Choose and Tell: Nursery Rhymes

Choose and Tell: Nursery Rhymes
Windows is a registered trademark of Microsoft Corporation.
Macintosh is a trademark of Apple Computer, Inc.
Choose and Tell: Nursery Rhymes was created using Macromedia
Director. Director ® is © 1993 Macromedia, Inc.
Choose and Tell: Nursery Rhymes is © 2003 Inclusive Technology
Ltd.
Sassoon Font is © 1993 Sassoon and Williams.
No part of this publication or software may be reproduced or
transmitted in whole or part by any means without the written
permission of the publisher. Whilst every care has been taken with
this product, the author and publisher cannot be held responsible
for any errors it may contain. No liability is accepted for any loss or
damage resulting from the use of this product.
Choose and Tell: Nursery Rhymes was designed by Nick
Wonham. Illustrations by Nick Wonham. Programming and
additional graphics by Mark Ross. Sound by Mark Ross. Voice
artist: Nick Wonham. Documentation by Alison Littlewood. Cover
artwork by David Hornsey. Project Manager: Rod Boyes.
“For all the students and staff at the Bridge School in Islington.
Special thanks to Sally Paveley without whom this would not have
been possible.” Nick Wonham.
We welcome your comments on all Inclusive Technology products.
Inclusive Technology Ltd
Riverside Court, Huddersfield Road
Delph
Oldham OL3 5FZ
United Kingdom
Tel: +44 (0)1457 819790
Fax: +44 (0)1457 819799
email: [email protected]
www.inclusive.co.uk
Choose and Tell: Nursery Rhymes
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Introduction
Choose and Tell: Nursery Rhymes is a beautifully illustrated story
program that allows the learner to select a popular nursery rhyme
character and create their own story.
Choose from Humpty Dumpty, The Grand Old Duke of York, Old
Mother Hubbard, Old King Cole or Baa Baa Black Sheep. You
decide what happens next! Decide where you want them to go, how
they will travel and what they will do when they get there!
Choose and Tell: Nursery Rhymes engages and motivates the
student. It encourages them to respond to the unfolding story
on‑screen and to make their own decisions, using a combination of
cause and effect and choice-making activities. It also helps them to
gain an understanding of sequences of events.
The images can be printed out to use in activities away from the
computer and black and white versions are available for learners
to colour in.
Minimum Specification
Windows computers:
OS: Windows 98, ME, 2000, XP, Vista.
Processor: 350MHz Pentium 2
RAM: 32 Mb. (Later OS versions require more memory.)
Audio: Soundblaster 16 bit compatible sound card.
Apple Macintosh computers:
OS: Mac OSX 10.2.8
Processor: 700MHz PowerPC G4
RAM: 128Mb.
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Choose and Tell: Nursery Rhymes
Installation
You will need to install Choose and Tell: Nursery Rhymes before
you can run it. You only need to do this once.
Windows
Insert the CD.
If your computer is set to Auto-run CDs just follow the on-screen
instructions.
Otherwise, double-click on My Computer, then double-click on the
CD icon. Choose click here to install Choose and Tell on this
computer.
Apple Macintosh
Insert the CD.
When the Choose and Tell: Nursery Rhymes CD icon appears,
double-click on it.
Double-click the icon called Choose and Tell setup to run the
installer.
Running Choose and Tell: Nursery Rhymes
Windows
If the Choose and Tell: Nursery Rhymes icon is on the computer
screen (the desktop), double-click on it. Otherwise:
Click on the Start button, then on Programs, then on Inclusive
Technology, then on Choose and Tell: Nursery Rhymes.
Apple Macintosh
If the Choose and Tell: Nursery Rhymes icon is on the computer
screen (the desktop), double-click on it. Otherwise go to where you
chose to install Choose and Tell: Nursery Rhymes to find the
icon.
Choose and Tell: Nursery Rhymes
3
Stopping Choose and Tell: Nursery Rhymes
Whilst playing an activity, press the Esc or M key on the computer’s
keyboard. This will take you to the Options screen.
To exit the program completely, click on the Exit button on the
Options screen.
