NODDY`S PLAYTIME ++++++++++++++++++++++++++++ INTRODUCTION Welcome to Toy Town and the amazing world of Noddy`s Playtime, a unique fun-filled educational package for young children. NODDY`S PLAYTIME contains no less than ten exciting programs which will inspire, delight and, most importantly, instruct children in a range of different skills. NODDY`S PLAYTIME has been produced following extensive research by educationalists and psychologists. The programs contained within this package have been carefully designed, within the frame work of the early requirements of the National Curriculum, to make learning an enjoyable process. This is, we believe, the most complete entertainment and learning package for young children. Each of the programs which make up this package can be used, unaided, by even very young children. At the lowest levels of play there is no reliance upon the use of language. Control of each of the programs is by colourful and simple to use icons. To add to their involvement, children should look out for various active areas on each program screen. Some of these are hidden and must be discovered. To find out if an area is active, children should take the cursor around the screen and click on various objects. Those which are active will animate. NODDY`S PLAYTIME contains * Eight educational and fun to play activities: * Railway Station : send the train on its journey by using memory and shape and colour matching skills. * Noah's Ark: match the different parts of each animal puzzle together then watch Noddy as he takes a ride in the Ark. * Farm Yard: match together different halves of animals. * Four Chimney House: play different tunes and animate characters from Toy Town. * Market Place: find objects which match letters or words and bring PC Plod down to earth with a bump! * N & B Works: find the odd one out and keep the wheels of Toy Town's factory in motion. * Post Office: use counting and simple arithmetical skills to help Noddy climb a magic ladder. * Police Station: guide Noddy through a variety of mazes. * A junior paint package, Noddy`s Paint Pot. * A linking program in which children can drive Noddy`s car around Toy Town. Not only does this link the games and form a unique menu system but it forms a game in itself which children will want to return to time and time again. As children drive Noddy around Toy Town they will be able to control the actions of the characters in the town by using various key depressions. As Noddy drives to various points in Toy Town, children will be able to load different programs in the package. PROGRAM HELP While each of the games in this package has been designed to be as easy to use as possible children may sometimes hit upon a problem. If they experience any difficulties Big Ears will always be on hand to help. If children call upon Big Ears (by clicking on the icon in the bottom of the screen) he will offer a clue to help children complete the task in hand. CONTROLS The controls within NODDY`S PLAYTIME have been designed to be as simple as possible for children to use. The programs can be controlled using the mouse, the keyboard or a joystick. Full details on how to operate each individual game can be found in SECTION 2 of this manual. The majority of the techniques used are the same for every program: MOUSE Every part of this package, except the Driving Menu, can be controlled using the mouse. The left mouse button is used to select an item and the right button is, used to confirm selections. KEYBOARD From the computer keyboard the on screen cursor (or Noddy`s car in the Driving Menu) can be moved around using the cursor or arrow keys. In some games (see SECTION 2) alternative options can be selected using the SPACEBAR. ENTER or RETURN are used to confirm the currently selected choice. JOYSTICK The joystick can be used instead of the mouse with the FIRE BUTTON confirming any selected choice. A number of operations are controlled in the same way regardless of which input method is used: To leave any game and return to the Driving Menu, click on Noddy`s car (which can be found in the bottom right of the games screen) or press ESC on the keyboard. To change the level of play within any game press F10 on the keyboard. You will then see a Level Selection Screen from which you should select which level you wish to play. HOW TO USE THIS MANUAL The remainder of this manual is laid out in four sections. SECTION 1 Describes how to load NODDY`S PLAYTIME and use the Option screens SECTION 2 Describes each of the games within NODDY`S PLAYTIME along with Noddy`s Driving Menu which forms a link between the games. This section takes the form of a short story which should be read aloud to children. Instructions on how to use Noddy`s Driving Menu and the games are interspersed throughout this story and are placed inside boxes. SECTION 3 Describes Noddy`s Paint Pot, a fully functional junior art package, which forms an integral part of this computer package. SECTION 4 Explains how NODDY`S PLAYTIME responds to early requirements of the National Curriculum. Throughout the manual you will find a number of outline pictures. similar to those used in Noddy`s Paint Pot, which children should be encouraged to colour in. SECTION 1: LOADING AND USING THE OPTIONS SCREENS ATARI ST'S AND AMIGAS Single Drive Owners Insert Disk 1 into Drive a (ST) or Drive 0 (AMIGA) and switch on the computer. After a short while you will see the Introductory Screen. Occasionally you will be asked to swap disks. Double Drive Owners Insert Disk 1 into Drive A (ST) or Drive 0 (AMIGA) and Disk 2 into Drive B (ST) or Drive 1 (AMIGA) and switch on the computer. After a short while you will see the Introductory Screen. IBM-COMPATIBLE PCs Insert the program disk in Drive A. From MS-DOS activate this drive by typing a: then press Return or Enter. To load the program type in noddy and press Enter or Return. Once you have followed the relevant loading instructions for your computer, you will be presented with a screen which introduces NODDY'S PLAYTIME. You can bypass this at anytime by pressing ESC on your computer keyboard. The Main Option Screen Shortly after you have seen the Introductory Screen you will be presented with the Main Option Screen. Whilst driving around TT, if at any time you wish to return to the Main Option Screen, press ESC. The Main Option Screen allows you to set the parameters which control how children play NODDY'S PLAYTIME: EASY, HARDER or HARDEST Each of the eight games within NODDY'S PLAYTIME can be be played at one of three levels. The easiest level is designed for very young children or those unfamiliar with this package. The most difficult will tax even bright seven year olds. You should set the starting levels for each of the games by clicking on the relevant icon. This level will be used in every one of the games when children first enter them. While playing, the level can be altered at any time by pressing F10 and reselecting a new level of difficulty. Play or Use Noddy's Paint Pot The Driving Menu contains eight locations can be loaded. At each of these Noddy's Paint Pot can also be loaded. Additionally, Noddy's Paint Pot can be accessed from the Main Options Screen. There is an advantage in doing this. When Noddy's Paint Pot is loaded from a location on the DRIVING MENU two location specific outline pictures are made available for children to colour in. If it is loaded from the Main Options Screen all 16 pictures are available to children. If your children wish to use Noddy's Paint Pot rather than enter the DRIVING MENU, they should click on Noddy's car. Driving Around Toy Town NODDY'S PLAYTIME consists of