of the shelters and the house in
wood, leaves, straw, or even ice! To repaint a shelter or the walls
of the house, click on a paint pot to select the one you want,
then click on the building you want to repaint
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B.2.3- Indoor Activities
The Playroom
The playroom is filled with games! Children can test their reflexes with WallBreaker, challenge their visual memory in the portrait game, stretch their
creativity with story making and art projects or test common sense with a
jigsaw puzzle.
To the portrait
game.
You can pin up nice drawings at this table.
This vase
can hold a
flower that
comes
from the
magic
garden.
Here’s a great construction
game.
The fantastic
graphics
paintbox.
This is
Adiboo TV,
with great
cartoons!
The
kitchen
is this way,
with loads
of recipes
to
discover.
In this
game, a
brick wall
needs to
be broken
down.
This funny radio tells jokes and reads
news about Adiboo’s Play Land.
Surprise CD songs
appear only on
special occassions
Here are lots of animated jigsaw puzzles .
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The Kitchen
In this fun-filled kitchen, players can create and cook
their very own recipes, make one of the clown's
recipes, and decorate cakes. There are even real
recipes they can make at home. Watch out for gluttons,
though, when the cakes are placed on the windowsill!
At the start of the game, the refrigerator is stocked with ingredients,
but players must harvest more fruit, vegetables and honey if they
want to keep trying new recipes and have wheat to feed the birds.
Put wheat for the birds or cakes for the gluttons on the windowsill.
Choose a recipe
from this list and
follow the
instructions
Choose a
mixture: soufflé,
pizza, pie or
cake!
Keycook is the
robot cook who
does it all. He
even takes photos
of your cakes!
Click on an
ingredient for
one of Adiboo’s
recipes, or one
of your own.
This bowl is where all the ingredients are mixed
together. Click on it to see which ingredients are
already - included.
The Wheat
Once the wheat has been harvested, it is stored in this jar. Just click
on it to add some more wheat to the windowsill and attract the
birds.
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Personal Recipes
It's easy to make a cake, pie, soufflé or pizza: just click on the refrigerator,
choose a mixture, and then add ingredients. Players can do whatever they
like, even mix sweet, salty and hot ingredients together. The surprising
results can be quite mouth-watering!
The Recipe Book
The clown has 18 recipes, and the number of ingredients in each gets
progressively higher. In levels 1 and 2, the recipes are illustrated with pictures;
in level 3, they are described with numbers. Six of the recipes are very strange
indeed; these are meant for Buzzy, the grumpy monster. Recipes should be
followed very carefully, otherwise watch out! Click this icon
to put the last ingredient chosen back in the refrigerator.
Decorating Cakes
You can decorate any cake you’ve finished according to the recipe
book. Click a decoration and put it on the cake. You can move the
decorations around, take them off, and put them back as you please.
Confirm your choices by clicking on the thumb icon. Once a cake is
finished, whether decorated or not, just click on it to magically wrap
it up and put it on the windowsill. Now wait a little while, and see who comes
to steal it!
Recipes
Real recipes have been included, based on the recipe book, for children to
make at home in their own kitchen. Some of them are very simple and are
intended especially for the youngest cooks.
Help sheets are also included with specific advice about equipment and
measurements.
Note: We suggest that an adult explain the recipe to the child
beforehand. Read the recipe and help sheet together, and prepare
the ingredients and equipment. Of course, children should never
be left alone near sharp knives, electrical equipment, hot plates or
ovens.
Printing Recipes
Use this icon
to print out a recipe and help sheet.
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The Television
Your child can choose from many different video clips
of all the characters of Adiboo’s Play Land in strange
and surprising situations! Just click on the TV to
choose a video clip or song.
The Radio
This is a peculiar radio that talks, has all the latest news from
Adiboo’s Play Land, and tells lots of funny stories. It’s great fun
for everyone! Click on the radio to turn it on or off.
The Songs
On special occasions you might find CDs lying at the
foot of the TV ! Check here on holidays or on your
child’s birthday to hear special songs that can only be
found on those days!
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Do-It-Yourself Portraits
● Your child can create the zaniest characters by clicking on various parts
of a face or full-length figure. Every time you click on the magic wand, a
completely new face or character will appear.
To play with the faces, click on this icon.
To play with full-length characters, click on this icon.
A single click will let you change:
Head gear
The Hair
The Face
The Chest
Each eye
Each ear
The Nose
The Mouth
The Legs
The Chin
The Feet
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● The Portrait Game
To begin the game, click on the face or full-length character
on the right. The clown offers activities of increasing difficulty:
Level 1: Compare and Recognize
Two models are shown on the screen. Your child is invited to
make the model on the right match the model on the left.
Level 2: Compare, Memorize and Recreate
This time, the left model becomes a black silhouette, which your child can
click as many times as desired to look at it again. The model is symmetrical.
Level 3: Compare, Memorize and Recreate
The black silhouette can only be referred to three times, and the model
is not symmetrical.