Print
You can print out a picture from Choose and Tell: Nursery Rhymes
at any time. Colour or black and white images are also available on
the CD to print out. See page 14 for further information.
In Windows, hold down Control and press the P key. A standard
Windows Print Dialogue Box will appear. Click the Print button to
print.
Using an Apple Macintosh, hold down the Apple or Command
key and press the P key. A standard Print Dialogue Box will appear.
Click the Print button to print.
How to Operate Choose and Tell: Nursery Rhymes
When Choose and Tell: Nursery Rhymes begins, simply choose
Play Game from the title screen.
The first page of the story will then appear.
The learner is given audio and visual prompts to encourage them
to engage with the story.
Where the learner simply needs to press their mouse button to
make the story progress, a picture of a mouse will appear.
Alternatively, if the program is set up to use switch access (see
Options for details), a picture of a switch will appear.
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Choose and Tell: Nursery Rhymes
Where a choice needs to be made from different on-screen options,
simply move the mouse pointer over the required object. The
pointer changes to a hand and a scan outline will appear around
the item. Now click!
When the program is set up to use switch scanning, each object will
be highlighted automatically in turn.
From time to time, a Back Button will appear in the top left
hand corner of the screen. Clicking this button gives the
learner the option to go back and make a different choice
(the button will not appear when using switch scanning).
Playing the Choose and Tell: Nursery Rhymes
Game
Choose a Character
First, pick a character! Choose from Old King Cole, Humpty
Dumpty, Old Mother Hubbard, The Grand Old Duke of York or Baa
Baa Black Sheep.
When the learner has chosen, they can enjoy hearing their
character’s nursery rhyme and seeing it illustrated on-screen. They
can interact with the story by pressing their switch or mouse to
progress to the next line.
Choose and Tell: Nursery Rhymes
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Choose the Mode of Transport
Now it is time for the learner to create their own story. The character
wants to go on a journey. But how will they travel? The voice will
prompt the learner to make a choice and the options will appear
on-screen.
When the learner makes their choice, the character will set off on
their journey. Pick from a skateboard, a rocket, a sports car, a green
boat or a fast motorbike!
The computer will randomly select from these to offer the learner
three things to choose from (this can be reduced to two if required.
See the Options section).
Choose a Destination
Now decide where the character will go!
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Choose and Tell: Nursery Rhymes
When the choice is made, the character will travel to the destination
and interact with the environment. The possibilities are a castle, a
forest, a beach, a playground or a garden.
Choose the Treasure
The character will now find some treasure. The learner can decide
what the treasure will be by choosing from the options that appear.
These can include gold, an ice cream, chocolate, pizza or chips!
Choose a Monster
But now a monster will steal the treasure!
The learner can choose which monster will appear. The options are
a tiger, a dragon, a pirate, a giant spider or an alien.
Choose and Tell: Nursery Rhymes
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Choose a Solution
How will the character get their treasure back? The learner can
choose from a range of solutions: a magic wand, a black hole, a
scary monster mask, a cage or a mobile phone.
Now find out how the character uses the chosen solution to see
off the monster. Here, Humpty Dumpty calls the police using the
mobile phone.
Now the learner can listen to the character’s nursery rhyme again
- this time incorporating the choices that they made!
Replay the Story
At the end of the game the learner can choose to see their story
again. This option will replay their story, without the decision-making
screens.
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Choose and Tell: Nursery Rhymes
Choose and Tell: Nursery Rhymes Options
When the program starts, click the Options button to access the
Options menu. Alternatively, when a story page is displayed, press
the Esc or the M key.
On the left-hand side of the Options menu you will see a column
of buttons where different options can be set. Click on these to see
the changes you can make.
Choices
Here you can decide whether the learner will be offered a choice
of two or three items on each decision-making page. (They will
always be offered all five nursery rhyme characters to choose from,
regardless of the selection made here.)
Choose and Tell: Nursery Rhymes
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Back Button
This option allows the Back Button, which lets the learner go back
and choose a different item, to be removed.
Switch Access
Here you can choose whether to use the mouse, touch screen,
keyboard, IntelliKeys or one or two switches.