eight games and an art package. These are linked together through a tenth program, NODDY'S DRIVING MENU, in which children can drive Noddy around Toy Town and load each of the games. You can opt to play NODDY'S PLAYTIME in one of two ways. Children can decide to drive Noddy around Toy Town themselves. In this way they can explore the map which makes up the Driving Menu. Placed on the map are eight taxi ranks. These represent load points for the remaining parts of the package. If, for example, children wish to play Noah's Ark jigsaw puzzle game they should park Noddy's car in the taxi rank outside Noah's Ark. Alternatively, children may wish to see Noddy's take control of his car and drive it around Toy Town. You should select which of these options you wish to use by clicking on the relevant icon on the final line of the MOM. If children have opted to take control of Noddy's car, NODDY'S DRIVING MENU will load with Noddy parked outside his house ready to move off. If they have selected the automatic driving facility, they will see a second menu with icons representing each of the eight locations. They should now select one of these by clicking on it. NODDY'S DRIVING MENU will then load and noddy will drive directly to the selected location. (If this facility is used, each time children leave a game Noddy's car will be returned to outside his house and they will be able to select another location.) The Games Options Screen As Noddy drives into a taxi rank children will be represented with a Games Option Screen which contain three icons. If they wish to use Noddy's Paint Pot they should click on the first icon which shows Noddy holding a large paintbrush. If they driven into the Taxi Rank by mistake, they can return to the Driving menu by clicking on the second icon, Noddy's car. To load the game associated with the location they should select the final icon which shows a scene from the game. SECTION 2 THE DRIVING MENU AND THE GAMES DRIVING AROUND TOY TOWN Noddy lives in a tiny house on the edge of Toy Town which he built using toy bricks. Because it is a house for one person it is called "House-for- One". Noddy has many friends in Toy Town most of which he sees every day as he drives around in his little yellow car. Noddy's job is to help his friends get to wherever they want to go. his little yellow cat is a taxi and Noddy is a taxi driver. On Friday night, Noddy went to bed early. He was very tired. He had been taking people backwards and forwards all over Toy Town every day that week. As he crawled into his little bed he remembered that tomorrow was Saturday and that he did not have to work. For a change he thought that he would take his little yellow car just where he wanted to go to. He decided to see all of his friends and have some fun! Slowly, the exhausted, but happy, little Noddy fell asleep thinking of all the adventures that he could have the next day. Earl next morning Noddy jumped out of bed. After brushing his teeth and combing his hair he was soon dressed and eating his breakfast. When Noddy opened his front door he saw that the sun was shining and he heard the birds singing in the trees. As he walked towards his car he saw Mrs. Tubby Bear, his next door neighbour, hanging out her washing. "Good morning Noddy," she shouted, "what a lovely day it is. What are you going to do today?" "I'm going to be very busy," Noddy replied, "I'm going to drive around Toy Town and see all my friends." As Noddy climbed into his car Mrs. Tubby waved and shouted, "Good-bye Noddy, have a nice time!" With that, Noddy waved and drove off. *************************************************************************** * * * You can direct Noddy's car around Toy Town using the arrow keys on the * * keyboard or using a joystick. If you let go of the joystick or the * * arrow keys while the car is moving it will come to a halt. * * * *************************************************************************** As Noddy drives along he sees lots of his friends. How many can you find as you drive around Toy Town with Noddy? When Noddy is not sure of where he is going he always looks at his map. You too should check where you are guiding Noddy's car by looking at your map of Toy Town. If you do this you, and Noddy, will not get lost. One road at the bottom of the map leads out of Toy Town and into the country side towards Noah's Ark Town. Be careful if you drive here as neither you nor Noddy have a map of the area to guide you back to Toy Town. Noddy often gets confused as he drives around the country side and must carefully try to remember where he has been. *************************************************************************** * * * To the bottom right hand corner of Toy Town is a road which leads off * * into the country side. This takes the form of a maze which children can * * explore. If they should get lost they can magically return to Noddy's * * car to outside his house by pressing Q on the keyboard. * * * *************************************************************************** As you help Noddy drive around, perhaps you will be able to surprise some of his friends by sounding the horn of Noddy's car. *************************************************************************** * * * As you drive along, don't forget to remind Noddy to wave to his * * friends. * * You can make Noddy and his car do various things. These are controlled * * by keys on the keyboard: * * * * Press H to make Noddy sound the horn of his car. * * Press W to make Noddy wave. * * press B to make the car brake suddenly. * * Press N to make Noddy nod * * Press E to make the car's engine roar. * * * *************************************************************************** As you, and Noddy, drive along you will see some places in the road with the word "TAXIS" on them. If Noddy's car is parked in any of these, Noddy will be able to get out of his car and play a game with you. When the car is being driven automatically it will park in the spot selected before the Driving Menu was last entered. *************************************************************************** * * * When the car is being driven manually it will park in a parking place * * if children take their hands off of the controls as they approach any * * space or if they attempt to manoeuvre the car into the parking position.* * Once the car has parked in a space, you will see a menu screen. If you * * want to play the game, click on the game icon which appears on the far * * right of the screen. If you want to use Noddy's Paint Pot you should * * select the icon to the far left. To return to the Driving Game, click * * on Noddy's car. * * * *************************************************************************** *********************** * missing box of text * *********************** POST OFFICE Noddy pulled up outside the Post Office where Mr. Tubby Bear had just finished painting a new sign which said, in bold red colours, "POST OFFICE". As Noddy climbed out of the little yellow car he saw the wet paint sparkle in the bright sunshine. Tubby was climbing down his ladder which was leaning against the wall in front of the building. "Hello Noddy," he said, "do you like the new sign?" "Yes," replied Noddy, "It's the same colour as my shoes." Tubby smiled. "Painting is hungry work. I'm going home to cook my lunch, then I'll come back and collect my ladder," he said. With that, he wandered off towards his house. Noddy walked towards the Post Office. In front of him was the row of Toy Town post boxes. As he walked in he was surprised to see letters scattered all over the floor. "That's odd," Noddy whispered to