1.
Energizer
This activity trains cause and effect, turn-taking, and the
use of an input device. One creature appears on-screen and
the narrator says, "Make him do something." When
the student makes a response, the character animates or becomes
"energized." Once the character completes his routine
and exits, a new character appears.
2.
Workout
This activity trains cause and effect, turn-taking, and the
use of an input device. One creature appears and begins a
continuous animated routine while the narrator says, "Make
him do something different." When the student makes a
response, the creature's routine changes. Once the character
has completed several routines, he exits and a new character
appears.
3.
Songfest
This activity trains cause and effect, turn-taking, and the
use of an input device. The narrator begins by saying, "Where
is everyone?" Each time a student makes a response, a
new character appears. Once all of the creatures are on stage,
the narrator says, "Make them sing now." When the
student makes a response, the characters start to sing and
each new response causes the creatures to sing a new song.
4.
Shrinker
This activity trains cause and effect, turn-taking, and introduces
visual tracking. In Direct Select mode, this activity also
teaches discrete pointing. In Scanning mode, this activity
teaches accurate response timing. First, a big red bubble
appears in the center of the screen and the narrator says,
"Pop the bubble and see who's inside." When the
student chooses the bubble, a creature appears and does a
routine. When the creature has finished his routine, the bubble
reappears in a smaller size. Once the bubble reaches its smallest
size, it rolls to different positions on the screen. If there
is no response, or a response outside the target area, the
bubble increases in size until it eventually fills the screen.
5.
Critter Skitter
This activity trains cause and effect, turn-taking, and visual
tracking. In Direct Select mode, this activity also trains
discrete pointing and in Scanning mode, this activity trains
accurate response timing. First, a creature appears and the
narrator says, "Tag (characters name) and see where
he goes." The student uses the input device to "tag"
the character, causing him to animate and then move to another
position on the screen. After several animations, the creature
exits and a new creature appears.
6.
Pair Pranks
This activity trains cause and effect, turn-taking, visual
tracking, and choice-making. It also teaches the student to
choose between two creatures. First, two creatures appear
on screen and the narrator prompts the student to choose one.
When the student selects one of the creatures, it begins an
animated routine. After several routines, the creature exits
and a new creature appears.
7.
Solos
This activity trains cause and effect, turn-taking, visual
tracking, and choice-making among many possibilities. All
of the creatures appear on screen and the narrator says, "Choose
someone to sing." When a creature is chosen, he begins
to sing and is joined by his friends. Once the song has finished,
another creature can be chosen.
8.
Concert
This activity trains cause and effect, turn-taking, visual
tracking, and choice-making. The student chooses a button
to determine which song the creatures will sing. The narrator
begins by saying, "Choose a button to hear a song."
When a button is chosen, it stays lit while the creatures
sing that song. When the song is finished, a new song can
be chosen. In Direct Select mode, each creature makes a sound
when you select him.
9.
The Local Scene
This activity trains cause and effect, turn-taking, visual
tracking, and choice-making. First, a scene is presented with
two large clown characters. When a region of the screen is
selected (in Direct Select mode), a corresponding animation
begins. After each animation ends, another area can be chosen.
In Scanning mode, each response causes a different area of
the screen to animate in a random order.