28
The Creative Storymaker
In this activity, your child can create his or her own animated
stories by bringing different humorous characters to life, and
changing the backgrounds.
Before You Begin
Before going into the Storymaker for the first time, we recommend clicking
the help icon (question mark) to familiarize your child with the game and its
main functions. Using the help cursor, your child can click on the different
icons and parts of the screen and receive detailed explanations of what
they’re for.
How to Create Your First Story
Three icons with arrows on the right of the screen let you change the various
elements of the background.:
To scroll
through the
parts of the
background,
click on the
arrows
around the
icons.
Picture backgrounds
To change the top of
the picture (sky).
To change the bottom
of the picture
(ground).
To change the
middle of the picture
(horizon).
29
Turning the Pages
2 / 6
This counter shows you how many pages of the story
have been created. Your story can have a maximum of
6 pages. To go from page to page, click on the hands.
The Picture Gallery
Click on this bag to enter the picture gallery.
The gallery includes various groups of objects for your story:
characters; houses; backgrounds for inside the houses, for the
countryside, or for the town; strange objects; and music.
To move from one group of objects to another, click on the arrows
at the top.
To reveal all the choices in one group, click on the arrows at the
bottom.
Choose a Group in the Gallery
Fixed objects have a white background. Animated objects have a
blue background. You can see the way they move before choosing
them by clicking on the question mark and then on the object.
Placing an Item
Use this hand to pick up an object or character at any time and move
it or put it back in the bag.
Animation and Movement of Items
To go into animation mode, click here. The cursor will become a
wand.
To move a character around in the set, click on the
character’s feet with the wand. Then click where you want the
character to move to. If a character meets an animated object or
another character, watch out for surprises!
To stop, click on the right mouse button (PC) or the Apple
icon (Mac). To make a choice, click on the item and put it
into the set by clicking a second time. The same item may be
used in a story page several times. To deselect the item, click
on the right mouse button or press the esc key (for escape)
on the keyboard. To leave the gallery, click on the bag or
the door.
30
To make a character go into a house or move onto the next picture in the
story, click on the character’s feet and then click on either the door to the
house or the edge of the screen. The
cursor turns into an arrow that
lets you choose whether you want the character to go to another picture or
into a house. If you want the character to leave the house, click on his or her
feet and on the bottom of the picture.
To make a character enter a house or move onto the next page in the story,
click on the character's feet then click on either the house's door or on the
edge of the screen. The
cursor will become an arrow to show that the
character has gone into another picture or into a house.
To make the character leave the house, click on his feet and then click on the
bottom of the picture.
Wall Breaker
This classic arcade game is given new surprises & twists. The
premise remains the same: break through all the bricks using your
paddle and balls. But new special effect bricks may be holding
firecrackers, springs, parachutes, power-ups or bonus rounds. 20
challenging levels of play.
Special-effects
bricks
Bricks left
to break
Ball
Paddle
Number of
balls
available for
one round
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The levels of difficulty vary according to the size of the paddle
and the arrangement of the bricks. Click on the mouse to start a
game and serve a ball. To stop a game and exit, click on the right
mouse button or press the esc key (for escape) on the keyboard.
To restart a paused game, click anywhere on the court.
To start playing again, click anywhere in the game.
Animated Jigsaw Puzzles
Once these jigsaw puzzles are finished, they magically come to life! This
empty box holds a clicked piece.
This empty
space is to
put
the
clicked
piece.
Use this icon to view the model.
This icon lets you choose another puzzle.
When you click on a piece of the puzzle, it automatically moves to the empty
box and leaves an empty space behind it. The number of pieces for each
picture changes according to the levels:
Level 1 = 9 pieces. Level 2 = 12 pieces. Level 3 = 20 pieces.
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The Paintbox
This drawing and coloring tool has been designed for a young
child’s motor skills. There are lots of tools, plenty of backgrounds
and illustrations, a writing option, and a "save" function.
Drawing and
painting tools
Color palette
Undoes the last
action
Erasers
Tools to select
the point size, to
copy or
duplicate
drawing, to
move a part of it,
to add text.
Each tool remains active until another one is selected. Click on the question
mark and then on each icon to find out more about the various tools and
functions.
Levels
The different levels have varying numbers of tools which are more or less
complex. We suggest encouraging children to start at level 1.
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A Specially Adapted Painting Environment
The painting environment alternates clicking with "clickless" or
free movement of the mouse. This makes drawing easy for even
the youngest users but does not hamper older children.
(Drawing while one finger is holding down the mouse button
requires dexterity that children under the age of 5 or 6 may not
have.) Children can make an illustration magically appear and
disappear by placing it in the background and then clicking a few times on
the Undo key. Each tool is active until another has been selected. For an
explanation of each tool, click on the help icon and then on the tool icon
you want to learn about.
The Writing Function
This introduction to the world of writing lets young children manipulate
letters and words; older children can discover the keyboard by creating
cards, letters and jokes.