himself, "Where did all these letters come from?" Noddy looked up. On the low roof which was at the side of the building sat a Naughty Goblin. He was grinning and clutching onto a letter. "What are you doing up there?" enquired Noddy, walking to the side of the Post Office. "Shan't tell you!" replied the Goblin. "What are you holding?" said Noddy. "Shan't tell you!" repeated the Goblin. "Whatever it is. I'm sure that it doesn't belong to you," Noddy shouted. He then remembered the mess in front of the letter boxes. "Did you do this?" "Maybe, maybe not," said the Goblin whose grin became even wider. "Come down here at once and clean this mess up!" shouted Noddy. By now, Noddy was getting very angry. How could he possibly get up as high as the Goblin? Just then, he remembered that Tubby had left his ladder in front of the Post Office. Noddy ran around the building and pulled at the ladder. "This is heavy!" he grunted. Noddy pulled again. The ladder started to swing towards him. He took a step back and steadied the ladder. Slowly he managed to tip it onto its side. Noddy let the ladder rest against his legs as he caught his breath. With a hup-two-three, Noddy had lifted the ladder and was carrying it to where the Naughty Goblin was perched. The Goblin, still smiling, looked down at Noddy as he struggled to prop the ladder against the wall. Suddenly, the smile disappeared and he began to look sad and worried. "You won't get this letter!" he yelled. "Oh won't I?" said Noddy who had now managed to rest the top of the ladder against the small roof. "No," replied the Goblin. "You see, that's a magic ladder. To climb it you must sort out the letters on the floor. You can't do that and climb the ladder at the same time and there's no one here to help!" BUT THERE IS! YOU CAN HELP NODDY TO CLIMB THE LADDER AND TAKE THE LETTER FROM THE NAUGHTY GOBLIN. ALL YOU HAVE TO DO IS POST THE LETTERS IN THEIR CORRECT BOXES. *************************************************************************** * * * On the screen you will see a hand. To pick a letter up you should move * * the hand over it (using the mouse or the arrow keys) and click on the * * left mouse button or press RETURN. You can move the letter to a post * * box. Once it is there, click on the left mouse button or press RETURN a * * second time and it will be posted. * * * * You can also move the hand with the joystick. To pick up or post a * * letter you should press the FIRE button. * * * * LEVEL ONE * * * * A certain number of letters appear below the letter boxes and these * * can be posted in any of the letter boxes. * * * * A postman will come and collect the letters. Noddy will then go one * * step up the ladder. * * * * LEVEL TWO * * * * This time the letters have numbers written on them. There are also * * numbers above each of the post boxes. Look at the number on one of the * * letters. Now find the post box with the same number above it. This * * letter should be posted in that box. Carry on posting the letters by * * matching their numbers with those above the post boxes. If you make a * * mistake, the post box will sneeze. When you have posted the last * * letter, the postman will come on and collect all of the letters and * * Noddy will rise up the ladder. * * * * LEVEL THREE * * * * Now the letters have sums on them. With each letter work out the * * answer to the sum and post it in the post box which shows that answer. * * * *************************************************************************** MARKET PLACE Next Noddy decided to drive to the Market Place and visit Dina Doll. Noddy likes visiting Dina and looking at all the exciting different things which she has on sale. Noddy pulled up into a parking space to Dina's stall and jumped out of his little yellow car. As he was walking towards Dina's stall he noticed that something very odd was happening. Floating above the market stalls and holding onto five coloured balloons was Mr. Plod the policeman. Noddy wandered over to Dina's stall. "Hello Dina," he said "what's happened to Mr. Plod?" "Noddy," she replied, "you'll never guess." "So tell me Dina," said Noddy. "Well, just a short while ago Mr. Plod told off some naughty goblins. They were hitting people over the head with their balloons." "That couldn't have hurt anyone," said Noddy butting in. "But it could give them a nasty shock and even make them drop something. Milko dropped six bottles of milk when they tried to surprise him." "Oh dear," said Noddy. "They just didn't stop doing it even when Mr. Plod got very angry. So he chased them and took their balloons away. The trouble is that Mr. Plod has now picked up so many balloons that he's floating above the market square and now one of those naughty goblins has decided to have some more fun and burst the balloons using his pea-shooter." "Well at least that will make Mr. Plod drop down," said Noddy, "but we must help to try and catch the goblin." AS YOU ANSWER QUESTIONS AND FIND ITEMS ON DINA'S STALL A GOBLIN WILL APPEAR AND BURST ONE OF THE BALLOONS. AS THE GAME PROGRESSES NODDY WILL TRY TO CATCH HIM. ************************************************************************** * * * LEVEL ONE * * * * This deals with initial letters. You should find an object on the * * market stall which begins with the letters shown at the bottom of the * * screen. To do this move the hand over the object (using the mouse, * * joystick or the arrow keys) and click on the left mouse button, press * * RETURN on the keyboard or FIRE on the joystick. * * * * LEVEL TWO * * * * You should read the word shown at the bottom of the screen and find * * it on Dina's stall just as you did on Level one. * * * * LEVEL THREE * * * * Here you should find a number of objects on the stall which each * * begin with the same letter. Find each of these as you did before. As * * you correctly identify each of them they will float to the top of the * * screen. * ************************************************************************** NOAH'S ARK Noddy then headed off to see Mr. Noah and the animals on the Ark. Noddy liked visiting Mr. Noah. Not only did lots of different types of animals live with him but sometimes he took Noddy for trips in the Ark. Mr. Noah was a large jolly man with a long beard. Noddy was fascinated by his tales of all the different lands which he had visited and the different animals which he had seen. As Noddy parked his little yellow car he saw Mr. Noah at the side of his Ark. "Hello Mr. Noah," shouted Noddy clambering out of his car. As he walked closer to the Ark he could see that Mr. Noah was trying to sort out some pictures of his animals. "Can I have a ride in the Ark today please?" asked Noddy. "I'm sorry Noddy, not today, I'm far too busy," Mr. Noah said. "Why, what are you doing?" said Noddy. "I'm trying to put pieces of these pictures together," replied Mr. Noddy pointing to some big pictures of his animals. "Last year I decided to cut them into pieces so that I could put them away in a box. Now I want to check that all of the pieces are there and stick them back together again." "Why do you want to do that?" said Noddy. "The Toy Town Art Gallery has asked if I could put them on display so that everyone in Toy Town can see them," Mr. Noah said. "I'm in such a mess Noddy, do you think you can help me?" Noddy smiled and nodded. "I'd love to help you," he said. "If we finish, then can we go for a ride?" "Of course we can," said Mr. Noah smiling. CAN YOU HELP NODDY AND MR. NOAH SORT OUT THE JUMBLE PIECES OF EACH OF THE PICTURES? IF YOU CAN, YOU CAN JOIN THEM IN A RIDE ON THE ARK. ************************************************************************** * * * In