Part 11: An Overview of TNT Reading Tutor Exercises

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1 Part 11: An Overview of TNT Reading Tutor Exercises

2 TNT Reading Tutor Manual Table of Contents System Help Player Select Help Registration Help TNT Reading Ordering Information Exercise Results Help Bar Graph Help Certificate Help Progress Report Help Game Breaks Help Reading Mastery Step 1 Help Letter Recognition - Uppercase Letters Letter Recognition - Lowercase Letters Letter Recognition Cognitive - Matching Letter Recognition Cognitive - Sequences Letter Recognition - Uppercase/Lowercase Letters Letter Recognition Cognitive - ABC Order Reading Mastery Step 2 Help Phonemic Awareness - Consonants Phonemic Awareness Cognitive - Consonants Phonemic Awareness - Vowels Phonemic Awareness Cognitive - Vowels Phonemic Awareness - All Letters Phonemic Awareness Cognitive - Blending Reading Mastery Step 3 Help Beginning Sound Discrimination Beginning Sound Discrimination Cognitive Vowel Sound Discrimination Vowel Sound Discrimination Cognitive Ending Sound Discrimination Ending Sound Discrimination Cognitive Reading Mastery Step 4 Help Beginning Word Identification Beginning Word Identification Cognitive Ending Word Identification Ending Word Identification Cognitive Sight Word Identification Sight Word Identification Cognitive Reading Mastery Step 5 Help Short Vowel Rhyming Short Vowel Rhyming Cognitive Word Beginning Sounds Word Beginning Sounds Cognitive Word Vowel Sounds Word Vowel Sounds Cognitive Copyright BrainTrain, Inc. - All Rights Reserved 2 of 309

3 Reading Mastery Step 6 Help Word Ending Sounds Word Ending Sounds Cognitive Middle Consonant Sound Discrimination Middle Consonants Sounds Cognitive Sight Word Identification II Sight Word Identification II Cognitive Reading Mastery Step 7 Help Beginning Consonant Blends Beginning Consonant Blends Cognitive Silent E Words Silent E Words Cognitive Sight Word Identification III Sight Word Identification III Cognitive Reading Mastery Step 8 Help Ending Consonant Blends Ending Consonant Blends Cognitive Consonant Digraphs Consonant Digraphs Cognitive Long Vowel Rhyming Long Vowel Rhyming Cognitive Reading Mastery Step 9 Help Vowel Digraphs Vowel Digraphs Cognitive Diphthongs Diphthongs Cognitive Compound Words Compound Words Cognitive Glossary of Reading Terms TNT Reading IEP Goals Copyright BrainTrain, Inc. - All Rights Reserved 3 of 309

4 System Help for TNT Reading Tutor On the main screen, labeled TNT Reading Tutor there is a boxed area titled Select Player and Module. To select a player, simply click on the name to highlight it. The player s name will appear in the Current Player box at the top of the screen. There is also a box labeled Total Exercise Time. This time represents the total amount of time the currently selected player has used the TNT Reading Tutor. However, only exercises that have been completed are included in this time. If an exercise is aborted before the end, that exercise time is not included in the Total Exercise Time. To select a module from which to start, you will first need to choose the Reading Mastery tab or the Reading Comprehension tab and then select the module you wish to run. Once the desired module and steps have been selected, click on the Run Exercise button in the upper left corner to run the program. The Current Program, Current Phase and Current Level will also change depending upon which module is selected. At the bottom of the screen, there is a boxed area labeled Current Mode. There are two modes to choose from and each mode runs the exercises in a different way. In Standard Mode, each training exercise is run before moving on to the test phase. All items within a group (i.e. letters, sounds) are tested and trained in Standard Mode regardless of performance. Accelerated Mode takes you directly to the test upon meeting the Accelerated passing criteria on any training level. In addition, the Accelerated Mode often trains only the variables that the player has not mastered in previous training exercises. Regardless of whether or not the test phase is passed, the player continues on to the test phase of the next program (i.e., from Uppercase Letters to Lowercase Letters). Copyright BrainTrain, Inc. - All Rights Reserved 4 of 309

