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Who is Albert?
Albert is a mouse. The house where he lives is called Albert’s House. The computer is
used to explore his house and as a means of playing with him – and of rescuing him from
trouble . . .
In the Classroom
Albert's House can be used:
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to enrich topic work on the theme of 'Where I Live' or similar themes; |
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to develop language about familiar objects; |
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to develop the language and understanding of direction and position; |
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to foster logical thinking and problem solving skills; |
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to foster speaking and listening and cooperative work; |
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as a starting point for lots of literacy activities and other cross-curricular work. |
In the Home
The program will provide children with an environment in which they can explore not only a house
and its contents but also become used to using the computer.
The final option "Save Albert Mouse" is an exciting problem-solving activity in itself
and will prove entertaining and educational for children either singly or in groups. |
Getting started
When the program starts, the user is shown five buttons which represent five possible set ups.
By altering these configurations, the user can control what each button does.

By default, the program shows a different activity assigned to each button. However, you could,
for example, set up the blue button to Explore Albert’s House at level 1 and the yellow
button to Explore at Level 2. If using multiple languages, you could set up each button with
a different language!
The five activities are:
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Look round Albert’s House, which enables you to look around
the different rooms in the house without any written or spoken messages; |
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Explore Albert’s House, which lets you to explore the house and click on any object
to find out what it is; |
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Hide and find Albert: a simple game in which one person hides Albert somewhere In the
house and another then tries to locate him; |
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Find Albert: a version of ‘Hide and find’ where the computer hides Albert
for you to find; |
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Save Albert: a problem solving game in which you try to save Albert from the fearsome
cat. |
Details about how to use these different activities and suggestions for links with the curriculum
are given in the Using Albert’s House section.
Throughout the program, click any text to have it read. |
Teacher keyboard shortcuts
CONTROL + F1 |
This opens the About box. Use this shortcut to update your serial number or to check
your licence details. |
CONTROL + F2 |
Configurations editor, used to change the settings of the program. |
CONTROL + F3 |
Albert's House is a Talk·2·Talk program;
you can add other languages to support EAL and MFL. |
CONTROL + F5 |
Toggle the cursor on and off. This can be useful when using the software with a whiteboard
or touch-sensitive monitor. |
To interrupt any activity, press escape to get back to the main menu. |
Configurations
Each
button is shown with a different colour. In the illustration, we can see the set-up for the blue
button. Click on a different coloured tab to see the set-up for another button. You will notice
that there is a sixth button available (the green one) which has not been used. If you click
on the green tab you will see that the Enabled button has not been ticked. If you click to enable
it, the green button will appear on the front screen.
You can set the program up with any number of buttons from one to six, each configured in any
way you like. For example, you can set the program up with just one button so that users are
restricted to a single activity – or six buttons with the same activity but in different
languages!
Levels
There are two levels of difficulty in the program. At Level 2 the user will discover an extra
three rooms in the house. In addition, the ‘Save Albert’ game will be harder to complete!
The little number in the chimney of the button indicates which level has been selected.
Speech and Sound effects
These can be turned on and off independently. You may wish users to read the text rather than
listen to it – and the sound effects might sometimes be an unwelcome distraction.
Activity
This is where you choose which activity will be attached to the button you have chosen.
Global settings
You have the option to set the way Albert’s House Is displayed: either Full screen or
Bordered. |
Languages
This program is in our Talk·2·Talk range
which gives the user exposure to two languages in parallel. This option only appears if one or
more additional languages have been installed; teachers have the option of using any two. Contact
Resource Education or your usual supplier for details.
If you have purchased additional languages, put the Languages CD in the drive and press CONTROL
+ F3 from the main menu screen and follow the on-screen instructions.
When the installation is finished,
open the Configuration editor (CONTROL + F2) to see the additional features shown at the bottom
of the panel.
Title screen language
This sets the language that the program starts in. You can choose from any installed language.
First language
In each of the six Configurations, you can choose which language will be presented to the user
as the First language. Any text on the screen and all recorded speech is then in this language.