the window on the left of the screen you will see the jumbled * * pieces of a jigsaw puzzle. When put back together in the correct order * * these will make a picture of an animal. To do this you should pick * * them up, one at a time, and place them into the window on the right. * * To do this move the hand over the piece (using the mouse, joystick or * * the arrow keys) and click on the left mouse button, press RETURN on * * the keyboard or FIRE on the joystick. Move the piece into the correct * * position in the window on the right and put it in place and clicking * * on the left mouse button, pressing RETURN on the keyboard or FIRE on * * the joystick. * * * * If you place a piece in an incorrect position you can pick it up * * again and put it in a new position in either window. * * * * If you want to check that you have placed any of the pieces of the * * puzzle in their correct places you can do so at any time by clicking * * on Big Ears icon. If all of the pieces which you have placed are in * * the right places, Big Ears will nod his head. If any are in the wrong * * places, he will shake his head and those pieces will be returned to * * the left. * ************************************************************************** N. & B. WORKS After having such a nice time with Mr. Noah, Noddy decided to see his old friend, Farmer Straw. The road between Noah's Ark and the farm took Noddy past Toy Town's factory, the N. & B. Works. Usually, on a Saturday, the factory is closed and its gates are locked. This day was an exception. As Noddy drove up to the factory he could hear the "Chug, chug, chug" of the large machines inside. The lights were on and the door to the building was wide open. Noddy was curious. He parked his car car outside and wandered through the big front door. The "Chug, chug, chug" of the machines became louder as he entered the building. "Hello!" Noddy cried, but no-one heard him. Very cautiously, Noddy wandered through the factory. All of the machines were working but he saw no-one. Noddy continued to walk. PAGE 18 He went past the huge yellow machine which sorted out the materials. Next he saw the strange red mixing machine. Then he tip-toed past the massive green machine. He watched as a group of hambergers came out of this machine followed by a batch of gingerbread men. The last room in the factory was where all of the things which were made were checked and put in boxes. Noddy slowly wandered towards the room and there he saw Big Ears. "Big Ears, what are you doing here?" asked Noddy. "I'm helping out in the factory," replied Big Ears. "Last week some new machines were delivered which do most of the jobs in the factory on their own. Because it took all week to put them in we didn't make any new things. So, I'm spending today catching up. If I don't there will be no ice cream, no hambergers, no trifles..." "Stop!" cried Noddy, "I can't bear to think of it!" "Could you help out while I go check the other machines please Noddy?" Big Ears asked. "Of course," said Noddy, "what do you want me to do?" "Just make sure that everything in each box is the same," replied Big Ears. "Ever time you find something which is different, it must be crushed. The items that are left can be out in boxes and delivered all over Toyland." Big Ears walked away with a spanner in his hand. "Oh well," Noddy muttered to himself, "I can't let my friends in Toyland down, I hope I don't make any mistakes." CAN YOU HELP NODDY TO CHECK THE ITEMS PRODUCED IN THE FACTORY AND PLACE THEM INTO THEIR BOXES? ************************************************************************** * * * The purpose of this program is that children identify objects which * * are different to others on the screen, the "odd ones out". As each * * game begins a number of items will move on to the conveyor belt (from * * left to right). On the far left of the screen is a "crusher". To move * * this above the first item on the conveyor belt, children should press * * the SPACEBAR, the left mouse button or shift their joystick to the * * right. Repeating these actions will move the "crusher" onto the next * * item. When it is above a "reject" item (an "odd one out") the "crusher"* * can be made to squash the item by pressing RETURN, the right mouse * * button or FIRE. To return the "crusher" to the start of the conveyor * * belt, press F1 on the keyboard. Once all of the "reject" items have * * been squashed, the "crusher" should be moved to the far right of the * * conveyor belt. The program will then check if the choices are correct. * * * * LEVEL ONE * * * * Only a single item must be found and crushed. * * * * LEVEL TWO * * * * The number of items is increased to two. * * * * LEVEL THREE * * * * The number of items is increased to three. Children must find and * * crush the rejects against the clock, the speed of which can be made * * faster by pressing F or slower by pressing S. * * * ************************************************************************** FARM YARD With all of the nice things now in boxes, Noddy could leave the factory and continue his journey to visit Farmer Straw. Within a few minutes Noddy had parked his car outside Toy Town Farm. It was nearly four o'clock and this was when Farmer Straw fed his animals. Noddy wandered around the farmhouse and headed towards the barns at the back where the animals slept and were fed. As Noddy walked along, Bumpy Dog ran up behind him and barked. PAGE 21 "Hello Bumpy Dog," said Noddy bending down to stroke him, "let's go and find Farmer Straw." Noddy continued to walk towards the barns. Every so often. Bumpy Dog barked and jumped up Noddy's legs. Once or twice he nearly knocked Noddy over. Each time Noddy just laughed and said, "Careful Bumpy Dog." When they arrived at the animals' barns they found Farmer Straw angrily stamping his feet and going red in the face. "Those naughty animals!" he shouted. "They're playing a game and won't come out for their food." "What sort of game?! asked Noddy. "A mix-up game," replied the farmer. "They've mixed up pictures of their heads and tails on the door of the barn. They won't come out for their food until the two halves of the pictures match!" "That sounds fun," said Noddy, "can I play the game and try to feed them?" "Please do Noddy," answered Farmer Straw, "the sooner these animals are fed the better for everyone." In his temper, he stamped his feet once more. CAN YOU HELP NODDY TO SORT OUT THE HEADS AND TAILS OF THE ANIMALS AND GIVE THEM THEIR FOOD? ************************************************************************** * * * The large barn in the centre of the screen forms the playing area for * * this game. This is divided into two sections: the one on the left * * contains an animal's head and the one on the right contains a tail. * * The purpose of the game is to correctly match these two halves * * together. * * * * LEVEL ONE * * * * On this level a complete (and correctly matched) animal appears in * * the barn with its name at the bottom of the screen. Once any key has * * been pressed the tail will be replaced by that of another animal. * * Children must return the correct tail to the animal. * * To step through the available tails they should click on the tail * * using the left mouse button, push the joystick to the right or press * * the SPACEBAR on the keyboard. Once the correct match has been made * * this should be confirmed by clicking on the right mouse button (with * * the cursor anywhere on the screen), taking the cursor to Noddy or * * Farmer Straw and clicking on the left mouse button, pressing FIRE on * * the joystick