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CATProgram
I The Computer-Aided Teaching Program that comes with sound, ABC, numbers and pictures so your students can learn faster. Free download now; however, if you would like
to help, you can donate $5 by clicking on the
PayPal link below.
Note: Some pictures lost their quality when I converted to HTML! |
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CATProgram Computer-Aided Teaching Program Operating System:
Windows |
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CATProgram is a computer program that comes with sound and pictures, alphabets and numbers, shapes and colors, hours and money. In addition, CATProgram provides pictures for addition and subtraction with sounds and numbers so young students such as preschoolers and kindergarteners can learn faster. I developed the CATProgram because when I was helping my 5 years old son learn his ABC and numbers, I was very frustrated because he was struggling learning from the old fashion and boring way – the way you say one letter and one number at a time, and after 5 minutes my son was repeating after me in his sleep. After that experience, I knew it has to be a better way to help kids learn quicker. I then started searching on the internet and local computer stores for educational programs, but I could not find any that works the way I needed – adjustable, dynamic and random enough to meet the needs of many learning levels.
CATProgram is not a computer game where students will master the patterns because each day and each time students use the program it will use new random numbers and patterns. Therefore, the only way students will master the program is to really know the math. Therefore, if the old saying, “A picture is worth 1,000 words” is true then what would it be worth if we add sound, numbers and animation to the picture? Did you know that kids learn much faster using computer-aided program because they pay more attention to computers than to teachers? Kids also seem to respect computers more, and they don’t talk back to computers either. I guess because computers do not yell at kids, and computers do have unlimited patience, too. Consistency is another advantage that computers have over human—they never get tired of saying the same thing over and over again. The last one is interaction. Once kids take control of the mouse, they are the drivers and listeners, and they will obey whatever the computers instruct them to do. CATProgrammingly Yours,
* Not available in all options
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ABC ABC is where students can learn their alphabets as well as associating letters with pictures. Students can also change alphabets from uppercase to lowercase at the bottom by clicking on the desired radio buttons. Additionally, students can change the location of each alphabet by clicking on the “Shuffle ABC” at the top. The “Show Picture” is for showing each corresponding picture of each letter, and the “Say the word” is for pronouncing the letter as well as the name of each object/picture. The “TEST ME” button is for testing students to see how well they know their alphabets. The “Read ABC to me” is for reading each letter starting from A to Z, and as each letter is being read, it will also change its color to cyan. Students can stop it by clicking on the “STOP” at the bottom right. |
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If students click on the “TEST ME”, the program will randomly say any letter between A to Z and then students have to click on the said letter to see if it is correct. When the program reaches the end, a result as shown below will appear. Date: 03-29-2007 You did not know the following alphabets:
F G M
P Q S
T W Your score is: 69% |
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DRAW ABC This option is for students to practice their alphabets as well as writing or draw them using the mouse. The Show at the top has many options where you can show every other letter or every other two letters. Students then can click on the missing letters and then try to fillin the missing letter by clicking on the letters provided at the bottom. The Clear will clear the drawing screen. The Uppercase will show all alphabets in uppercase and the lowercase is for showing all alphabets in lowercase. The Colors is for changing the drawing colors, i.e., black, blue, green and red. The Print is perhaps the most useful of all in this option. Once you have clicked on the letter you wish to have it printed, you can then click on the Print at the top to have it print on your default printer. This will print the letter you have on your drawing screen with some lines to help students write their alphabets. |
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DRAW ABC The “Identify Missing Letters” button at the bottom is for identify the missing letters. Students then can try to figure out the missing letters in the correct order by clicking on A-Z at the bottom. At the top, you can select the Show à Every other letters, every third letters etc… |
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SHAPE