Second language
There is an optional Second language which will repeat any spoken phrases in another tongue,
rather like a simultaneous translation.
Any spoken words will be heard initially in the First language, followed by the same expression
in the Second language.
Choose None for single-language use.
The Talk·2·Talk system we have devised
can support up to 40 different languages, giving teachers the opportunity to develop skills in
both modern foreign languages (MFL) and English as an additional language (EAL/E2L) by immersive
means.
There are several areas in which this approach will be useful:
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Getting English-speaking children familiar with another MFL such as French or Spanish. |
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Helping speakers of community languages such as Urdu, Turkish, Somali, Polish to become
familiar with English – or indeed, their own language. |
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Assisting in teaching in bi-lingual situations such as apply in areas of Wales, Scotland
and Ireland. |
For details of the language sets that are available, see our dedicated website: www.talk-2-talk.com |
Using Albert's House
Look round Albert's House
This is an introductory section which allows children to get used to moving around the house.
They will be able to move through the rooms in Albert’s House and see the way that they
interconnect. To start, click on the front door of the house. You will enter the Hallway. From
the Hallway you can move to other rooms and the back garden either by clicking on a door or on
one of the blue arrows. Don’t forget to visit Albert’s mouse-hole! In Level 1 you
will be restricted to two rooms upstairs, a bedroom and the bathroom. Level 2 allows access to
two further bedrooms and, downstairs, a dining room.
To return to the Title screen, click on the door icon in the top right of the screen.
As you move around the house you will notice that some of the objects are animated. You can
see the animation again by clicking on the object. (When you go to other sections of the program,
the animations only occur a random.)
Activity suggestions
The program allows children to explore the spatial relationship of the rooms in the house. Try
building a shoe-box house with just a few rooms. This could be extended to a shoe-box maze where
doors are cut in some of the sides of each box.
Each room can be lettered or numbered so that routes through can be recorded. In a lettered
maze, journeys could be designed to spell words.
Construction could allow for more than one route to each location from a common starting point
so searches could be made for the number of possible routes, the longest, the shortest, etc.
There are many links to pupils' own environments.
Further classroom activities linked to subject areas will be found towards the end of this Guide. |
Explore Albert's House
The Explore option allows children to find out more details and adds a language dimension. In
this option they can examine not only the rooms but also their contents.
Enter the house in the same way. Try clicking on the items inside the rooms. A message will
be displayed, describing the object. If you click on the picture or the text in the information
box the description will be read aloud. There are plenty of objects to look at, especially in
the kitchen. Often there will be a further option to investigate what is inside, beneath, behind
and so on. Click on OK each time in order to continue your search. Children should be encouraged
to remember what they have seen.
The clocks will display the current time as long as the computer's clock is set correctly. If
you click on it you will get a close up of the clock face and the time displayed in figures (and
will be read aloud if clicked).
Activity suggestions
At the simplest level children could be asked to find out the answers to questions such as What's
on the television? What's in the shopping bag? What's cooking? What has Albert been eating? Look
under the thimble; what did you find? Where is the diary? And so on.
Observation skills and positional language can be developed by asking questions such as: Did
you see anything behind the . . . ; to the left of . . . ; etc. Children can be encouraged to
pose their own questions for others along the same lines.
At some locations the items appear at random in the flowers, items in the pans and the
oven. If you go out of the kitchen and then come back in, something else may be cooking discuss
the reasons for this. |
Hide and find Albert
In this option children can play a game with each other. One child places Albert somewhere in
the house and another child has to find him. This is done in two stages.
1. Hiding Albert
Having selected Hide and find Albert, move around the house clicking on the doors or blue arrows
until you find the hiding place you prefer. Decide on the location where you want to hide Albert,
then click on Yes or No on a Hide Albert here? panel.
Where locations have an option to Look in or Look under, you can click on these before hiding
Albert.
2. Finding Albert
Once you have hidden Albert the outside view will be displayed and the person who is finding
him can search the house (or garden). The mousemeter at the top of the screen (a 'hot cold'
bar) will show when you are near the location where Albert is hidden.