5 Once all the of the programs have been run through in the selected step, the player goes back to the first program. If the test was passed on the first go-around, the player will go to the test on the next level (i.e., from Letters A-E to Letters F-J). If the test was failed on the first go-around, the player will repeat the training exercises and test. Once all of the reading exercises have been passed, if the player fails any cognitive exercise test three times in a row within the same session (does not have to be the same exercise three times in a row), the player will automatically advance to the next step. If a player exits from TNT Reading Tutor prior to failing the third test, the count will be reset upon starting a new TNT Reading session. To the right of the Current Mode is Passing Goal. There are three passing goals from which to choose. Full Mastery is the most challenging level where the passing percentages are highest. In most cases, this means that the tests are set at 90% and the training exercises are set at 80%. In addition, the speed settings are more difficult. The player will have less time to respond, words will be presented at a faster rate and objects moving around the screen will appear faster. Challenging is a little bit easier than Full Mastery. The passing percentages are set 10% lower than Full Mastery. All of the speed settings are also set a bit slower than Full Mastery. Easy Does It is the easiest passing goal. The passing percentages for this level are 10% lower than Challenging level. The speed settings are much easier, allowing the player more time to respond. Words will also be presented at a slower rate and items will move around the screen slower. As a default, the passing goal is set on Challenging. To the right of the Current Mode descriptions is Session Time. The session time is the length of time Alphabet Mastery will run. The program will automatically exit at the end of the session time. By default, the session timer is set to 25 minutes and can be changed in one minute increments by clicking on the up and down arrows to the desired session time between the range of 2 to 90 minutes. Click the Run Exercise button in the top left corner of the screen to start running the program. Below the session time is an option called Print Enabled. This option allows you to print scores, certificates and exercise results displayed at the end of an exercise. The box must be checked in order for the print option to be enabled after each exercise is completed. Results can still be printed from the Exercise Results Menu, even when this option is disabled. The next option is Run Training Plan From Icon. If this option is enabled and a player runs TNT from their icon, only the training plan will be run. In order to run a training plan, all Reading Mastery Steps must be licensed. However, if this option is not enabled and a player runs TNT from their icon, the exercises run will be based off of the Reading Mastery or Mastery Comprehension Step that is selected in the main menu. The last option is Audio Feedback Enabled. If this option is checked, sound effects and verbal encouragement for both correct and incorrect responses are provided. If this option is disabled, only visual feedback will be provided for both correct and incorrect responses. Copyright BrainTrain, Inc. - All Rights Reserved 5 of 309

6 At the very op of the menu, above the list of Steps, you can check the Disable Wizard at Startup box if you wish to skip the wizard and go directly to the advanced menu when you start TNT Reading Tutor. The Exit TNT Reading Tutor button at the bottom right-hand corner of the screen allows you to quickly exit the TNT Reading Tutor. The various buttons presented on the Select Player screen allow access to the administrative controls including player management, program registration, help files and a database of test results. The grayed out button represents the current menu that you are in. The following buttons will be described below: Exercise Results, Certificates, Progress Report, Run Training Plan, Select Player, Register, Game Breaks and Help. Exercise Results - Shows exercise results completed by the selected player. More information regarding the Exercise Results window can be found in the Exercise Results Help document. Certificates - Displays the list of each certificate earned by the selected player. A certificate is earned upon completion of a module (i.e., Reading Mastery Step 1) or part of a module (i.e., Reading Mastery Step 1 Cognitive) and upon passing a test exercise. More information regarding the Certificates window can be found in the Certificate View Help document. Progress Report - Displays, in graph format, all of the tests passed in respect to all of the available tests to take. Once all the tests have been passed, a number will appear in the star that represents the mean score of all tests passed. More information can be found in the Progress Report Help document. Run Training Plan - If a training plan for the selected player has been imported from TNT Reading Pro or from the Testing System, clicking this button will automatically run that training plan. However, you will not be able to run the training plan unless all Mastery Steps in the system have been licensed. Take Reading and Memory Tests - Takes you to the TNT Reading and Memory Test Battery where you can take tests to assess specific skills and create or update a player s training plan. Select Player - Whenever you are in a window other than the Select Player screen, the Select Player button will appear in the upper, right-hand corner, above the Register button. Clicking this button will take you back to the Select Player screen where you can change your player options. Copyright BrainTrain, Inc. - All Rights Reserved 6 of 309