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Choose and Tell: Nursery Rhymes
Set up Serial Switches
If you are using switches on a PC connected through a switch box
plugged into the serial port, you will need to configure the software
to recognise how the connection is made.
If you are using a Concept Keyboard with a PC as one or two
switches, you will also need to set up the software.
In either case, click on the box labelled Set Up Serial Switches. A
dialogue box will appear where you can configure the software.
Select the COM port through which your serial device is
connected.
Click on OK. The toolbar will disappear, but the serial switch
program will continue to run invisibly and it will need to be closed
separately from the main program when you have finished.
Set Up IntelliKeys
If you are using an IntelliKeys keyboard, click on the Set Up
IntelliKeys button. An overlay file will be sent to your board so that
it will operate as two switches (the board is divided vertically for two
switch operation).
You can also plug switches into the IntelliKeys keyboard. If you have
one or two switches plugged in, the board will operate correctly.
Choose and Tell: Nursery Rhymes
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Scan Speed
This controls the speed of the single switch scanning function,
which automatically selects each interactive object on the screen
in turn. It controls the length of time that each object is highlighted
before moving on to the next.
Scan Colour
The Scan Colour menu controls the colour of the scan outline that
appears when interactive objects on the screen are selected.
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Choose and Tell: Nursery Rhymes
Auditory Scanning
Here you can decide to have the name of each choice shown on
the screen read out as they are scanned. They will also be read out
if you roll over the choices with the mouse cursor.
Delay
Choose and Tell: Nursery Rhymes includes a ‘pre-acceptance
delay’ function. This is useful for students who make brief involuntary
switch presses which you don’t want the program to recognise. If
you set the delay to 0.4 seconds, the program will only accept
switch presses that last longer than 0.4 seconds.
Choose and Tell: Nursery Rhymes
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Print
This section is a quick and simple reminder of how to access
ready‑to‑print pictures from the game that can be used in activities
away from the computer. Black and white versions are also
available for your learners to colour in.
Access Options
Mouse and Touch Screen
If the program is set for mouse access, simply point and click on
the required object.
Touch screens will also work as a single switch. Just touch
anywhere on the screen!
Keyboard
If Choose and Tell: Nursery Rhymes is set up for single switch
operation, the Enter key or Spacebar will act as the switch.
If the software is set up for two switch use, then Spacebar and
Enter operate as two separate switches.
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Choose and Tell: Nursery Rhymes
Concept Keyboard
This option is only available for the Windows version of the
software.
You may use a Concept Keyboard as a single switch or as two
switches, using the left and right sides of the board.
Go to the menu screen and click on Set Up Serial Switches.
Select the COM port where your Concept Keyboard is attached.
IntelliKeys Keyboard
You may wish to use an IntelliKeys keyboard as either a single
switch or as two switches, using the left and right sides of the board.
The program comes with Overlay Sender and an overlay file.
Go to the Switch Access menu screen and click on the IntelliKeys
button. This will set up the IntelliKeys for use with Choose and Tell:
Nursery Rhymes.
Switches
Switches can be connected to the computer in a variety of ways.
As a rule, however, Choose and Tell: Nursery Rhymes requires
interface boxes to act as if the Spacebar or Enter keys are pressed.
The descriptions below will cover many of the options:
Windows
• IntelliKeys
If you are connecting switches through an IntelliKeys
keyboard, go to the menu screen and click on IntelliKeys.
The relevant information will be sent automatically to your
IntelliKeys keyboard.
• Don Johnston Switch Box
Plug your switch(es) into the sockets identified for [1] and
[2].
Choose and Tell: Nursery Rhymes
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• Serial Switch Box
Go to the menu screen and click on Set Up Serial
Switches. Select the COM port through which your switch
box is connected.
• Mouser
Switches connected through a Mouser act in the same way
as mouse buttons. Go to the menu screen and select one
switch or two switch operation.
• USB Switch Box
If this has software, it should be set up to act like the
Spacebar and Enter keys.
• Inclusive SwITchBox
By default, switches plugged into sockets 1 and 2, Space
and Enter, should act like the Spacebar and Enter keys on
the keyboard. If not, run the software for the box.