or by pressing RETURN on the keyboard * * * * LEVEL TWO * * * * This level operates in much the same as Level One except that * * children must match the heads of the animals to their tails and they * * are not shown the correct match at the start of the puzzle. * * * * LEVEL THREE * * * * On this level children must step through the heads and tails and find * * the only animal which can be matched together. On this occasion * * children will have to step through both heads and the tails. To move * * between the two halves of the barn they should click on the relevant * * section using the mouse, push the joystick backwards or forwards or * * press the LEFT/RIGHT arrow keys on the keyboard. * * * ************************************************************************** RAILWAY STATION To the north of Toy Town stands the Railway Station. Noddy likes it here. Its such a busy place. Noddy's friends can catch trains to any town in Toyland. Many of them ask Noddy to drive them to the station in his little car. Some ask him to pick them up after their journeys. On Saturdays the trains in the Railway Station do not take passengers on long journeys through Toyland. Instead, they are used for games which the characters in Toy Town love to play. After visiting Farmer Straw, Noddy decided to go to the station and join in the fun. PAGE 23 When Noddy arrived most of his friends were already aboard the train which was waiting at the platform. Noddy spotted the Station Master. "Hello Mr. Station Master, what game are we going to play today?" enquired Noddy. "I thought that we would play a hide and seek game," replied the Station Master. "The idea is to find out where someone is sitting on the train." "How do we play this game?" asked Noddy. "The train will be standing at the next platform. Some of the characters will jump in and sit down. It will the pull into this platform and you'll all pull your blinds down. I'll then ask someone where one of you is sitting. If they get it right I'll the see who is hiding behind one of the ticket office windows." "That sounds fun!" replied Noddy. "The only problem is," continued the Station Master, "who is going to do the guessing?" "I know just the person!" Noddy replied as he wandered off to join his friends on the train. ************************************************************************** * * * This is a game which encourages children to remember certain * * characters which are present on a railway train. This may be a * * somewhat tall order for some smaller children so the various helps * * which are available in the program allow children to use shape and * * colour matching skills. * * * * LEVEL ONE AND TWO * * * * A train pulls into the station with the blinds to the windows open. * * Children should at this point carefully examine the positions of each * * of the characters on the train. After a short while, or when a key is * * pressed, the blinds drop and children are asked where one of the * * characters is sitting. children should now select one of the windows * * on the train. They can do this using the mouse (left clicking with the * * cursor on the window), the joystick (pressing FIRE with the cursor on * * the window) or the keyboard (by pressing RETURN). If children do not * * answer the question correctly the blinds will rise partially and they * * will have the opportunity to have another go in LEVEL TWO there are * * more carriages and characters. * * * * LEVEL THREE * * * * The train pulls into the station as before. Again children should * * carefully look at the positions of the characters on the train. After * * a short while the blinds again fall but on this occasion one of them * * re-opens. The character which was sitting in that position is now * * missing. Children must now try to identify which character was sitting * * in that position from the five shown at the bottom of the screen. * * * ************************************************************************** FOUR CHIMNEY HOUSE Noddy next drove through the Market Square in the centre of Toy Town. He stopped at Mr. Spark's garage to fill you his little yellow car with petrol ready to pick up lots of passengers on Monday. Then he set off home past Miss Thimble's house. At the end of the road Noddy turned right by Four-Chimney House where Angela Goldenhair lived. (This house is called Four-Chimney House because it is the only one in Toy Town which has four chimneys.) As Noddy turned the corner he saw Angela running down her garden path and waving at him. She did look excited! Noddy suddenly stopped his car. "What's wrong Angela?" he shouted. "Wrong? Why, nothing's wrong Noddy!" replied Angela. "I'm so excited. We have just finished making a new musical keyboard and it's wonderful." "What's so good about it?" asked Noddy. "It plays all my favourite tunes," said Angela, "and, if I play anything, models of all my friends in Toy Town pop out of the pipes. I can make it sound like an organ and I can make it sound like a piano..." "Slow down," said Noddy, "why don't you just show me?" "Good idea," Angela replied. With that, Noddy climbed. out of his car and followed Angela into Four- Chimney House, not quite sure what to expect. YOU CAN TRY ANGELA GOLDENHAIR'S AMAZING NEW MUSICAL KEYBOARD. YOU CAN MAKE IT DO EVERYTHING THAT SHE SAYS IT CAN DO? ************************************************************************** * * * This activity involves using the large on screen keyboard to play * * musical notes. Notes can be played by taking the cursor to them and * * left mouse clicking or pressing the FIRE button. Alternatively they * * can be played from the keyboard by pressing the numbers 1 to 8 (which * * correspond to the notes of the on screen keyboard). * * * * The on screen keyboard can be played as a piano or as an organ. To * * change between these modes press O on the computer keyboard for organ * * or P for piano. * * * * LEVEL ONE * * * * Allows children to familiarise themselves with the notes on the * * keyboard. They can press any the notes in any order. * * * * LEVEL TWO * * * * Children must first select a tune which they wish to play. Once they * * have done this they will hear it played by the computer. After the * * tune has played their task is to now replay it. To help do this the * * notes are shown as numbers relevant to those on the on screen keyboard.* * * * LEVEL THREE * * * * Is the same as Level Two except that the notes on this level are * * shown as actual notes on a musical stave. * * * ************************************************************************** POLICE STATION Noddy drove along happily singing the songs that he had just played with Angela Goldenhair. Up ahead he noticed Mr. Plod who was outside the Police Station and looking very angry. Mr. Plod had just banged his head and was feeling very strange. He saw Noddy's car trundling along the road. "Where's Noddy?" he said "Why is a goblin driving his car?" As Noddy drove closer, Mr. Plod started to jump up and down at the side of the road blowing his police whistle. With a sudden screech of the brakes, Noddy stopped his car. "What's wrong?" asked Noddy. "You are a very naughty goblin!" replied Mr. Plod. "Why are you driving Noddy's car?" "I'm not a goblin? It's me, Noddy!" By now, Noddy was very confused. "Don't you be cheeky to me," said Mr. Plod, "I can see that you're a goblin and I'm going to put you in prison until you tell me where Noddy is." Mr. Plod grabbed hold of what he thought was a goblin and took him to the Police Station. After only a few seconds Noddy found himself being locked up in a cell. As Mr. Plod closed the door Noddy