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| Which programs work with
system 9.1
Appleworks 6.1
ABC World - Micrograms Chuck Wagon Bill's
Language Skills - Micrograms
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Which programs DO NOT work
with system 9.1
Bilingual Writer
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Amazon Trail
The
Amazon Trail combines decision-making, critical thinking, history, geography,
ecology and science into one
thrilling,
suspense-filled adventure in this rarely seen part of the world. Kids interact
with historically significant
characters
and events, meet indigenous peoples and cultures and discover the habitats
and wildlife of the Amazon as
they
search for a medicinal plant that can save the ancient Incas from malaria.
Suggested Classroom Activities:
Have
the students fill out actual passport applications, discussing the need
for such information. Investigate what
shots,
if any, are required to visit this part of the world. Create a packing
list of what would be necessary or desirable on
a trip
of this kind. Calculate distances and make travel arrangements to reach
your base camp.
Suggested Grade Level Use: 3-5
Bailey's Book House
Bailey's
Book House provides students with a rich multisensory learning environment
through five activities designed
to
develop emergent literacy skills. Students learn about letter names and
sounds, rhyming words, how text relates to
visual
symbols, positional words, and encourages beginning readers to follow left-to-right.
Students use divergent
(many
good answers) and convergent (one best answer) thinking via an Explore
and Discover Mode and a Question
and
Answer Mode.
Suggested Classroom Activities:
The
manual for Bailey's Book House is packed with reproducible masters and
activities that go along with the
program.
Have the class play "Simon Says" where the teacher starts the games by
saying: "Simon Says put your hand
under
your chin." Use this game to reinforce the positional words introduced
by Elmo & Houdini
Suggested Grade Level Use: K-2
Millie's Math House
Through
six activities, students in grades K-2 learn about numbers, counting, patterns
problem-solving, size, geometric
shapes
and more using Millie's Math House. Many activities use divergent (many
good answers) and convergent (one
best
answer) thinking via an Explore and Discover Mode and a Question and Answer
Mode. These experiences will
help
build a foundation for the math concepts and thinking skills that children
need to construct understanding and
make
sense of the world around them.
Suggested Classroom Activities:
The
manual for Millie's Math House is packed with reproducible masters and
activities that go along with the program.
One
activity mentioned has the class play "I Spy Shapes" where the teacher
starts the games by saying: "I see
something
that is shaped like a rectangle and is made of wood. What is it?" The student
who guesses the object
correctly
describes the next object to be found.
Suggested Grade Level Use: K-2
Sammy's Science House
Sammy's
Science House provides five engaging activities that help children practice
sorting, sequencing, observing,
predicting,
constructing, and simple scientific classification. Students use divergent
(many good answers) and
convergent
(one best answer) thinking via an Explore and Discover Mode and a Question
and Answer Mode. These
experiences
help students practice both their creative thinking skills and their logical
reasoning skills.
Suggested Classroom Activities:
The
manual for Sammy's Science House contains many excellent activities to
use in correlation with the program. One
such
activity is having the students work in small groups to make simple weather
instruments for a classroom
"weather
station." Instructions for making a wind indicator, rain gauge, and thermometer
are included.
Suggested Grade Level Use: K-2
Super Munchers
Super
Munchers helps students practice their vocabulary and categorizing skills
in various fields. Playing in a game
format,
students must direct their Muncher to "eat" words or names that match a
target rule. There are three levels of
difficulty
with a wide variety of target rules. For instance, in the animal category,
students might be asked to distinguish
between
"animals with fur or hair", "four-legged animals", "vertebrates", "placental
mammals", or "in the order
Carnivora"
depending on the level of difficulty chosen. Categories include Animals,
Famous Americans, Food and
Health,
Geography, Music and Odds 'n' Ends.
Suggested Grade Level Use: 2-3
TimeLiner 5.0
Time
lines have long been considered a valuable tool for teaching many subject
areas. TimeLiner is a practical,
easy-to-use
tool for creating and printing time lines of historical, contemporary,
and future events. Using the power of
the
computer you can also easily create time lines that display the relationship
between just about any items that are
proportional:
time,
size, weight, speed, distance, temperature.
All
time lines are designed to be easily merged, edited, and printed. You type
in the events or items in any order that you
like.
The program puts everything in sequential order and figures out the correct
proportional spacing. You can add
graphics
and titles, customize font sizes, styles and color.
Suggested Classroom Activities:
Students,
particularly young ones, often have difficulty following the plots of the
stories or books they are reading. Read
a story
to the class and have them tell you the sequence of events that occur.
Create a time line for the story and print it
out.
Have the class illustrate it and display it in the classroom.
Suggested Grade Level Use: 2-6
All the RightType
All
the Right Type teaches students the keystrokes for the alphabet, numeral,
and punctuation keys. When enough keys
are
learned to form words, the keyboarding practice becomes, at the same time,
an exercise in language arts.
Type
to Learn teaches proper keyboarding techniques by combining a demonstration
of the reach for each new key
with
the actual typing of the student. On-screen fingers demonstrate the movement
and the student imitates the
movement.
If the student makes an error, the hands demonstrate the correct technique.
The program moves the
student
through a series of lessons, introducing an average of 2 keys per lesson
to ensure mastery. Students also
practice
keystrokes from prior lessons in each lesson. The management features make
it easy for you to monitor
student
progress and adjust individual lesson plans accordingly.
Suggested Classroom Activities:
There
are entertaining and educational games available after each lesson to reinforce
the newly acquired keyboarding
skills
and foster skills and knowledge in language arts, astronomy, geography,
American Sign Language, and general
knowledge.
Other options for practice include a speed-building exercise and a word
processor.
Suggested Grade Level Use: 3-6
Comments or Suggestions? E-mail eweiner