7 Register - Upon clicking the arrow next to Register, a drop down menu appears with two options: Online Registration and Registration. For more information, refer to the Registration Help document. Game Breaks - Allows the player to take a break from training to play exciting, fun games. When run from the menu, the player will not be able to advance from one level to the next (as they can when run during training). In addition, the Top 10 List is not viewable from this button. Help - Clicking the arrow next to Help, drops down a menu displaying the available help documents to view. Click on a help document to view it in PDF format. Clicking the Help button, will open the help document that is listed at the top of the drop down menu. The help documents specific to each module and program will only appear in the drop down menu if the TNT Reading Tutor is set to run that program. To view all the help documents for the entire TNT Reading Tutor program, TNT Reading Tutor Manual from the Help drop down menu. Several joystick devices are compatible with TNT Reading Tutor, in addition to the USB mouse, keyboard and touchscreen. The details for these devices are described below: Logitech Cordless RumblePad 2 Part No Product ID: VV011 Controls: Directional Pad, Left and Right Joysticks - Moves cursor arrow Buttons 9 and 10 - Pauses the exercise Buttons 1, 2, 3, 4, 5, 6, 7 and 8 - Equivalent to a mouse click Logitech RumblePad 2 Part No Product ID: VV005 Controls: Directional Pad, Left and Right Joysticks - Moves cursor arrow Copyright BrainTrain, Inc. - All Rights Reserved 7 of 309

8 Buttons 9 and 10 - Pauses the exercise Buttons 1, 2, 3, 4, 5, 6, 7 and 8 - Equivalent to a mouse click Logitech Dual Action Part No Product ID: VV027 Controls: Directional Pad, Left and Right Joysticks - Moves cursor arrow Buttons 9 and 10 - Pauses the exercise Buttons 1, 2, 3, 4, 5, 6, 7 and 8 - Equivalent to a mouse click Logitech Attack 3 Part No Product ID: VV005 Controls: Joystick - Moves the cursor arrow Buttons 8 and 9 - Pauses the game Trigger and Buttons 2, 3, 4 and 5 - Equivalent to a mouse click Logitech Precision Gamepad Part No Product ID: SL819 Controls: Directional Pad, Left and Right Joysticks - Moves cursor arrow Buttons 9 and 10 - Pauses the exercise Buttons 1, 2, 3, 4, 5, 6, 7 and 8 - Equivalent to a mouse click Microsoft XBox 360 Controller Part No. X Controls: Directional Pad, Left and Right Joysticks - Moves cursor arrow Start - Pauses the exercise Copyright BrainTrain, Inc. - All Rights Reserved 8 of 309

9 Buttons A, B, X, Y, LB and RB - Equivalent to a mouse click DDRGame Super Deluxe Dance Pad Item No. M03855 Controls: Directional Buttons - Moves the cursor arrow Start - Pauses the game Buttons A and B - Equivalent to a mouse click NOTE: This device is challenging to use on some exercises. Hyperkin Tough Non-Slip Dance Platform Controls: Directional Buttons: Move mouse Start: Pauses game A, B Buttons: Equivalent to a mouse click NOTE: This device is challenging to use on some exercises. Logitech Mx Air Rechargeable Cordless Air Mouse Controls: Functions the same way as a USB mouse Copyright BrainTrain, Inc. - All Rights Reserved 9 of 309

10 Player Select Help Select Player And Module When there are multiple players in the Select Player list, the player will need to select the name they wish to use. Clicking on the desired name will highlight it. Once highlighted, all exercise data will pertain to the selected player. The screen name will also appear at the top of the screen in the Current Player box. A player must be selected before you can enter the Program Menu or Test Results screens. When multiple steps have been purchased, the player will need to select the desired step from which to start. The name of the currently selected step will appear below the boxed area labeled Current Step. The Current Program, Current Phase and Current Level will also change depending upon which step is selected. Clicking on the name of the step will highlight it. Once highlighted, the exercises will start from the beginning of the selected step and run in order. If a player would like to go back to a previous step, they will need to select that step from the Select Player And Module list. Player Options The following player options are available and are described in detail below: Add New Player, Edit Selected Player, Backup Selected Player, Restore Player(s) From Backup, Import New Player Data and Transfer Data for Selected Player. Add New Player - Opens the Player Information dialog box where you can enter a new screen-name, and select the player s gender, date of birth and country. The country selection allows you to choose between USA and Britain where there is a different pronunciation of the letter Z. Copyright BrainTrain, Inc. - All Rights Reserved 10 of 309