To create a card or text:
1. First draw a background or choose one from the collection.Click on the ‘A’ icon.
2. Choose a color and font.
3. Type the text on one line. The text is now linked to the cursor and
its movements.
4. Move the mouse to where you want the text to go.
5. Now click to confirm your choice.
Note: The text attached to the cursor can only be one line in length. It can
be modified using the usual keys (Delete, Shift, etc.) before it is confirmed.
To confirm :
1. Press Enter on the keyboard.
2. Or click on the mouse to place the text on the screen.
New text will be placed above existing text as it is moved around. You
can achieve many graphic effects this way (superimposing, relief, etc.).
Icons
This icon offers a selection of backgrounds organized by theme, some
colored and others that can be colored in, and templates for invitation
cards.
This icon offers a catalog of objects organized by theme, some colored
and others that can be colored in, including cartoon bubbles and labels.
34
The higher the level, the more tools there are, and the greater the
complexity of the tools. We suggest that children begin with level 1.
The Save Function
Your child can save a drawing by copying it, and then use it again
at any time by accessing it from where it has been saved. Favorite
drawings can be saved, and stories can be created and each stage
saved in pictures. On the first screen, your child can choose from 4
functions:
Copying a Drawing
To save a picture in the paintbox, click on an empty box
in the drawing box. You can now view your saved picture as
part of a collection on-screen. To turn the pages, use the icons.
1. Insert a formatted disk, preferably blank, into the floppy drive.
2. Confirm with Yes if everything is ready.
3. Wait as the drawing is copied.
Note: Only one drawing can be copied onto each floppy disk from
the Adiboo paintbox.
Please Note:
Make sure the floppy disk is formatted and that there is enough space
(at least 250 K). Show your child how to properly insert a disk into
your computer’s floppy drive. If an error message appears when you
try to copy to a floppy disk, remove the disk, check your equipment
and start again with a new, blank, formatted disk.
Finding a Drawing
a. – In the art folder.
To find a drawing in the drawing box, click on the box that contains
the picture. Use the icons to turn the pages.
b. – From a disk.
To find a drawing saved on a floppy disk:
1. Insert the floppy disk containing the Adiboo drawing into the disk
drive.
2. Confirm with Yes if everything is ready.
3. Wait for the drawing to load. The drawing will be shown on the screen.
35
What might have happened if the screen indicates there is a
problem?
• No Adiboo drawing has been saved onto this disk.
• Something is not working properly (see above).
Note: don’t forget to copy the drawing if you want to save it to the
drawing box. If you save a drawing to a disk that already has an
Adiboo drawing, or to a full box in the drawing box, it will overwrite
the old drawing. If this is about to happen, the child will be asked to
confirm his or her choice.
Sending a Drawing to Adiboo
Click on this icon to automatically send the chosen drawing to
Adiboo’s mailbox. He’ll be delighted!
Printing a Drawing
Note: Before printing, make sure your printer is working properly and is
supplied with ink, paper, connections, power, etc. Only one page can be
printed at a time; you need to go back to the beginning for each new page. A
color printer is recommended for best results, however black-and-white
printing is possible.
When everything is ready, click on the Printer icon, then click
Yes to confirm. Wait while the drawing is loaded and printed. If
the drawing does not print, check your equipment and try again.
If the problem persists, check the instructions for your printer and
computer.
36
37
B.3 - The Adiboo Learning Land CDs
It’s easy to go to the Learning Lands. Simply click on the signpost,
choose the land you wish, insert the matching CD—and you’re
off!
To Go to the Learning Lands
After clicking on the signpost in the Play Land, the Learning Land icons will
appear. An initial welcome screen illustrates installed applications. A shaded
window represents applications you have yet to install.
If the child clicks on the picture of an Learning Land that has been installed,
he or she will need to replace the Play Land CD with the appropriate Learning
Land CD in the CD-ROM drive and click Yes to confirm.
If the child clicks on the picture of an Learning Land that has been installed,
he or she will need to replace the Play Land CD with the appropriate Learning
Land CD in the CD-ROM drive and click Yes to confirm.
If the child clicks on one of the shaded pictures, he or she will need to confirm
that it is a new application, then insert the new Learning Land CD to install.
To Leave the Learning Lands
Click on this icon until a window appears with two choices:
1. Go back to Adiboo’s Play Land
2. Quit the game.
If the child chooses option 1: replace the Learning Land CD with the Play
Land CD at Adiboo's request.
If the child chooses option 2 : confirm by clicking Yes (Go back to Adiboo’s
Play Land) or Quit the game.
Note: Once you have put the CD in the CD-ROM drive, wait for the drive to
read and load all the necessary data, then click Yes to confirm. When
removing and inserting CDs, make sure they are not covered in finger marks,
that the correct CD is inserted and that it is inserted with the picture facing
upwards.
How the Learning Lands are Organized
Adiboo software is intended to foster an open-ended kind of play that lets a
child learn and play in his own way and at his own pace. Adiboo enriches the
learning experience, as it inspires experimentation and inventiveness.
