Model MT1A Age 7 & up

1-800-884-3531

FLASHMASTER

MATHTABLES

Important:

TEACHERS AND PARENTS, for the sake of their students and children, should be sure to:

firstdo the "Short and Fun Introduction to the FlashMaster"on the last page (27) of this Guide, and

thencarefully read this Guide. (please)

TEACHERS SHOULD PRACTICE 10 to 15 minutes a day using the "Flashcards" learning activity until they can often score 90% using the 1.6-second per-problem time limit (or a shorter one) at Level 7 in addition and multiplication. Until they can, they may doubt the fact that most students can do the same.

INTRODUCING CHILDRENto the FlashMaster:

Although the FlashMaster has many powerful features, most of them are obvious and easy to use. Normally, even young first-time users should be challenged—as in the case of a fun puzzle—to spend at least their first 15 minutes (more or less by themselves) trying to figure out as much as possible about the FlashMaster and each of its keys by playing with it while looking for "clues" in its display and in the labels on its top.

® and  2001-2012 Flashmaster LLC, P. O. Box 9321, Jackson, WY 83002 All Rights Reserved U.S. Pat. 6,724,355

Page 1 of 27

Page 1 of 27

Install new batteries (see page 4) if immediately after the FlashMaster is turned on, “REPLACE BATTERIES" is blinking.

If you have a question, suggestion or problem,

please contact us at:

1-800-884-3531 or

TABLE OF CONTENTS

SAFETY and MAINTENANCE

Page

SAFETY INSTRUCTIONS ------4

HOW TO INSTALL BATTERIES ------4

CARE OF THE FLASHMASTER ------4

NOTICES(required by Federal Communications Commission, Industry Canada, etc.) ------5

RECYCLING IN UNITED KINGDOM------5

HOW TO USE THE FLASHMASTER

DIAGRAM INDEXING EXPLANATIONS OF KEYS BY PAGE NUMBER------1

HOW TO GET STARTED QUICKLY ------6

STEP 1: Push a Yellow Key to Select One of the 6 "Learning Activities" ------6

STEP 2: Use the 3 White Keysto Adjust: ------6

Time Limit ------6

Arithmetic Operation (, , , or ) ------7

Level Number or Table Number------7

STEP 3: Push the Green "START" Key to Start the Selected Learning Activity ------7

STEP 4: Answer the Problems Presented Until the Learning Activity Ends ------7

STEP 5: Review Your Results ------8

(Table of Contents Continued on Next Page)

THE 6 "LEARNING ACTIVITIES" ------ 8

The "Table: In Order" Activity ------ 8

The "Table: No Order" Activity ------ 9

The "Practice" Activity ------ 9

The "Test" Activity ------10

The "Flashcards" Activity ------11

The "Special Problems" Activity for Practicing Missed or "Entered" Problems------12

HOW TO "ENTER" PROBLEMS INTO"SPECIAL PROBLEMS MEMORY" ------13

HOW TO REVIEW RESULTS WITH THE GREEN "SEE RESULTS" KEY ------13

ADDITIONAL INFORMATION ABOUT USING THE FLASHMASTER ------14

How the FlashMaster Is Turned On and Off—The "ON/OFF" Key ------14

How to Turn Sound Off and On—The "SOUND" Key ------14

How to Use an Earphone Device (not included) ------15

How to Change the "Problem Format"—The "Change Problem Format" Key ------15

How to Hide or Show the Countdown of Time Limits—

The “Hide or Show: Countdown of Time Limit” Key ------15

How to Erase Results—The "Erase: Results" Key ------15

How to "Pause" a "Practice" or "Special Problems" Activity—The "PAUSE" Key ------16

How to Erase Missed and "Entered" Problems—

The “Erase: Missed and “Entered” Problems” Key------16

How to Change the FlashMaster’s Sound Effects------16

How to Slow Down or Speed Up the FlashMaster ------17

WHICH PROBLEMS ARE EMPHASIZED IN WHICH LEVELS ------17

Addition Levels: --------------18

Subtraction Levels: ------18

Multiplication Levels: ------19

Division Levels: ------20

HOW TO MAKE THE FLASHMASTER WORK BEST

FOR YOUR STUDENT(S) AND YOU ------20

RECORD OF ASSIGNMENTS AND RESULTS------24

SAMPLE ASSIGNMENT------25

SPEED TIPS------25

WARRANTY------26

SHORT AND FUN INTRODUCTION TO THE FLASHMASTER------27

SAFETY INSTRUCTIONS

 IF EARPHONES ARE USED, BE SURE THEY ARE NOT TOO LOUD.