11 Choose an icon from a variety of different images by clicking on Pick Icon. The icon will be used as a shortcut to the TNT Reading Tutor. If an icon is not selected, an icon shortcut will not be created. Once all the desired information has been entered, click OK to add the new player or click Cancel to return to the main screen. The current list of players is displayed in the main window under Player Select. NOTE: If the player limit has been reached, this button say Player Limit Reached and the button will be disabled. Edit Selected Player - Change any of the player s information for the currently selected player, including the password and icon image. Backup Selected Player - Backup the currently selected player to a single convenient file. By default, player backups are stored in TNT Reading s Backups directory, located in the Players folder. The location of the Players folder can be set in using the System Utilities button (see System Help for more information). You may choose to save the backup file anywhere you wish, such as to a removable flash drive. Restore Player(s) From Backup - Restore any or all players from a backup file. The players are restored into the current data folder Import New Player - Import a new player from another location. Clicking this button will allow you to browse for the new player to import. If the player limit has been reached, this button will be disabled. Transfer Data from Selected Player - Merge results from an imported player to the currently selected player. The current player s settings will be overridden by the imported player s data. Clicking on this button will display the Transfer Data box that allows you to Import Settings and Results, Export Settings and Results or Cancel. Import Settings and Export Settings will allow you to browse for the data to import or where to save your exported settings. Cancel will take you back to the Player Select Menu. Copyright BrainTrain, Inc. - All Rights Reserved 11 of 309

12 Registration Help The TNT Reading Tutor contains a limited trial period wherein the user can evaluate the product before purchase. If you have purchased any of the TNT Reading Mastery Steps, please follow the instructions below to register the product. If Registering on a Computer with an Internet Connection 1. Start the TNT Reading Tutor by doubleclicking on the icon on your desktop. The following screen will appear. If you have an internet connection on the PC, then click the button for Register Online. Choosing Continue with Trial Mode will allow you up to 60 minutes worth of trial time per Mastery Step to evaluate the TNT program prior to registration. Each exercise under trial mode will run for one minute. 2. After clicking Register Online. You will be prompted to enter your Customer Number and Password. This information will be supplied on a separate set of instructions that arrived along with the DVD. Enter the supplied Customer Number and Password and press Login. 3. The next window will prompt you to enter your Registered Customer Name. Many people simply use their last name, but you may enter any name that you wish. Be aware that only letters and numbers are allowed. Copyright BrainTrain, Inc. - All Rights Reserved 12 of 309

13 4. Next, choose the player that you wish to register from the list of created players and press OK. If no players have been created, click the Add Player button and enter the required information. 5. After selecting the player name, you will be prompted to choose the license you wish to register. In most cases, there will be only one available. Check the box next to the available licenses and click the Continue button. 6. You ll next need to verify that you ve selected the proper license and player name. Double check the information and press Yes if everything is correct. 7. Once the registration process completes, press the OK. button to continue to TNT Reading. Copyright BrainTrain, Inc. - All Rights Reserved 13 of 309

14 If Registering on a Computer without an Internet Connection If the computer where you have installed TNT Reading Tutor does not have a connection to the internet, but you have another nearby computer with access to the internet, you can still register manually via BrainTrain s web registration system located at If you do not have an internet connection, you will need to call BrainTrain s registration line ( ) while near the computer. 1. Start the TNT Reading Tutor by double-clicking on the icon on your desktop. The following screen will appear. Click the button for Register Manually. Choosing Continue with Trial Mode will allow you up to 60 minutes worth of trial time to evaluate the TNT program prior to registration. 2. After clicking Register Manually, the Manual Registration window will appear. Your Site-ID is located here. You will need the Site-ID in addition to the Customer Number and Password supplied with your order. Copy down the site-id and use a different computer to visit the web site 3. Enter the supplied Customer Number and Password into the appropriate spaces and press Login. Copyright BrainTrain, Inc. - All Rights Reserved 14 of 309

15 4. Scroll down to the bottom of the next page. You will be asked to enter your Site-ID (taken from the Manual Registration window in TNT Reading Tutor) and your Registration Name. Many people simply use their last name for the Registration Name, but you may enter any name that you wish. Be aware that only letters and numbers are allowed. When completed, press the Begin Registration button. 5. On the next page, select the Licenses that you wish to register. Once the correct licenses are selected, press the Confirm Registration button to continue. The next screen that will appear will ask you to double-check the selected licenses and Confirm again. 6. The next page will display the Registration Name (Step 2) and the Registration code (Step 3) necessary to register your copy of TNT Reading Tutor. Either print this page out or write down the Registration Name and Registration Code and return to the computer where TNT Reading Tutor is installed. Be aware that the site-ids and the registration codes change daily so you will need to enter the information as soon as possible. Copyright BrainTrain, Inc. - All Rights Reserved 15 of 309