The many Learning Lands of Adiboo cover a variety of subjects:
- Science & Nature – the child discovers the solar system, the animal world,
learns how to plant and care for vegetables, and sees how fruit trees grow.
37
- Art – a child can express her creativity by making her own animated
stories or creating her own masterpiece—even paint a house!
- Music – the child can sing to his favorite nursery rhymes, learn about
different instruments, rhythms, sounds, and make his own music.
- Logic – the child can enhance skills in recognizing numbers, counting and
spatial relationships, build up logical abilities and creative thinking.
- Experimentation – a child can be inventive and create: cook his own recipes,
or create her own stories.
B.3.1 - The Function Icons Used in the Exercises
Seven function icons are always present at the bottom of the screen
throughout the many exercises. When not accessible, they are blocked with
a red cross. Some of them also appear in the Play Land; others are specific
to the Learning Lands.
ICON
MEANING
ACTION
Score
This icon is always accessible in the exercises. It shows the number of
points achieved by your child in the current application. Clicking on it
allows access to a screen providing evaluation of the child’s work in the
application in question.
Enter
This icon is always accessible in the exercises. The child must
click on it to confirm the desired answer(s).
This icon is always accessible. It allows the level to be changed
Choose your level within an exercise, whether during the exercise or afterwards.
Three levels of increasing difficulty are invariably suggested.
Replay
Help
This icon is always accessible in the exercises. Clicking on
this icon allows the instructions for the current exercise to be
heard again.
This icon is always accessible. It appears in two different forms.
Clicking on the icon plays a statement of help that relates to the
exercise and to the current level.
38
Quit
This icon is always accessible. It allows your child to quit the
current exercise. After confirming that he or she wants to leave,
the child is then returned to the Learning Land’s welcome
screen.
Activity sheet
This icon is only accessible from the Learning Lands. Each
exercise contains a printable sheet presenting a further manual
activity to carry out at home or in school when the computer has
been turned off..
B.3.2 - General Principle of Exercises
When a child chooses one of the 15 exercises presented on the initial
activity screen, a juggling clown asks the child to select a level. Whatever
the level of an exercise, the interactive principle is identical throughout.
Each exercise is designed to enable the child to acquire specific
attainment criteria, by working his or her way through the three progressive levels. It
is essential that children understand that they must confirm one or several choices
by clicking on the thumb before Adiboo is able to step in and comment on their
work.
Each level begins with a set of spoken instructions of the exercise's purpose.
These instructions can be replayed as often as the child wants by clicking on
the ear. Children
can also click on the question mark to obtain more help in solving an
exercise.
The number of questions within a level varies between one and three, and
children will sometimes have two tries at a question. The number of tries may
vary from one exercise to another, but will always be identical for each level.
Each answer chosen by the child is circled in blue. After confirmation of the answer,
incorrect answers are circled in red, corrections in green, and correct answers remain in
blue. Adiboo supplies a detailed explanation of the mistake and congratulates the child
for each good answer. At the end of each level, whether successfully completed or not,
children will be asked to select a level again. At this point children can either move up
to the next level by clicking on the appropriate juggler, repeat the same level again, or
quit the exercise and return to the initial welcome screen.
The child's work is recorded and represented by a little apple situated under the
jugglers in the choice of level screen:
• A whole apple means that a level has either not been started or is unfinished.
• A half-eaten apple means that the level has been unsuccessfully finished.
• An apple core means that the level has been successfully completed.
A level is considered successfully complete when a child has correctly answered all
the questions. Children can do all the levels as often as they like: the apple pictures
will be updated accordingly.
39
B.4 - The Land of Music CD
The Land of Music is designed for children between 4 and 7 years old.
Music activities are contained within four learning modules and two extra
areas as outlined below:
The main screen for the Land of Music
Welcome to "Melodica"!
The Tree of Notes:
Replay the character
songs here
The Musical Bandstand:
Discover different
instruments and styles
of music
The Frosty Sound Cavern:
Play with sounds, their pitch
and their duration.
Tomtom Lake: An
introduction to rhythm
The Singamajig Melody
Maker :
Compose pieces, sing and
record your masterpieces
The Note
Factory:
Identify
individual
sounds and
sounds
played
together
Each learning module contains 3 levels of difficulty, corresponding
to children aged 4-5 years (kindergarten), 5-6 years (1st grade) and 6-7 years
(2nd grade). You may view your child’s progress at any time by checking the
evaluation screens. In addition, each exercise includes an Activity Worksheet
with suggested games and activities that can be made using materials found
around the home for even more musical fun.
40
Meet the characters from the Land of Music
Takata, the young rock singer
who lives at Tomtom Lake
Doc Note, the scientist creates magical
notes at the Note Factory
Re-Me, instrument-maker at
the Musical Bandstand
Maestro Gnome, faithful
guardian of the Singamjig
Melody Maker
Allegro, the singing ghost of
the Frosty Sound Cavern
When he first arrived in the Land of Music, Buzzy Gulump wanted
to become a virtuoso musician. He became enchanted with that
funny musical machine, the Singamajig Melody Maker. However,
being clumsy as he is, poor Buzzy accidentally broke it, scattering
all four parts of the machine across the land!