noticed a large bump on his head. "What's wrong with Mr. Plod?" Noddy said to himself as the door slammed closed. "I Know, he must have banged his head and he thinks that I am one of those naughty little goblins." Noddy paced up and down thinking hard. Just how could he put everything back to normal? Then he say a spade in the corner of the cell. PAGE 28 "That's just the thing," he said, "I can use the spade to dig my way out of this cell. My little yellow car is just outside the Police Station. If I can get out I will be able to fetch a doctor who will put poor Mr. Plod's head right." Noddy took hold of the spade and he began to dig. He was soon digging downwards, but which way now? NODDY NEEDS YOUR HELP TO FIND THE WAY TO HIS CAR. CAN YOU GUIDE NODDY TO THE CAR BEFORE THE CONFUSED MR. PLOD CATCHES HIM? ************************************************************************** * * * Police Station is a maze game where the size and complexity of the * * maze increases with each level. * * * * At the start of each game we will see Noddy pacing around his cell. * * Once he is over the point at which children wish him to enter the maze * * they should make him start digging by pressing the left mouse button, * * the FIRE button on the joystick or RETURN on the keyboard. Noddy's * * route through the maze can be controlled using the mouse (left click * * in front of Noddy), the joystick or the arrow keys on the keyboard. * * * ************************************************************************** SECTION 3: NODDY'S PAINT POT Noddy's Paint Pot is a unique art package which has been specifically designed so that even the youngest child can enjoy using it. Using a variety of simple to use functions (including freehand draw, line draw, colour fill and pattern fill) it allows children to be be as creative as they want to be. Noddy's Paint Pot contains the major functions found in dedicated art packages (such as Electronic Arts Deluxe Paint) which children will be required to use as a part of the National Curriculum. As a result, it will give children the confidence to be able to creatively use such utilities at an early age. PAGE 30 Noddy's Paint Pot is very simple to use but at the same time, it has sufficient complexity to allow children to produce detailed and colourful pictures using a range of simple, icon driven commands. THE SCREENS Noddy's Paint Pot is presented on two screens: The Menu Screen contains the various icons from which this program is driven. The Drawing Screen is the active drawing area. By selecting a drawing function on the Menu Screen the screen will rise to reveal the Drawing Screen. To return to the Menu Screen children should click on the right mouse button or use one of the functions described below. CONTROL It is recommended that a mouse be used in Paint Pot. However, the controls within this program can be carried out using the keyboard of a joystick. The table below summarises the main functions within this package: FUNCTION MOUSE Select a Drawing Left Button Return Fire Function Move the cursor Mouse Cursor Joystick movement keys movement Start any Drawing Left Button Return Fire Function Stop any Drawing Left Button Return Fire Function Move from Menu Right Button Spacebar Spacebar to Drawing Screen PAGE 31 SEE PIC 1 FREEHAND DRAWING Clicking on this icon will take the program to the Drawing Screen with Freehand Draw selected. To start to draw, children should click on and release the left mouse button. The mouse can be moved to any point on the screen and a line will be drawn. To stop drawing children should click and release the left mouse button a second time. IT SHOULD BE NOTED THAT THE LEFT MOUSE BUTTON SHOULD NOT BE HELD DOWN WHILE THE CHILDREN ARE ATTEMPTING TO DRAW, THIS WILL HAVE NO EFFECT. THE REASON FOR THIS IS THAT YOUNG, SMALL, HANDS MAY FIND IT DIFFICULT (IF NOT IMPOSSIBLE!) TO HOLD DOWN THE MOUSE BUTTON AND DRAW AT THE SAME TIME. THIS APPROACH HAS BEEN USED FOR ALL THE OTHER DRAWING FUNCTIONS THROUGHOUT THIS PACKAGE. SEE PIC 1 SPRAY CAN A similar function to freehand draw is the Spray Can. This allows an array of dots to be placed on the screen. SEE PIC 1 LINE DRAW Using this icon takes the program to the Drawing Screen with the Line Draw selected. This will allow for the drawing of straight lines. Left mouse clicking on the Drawing Screen will select the start point for the line, a second left click, its end point. PAGE 32 SEE PIC 1 OUTLINE BOX This allows children to draw an outline box. Left clicking on the Drawing Screen dictates the start point for the box. f the mouse is moved and the left mouse button pressed a second time the complete shape will be drawn. SEE PIC 1 FILLED BOX This works in the same way as Outline Box except that the shape which is produced is filled with the currently active colour. SEE PIC 1 OUTLINE CIRCLE This allows children to draw an outline circle. Left clicking on the Drawing Screen dictates the centre of the circle. If the mouse is moved away from this point and clicked a second time a complete circle is drawn. SEE PIC 1 FILLED CIRCLE This works the same way as Outline Circle except the shape which is produced is filled with the currently active colour. All of the above functions use the currently selected: Colour, Pen Shape, Pen Size. These can be altered using the icons on the top right of the Menu Screen. PAGE 33 SEE PIC 1 COLOUR Clicking on the arrows to the left or right of this selector strip alters the currently available colour. Left clicking advances the selector strip by one character, right clicking by three. The active colour is shown in the centre of the strip. A large colour selector strip is also available from the Drawing Screen. This allows children to alter the currently selected colour without either returning to the Menu Screen or altering the currently selected drawing function. This strip can be made to drop away from the Drawing Screen (and reveal the whole of the picture) by pressing the letter Z on the keyboard. Pressing this letter a second time will make the strip return to the Drawing Screen. SEE PIC 1 OOPS! On the far right of the colour selector strip on the Drawing Screen is Noddy's Oops! button. Clicking on this will remove the last function which was carried out. SEE PIC 1 PEN SIZE Four pen sizes are available each of which can be selected by clicking on the required icon. SEE PIC 1 PEN SHAPE The pen shape can be altered by clicking on the arrows to the left and right of this selector. There are six different pens to choose from, these are : Circle, square, triangle, star, arrow and hand. PAGE 34 SEE PIC 1 PATTERN FILL SELECTOR Paint Pot contains 50 different fill patterns which can be used to flood enclosed areas of children's work. To scroll between the available patterns click on the arrows either side of the selector box. Left clicking advances the selector strip by one character, right clicking by three. The active fill pattern is shown in the centre of the strip. To use the selected fill pattern children must first click on the Fill Pattern icon. SEE PIC 1 PATTERN FILL Clicking on this item will take the program to the Drawing Screen with Fill Pattern selected. The active pattern will be shown in the centre of the Fill Pattern Selector Strip (see above). To use this function the cursor should be carefully placed inside the area to be filled. Pressing the left mouse button fill the area. If the area is not entirely enclosed the pattern may flood over the whole screen. If this should happen the pattern can be removed from the screen by clicking on "Oops" (see previously mentioned). SEE PIC 1 COLOUR FILL This works in the same