16 7. Enter the Registration Name and Registration Code generated from the web site into the appropriate locations in the Manual Registration screen in TNT Reading Tutor and press Register. If successful, the registered license will appear at the bottom of the screen under Unapplied Licenses. Click the license to select it and press the Apply button at the bottom of the screen. 8. You will be asked to choose the name of the Player to which you wish to apply the license. Choose a player from the list and press Apply. If no players exist, first click on the Add Player button. 9. Once the registration process completes, press the OK. button to continue to TNT Reading Tutor. TNT Reading - Ordering Information Copyright BrainTrain, Inc. - All Rights Reserved 16 of 309

17 If you would like to purchase more TNT Reading modules or you are interested in obtaining more information regarding available products and pricing, please contact: BrainTrain, Inc. 727 Twin Ridge Lane Richmond, VA Phone: (804) or Our website is: Consultants are available at BrainTrain to help you make the purchasing decision that is right for you. Please call us for assistance and we will be happy to answer any questions you may have. Exercise Results Help Copyright BrainTrain, Inc. - All Rights Reserved 17 of 309

18 The Exercise Results button takes you to a window that shows all exercise results completed by the selected player. The information in this menu includes the date and time that the exercise was completed, the module and program name of the specific exercise, the grade percent, the end result (i.e. pass or fail) and the passing goal that was selected for that particular exercise. The results can be displayed in several ways. By clicking on the Date & Time tab, the results will be shown either ascending or descending chronological order (click multiple times to change). Clicking on the Exercise tab will show the results in module order (either ascending or descending). You can click on the Grade tab to organize the results by highest grades to lowest grades or vice versa. In addition, clicking on the Result tab will group the passed exercises together and the failed exercises together (in module order). Above the boxed area containing the exercise data is a drop down menu that allows you to display specific results. You have the option of all of the completed test and training results, all of the test results only, all of the training results only, the last 20 completed tests, the last 20 completed exercises, or the results for the current training plan. Underneath the Display Results, you can select to view the results based on the difficulty level. Copyright BrainTrain, Inc. - All Rights Reserved 18 of 309

19 Selecting Full Mastery, Challenging or Easy Does It will display the results under that difficulty level only. Select All will display all the results, regardless of difficulty level. Under the difficulty selection, you can select to view just the failed results, just the passed results or both passed and failed results for whatever has been selected in the Display Results. Next to the difficulty level selection are a list of passed percentages. These represent the number of exercises (tests, training and total) passed in relationship to how many exercises were attempted. These percentages will change depending on what is selected for the display results dropdown menu and the difficulty level. The Show Detailed Results button enables you to view the bar graph and data table for the highlighted exercise. You can double-click a specific exercise in the list to view the graph, as well. For more information on the bar graphs, use the Bar Graph Help document. The Show Player Rankings button displays a certificate that shows all the player rankings. Players accumulate points for each exercise completed. These points are added up as they go along and players will more points are ranked higher than players with less points. The certificate displays the current date and can be printed. The Print Results Summary button takes the results displayed in this Exercise Results menu and displays it in a format that can then be saved, exported to different formats and/or printed. Bar Graph Help A bar graph is available to view for each completed exercise. The module and program Copyright BrainTrain, Inc. - All Rights Reserved 19 of 309

20 name of each exercise and the date the exercise was completed appears at the top of the screen. The top, right-hand corner displays the following information: Targets Presented: the total number of items presented to which the player should respond (this title may vary depending on the exercise), Correct Targets Answered: the number of Targets Presented that were answered correctly (this title may vary depending on the exercise), Passing Grade Required: the grade required to pass the exercise, and Total Percent Correct: the overall passing percent achieved. The y-axis of the bar graph always represents the percent correct for each variable. The x-axis will show the current variable being measured and the name of the variable is labeled below the bar graph (i.e. Target Letters Presented). Each bar of the graph represents a specific variable. Underneath the name of each variable, the mean percent score is displayed. At the bottom of the Bar Graph window are four option buttons: Print Graph - View the graph in a print preview window and print the graph. The printed graph will also display the player s screen name. View Data - View the exercise data in the form of a data table. See below for more detail. Continue - This button is only enabled when the bar graph is presented at the end of an exercise. Clicking the Continue button will automatically begin the next exercise, if the player has Automatic Training selected. Otherwise, the Continue button will send the player back to the Exercise Menu. Exit - Return to the Exercise Results Menu. A data table is also available to view for each completed exercise. The module and program name of each exercise and the date the exercise was completed appears at the top of the screen. The top, right-hand corner displays the following information: Targets Presented: Copyright BrainTrain, Inc. - All Rights Reserved 20 of 309