Things have not been the same since the Singamajig stopped working. Even
Maestro Gnome, chief orchestrator in the Land of Music, has been unable
to repair it. So now it is up to you and Adiboo to help find the missing
pieces of the Singamajig, so that the treasured Melody Maker may be
restored and silly music may once again be composed in the Land of
Melodica.
By successfully completing the exercises in each module, children will be
helping to find the different parts of the Singamajig. As each new piece is
recovered and repaired, children will gain access to new and different
musical experiments on the Melody Maker. They may record their own
voice, create their own rhythms, play with sound effects, discover different
musical styles and instruments and even break down songs into their
component parts.
When all the exercises have been successfully completed and all the
functions repaired, a Super Bonus awaits. With the Singamajig Melody
Maker completely repaired, children may create and save their own musical
pieces using every one of the Singamajig functions!
41
Each part recovered gives the children access to a particular function of the
musicotron. Thanks to these different functions, children will be able to play
with sound effects, create their own rhythms, play with different styles and
instruments and even break down songs into their different components.
When all these exercises have been successfully completed a surprise
awaits…The children win a superbonus: this is the fifth element of the
musicotron where children can create their own tunes.
42
B.4.1 - Summary of Adiboo: Land of Music
Tom Tom Lake : Exploring rhythms
Activity
Access
Skills
The Drum Beater
The tom-tom drum
Repeating a rhythm
The Frog Chorus
The frog statue
Associating rhythm
with musical notes
The Dancing Fish
The seashell
Matching a rhythm
with a melody
The Frosty Sound Cavern : Recognizing pitch
Activity
Access
Skills
The Musical Ice Pipes
Tubes in middle of cave
Recognising different
pitches on a musical
scale
The Frozen Labyrinth
The gate to the maze
Recognising the pitch
and length of tones
The Fairy’s Ice Cubes
The blue door
Matching tones
The Musical Bandstand : Instruments and styles of music
Activity
Access
Skills
The Jukebox
The CD player
Families of Instruments
The double base
Discovering different
styles of music
Learning instrument
families
The Sour Note
The little stage
43
Picking out the wrong
note
B.4.2 - General Activities
Please note these functionality exceptions to the Land of Music icons.
Listen to sounds again mode:
In each exercise, children can listen to the sounds again, either by clicking
on the object that made the sound, or by clicking on this note.
The listen-again note is only visible in exercises where the item that made the
sound does not appear on the screen (voice-off).
Help mode:
Access help by clicking on the ADIBOO holding a question mark
icon in the tool bar. This mode lets you access two types of help :
- General directions for using the program and ADIBOO.
- Detailed information on each LABEL displayed on the screen.
To exit help, click on the open door icon.
B.4.3 - Interactive Songs
When children arrive in Melodica, the village chief, Maestro Gnome and
Adiboo welcome them with a song.
If children wish to hear this song again, they may click on the Tree of Notes,
back on the main screen.
Each of the four learning modules contains an interactive song.
Children are asked to beat out the rhythm of the song in Tomtom Lake, to
sing with Allegro the ghost in the Frosty Sound Cavern, to create hilarious
sounds in the Note Factory and to reproduce the movements of the
musicians in the Musical Bandstand.
Children can listen to these songs again either by clicking on the Tree of
Notes on the main screen, or by clicking the blue note which can be found
on the edge of the screen in each module.
When the children have found all the parts from the Singamajig Melody
Maker, they are invited to sing along with all the characters of Melodica and
discover all the functions of the Singamajig!
44
B.4.4 - Activity Worksheets
Activity Worksheets are available for each exercise to allow for further
development of the ideas introduced in the learning modules.
Children can access each worksheet by clicking the worksheet icon from
an exercise or from the module screen. In the main screen of the program
they will find the list of worksheets classed by type : sound adventures,
games, or creative.
Level of
Activity Name
The Result
difficulty
➀ Step-by-step
instructions
➀ graphic -
click for
instructions
➂ Helpful Hints
➁ Necessary Elements
Game Rules,
if required
Materials you will need.
(some musical activities may not require special materials)
1. Step-by-step instructions: children can consult instructions without needing
to read. Simply click on each symbol or drawing to hear a detailed
explanation.
2. Necessary Elements: here you will find written descriptions of how to print
the worksheet, along with any equipment, instructions and all the graphic elements necessary
for completion. (For example : rhythms to reproduce or game cards to print out.)
Some of the elements are displayed quite small. Simply click on a thumbnail to view
it at full size before printing.
3. Helpful Hints: this gives extra information, ideas to develop or a hint on how to carry
out the activity.
45
B.4.5 - The Singamajig Melody Maker
ICON
MEANING
ACTION
Saved Files
Load or save a composition
or a recording.
Delete
Delete all the pieces on the
current Singamajig page.
Volume control
Access the volume
adjustment for the
loudspeakers and
microphone.