way as Fill Pattern except that the selected area is filled with the currently active colour rather than a pattern. PAGE 35 SEE PIC 1 CHARACTERS AND OBJECTS Paint Pot contains a number of characters and objects which can be pasted onto pictures. These can be scrolled through by clicking on the arrows either side of the selection strip. If children click on any of the three visible objects or characters the program will move to the Drawing Scree with that object selected. This can be pasted anywhere within the picture by clicking on the left mouse. Two special facilities are also provided: To turn an object upside down, press U on the keyboard. To produce a mirror image of an object, press M. SEE PIC 1 OUTLINE PICTURES As children drive Noddy's car into each of the eight taxi ranks on the map of Toy Town they will be given the option to enter the associated game, continue to drive or to enter Paint Pot. If they opt to enter Paint Pot the program will be loaded with two location-specific outline pictures available to them. These pictures can be called up by the program and used as the basis of children's' work. Icons representing each of these outline pictures can be found at the bottom of the screen. To select one of these click on it using the left mouse button. After confirming that they wish to load this picture children will be presented with it on the Drawing screen. At this stage colour fill is active by default. Children can therefore select the colours with which they wish to shade various parts of the drawing. If they press the right mouse button at any time the program will return to the Main Menu and any function can be selected as described above. PAGE 36 As well as loading Paint Pot from each of the taxi ranks it can be loaded from the Main Options Screen which appears shortly after Noddy's Playtime is booted up. If Paint Pot is entered in this way all 16 outline pictures will be available. To scroll through the different pictures the cursor should be placed over the icon and the right mouse button should be pressed. SEE PIC 1 ERASE PICTURE If children select this function and then confirm their choice they will be able to clear the whole of the drawing screen. SEE PIC 1 SAVE PICTURE To save a picture insert a blank, formatted disc into Drive A (or 0 in the case of the Amiga). Amiga users should, when they format their disk, label it NODDYPICS. Once children have confirmed that they do wish to save their picture it will be saved with the sequential file name starting with pic1. Pictures will be saved in the .IFF (PC and Amiga) or .PI1 (Atari ST) format and can be later loaded into a stand-alone, commercial, art packages such as Deluxe Paint or Degas Elite and printed. SEE PIC 1 QUIT To leave the program either click on Noddy's car or press Escape. PAGE 37 SECTION 4 PARENT/TEACHER SECTION - NODDY'S PLAYTIME AND THE NATIONAL CURRICULUM Noddy's Playtime is a complete learning and entertainment package for young children. Its primary aim is to introduce important educational concepts in a fun-to-use manner. Children are encouraged to develop a number of basic skills while at the same time enjoying themselves. NODDY's DRIVING MENU links each of the programs in this package. As well as encouraging children to refer to reference sources (in this case, the printed map which is enclosed in this package) it will help them to develop an appreciation of different directions. Children should be encouraged to describe the routes in which they direct Noddy using simple terms such as "turn right", "turn left" and so on. Indeed, this program could be used to encourage collaborative effort between children with one child acting as "navigator" and the other as "driver". The Driving Menu is controlled entirely by the child. Even the various animations which can be found on this menu can be controlled in response to the sound of the car's horn or Noddy's wave which are themselves under the control of children. NODDY's PAINT POT is a unique and amazing art package designed specially for young children. At its simplest, children will be able to load in one of 16 outline pictures, which they will be able to colour in. Beyond this, they will be able to use a number of standard art package functions. The use of these will introduce them to standard art packages which is the requirement of the National Curriculum in Technology (Information Technology). Despite its apparent simplicity, Noddy's Paint Pot will enable children to produce colourful and even complex pictures. Children should be encouraged to experiment with the various functions and discover for themselves the effects that they can produce with each of them. RAILWAY STATION is a program which aims to encourage memory skills as well as shape/colour matching. PAGE 38 On Levels One and Two a train draws into the station. The blinds on the train are up and children can see the characters on the train. Now the blinds fall and children are asked where a particular character is sitting. They should try to remember where this position is and click on it. If they should get the answer wrong (or call Big Ears' help) the blinds will rise a short way and they may be able to locate the character by matching the shape and colour of the partially revealed icons to the one shown in the question strip at the bottom of the screen. On Level Three, children see ten characters on the train. The blinds fall. Now only one rises with a character missing. On this occasion children must select the missing character from a selection of five given at the bottom of the screen. Again, if they should select the wrong character or if they call on Big Ears' help a part of the contents of each window will be revealed. They may be able to discover which character is missing using shape and colour matching. NOAH's ARK is a jigsaw puzzle game. While playing this children will see the names of each of the animals as their picture appear within the puzzles. They should be encouraged to look at these words and use them as "clues" in putting together the different parts of the pictures. The words introduced in this program are: Bear, Camel, Crocodile, Dolphin, Duck, Elephant, Giraffe, Hippo, Kangaroo, Lion, Monkey, Ostrich, Penguin, Polar Bear, Rhinoceros, Snake, Swan, Tiger, Whale, Zebra. FARM YARD is a game in which children must match two halves of an animal together to form a complete, logical, picture. On level One they are initially presented with a completed animal. After a short while the tail becomes "muddled" and has to be found again. Level Two is similar to Level One except that children are not shown the completed animal at the start of each game. Additionally, They must match the heads rather than the tails, and there are more alternatives from which to select. In the final level. children have to discover the missing animal by scrolling through both heads and tails. As with Noah's Ark this program introduces a simple vocabulary of the different animals. In Farm Yard these are: Badger, Beaver, Bull, Cat, Chicken, Cow, Dog, Donkey, Duck, Fish, Fox, Frog, Goat, Goose, Horse, Pig, Rabbit, Sheep, Squirrel, Tortoise. PAGE 40 FOUR-CHIMNEY HOUSE presents children with an on-screen musical keyboard which covers a single octave. On the first level children are able to play the keyboard in any way you wish. This provides an introduction to this program and familiarises children with the method by which it is controlled. On Levels Two and Three children must select a song (from a list of 14 familiar tunes). After choosing a song they will hear it play. They should then replay it following simple instructions which are found at