21 the total number of items presented to which the player should respond (this title may vary depending on the exercise), Correct Targets Answered: the number of Targets Presented that were answered correctly (this title may vary depending on the exercise), Passing Grade Required: the grade required to pass the exercise, and Total Percent Correct: the overall passing percent achieved. The Data Table contains three columns. The first column represents the variable being measured (i.e. Targets). The middle column displays the mean accuracy (in percentiles) for each variable. The last column displays the mean reaction time for each variable. Reaction times are measured in seconds, but do not affect a player s accuracy score. At the bottom of the Data Table window are four option buttons: Print Data - View the data table in a print preview window and print it. The printed table will also display the player s screen name. View Graph - View the data in the form of a bar graph. Continue - This button is only enabled when the data table is presented at the end of an exercise. Clicking the Continue button will automatically begin the next exercise, if the player has Automatic Training selected. Otherwise, the Continue button will send the player back to the Exercise Menu. Exit - Return to the Exercise Results Menu. Certificate View Help Copyright BrainTrain, Inc. - All Rights Reserved 21 of 309

22 The Certificates button displays a menu that lists all of the certificates earned by the currently selected player. A certificate is earned upon passing a test phase, completion of all the reading exercises in a module, completion of all the cognitive exercises in a module and when all of the exercises within a selected module have been completed. A certificate is also earned after passing a test. A drop down menu is available to select the type of certificates you want to view. The list of certificates displays the name of the module, module part or test and the date it was completed. To view each certificate, click on the name of the module you wish to view to highlight it. Then click View in the bottom, left-hand corner. You can double-click on the module name in the list to view the certificate, as well. To view certificates for each passed test, you will need to first click the Switch to Exercise button and then follow the same steps as above. The certificate conveniently displays the player s screen name, name of the module and the date it was completed or the name of the specific test exercise and the date it was completed. The following options are available on the certificate screen: Print - Allows you to preview the certificate and then print it. Continue - Is activated only when the certificate is presented immediately upon completion of the module. Continue will automatically take the player to the next module, if available. If the next module is not available, the Continue button will display a message with contact information in regards to ordering new software products. Exit - Takes you back to the Certificates Menu. Progress Report Help Copyright BrainTrain, Inc. - All Rights Reserved 22 of 309

23 A progress report is available to show the player s progress in regards to the tests that have been passed. The player s screen name and the current date is displayed above the chart. You can use the drop down menu to display either Reading Mastery results or Reading Comprehension results. If only one of these products has been purchased, the other will not be visible in this drop down menu. Next to the Display Results, you can select from the exercise types to review. If displaying Reading Mastery, you can choose from Reading exercises, Cognitive exercises or All exercises. If displaying Reading Comprehension, you can choose from Reading exercises, Logic exercises or All exercises. The Print Chart button allows you to print a copy of the progress report for the current date. Further details regarding the progress report chart are described below. The label at the bottom of the chart represents the selected program and exercise types. Each number represents a Reading Mastery or Reading Comprehension Step. Each step has its own column of blank rectangles, one for each test available for that step. Once a test has been passed, a rectangle is filled in with a color. Above each column is a star. This star is faded out until all the tests for that particular step have been passed. Once a step has been completed and all rectangles filled in, the star will fill in. A number will then appear in the star. This number represents the average test scores of all passed tests. The player can try to improve this number, if the tests are attempted again. Game Break Help Copyright BrainTrain, Inc. - All Rights Reserved 23 of 309

24 There are two ways to begin a Game Break. You can click on the Game Break button, located above the Help button. The Game Break button will take you to the selection screen below. A game break will be awarded after an exercise (test or training) has been passed, depending on the frequency setting. Games Breaks are automatically enabled and set at 100% frequency, as a default. When using the Game Break button from the menu, a player cannot advance from one level to the next (they will stay at the level selected) and the Top 10 List will not be viewable (see below for more details). Upon starting a game break, the player will be taken to the selection menu above. Each game will start at level 1 (unless playing from the Game Breaks button, in which the player can then select the level they wish to play). The player has to accumulate a set number of points to move from one level to the next. Once a level has been passed, the player cannot go back. Once a player gets to level 5, they will stay at level 5. Clicking on the Exit Game Breaks button will take you back to the TNT menu you were on when you entered the game break. If Automatic Training is on and the session time has not expired, clicking this button will take the player to the next exercise. Several controls can be used when playing the game breaks. A mouse can be used with this program to make selections and move objects around. The arrow keys are also active on the keyboard and can be used to move items around. Pressing the spacebar on the keyboard will release balls, rotated blocks and shoot water. A touchscreen monitor and game controllers can be used with this program, as well. Each of the four games consist of five different levels. A player can advance from level to the next by obtaining a specific score. Each level is increasingly more difficult than the previous level and each level has a different passing score. As mentioned above, once a player has a passed a level, they cannot return to that or any previous levels. If playing from the Game Break button, the player can play whatever level and it will not affect the levels played after an exercise. Each game is run for a two minute period. After a game has completed, the player will either go back to the Exercise Menu (if Copyright BrainTrain, Inc. - All Rights Reserved 24 of 309