The Singamajig is a funny little
machine used for experimenting
with sounds. Playful and creative,
this machine is built as the
children progress through the
game. With each module they
complete, the child wins another
piece of the Singamajig along
with a certificate of completion.
The Singamajig Melody Maker
Each part collected allows the
children to access a new function
of the Singamajig. There are 6
functions in all.
46
Access to the Basic Player function
Access to the Rhythm function
Access to the Sound Effects function
Access to the Layered Sounds function
Access to the Instruments and Styles function
Access to the Super Bonus function
Children will be able to listen to traditional songs, compose their own
rhythms, create sound effects, take apart the songs which they have heard in
different modules and play with different instruments.
The Basic Player
When children enter the program for the first time, only the basic function
is accessible. This is because none of the Singamajig parts have been
collected. Here children can hear traditional American songs and record
their voices, using the basic functions (Playback, Stop, Record). These basic
functions are also accessible from the other parts of the Singamajig as
detailed below.
Arrows to move
forward or backward
through bar
selections
The Save bar
The Basic Player
function
The Rhythm function
Icons
representing the
saved items
The Sound Effects
function
The Layered Sounds
function
The Basic
Components bar
Arrows to
move
forward or
backward
through bar
selections.
Icons
representing the
basic
components
Icon representing
the audio track
The audio
track
The Instruments and
Styles function
The Super Bonus
function
Icon display of current
selection
Playback
47
Stop
Record Voice
(with a
microphone)
Trash Can
for deleting
items no
longer
needed.
Interface elements of the Singamajig Melody Maker
The Save Bar
This contains anything saved by the children (represented by icons). Use the
directional arrows on either side of the bar to review all icons. Each part of
the Singamajig has its own save function.
Basic Components
This contains a sound library (represented by icons) for each part of the
Singamajig. Children may listen to the library of sounds or use the elements
to create their own compositions. Use the directional arrows on either side
of the bar to review available icons in each library. .
Trash Can
This allows you to dispose of unwanted material : just click on this material
and move it to the wastebasket.
Composition Track
To listen to any musical sound, click on its icon and drag it into this track.
The track will fill-in to indicate the sound is ready for playback.
Playback, Stop, Record buttons
This allows children to play a sound, to stop a sound and to record a sound.
Erase icon
This allows children to erase sound components placed on the track(s).
Save icon
This allows children to save the page. It's where the children's compositions
can be saved.
Using the Singamajig Melody Maker
The Singamajig is based on the ‘drag and drop’ principle. Children click on
an item from the Save bar or Basic Components bar, and drag it into the
composition track. To listen, click on the Playback button. Click on the Stop
button to stop it from playing. To save a composition, click on the Save icon.
This will bring up the Save screen:
48
Displays the Singamajig
activity name
Click any icon to save
your composition with
that image
To save your creation, click on one of the icons. Your composition will then
be saved with that image, and become available in the Save bar. The number
of compositions you can save is limited to the number of icons displayed on
the Save screen. However, you may save over any icon as many times as you
wish.
Recording Your Voice
When you begin the game or have not completed any modules, only the basic
function of the Singamajig is available. Click on the red microphone icon to begin
recording your voice or any other sounds! The composition track will fill-in, indicating
that you are recording. Press the Stop button when finished and use the Play button
to play it back. If you are not satisfied with the volume levels then click on the speaker
icon on the tool bar at the bottom of the screen to change it. As children advance
through the game, more and more aspects of recording will become available.
The Rhythm function
When children complete all the exercises from Tomtom Lake, they are rewarded with
access to the Singamajig Rhythm function. Here, children may create their own
rhythm and percussion tracks.
The rhythm
Save bar
The Basic
Components
bar featuring
different
colored
rhythm
components
The rhythm
composition
track
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Sound Effects function
When children complete all the exercises in the Frosty Sound Cavern they are
rewarded with access to the Sound Effects function. Here, children may
experiment with different sound effects. A new element of the recording
function is also added during this part of the Singamajig.
One sound effect per column
Different types of
sound effects
Shaded zone (since
only one sound effect
per column can be
applied)
Tracks for laying sound
effects (one track per
effect)
The playback allows you to hear
all the sounds placed on the
tracks
Record your own silly sound
effects here=
In this section of the Singamajig, children can apply sound effects to any item
in the accompanying library of sounds. The following effects are available:
none, delay, reverberation, and volume. Each effect is represented by a note
symbol, which appears at the front of its accompanying track.
To apply these different sound effects, drag a sound onto the track indicated
by the symbol for the desired sound effect. Listen to all the sounds you’ve
made by clicking on the Playback button. Listen to each sound individually
by clicking on the keys at the bottom of each column.
For additional fun, use the microphone to record your own sound effects and
save them onto the Save bar. You may use your custom library to create even
more funny sounds!