• SwitchBoard
Plug your switches into the sockets marked Enter and
Space.
Apple Macintosh
• IntelliKeys
If you are connecting switches through an IntelliKeys
keyboard, go to the menu screen and click on IntelliKeys.
The relevant information will be sent automatically to your
IntelliKeys keyboard.
• Don Johnston Switch Box
Plug your switch(es) into the sockets identified for [1] and
[2].
• USB Switch Box
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If this has software, it should be set up to act like the
Spacebar and Enter keys.
Choose and Tell: Nursery Rhymes
The Inclusive Technology
Troubleshooting Guide
This is a simple guide to common problems when trying to
install, remove or use any new software. If you need any
further assistance, please contact us. Our online support
website is available at www.inclusive.co.uk (click on support),
e‑mail us on [email protected] or telephone
Technical Support on 01457 819723.
1. I put my CD in and nothing happens.
To install the software, do the following:
• Click on ‘My Computer’. This is either on the desktop of your computer
or in the Windows Start Menu.
• This will open a window showing all your computer drives. Doubleclick on your CD drive (usually the D drive) and you will see a list of
everything on the CD. There will be an icon called ‘Setup’. Doubleclick on this icon and the software installation will start.
2. I have installed the program but no text appears in the menu.
To complete the installation you must restart your machine. After a reboot, all text will
appear.
3. How do I set switches up?
It’s a popular misconception that switches plug directly into your computer when used
with switch accessible software. You actually need to plug them into a Switch Interface.
These come in various shapes and sizes including switch boxes and roller/joysticks
(see www.inclusive.co.uk).
The most popular interfaces are dedicated devices that sit between the switch and the
computer and convert the switch press into the press of a chosen keyboard key. The
software recognises this key press (usually Space and/or Enter) and acts accordingly.
When using two switches (one to scan, the other to select), all Inclusive Technology
software uses the same key presses: Space to scan and Enter to select. Some switch
interfaces are programmed using their own software; others are simply a case of plug-in
and play. If you require further help regarding switch set-up, please contact us.
Choose and Tell: Nursery Rhymes
17
4. I would like to remove the software but don’t know how.
There are two ways to remove programs:
a) G
o to the Windows Start menu. Click Settings and then Control Panel.
Double-click on ‘Add or Remove Programs’. This will bring up a window showing all
software installed on your computer:
Click on the Change/Remove button and follow the prompts to remove the software.
b) Not
all software appears in Add/Remove programs. If your software does not, follow
these steps:
• Open ‘My Computer’ (see Question 1).
• Double-click on the C drive.
• Double-click on the Inclusive folder.
• Highlight the folder with the software you want to remove and press ‘Delete’.
5. When I run the program, my screen goes black, or only some of the program is
displayed on the screen. (Windows only.)
This problem is sometimes caused by the program trying to fill your computer screen. It
is usually solved by installing the correct software drivers for your monitor. If this can’t be
done, there is a way to prevent the program from trying to fill up your screen.
a) Click the right mouse button on the program icon on the Desktop. This will make a
pop-up menu appear.
b) C
lick the left mouse button on Properties at the bottom of the pop-up menu. This will
make the following window appear:
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Choose and Tell: Nursery Rhymes
(If it doesn’t look much like this, click on the word Shortcut at the top of the window.)
c) Add “ /c” to the end of the text in the Target window.
For example, if the text ends SwitchIt Weather.exe”
Change this to SwitchIt Weather.exe” /c
Remember to type a space before /c. Also make sure the / is not a \.
d) Now click the OK button at the bottom of the window.
Now try running the program again. If the program runs but has a black border round the
edge, you can exit the program and try changing the “display resolution” to 800x600.
Extra help from Inclusive...
Don’t forget that there are over a thousand pages of information about using technology
to support your learners on our website. See: www.inclusive.co.uk
We organise Information Days around the country which are packed with advice,
inspiration and ideas. See: www.inclusive.co.uk/events
We also organise exhibitions about ICT for special needs.
See: www.inclusive.co.uk/exhibitions
Choose and Tell: Nursery Rhymes
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Notes
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Choose and Tell: Nursery Rhymes