25 automatic training is disabled) or will continue on to the next exercise (if automatic training is enabled and the session time, if enabled, has not expired). The four game break games are as follows: Trail Blazer The goal of the game is to create a path in front of the moving avatar (i.e., mouse) by changing the tile pieces to face the correct direction. The player needs to create a path all the way to the end goal. Several bonus items are located along the way that the player can pick up to earn extra points. Obstacles are also placed on the map that the player will need to avoid. For maps that are larger than the screen, an arrow is displayed at the edge of the screen to help guide the way. The player will get extra points for completing a path. If a path is completed, a new one will begin. This will continue until the two minute limit is up. If time is up and a player has finished a path, the game will not end until the avatar has reached the goal. The passing scores for each level are as follows: Level points Level points Level points Level points Level 5 - No passing grade (last level) Block Breaker The goal of this game is to break as many blocks with the ball(s) as possible. The ball(s) will first start on a paddle. The player can click the mouse to launch the ball, or the ball will automatically launch after a small delay. The player will need to catch the balls when they fall back down. The balls will bounce off the paddle, back up towards the blocks. Hitting the ball(s) with a moving paddle will affect the ball s trajectory and speed. If a ball starts to glow, the player can click the mouse to have the ball turn into fireworks. Any nearby blocks will be hit. The player will also need to pay attention to the color of the paddle. If the paddle is green, the player should hit the ball. If the paddle is yellow, the player can still hit the ball, but should be careful as the color is getting ready to change. If the paddle is red, the player should not hit the ball. If a ball is hit with a red paddle or a ball is missed with the green paddle, points will be lost. Some blocks require multiple hits before they will break. The player will receive 50 points for hitting a block that does not break, 500 points for breaking a block and the player will lose 1000 for missing a ball (i.e., not catching hitting the ball when the paddle is green or hitting the ball when the paddle is red). The passing scores for each level are as follows: Level points Level points Level points Level points Level 5 - No passing grade (last level) Treasure Hunter Copyright BrainTrain, Inc. - All Rights Reserved 25 of 309

26 The object of this game is to move the avatar through a maze to collect prizes and treasure. A circle of darkness limits the amount of the maze the player can see on the screen. As the player collects prizes and treasure, the circle will expand, allowing the player to see more. Likewise, hitting a trap will reduce the size of the circle. The player can use the mouse to direct the avatar. This will allow the avatar to move quickly, but is hard to control. For better control, the player can hold the mouse button down and the avatar will automatically move in the direction it is facing. The player can then steer the avatar much easier. The player will need to collect five pieces of treasure to complete the maze. Other prizes are hidden along the way that can be collected for extra points. In addition, many mazes have doors that can only be opened by finding a hidden key. The keys and doors are color-coded. There are also traps hidden along the way that the player needs to avoid. If a wall or trap is run into, points will be deducted. Bonus points are awarded for completing a maze. The passing scores for each level are as follows: Level points Level points Level points Level points Level 5 - No passing grade (last level) Firefighter The object of the game is to put out the fires before they burn out. The mouse button needs to be held down to fill the hose with water. The longer the button is held, the farther the water will spray when the button is released. Moving obstacles are in the way that the player has to avoid in order to put out the fires. Some fires need to be sprayed more than once to be put out. The player will earn points when a fire is put out or for not spraying water on items that are not on fire. A fire hydrant and a 1000 point bonus are awarded for every three to five fires that are put out. The player will lose 500 points if a fire burns completely, 100 points if a target is hit that was not on fire or for hitting an obstacle, and 50 points for not hitting anything with the water. A fire hydrant is displayed in the corner to show the player how many sprays they have left, so they need to be careful not to waste the water. The game will continue in this way until the two minutes are up or the player has used all of their sprays. The passing scores for each level are as follows: Level points Level points Level points Level points Level 5 - No passing grade (last level) Puzzle Pieces The object of this game is to complete as many puzzles as possible. Each puzzle has a Copyright BrainTrain, Inc. - All Rights Reserved 26 of 309