50
The Layered Sounds function
Successful completion of the Note Factory permits access to the Layered
Sounds function. Here children may break down songs into layers, to learn
about separate music tracks, which make up a finished piece of music
There is no save
function here
Icon representing
the voice track
On/off buttons for desired
tracks
Icon representing the
instrumental
accompaniment track
Icons in the
Components
bar
represent
songs from
the various
game
modules
Tracks: voice,
accompaniment,
rhythm
Icon representing the
rhythm accompaniment
track
In this section of the Singamajig, children may listen to songs they heard the
characters sing within the game. Songs only appear here after they have been
appeared in the game, so make sure you travel to all the different locations to
hear all the songs!
To begin, click on any song icon displayed in the components bar, and drag it
down into the composition tracks. Now by turning on and off the various
tracks, children may hear any combination of voice, instrumental or
percussion accompaniment. Try turning off the vocal track and singing the
song yourself! (But remember the record and save functions are not active
during this sequence.)
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The Instruments and Styles function
When children complete all the activities at the Musical Bandstand they are
rewarded with access to the Instruments and Styles function. Here children
may listen to different styles of music played on various instruments.
Component bar of song icons
Use arrows to toggle
through a selection of
instruments
Composition
track
Click on any song icon from the component bar and drag it into the
composition track. The song will first be played by an instrument normally
associated with that musical style (e.g. country - banjo). The same song
may be played using different instruments by selecting them using the
toggle arrows.
The Super Bonus function
When children have successfully completed all the learning modules, they
win access to all parts of the Singamajig, and there’s a surprise: the Super
Bonus! This Super Bonus, a supplement to the Singamajig, allows children
to compose pieces of music with the help of pre-programmed rhythmic
sequences that can be laid onto different tracks (solo track, instrumental
accompaniment and rhythm).
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Buttons for turning on and off the tracks
Voice
component
toolbar
Save your
composition here
Instrumental
component
toolbar
To hear the voice
track
Rhythmic
component
toolbar
To hear the
instrumental track
Voice track
Instrument
al track
To hear the rhythm
track
Rhythm track
The Super Bonus combines several of the Singamajig activities. Children may
choose rhythmic sequences and lay them on one of three tracks available.
Note that sequences from line 1 must be placed on line 1, sequences from
line 2 on line 2 and so on. The audio tracks function similar to those already
encountered in the Layered Sounds section: line 1,
therefore, corresponds with the instrument
playing the melody, line 2 with the
accompanying instrument and line 3
with the percussion instrument. When
the children's composition is played,
tracks can also be turned on or
off. Children can mix and
record their own music on a
real mixing deck, or just have
fun playing with sounds!
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B.4.6 – Recording with a Microphone
When you begin the game
or have not completed any
modules, only the basic
function of the Singamajig
is available to you. In order
to access the function that
allows you to record your
voice, you must click on
the Singamajig. This brings
you to the following page:
This function allows you to
record yourself by clicking on
the microphone icon (red) on
the key bar. Then you can begin
recording your voice. If you are
not satisfied with the volume
levels then click on the speaker
icon at the very bottom of the
screen and the following screen
will appear:
This screen allows for
microphone and speaker
volume to be changed. As
the game progresses and you
advance, you will be
allowed to access more
icons.
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Once you have completed all the exercises at all levels of the Frosty Sound
Cavern, the special effects function (third icon from the top in the vertical
bar) of the Singamajig becomes accessible. This function also has the
microphone feature and again allows you to record yourself by clicking on
the microphone key (red).
B.4.7 - Activity assessment in the Land
of Music program
Exercises are divided according to four musical skill areas
● Tomtom Lake module : rhythm
● Frosty Sound Cavern : pitches and ear training (listening skills)
● Note Factory module : sound effects and layered sounds
● Bandstand module: musical instruments and styles
These 4 skills appear in the assessment table.
There are two types of assessment screens; one accessible from Adiboo’s
PlayLand CD and the other from the Land of Music program.
1) From Adiboo’s Play Land CD
The results screen can be accessed from the Play Land by clicking on the
leaves of the hollow tree-trunk in Adiboo’s garden.
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This screen displays results achieved by the child in all of the learning
modules (in this case, rhythms, characteristics of sounds, etc).
Global results for the skills.
By clicking on one of the 4 skills on the table above (e.g., rhythms), you can
access the progress detail screen below, which displays:
- the learning principles covered by this skill (e.g. listening to and reproducing
rhythms)
- the child's progress in this activity indicated by apples which have fewer or
more bites taken from them.
Overall results for the learning module activities.
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2) From The Land of Music program
The assessment screens can be accessed by clicking on the Score icon,
from each exercise, from each module, or from the Land of Music
welcome screen.
The assessment screens may be accessed from each exercise and each
module. These screens display the results obtained by the child for all
the exercises in each module of the program:
Results for the activities at Tomtom Lake.
The icons on the right of the screen represent the other learning modules. By
clicking on them, you can navigate from module to module and check the
overall progress in the activities. From these screens, you can also directly
access an activity at the desired level by clicking the appropriate apple.