You will need to move the mouse pointer around the screen to see if you get a reading on the
mousemeter. It will become longer and redder the closer you are to discovering the hiding place.
When you click on the place Albert is hiding, you'll know! (Remember, he may be inside or beneath
something.) |
Find Albert
This option is similar to Hide and find Albert except that the computer will hide Albert for
you. Go and look for Albert in the same way as in Hide and find Albert. On Level 1 you might
get some help to find where Albert is hiding by clicking on the windows at the front and back
of the house, although he may be hiding in the garden or mouse hole, of course.
Activity suggestions for Hide and find Albert/Find Albert
Using the mousemeter is a way of handling a clue. The notion of clues can be developed. What
clues would tell you that there is a mouse loose in the house? Investigate the idea of hotter/colder.
The theme of hiding could be touched upon, including camouflage. We share our houses and classrooms
with all sorts of other creatures. Where do they hide? Think about woodlice, spiders, earwigs
. . .
To hide, one must keep very still and quiet. There are links to dance, drama and movement here.
There are also opportunities to develop other language skills. One child can be given instructions
on where to hide Albert and another instructions on where to find him. Children can also create
cryptic clues to decribe where they have hidden him. |
Save Albert
Warning: This section will tell you the answers to the problems in the Save Albert task.
If you would prefer to discover the answers yourself, select "Save Albert Mouse" from
the Menu and start on your adventure.
You must save Albert from a dreadful fate. He is trapped in the back garden because the cat
is sitting in the kitchen waiting to pounce! He can only get back to his mousehole if you help
him. Go and find Albert in the back garden first . . . If you need clues, rather than answers,
just read the following section.
How to Save Albert
In order to save Albert you will need to collect certain items as you move around the house.
When you have collected an item it will appear as an icon at the top of the screen. To use an
item, click on its icon. When you go to get Albert's Cat kit from his mousehole you will discover
that you need to be much smaller. In order to shrink you need some magic biscuits (or cookies)
which can be found in one of the bedrooms.
The bedroom doors tend to be locked, however! The key can be found in the kitchen (in Level
1) or in the safe behind the picture (Level 2). Don't eat the magic biscuit too soon or you'll
be too small for other tasks.
If you go to get the Cat kit now, you will find that you need something sharp to cut it down
with. Scissors are hidden behind one of the books on the shelf on the landing. In Level 2 they
are somewhere else! You can now go to the mouse hole to cut down the Cat kit and take it through
the kitchen to Albert, but oh dear, the cat gets you! You are still small and the cat
thinks you're a mouse.
Wear a hat next time. If you wear the hat from the hatstand in the hall, the cat (which is not
very clever) will not see you as you move across the kitchen underneath it.
At Level 2 the key is in the safe and the paper knife which is on the bookshelf proves to be
too blunt. You have to go to the kitchen drawer for the scissors. The jar of biscuits may be
in Bedroom 1 or 2.
Another problem you may encounter at Level 2 is that you are unable to carry everything. There's
a "Drop object" icon at the top right of the screen, but remember, in order to encourage
tidiness, you can only put something back where you found it!
Having overcome all these difficulties, you finally manage to get to the garden and give Albert
his Cat kit.
You deserve your reward!
Activity suggestions
Albert escapes by rocket. Balloons make good rockets. What else might Albert have in his Cat
kit? In what other ways could he have got back to his mousehole? He spent a long time in the
garden how about drawing or making a mouse-sized garden? What other dangers might a mouse
face? Why is it dangerous being small? What advantages are there? There are links here to a number
of works of children's fiction. |
Classroom activities |
The following suggestions are organised according to subject areas but it
will be clear that there are many overlaps between them.
ICT
Albert’s House is a simple adventure game where you can try out different ways of solving
a problem and explore what happens in imaginary situations.
There are a number of other ways in which the program provides a focus for ICT activities.
To practise entering and storing pupils can begin by making a list in table form of the different
items in various rooms. This information can also be entered into a simple database.