 ONLY ADULTS SHOULD REMOVE OR INSTALL BATTERIES.

 If a battery is swallowed, call a doctor immediately.

 Batteries should be kept away from children who still might put them in their mouths.

 Use only 1.5-volt alkaline "AA" batteries; 2 of them.

 Install batteries with correct polarity—that is, with the

"+" and/or "" on both batteries aligned with the

"+" and/or "" markings in the battery compartment.

 Use only batteries of the same type.

 Do not mix old and new batteries.

 Do not mix alkaline, standard (carbon-zinc), or rechargeable (nickel-cadmium) batteries.

 Do not use rechargeable batteries.

 Do not try to recharge non-rechargeable batteries.

 The supply terminals must not be short-circuited.

 Remove exhausted or corroded batteries.

 Dispose of old batteries lawfully and promptly.

 Remove batteries to prevent corrosion if the FlashMaster will not be used for at least amonth.

 Do not expose batteries to fire or heat since batteries may explode or leak corrosive or toxic material, etc.

HOW TO INSTALL BATTERIES

Following the safety instructions above, an adult should:

1. Push open the loosely-hinged battery-compartment door after carefully loosening its screw with a screwdriver. (The screw should not be removed entirely from the door.)

2. Install two new AA 1.5-volt alkaline batteries with correct polarity (,) following the illustration inside the battery compartment.

3. Close the compartment door and tighten the screw.

If “REPLACE BATTERIES” blinks, new batteries are needed. Installing batteries "resets" the FlashMaster, erases its temporary memory, and restores all its original settings.

CARE OF THE FLASHMASTER

 Use common sense to protect the FlashMaster and children.

 Handle the FlashMaster gently and carefully.

 Do not drop the FlashMaster.

 When the FlashMaster is carried in a backpack, it should be located, cushioned, and/or wrapped in order to protect it—especially its display (“LCD”) and keys.

 Keep it dry. If it gets wet, dry it immediately.

 Do not expose it to severe cold or high heat. For example, do not leave it on the dashboard of a car.

 Wipe it with a damp cloth to clean it. Do not use cleaning solvents or strong detergents or chemicals.

NOTICES

Required by Federal Communications Commission:

This equipment has been tested and found to comply with the limits for a Class B digital device, pursuant to Part 15 of the FCC Rules. These limits are designed to provide reasonable protection against harmful interference in a residential installation. This equipment generates, uses and can radiate radio frequency energy and, if not installed and used in accordance with the instructions, may cause harmful interference to radio communications. However, there is no guarantee that interference will not occur in a particular installation. If this equipment does cause harmful interference to radio or television reception, which can be determined by turning the equipment off and on, the user is encouraged to try to correct the interference by one or more of the following measures:

 Reorient or relocate the receiving antenna.

 Increase the separation between the equipment and receiver.

 Consult the dealer or an experienced radio/TV technician for help.

The user is cautioned that changes or modifications not expressly approved by the party responsible for compliance could void the user's authority to operate the equipment.

Required by Industry Canada:

This Class B digital apparatus complies with Canadian ICES-003.

Cet appareil numérique de la classe B est conforme à la norme NMB-003 du Canada.

RECYCLING IN UNITED KINGDOM

For information about recycling a FlashMaster in the United Kingdom, go to:

Flashmaster LLC's EEE Producer Registration Number for the UK is: WEE/BK0198VR.

HOW TO GET STARTED QUICKLY

If your FlashMaster is not already turned on, push the "ON/OFF" key.

STEP 1: Push a Yellow Key to Select One of the 6 "Learning Activities"

Select one of the FlashMaster's 6 "learning activities": "Practice"; "Test"; "Flashcards"; "Table: InOrder"; "Table: No Order"; and "SpecialProblems". (These activities are explained below.) Just push the yellow key with the label of the learning activity that you want. The name of the activity will appear in the bottom of the FlashMaster's display over the yellow background.