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In the Land of Music welcome screen, an option is suggested to parents and
teachers: classification not only by learning module (Tomtom Lake, Frosty
Sound Cavern etc.), but also by type of exercise (recognition, association, etc.)
You can check progress by either the learning module or by the type of
exercise. Just click on the icons matching the module or exercise type in the
following screen:
Learning
Modules
Different types of
exercises
- If you were to click on the ghost icon corresponding to the Frosty Sound
Cavern module, you can access the assessment screen for exercises in that
module.
- If you were to click on the icon corresponding with ‘Association’-type
exercises, you can access the overall progress report for similar exercises of
this type.
Parents or teachers should choose which works best to easily navigate
through the entire program.
On each assessment screen (1 per module), the certificate appears. Each time
a module is successfully completed, the icon is cleared: the child can then
print out the certificate for the module and show it to parents and friends!
When the application is successfully completed (the child having completed
all the modules), they obtain an overall certificate, which can be found in the
hollow tree back in Adiboo’s Play Land.
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SCORING AND YOUR CHILD’S PROGRESS
C.1 - Scoring and Evaluation
C.1.1 - The Score
The score is displayed on the icon bar, at
the bottom left of the screen. It shows the
total number of points the player has
achieved in the program.
For each level successfully completed,
a point is added to the total displayed
on the score icon, along with a
congratulatory song and dance from Adiboo. For every five points, your child
wins a treat which is displayed among the leaves of the hollow tree in the Play
Land. The maximum score for the Play Land activities is 90 points. A certificate
is awarded at the end of each successfully completed activity or module.
Evaluation
The activities are grouped by educational area.
To see a summary of a player’s score in a module, click the score evaluation
icon. To see a detailed chart of a player’s score in a module, click on the
leaves of the hollow tree.
Scorecard for Learning Lands
In any activity:
Clicking on the score displays a summary of a player’s score in the current
module. Players can access any activity in the current module from this screen.
In any module:
Clicking on the score displays a summary of a player’s scores
in all the modules. The player can access any of the modules
from this screen.
Printable screen
Certificates
Each time a module is successfully completed, a certificate becomes
accessible on the evaluation screen. It allows your child to print his or her
certificate and show it to parents and friends. When all three levels of all the
activities have been completed, Adiboo congratulates your child, who will
find his or her certificate in Adiboo’s Play Land (see the information on
certificates following page).
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Adiboo’s Land of Music Welcome Screen
Here, parents and teachers can see exercises classified by educational areas as well
as by types of exercise--for example, association, sorting, ordering, etc. Just click on
the appropriate icon in "educational themes and types of exercise." This allows
parents and teachers to navigate freely through the program.
C.2 - Play Land Progress
Screens
In the Play Land, you can access a
series of screens displaying the
players’ scores by clicking on the
leaves of the hollow tree.
Summary of Applications
This screen displays icons of the
program activities. Laurels on the
icons mean that the activity has been
successfully completed and that your
child has received a certificate. The
following icons are accessible from
the Summary screen:
If the player has achieved at least two certificates, these icons let you move
between certificates.
This icon allows your child to print out his or her certificates.
Treats
This screen displays the player’s total score for all
the activities, the number of treats won (five points
for a small candy, ten points for a big one), and the
maximum score the player can achieve by
correctly finishing all the available activities.
Educational Areas
Clicking on an activity icon on the Summary
screen can access this screen. It details the child’s
work in the chosen activity, showing the number of
exercises successfully completed in each level
Educational Principles Covered
This screen offers a detailed evaluation of the
child’s work in each module. Click on a module to
see details on all the exercises in the module,
including the educational principles studied and
the child’s progress at each level.
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WARRANTY
Knowledge Adventure Satisfaction Guarantee
At Knowledge Adventure, we value you as a customer above all else. That's why we
provide TOLL-FREE Customer Service and Technical Support. Plus, we're so sure that you
and your children will be delighted with your Knowledge Adventure software that we
offer you a 100% satisfaction guarantee for 90 days. If for any reason you are not
completely satisfied with this product, return it to us, along with your purchase receipt to
the address listed below within 90 days of purchase. We will gladly exchange it for a
product of equal or lesser value or refund your money.
Knowledge Adventure, Inc., 4100 West 190th Street, Torrance, CA 90504
Sales/Customer Service TOLL-FREE (800) 542-4240 o Technical Support (800) 556-6141
www.KnowledgeAdventure.com
COPYRIGHT NOTICE
The software title and the manual are copyrighted by Knowledge Adventure. All rights
reserved. They may, in whole or part, be copied, photocopied, reproduced, translated, or
reduced to any electronic medium or machine-readable form without prior consent, in
writing, from Knowledge Adventure. The user of this product shall be entitled to use the
product for his or her own use, any commercial use being excluded, but shall not be entitled
to see or transfer the reproductions of the software or manual to other parties in any way,
nor to rent or lease the product to others without written permission of Knowledge
Adventure.
(You are entitled to use this software title on a single computer in a single location and on
only one terminal at any given time. Any further use is prohibited).
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