Introduction

SUMone is a program for children from five to seven. It supports the work done by the teacher in teaching certain basic mathematical concepts and allows pupils to practise and reinforce the concepts on their own. Many activities can be carried out in pairs, where discussion will help understanding. In some cases it is most effective if a group works with the teacher for a short while until they understand the task clearly before individuals work alone. It should not be overlooked that many activities can be carried out with whole class involvement. Pupils will find SUMone both entertaining and motivating, while teachers will find that it assists in fulfilling the demands of the English National Curriculum and the Numeracy Strategy.

Although references to the Numeracy Strategy are given throughout this guide, these have been kept to manageable proportions.

References in brackets are to the supplement of examples in the Strategy but will also serve as quick reference when using the yearly teaching programmes. Users will be able to see many links between the activities and the concepts being tackled by their pupils.

Getting Started

There are six Configuration icons on the title screen. Click on any of the icons to open the menu of one of the preset Configurations. Each Configuration can show from one to eight activities.

Each Configuration can be edited to meet particular needs. Press CTRL + F2 from the title screen to open the Configuration Editor. More details can be found on the following pages.

Each activity can be preset to accommodate switch users. However, switch access can be activated by pressing a switch. The user is then offered the use of one or two switches.

To leave any of the activities, click on the broken arrow symbol or press the Escape key.

Teacher 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 + F5:

Toggle the cursor on and off. This can be useful when using the software with a whiteboard or touch-sensitive monitor.

To leave the program, press ESCAPE or click the arrow at the lower left corner of the screen. ESCAPE will also take you from the activity back to the title screen.

The Configuration Editor

On the startup screen press CTRL + F2 to open the Configuration Editor. Please note this menu is only available from the startup screen. If you are in any other part of the program press the Escape key repeatedly until you get back to the startup screen.

The icons for the six preset Configurations and one for the Global settings are shown down the left-hand side of the screen.

Configurations

Each preset has two tabbed panes: Game and Interface. The Game panel shows the options and selections made for each activity within the chosen Configuration. While the six Configurations are always available from the front menu screen, each Configuration must have at least one (and up to eight) of the activities enabled.

The Game Panel

Ladybirds

Recognise numerals (9)
Recognise small numbers without counting (4,5)
Find one more than or one less than (14)

This is a simple counting activity. Between one and five ladybirds are shown. The pupil counts them and then clicks on the appropriate number at the bottom of the screen. The toadstool and flower act as useful visual markers in case the user finds it easier to count as they pass a particular point.

In this activity the number keys on the keyboard can also be used.

Find Number. Count the ladybirds on the screen.

One more than. At this level the user must count the ladybirds and then add one. So, if there are three ladybirds shown he/she must click on the number 4. A fourth ladybird will appear.

One less than. This works in a similar way, with the pupil having to take away one from the number counted.

Timer. Count the ladybirds against the clock.

Click-a-Brick

Know by heart all pairs of numbers with a total of 10 (30)
Understand the operation of addition (24)

This activity reinforces number bonds and pairs of numbers with a total of ten.

The screen shows a brick of length 10 on the baseboard and another brick placed on top. The pupil must choose the brick from the selection at the top of the screen which will, when added to the one already there, make ten.

Words. The display at the bottom of the screen shows the sum in the form N add ? is 10. When ten layers of bricks are in place, a little roof is added.

Symbols. At this level the activity works in the same way except that the display shows the sum in the form N + ? = 10.

Print enabled. If this option has been enabled, a print button will appear on the signpost when all the number bonds are displayed.

Time of Day

Begin to understand and use the vocabulary of time (23,78)
Sequence familiar events (23, 78)

This activity is designed to encourage an understanding of the passage of time through the day. The detailed picture of the street shows people and objects which change as the day passes. Although there is a clock at the bottom left of the screen, this is not intended to be an activity which teaches telling the time. However, the position of the hands can be pointed out if appropriate or may be helpful as a clue to the answer.

Some characters appear at random in the scene. Can you find where the cat is?

Choose time. At this level, pupils click on a time of day, say Home Time, and the picture will change to show events appropriate to that time. There is opportunity for discussion here and observation of direction and purpose. Which direction are the children going? What might the shopkeeper be doing? Is the shop keeper opening or closing the shop?

Guess time. At this level, a picture is shown and the pupil selects a time of day from the list underneath.

Print enabled. On any of the scenes, hold down CTRL-P to print the screen for a display.

Penguins

Use language such as more or less, greater or smaller (11,12)

This activity tackles the concept of more than and less than. Each of the two bears has a number of penguin friends. The pupil has to decide which line has more/less penguins in it, according to which activity has been selected.

The pupil then clicks on the line of penguins or the bear to see if he/she is correct.

Timer. Choose which bear against the clock.

Pop Factory

Begin to relate addition to combining two groups of objects (14)
Separate a given number of objects into two groups (16)
Know by heart addition doubles (30)

This activity is useful for reinforcing number bonds. It is also used to introduce the concept of something 'standing for' something else. In the Factory, each number has its own colour, shown beneath it. Those colours are repeated on the button panel at the right of the screen. Therefore, in order to select the number 5, the pupil will need to click on the big yellow button. Five bottles will then be filled with yellow pop.

Fill all. At this level the pupil has to count the bottles and work out which of the big buttons must be pressed.