STEP 2: Use the 3 White Keys to Adjust: Time Limit;

Arithmetic Operation;Level Number; and Table Number

By pushing one or more of the 3 white keys one or more times, you can adjust the following settings (shown in the display) when they apply to the learning activity that you have selected:

 Time Limit

 Arithmetic Operation (, , , or )

 Level Number

 Table Number

Time Limit

In the "Practice", "Test", or "Special Problems" activity, you can select aper-activityTime Limitof 180, 150, 120, 90, 75, 60, 45, or 30 seconds for the entire activity. Just push the white "TIME LIMIT" key until the desired number appears in the upper left corner of the display.

In the "Flashcards" activity, you can select aper-problem Time Limitof 9, 7, 5, 4, 3, 2.5 (two and five tenths), 2.0, 1.6, 1.3, or 1.0 seconds for each of the (normally 30) problems that will be presented in the activity. Just push the white "TIME LIMIT" key until the desired number appears in the upper left corner of the display. Actually, the number displayed is the per-problem Time Limit for problems with single-digit answers. 0.2 and 0.3 seconds more time is allowed for the 1 and 2 additional key presses needed to enter 2digit and 3-digit answers. (See page 11.)

The "Table: In Order" activity and the "Table: No Order" activity arenot timed. When either of these activities is selected, the "TIME LIMIT" key has no effect, and no Time Limit is displayed.

Arithmetic Operation (, , , or )

Except in the "Special Problems" activity, you can select addition, subtraction, multiplication, or division. Just push the white "   "key until the symbol of the desired operation appears (approximately in the middle of the display).

In the "Special Problems" activity, the FlashMaster presents problems stored in its memory that have been previously missed or "entered" by you and that may include two or more arithmetic operations. Therefore, in this activity, pushing the "   "key has no effect, and no arithmetic symbol is displayed until the activity starts.

Level Number orTable Number

In the "Practice", "Test" or "Flashcards" activity, you can select among 9 possible Levelsnumbered in order of increasing difficulty from 1 to 9. Just push the white "LEVEL # or TABLE #" key until the desired Level number appears in the upper right corner of the display to the right of "LEVEL".

To see which problems are emphasized in which Levels, look at the back of the FlashMaster or on pages 18-20 below.

In the "Table: In Order" or "Table: No Order" activity, you can select among: the "0" to "9" "tables" if addition or subtraction is selected; the "0" to "12" "tables" if multiplication is selected; and the "1" to "12" "tables" if division is selected. Just push the white "LEVEL # or TABLE #" key until the desired Table number appears in the upper right corner of the display to the left of "TABLE".

In the "Special Problems" activity, the FlashMaster presents problems stored in its memory that have been previously missed or "entered"—not problems from a Table or Level. Consequently, in the "Special Problems" activity, pushing the "LEVEL#orTABLE#" key has no effect, and no Level or Table number is displayed.

STEP 3: Push the Green "START" Keyto Start the Selected Learning Activity

Push the green "START" key to start the learning activity selected in Step #1 with the settings selected in Step #2.

STEP 4: Answer the Problems PresentedUntil the Learning Activity Ends

After you "start" a learning activity, the FlashMaster presents problems until the activity automatically ends. Use the number keys to enter answers from left to right. For example, if you see "62=?", first push the "1" key and then the "2" key.

STEP 5: Review Your Results

When a learning activity is completed, the results of the activity are displayed automatically.

The FlashMaster shows the following information across the middle of its display from left to right:

 the number of correct answers;

 the number of problems attempted; and

 the percentage of attempted problems that was answered correctly.

The FlashMaster also displays (among other things) the following informationin the usual locations:

 the type of learning activity;

 the seconds that actually elapsed during a "Practice", "Test" or "Special Problems" activity;

 the per-problem Time Limit in the case of a "Flashcards" activity;

 the arithmetic operation (, , , or ) except in a "Special Problems" activity;

 the Level number in the case of a "Practice","Test" or "Flashcards" activity; and

 the Table number in the case of either of the "Table" activities.

If at least 19 problems were attempted in a completed activity and all were answered correctly, "WOW!!" blinks.