& COLOR Shape & Color is for students to learn basic shapes and colors. Clicking on each of the object, students will hear the sound or pronunciation of that object/color. The “TEST ME” button is for testing the students. When students click on that button, the program will randomly say any of the objects, i.e., Line, Arc, Blue, Red etc…, and students can answer the question by clicking on the object that they think is the correct answer. At the end, after the 19 questions have been answered, the result will appear. If the student got 100% correct, they will hear a voice “Very good job.” Otherwise, the objects that they got wrong will be listed at the top. |
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CLOCK Clock is for students to learn some basic time and hours. Students can click on any of the numbers on the clock below and the program will say the time or hour. If students click the “Show Half Hour”, the program will say the hour in an hour plus the half, 30 minutes that is, i.e., 1:30, and 2:30 etc… If students uncheck the “Show Numbers”, the clock will display only numbers 12, 3, 6, and 9, and the rest of the numbers will be shown as ‘*’ instead. The “TEST ME” is for testing students. Clicking on this button, the program will randomly say numbers between 1 and 12 and then students can answer by clicking on the corresponding number at the bottom. The “READ TIME TO ME” is an option where the program will read the hours starting from 1 o’clock to 12 o’clock. Students can stop the program by clicking on the “STOP” button on the bottom right. |
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If you check the “Show Half Hour” button on the left, and unchecked the “Show Numbers”, the program show only number 12, 3, 6 and 9 as well as the half hour, too, i.e., 4:30 o’clock. |
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MONEY This option is for students to learn the basic monetary units or values. Students can click on any of the pictures and the program will say the dollars or cents amount. For example, if students click on the $1 dollar picture, the program will say “One Dollar.” Students can click just about any numbers or pictures on the screen and the program will read the values to them. If students type in a number, i.e., 25 in the textbox on the right and press the Enter key, the program will say “Twenty Five Dollars.” At the bottom, students can click on the numbers to hear the sounds. If students click on the blue button, “Click here for New Numbers”, the first row of numbers will be created. This allows students a way to learn and read different numbers. |
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ADD MONEY Add Money is an addition based on summing or counting money; mostly, in cents. Students can click on the text to hear the value as well as clicking on the pictures. On the left, there is an option for students to select how many units/coins, or numbers, students want to display per question. By default, numbers will be between 1 and 3, but this value can be up to 6 different units. Once students click on the “START” button, the program will randomly display the money units/cents and then students can try to find the answer by clicking on the numbers below. For example, 5 cents 5 cents 10 cents = 20 cents. Therefore, the student would have to click on the number 2 and 0 his answer. For more help, click on the “Help” at the top. |
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ADDITION This option is for students to learn their basic addition using both pictures and numbers. On the right, there are two textboxes where students can change the range of numbers for his/her addition level. For example, for younger kids, they might want to set the top range of number to 2. This means the program will only use numbers between 1 and 2 for the top number. However, students can change this value to any number between 1 and 10. Once students click on the “START” button, the program will start with the math problems, and the button will be changed to “STOP.” Also, the listbox on the left will keep track of his scores. As you can see the sample below, I got three wrong: 1 + 3 = 5, 3 + 3 = 7, and 3 + 4 = 6. Students can then print his scores by clicking on the “Print Scores” at the top when he is done. On the left, students can choose to display only pictures or only numbers or both as shown below. By default, both number and picture will be shown. Students can also pick/click on any of their animals shown below and that animal will then be the addition animal. |
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SUBTRACTION Subtraction is very similar to addition except for taking away the number of birds that needed to be subtract from. To do this in a meaningful way, the program will say, i.e., “Nine minus 3 equals” with all 9 birds showing. Students then need to click three birds from the nine birds, and the clicked birds will disappear from the screen – similar to real takeaway that is. Once the student has clicked up to 3 birds, a prompt “How many birds are left?” will appear. Students then can click on the number 9 for his answer or clicks on the remaining birds to get a count, i.e., 1 – 6. |
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LEARN
1-2-3 This option is for students to learn their basic counting and numbers from 1 to 20. Students can click on any of the numbers shown below and the program will say the number as well as displaying the corresponding picture of that animal at the top. For kids who are new to numbers, this option is very helpful because it has all the numbers shown as well as pictures. The “SAY NUMBER 1 to 20” will say the numbers from 1 to 20 as well as showing the corresponding animals at the top.