Two goes. At this level, the pupil can only fill the bottles in two separate actions. The first choice will fill some of the bottles and the remainder will be filled afterwards. This produces a simple sum. On some occasions the numbers displayed will not allow all the bottles to be filled in two attempts if the smallest number is selected first. This is to encourage the pupil to think in terms of 'What two numbers added together make . . . ?'

Halves. Here the pupil is asked to fill half of the bottles. Having done that, the rest of the bottles can be filled, using the same colour, of course.

Timer. Fill the bottles against the clock.

Chase Charlie

Estimate a number (8)
Recognise numerals (9)
Begin to use the vocabulary involved in adding (14)

Nine lanes of a race track are shown. One of them will have a visitor, usually Charlie, but sometimes Wayne or Sally. In the panel at the bottom of the screen is a number. Pupils must click on the runner who is in that lane. Once selected, the athlete will start running. If selected quickly enough, they will beat the visitor.

The activity adjusts to the success of the user. If, for example, you are adept at winning, the display of numbers at the top disappears. It is then necessary to count across quickly or estimate the correct lane. The numbers will reappear if your successes fall behind those of the visitor. A click on an incorrect lane when the number line is not shown will indicate the lane number.

This activity is disabled if switch access is on.

Find Number. A simple number is requested.

Answer Sum. At this level, two numbers are shown as a simple addition sum. The pupil must add them together and then click on the lane number which shows the total.

Chickens

Recognise numerals (9)
Order a given set of numbers (12).

A number of chickens are shown sitting on their laying boxes. The task is to arrange them so that they are in numerical order. There will always be one space left, usually with an egg in it. Click on any chicken to make it fly to the empty space. When a chicken is in the correct place, the number will turn green.

1 to 5. Put five chickens in order.

1 to 10. A similar activity with 10 chickens to put in order.

1 and 10. Here only the numbers 1 and 10 are shown as guides.

10 to 1. At this level, the chickens must be ordered 1 to 10, in reverse order right to left.

Count off screen. The eggs hatch when all the chickens are sorted and the hens are counted as they fly off the screen.

The Birds

Talk about, recognise and recreate simple patterns (18)
Recognise and predict from simple patterns (62)
Begin to understand and use ordinal numbers (e.g. the fifth bird) (13)

There are three different pattern sequences and a choice of two or three colours, giving a total of six different levels. At each level there are 10 patterns to solve.

Line pattern. At this level the task is to work out which birds come next in order to continue the sequence, for example black, white, black, white . . . Pupils click on one of the birds on the ground and it will fly up to the fence rail. If they have filled the gaps correctly, the birds will remain. Otherwise, they will fly back to the ground and the user will be asked to try again. After a subsequent incorrect attempt the pupil is shown the next correct bird in the sequence.

Grid Pattern (3 x 3) and (4 x 3). These activities are similar but the pupil must think in two dimensions rather than one. A bird can be removed after it has been placed by clicking on it.

Three colours. This adds another level of difficulty.

 

Editing the Birds patterns

Click on the pattern type you wish to edit, as well as the number of colours to be used. If the tick box for the number of colours is not ticked only black and white birds will be used.

Select the number of the Sequence you wish to edit.

Click on any bird with the left mouse button to change its colour: black, white or pink if selected. Click on any bird with the right mouse button to toggle between Shown or Hidden, indicated by a ?.

In the line pattern sequence, you can add a bird or remove the last bird by clicking on the Add or Remove buttons. The maximum number of birds that can be displayed is twelve.

A maximum of two birds of any colour may be hidden when using a three colour pattern or three birds when using just black and white.

To return to the original pattern click on the Undo button which will undo any changes made to the pattern being edited.

Click on the Clear button to clear the current pattern. A blank sequence of black birds will be shown. Select the colour of the bird and whether it is shown or hidden. In the line pattern you may need to add additional birds depending on the sequence you are creating.

Your edited sequence will be automatically saved if you close the editing box or choose to edit any other pattern.

At any time you can restore the original patterns by clicking on Default. This will remove all changes made in all sequences during the editing process.

A checkbox will be displayed when the editing process is complete. Click on Yes to save the changes or restore the default patterns if this option has been chosen in the editing process.

The Interface Panel

The Interface panel shows common settings for all the activities in the chosen Configuration.

Miscellaneous

Show score at end of game. The score at the end of the game is based on the number of rounds that were played with no errors first time. If no timers are set, children can play with each activity all day by getting things wrong – they are always given the opportunity to 'Try again' if there are no timers set.

Sound. This toggles the sound effects on and off.

Speech. If you are encouraging children to read from the screen, turn the speech off.

Maximum number of wins. The activity is completed when the maximum number of wins is reached.

Timer speed. The timer can be used to add challenge to the Penguins, Pop factory and Ladybirds activities.

Animation speed. Some children need a measured pace for their work so the speed of the animation can be adjusted here. This can also be used to run the software on slower computers.

Switch

One- or two-switch access is can be enabled on all activities except Chase Charlie: this activity is disabled if switch access is activated.

The settings made here will depend on your computer's interface with your switches. The settings on the Interface panel are related directly to the Configuration; further settings are made on the Global settings panel.

Global settings

Fonts. The typeface used for text and numbers can be set independently.

Switch. Map keystrokes to your standard settings.

Screen mode. Windowed runs the software in its standard size with the desktop visible behind. Windowed with border runs SUMone in its smallest window with the rest of the desktop masked. SUMone takes up the whole screen if Full screen is selected.