THE 6 "LEARNING ACTIVITIES"

The FlashMaster has 6 "learning activities" or modes. Select one by pushing its yellow key.

The "Table: In Order" Activity

This learning activity is primarily intended for students who are just beginning to learn a new "table" (for example, the 8-table in multiplication).

To select this activity, push the yellow "TABLE: IN ORDER" key. Next, use the white ""key to select an arithmetic operationand then the white "LEVEL#orTABLE#" key to select a Table number. Then push the green "START" key, and the FlashMaster will present all the problems in the selected Table in ascending and then descending order.

If you miss a problem, the FlashMaster makes a negative noise and displays "NOT CORRECT" and then presents the problem again. If you miss a problem twice in a row, the FlashMaster shows you the correct answer before having you try the problem again.

There is no time limit in the "Table: In-Order" activity. As soon as all the problems in the selected Table have been presented and correctly answered in ascending and then descending order, the activity ends and its results are displayed automatically.

The "Table: No Order" Activity

To select this activity, push the yellow "TABLE: NO ORDER" key. Next, use the white ""key to select an arithmetic operation and then the white "LEVEL#orTABLE#" key to select a Table number. Then push the "START" key, and the FlashMaster will present all the problems in that Table in random order—each problem once if addition or multiplication is selected and each problem twice if subtraction or division is selected.

If you miss a problem, the FlashMaster makes a negative noise and displays "NOTCORRECT" and then presents the problem again. If you miss a problem twice in a row, the FlashMaster shows you the correct answer before letting you try the problem again. Also,after you correctly answer a problem that you have missed and then correctly answer a different problem, the FlashMaster presents the missed problem still another time to reinforce your mastery of it.

There isno time limit in the "Table: No Order" activity. As soon as all the activity's problems have been presented and correctly answered, the activity ends and its results are displayed automatically.

The "Practice" Activity

The "Practice" activity is the FlashMaster's general purpose "instructional" learning activity. The FlashMaster: (1) presents either (depending on the Level selected) a focused or an all-inclusive group of problems in the selected one of the four arithmetic operations; (2) repeats each missed problem until it is correctly answered; (3) repeats the missed problem again immediately after both it and a different problem have been answered correctly; and (4) displays the correct answer to any problem missed twice in a row.

To select this activity, push the yellow "TimedPRACTICE" key. Next, use the 3 white keys to adjust: (1) the per-activity Time Limit; (2) the arithmetic operation (, , , or ); and (3) the Level number. Then push the green "START" key, and the FlashMaster will present problems of the selected arithmetic operation until the Time Limit counts down to zero. The selected Level number controls how frequently specific problems of the selected arithmetic operation tend to be presented (for example: never, 1% of the time, 4% of the time, etc.).

When its Time Limit expires, the activity ends and your results are automatically displayed.

If you miss a problem, the FlashMaster makes a negative noise and displays "NOT CORRECT" and then presents the problem again. If you miss a problemtwice in a row, the FlashMaster displays the correct answer before having you try the problem again. Also, after you correctly answer a problem that you have missed and then correctly answer a different problem, the FlashMaster presents the missed problem still another time to reinforce your mastery of it.

The "Test" Activity

Compared to the "Practice" activity, the "Test" activity puts more emphasis on presenting alarge number of problems within the per-activity Time Limit, and less emphasis on providing instruction in connection with missed problems. Like the "Flashcards" activity (explained below), the "Test" activity is primarily designed (1) to give tests or (2)to develop “automaticity”(the ability to answer problems with speed and accuracy without calculating).

The "Test" activity can be used to give identical tests to a class of students individually equipped with FlashMasters. Unlike comparable written tests used in many elementary schools, these (paperless) tests are automatically timed and scored. And, after a test,using the "Special Problems" activity (explained below), students can see and practice (in random order) the problems missed by them on the test.

To select the "Test" activity, push the yellow "Timed TEST" key. Next, use the 3 white keys to adjust: (1) the per-activity Time Limit, (2) the arithmetic operation (, , , or ), and (3) the Level number. Then push the green "START" key, and the FlashMaster will present problems of the selected arithmetic operation until the Time Limit counts down to zero. The selected Level number controls how frequently specific problems of the selected arithmetic operation tend to be presented (for example: never, 1.25% of the time, 5% of the time, etc.).