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If students click on the “TEST ME” button above, the program will randomly pick any number between the specified range, i.e., 1-10 on the left, and then students can try to click on the correct number by clicking on the number at the bottom. If students don’t know their numbers, they can click on the pictures and the program will count for them, i.e., 1 to 6. |
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MATCH ABC Match ABC is for kids to learn to match their uppercase alphabets, i.e., ABC to the corresponding lowercase abc. When students click on the “START” button, the program will show three lowercase letters at the top, i.e., “a, g, o” as shown below. Students can then drag the uppercase ‘A’ on top of the small ‘a’ or just by clicking on the small ‘a’ above.
On the left “Settings”, students can click on the “Show Picture” and the corresponding picture for each letter will be appear instead of lowercase letters. |
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MATCH ABC This option is similar to the alphabets matching, but instead students will be matching their alphabets with pictures or objects above. For example, a is for “apple”, g is for “goat”, and o is for “orange.” By clicking on each of the picture, the computer will say the object name, i.e, “apple, goat, and orange etc…” Students then have to match “Apple” to the letter ‘A’, and “Bird” for the letter ‘B’ and so on. |
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MATH 100 This is a math table that will show up to 100 hundred numbers. The highest number you can have is 10,000. Just select the desired number from the listbox “Count by.” By default, the program will display numbers from 1 to 100 with an increment of “County by” 1. The “Read Numbers to Me” at the bottom is for making the computer reads the displayed numbers to students. The program will read from the first number to the last shown number, but students can stop the program by clicking on the “STOP” button. For beginners, you might want to make the program read the numbers slower by clicking on the “Delay” at the top. The “TEST ME” is for testing students to make sure they know their numbers. When this option is clicked, the program will randomly say a number from the displayed numbers, and students then can try and click on the said number. Other useful option at the top is the “Show” where students can select to show every numbers, every other numbers, every 3 other numbers etc… For more features, click on the Help at the top. |
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MATH 100 This math table is similar to the one before where it displays numbers from 1 to 100. However, I chose the option “Show à Every 2 other numbers” at the top under the Show with a “Count by” of 2. That means the program will start at 2 and skip two other numbers and show the third number as shown below. This is another way to test students for finding the missing numbers. Additionally, when students click on the blank box, or the missing number, students can try to fill in the correct number. If the student is wrong, the program will say so. Otherwise, the program will move to the next blank spot where students can continue to fill in the missing number. |
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TEST
NUMBERS Test Numbers is for testing students to see how well students know their numbers. By default, the program starts with a minimum number of 1 to a maximum number of 20. That means, the program will randomly say numbers between this range, and students then can try to type in the said number. For example, the program said “TEN” and I clicked on “19” so it marked as wrong. As you can see, I got 10, 18, and 12 wrong on the sample test shown below. There are two options where students can use. The “TEST ME” is for testing students with keeping track of their scores, and the “PRACTICE” is for testing without keeping their scores. With the “TEST ME” option, students can print their scores when they are done by clicking on the “Print Scores” at the top. The “Say Number Again” will say the said number gain just incase students did not hear the first time and/or forgot the number, and the CLEAR on the left is for clearing the number in the answer textbox. |
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MEMORY
GAME This is a simple memory game where students can learn not only their ABC, but to use their memory. When students click on the START button at the bottom, the program will randomly say the alphabets anywhere between 2 letters to 5 letters depending on the level of difficulty students selected from the “Game Level” at the top. By default, the program is set to the easy level – two letters to start with. |
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Memory game is not only good for improving our memory, but also for listening skills. Some educators believe that the more we work on or use our memory the better it gets. BUY CATP I now for just $5 dollars |