the bottom of the screen. On Level Two these instructions take the form of numbers which are relevant to each of the keys on the musical keyboard. On Level Three they must follow notes on a stave. Here, they will gain an appreciation that each note represents a different sound. The sounds used in this program are: * Twinkle Twinkle Little Star * Old MacDonald * London Bridge * Little Bo-Peep * Jingle Bells * Oranges and Lemons * This is the way * Here we go Looby-Loo * Pop Goes the Weasel * Row, Row, Row the Boat * Baa Baa Black Sheep * Three Blind Mice * Hickory Dickory Dock * Rudolph the Red-Nosed Reindeer MARKET PLACE introduces children to initial letters as well as a simple spelling list of 55 common objects. On the first level their task is to find an object with a certain initial letter. As they move the mouse pointer over the screen the names of each of PAGE 41 the objects will appear. They should be able to match the coloured flashing letters at the start of these names to an identical letter on the bottom of the screen. This level introduces children to 13 different letters. The words chosen in this activity each use these letters phonetically. As young children use this program they should be encouraged to say these letters (phonetically) out loud followed by the word of the object that they select (for example: "a is for apple", "b is for ball"). On Level Two children must match single objects to the words on the bottom of the screen. This level will encourage them to read each of the words as they appear and to recognise that each object is represented by a unique combination and order of letters. Level Three extends and reinforces the ideas in the previous two levels. Here children must now hunt through the market stall to find a number of objects which each share initial letter. The words used in Market Place are: apple, anchor, apron, axe ball, bananas, bat, bicycle, boat, boat, book, broom, bus cakes, candle, car, carrot, clock, coat dog, doll, drum, duck, dustbin egg, elephant fire engine, fishing rod, flags, flowers, frog giraffe, gloves, grapes magnet, monkey, mushroom nails, necklace, newspaper, nuts oars, orange saw, scissors, shirt, shoes, spider, socks, sweets telephone, television, tomatoes, towels, train umbrella N. & B. WORKS is an "odd-one-out" game where the complexity of the problems increase between each level. This activity will encourage children to recognise and describe differences between objects. They should also be encouraged to realise that they are using the computer to control the actions of the machine which they see on the screen. PAGE 42 POST OFFICE has been carefully designed to introduce four important skills: * number recognition, * counting, * addition, * subtraction. Each of the three levels has been "staged" so that questions gradually increase in difficulty. As children complete one stage they can move into the next by pressing F10. Alternatively they can repeat the task again. Level One is concerned with number recognition and counting. Here children must count a number of letters into any of the post boxes. In the first two stages the number of letters available is identical to the number which must be posted. In Stage Three the number of letters available is greater than or equal to the number quoted in the question strip. Level Two extends the idea introduced in Level One. Now each post box has a number above it. Children have to match the numbers on the letters with those above the post boxes. As with Level One there are three stages. In the first there are three letters at the bottom of the screen. This increases to four in Stage Two and five in Stage Three. Level Three introduces simple addition and subtraction facts. The letters on the bottom of the screen now have sums on them rather than just numbers. Children must work out the value of each sum and post the letters in the relevant box labelled with this value. Stage One deals with addition facts where the answers are between 2 and 12 and subtraction facts where no integra used exceeds 10. Stage Two combines addition facts where the answers are between 8 and 24 and subtraction facts where no integer used exceeds 16. Finally, Stage Three contains addition facts where the answers are between 12 and 37 and subtraction facts where no integer used exceeds 25. POLICE STATION is, essentially, a fun-based activity in which children must guide Noddy through a maze. The size and complexity of the mazes increases between each level. As Noddy's Driving Menu and N. & B. Works, children should appreciate that they are using the computer to control Noddy's movements. PAGE 43 NODDY'S PLAYTIME AND THE NATIONAL CURRICULUM Noddy's Playtime responds to various early aspects of the National Curriculum, most notably in the English, Mathematics and Technology. As such, this package will assist children in acquiring some of the basic skills demanded within the education sector today. The lowest level of study within the National Curriculum is Key Stage 1. This is directed at children in years 1 and 2 (ages 5 to 7). This package can be used, at its lowest levels, by pre-school children. As such it will prepare children for a number of important aspects of Key Stage 1 of the National Curriculum. The highest level of each activity within this package may tax even the bright six or seven year olds and will therefore reinforce work carried out in school. A summary of the Attainment Targets (ATs) of the National Curricula in English, Mathematics and Technology covered (in part or in full) at Levels 1 and 2 (Key Stage 1) by Noddy's Playtime are shown as Asterisks (*) in the following tables. +---------------+---------+---------+--------+------+---------+ | | Noddy's | Noddy's | Noah's | Farm | Chimney | | | Driving | Paint | Ark | Yard | House | |---------------|---------|---------|--------|------|---------| | English | | | | | | | AT2 (Reading) | | | * | * | | | | | | | | | | AT3 (Writing: | | * | | | | | Communication | | | | | | | using pictures| | | | | | | etc.) | | | | | | | | | | | | | | AT4 (Spelling)| | | * | * | | |---------------|---------|---------|--------|------|---------| | Technology | | | | | | | | | | | | | | AT5 (Spelling)| * | * | | | * | |---------------|---------|---------|--------|------|---------| | Mathematics | | | | | | | | | | | | | | AT2 (Number: | | | | | * | | counting) | | | | | | | | | | | | | | AT4 (shape and| * | * | * | | | | Space) | | | | | | +---------------+---------+---------+--------+------+---------+ PAGE 44 +------------------+---------+--------+-------+--------+---------+ | | Railway | Market | N & B | Post | Police | | | Station | Place | Works | Office | Station | |------------------|---------|--------|-------|--------|---------| | English | | | | | | | | | | | | | | AT2 (Reading) | | * | | | | | | | | | | | | AT4 (Spelling) | | * | | | | |------------------|---------|--------|-------|--------|---------| | Technology | | | | | | | | | | | | | | AT5 (Information | | | * | | * | | Technology | | | | | | |------------------|---------|--------|-------|--------|---------| | Mathematics | | | | | | | | | | | | | | AT2 (Number | | | | * | | | counting) | | | | | | | | | | | | | | AT2 (Number | | | | * | | | addition and | | | | | | | subtraction) | | | | | | | | | | | | | | AT3 (Algebra: | | | | * | | | patterns in | | | | | | | addition | | | | | | | and subtraction) | | | | | | | | | | | | | | AT4 (Shape and | * | | * | | * | | space) | | | | | | | | | | | | | | AT5 (Recognising | * | | * | | | | the outcome of | | | | | | | random events) | | | | | | +------------------+---------+--------+-------+--------+---------+