Searching the database will reveal such things as how many rooms certain items, such as clothes
and combs, might be found in, and which things (e.g. toothpaste) are only found in one room.
Such an exercise would be impractical in a real situation because there would be too many items
to cope with.
If a large scale floor plan is made of the ground floor (it doesn’t need to be exactly
to scale), children can try to make a programmable device go from, say, the front door, as far
as Albert’s mousehole. |
Design and Technology
Pupils can measure, mark out, cut and shape material such as card in order to construct a simple
house. This could also involve assembling and combining materials such as paper, wood, drinking
straws and plastic stirrers in order to add rigidity and strength. |
History
Saving Albert requires certain actions to take place in a very specific order. Once children
have successfully saved Albert, they could put the sequence of events into the correct order.
For example, eat the biscuits; find the scissors; get the biscuits; open the door; cut down
the Cat kit; get the key; find the scissors; put on the hat, etc.
They can also practise using words and phrases relating to time, for example:
After we opened the door, we . . .
While we wore the hat, . . .
When we gave Albert the Cat kit, . . .
Before we could get the biscuits, . . . |
Geography
Children can be helped to create a plan of the house and garden. They can then plot the route
they took in order to save Albert, inserting symbols or pictures at certain key points. |
MFL
If you have the French or Spanish language packs installed, Albert’s House can be a valuable
resource. It not intended to directly teach another language but provides an enjoyable way of
familiarising children with some general vocabulary and, perhaps more importantly, the tone and
rhythm of that language. All the language used can be found on the Languages CD used to install
your language pack. Just put the CD in the drive without holding down the shift key. |
Art and Design
Children may like to redesign Albert's mousehole or imagine that he was adding another room
to it. What would his extra room look like? On the same lines, they could consider the birdhouse
in the garden. How could it be made comfortable for Betty Blackbird? |
Science
Pupils could examine the information gathered about objects in Albert's House (see ICT, above)
and create a new table along these lines:
Alive |
Once were alive, or made from things that were alive |
Never been alive |
|
Albert
daffodils |
biscuits |
comb |
Another kind of table would group items according to what they are made of:
Plastic |
Metal |
Cloth |
Wood |
Paper/card |
duck |
scissors |
curtains |
table |
books |
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Maths
Albert's House provides many opportunities to use everyday words to describe position and as
mentioned in the ICT section, offers ways in which children can become conversant with movements
in a straight line and rotations, and combine them in simple ways (for example, give instructions
to get to the headteacher's office or for rotating a programmable toy). |
English
Speaking and Listening
Pupils can be encouraged to describe what they can remember about different rooms in Albert's
House, each pupil in a group taking a different room.
Working with the teacher, pupils can predict what they will find in different rooms and in different
places within the rooms.
When a pair or group has succeeded in saving Albert, they may like to describe to the rest of
the class the sequence of events including any mistakes or blind alleys.
While involved in trying to save Albert, pairs or groups of pupils can be encouraged to share
their ideas and experiences and to make plans and investigate together.
Writing
Pupils can go on to write simple accounts of their experiences in saving Albert. They can vary
the audience and purpose by a) writing instructions in order to explain to another pupil how
to succeed in the adventure and b) writing a recount in order to entertain someone unfamiliar
with the program.
Work on Albert's House can also lead to some interesting writing of a more creative nature.
Children may like to imagine other imaginary worlds hidden from normal adult view - or they may
like to extend Albert's world by creating friends and relatives or other creatures such as spiders
or an escaped hamster.
In the following poem, pupils can fill in the gaps and then complete the poem by adding another
verse or two.
Trapped
The cat was fearsome, the cat was big,
The cat kept watch by the kitchen . . .
Albert was scared, Albert was small
Albert darted across the . . .
He ran through the house, he hid by the clock
He waited until the cat went . . .
But the cat was cunning, the cat was sly
And trapped poor Albert under Dad's . . .
Albert was hungry, Albert was tired
It was past his bedtime and getting . . .
Would the cat give up? Would it go away?
No, the cat was patient, the cat could . . . |
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