27 time limit and the entire puzzle must be completed before time runs out. In addition, the player only gets one chance per puzzle piece. If a piece is placed incorrectly, that piece can no longer be filled in. The player can still complete the other pieces in order to obtain points, but the puzzle will not be completed as a whole. On the first couple of levels, the piece will be automatically placed one the player has selected a piece that correctly fits in the puzzle. In the harder levels, the player has to place the piece themselves. In addition, some levels require the player to aim and shoot at puzzle pieces, posing a further challenge. The player receives points for each puzzle piece that is placed correctly. As the timer ticks down, the value of points for each piece goes down. In other words, the faster the puzzles are completed, the more points a player can earn. The player will earn extra bonus points for successfully completing a puzzle. This bonus increases as the levels get harder. The player will have two minutes per level to complete as many puzzles as possible. The passing scores for each level is 3000 points. Level 5 does not have a passing grade, since it is the last level. Reading Mastery Step 1 (Letter Recognition) Copyright BrainTrain, Inc. - All Rights Reserved 27 of 309

28 Purpose of Module Reading Mastery Step 1 is the first module of the TNT Reading system. This module trains Letter Recognition. Reading Mastery Step 1 is divided into six different programs; three letter recognition programs and three letter recognition cognitive programs. The letter recognition programs simply test and train the ability to identify and recognize both the uppercase and lowercase letters of the alphabet. The purpose of the letter recognition cognitive programs is to enhance one s cognitive abilities (i.e., working memory, auditory and visual attention, processing speed), in addition to learning to recognize the letters of the alphabet. The programs that make up Reading Mastery Step 1 are: Letter Recognition - Uppercase Letters Letter Recognition - Lowercase Letters Letter Recognition Cognitive - Matching Letter Recognition Cognitive - Sequences Letter Recognition - Uppercase/Lowercase Letters Letter Recognition Cognitive - ABC Order Each program is then divided into five training groups. These groups are designed to test and train the letters in small groups, so that mastery of the letters can be more easily achieved. The training groups for each program (except ABC Order) are as follows: Letters A-E, Letters F-J, Letters K-O, Letters P-T, Letters U-Z. For ABC Order, the training groups are divided into the following groups: Sequential Order - Uppercase Letters Sequential Order - Lowercase Letters Sequential Order - Uppercase/Lowercase Letters Gapped Order - Uppercase Letters Gapped Order - Lowercase Letters Gapped Order - Uppercase/Lowercase Letters Train First Mode: The player starts with the Basic Training exercise of the selected program. The player runs through the training exercises depending on whether Standard Mode or Accelerated Mode is selected. Once the training exercises have been completed, the player advances to the test phase. Regardless of whether or not the test phase is passed, the player continues on to the Basic Training exercise of the next program (i.e., from Uppercase Letters to Lowercase Letters). Once all the of the programs have been run through within the selected Step, the player goes back to the first program. If the test was passed on the first go-around, the player will be automatically advanced to the next level. If the test was failed on the first go-around, the player will repeat the training and test. A player must still pass all the tests in the Step before advancing to the next Step. Test First Mode (this mode is not available in the Home Version): Copyright BrainTrain, Inc. - All Rights Reserved 28 of 309

29 Within each training level, there is one test phase that is administered first, followed by three training exercises. If the player meets the passing criteria for a test phase, they automatically skip the training exercises and advance to the test phase of the next training level (i.e., from Letters A-E to Letters F-J). If, however, the test phase passing criteria are not met, the player will then be directed to the training exercises. The process in which the training exercises are administered depends upon the mode selected in the Exercise Menu from the Global Exercise Options: Standard Mode or Accelerated Mode. In Standard Mode, the training phases are presented in a hierarchal manner. The first training phase is Basic Training. Basic Training typically follows a similar format to the Test Phase. If the player does not meet the passing criteria on Basic Training, the exercise will be repeated. If the player meets the passing criteria (or does not meet the passing criteria in two consecutive attempts), he/she will advance to the second training phase: Rotation Training (for Letter Recognition and the ABC Order Cognitive programs) or Background Sound Training (for Letter Recognition Cognitive programs). Rotation Training follows a similar format to Basic Training, but is more challenging as the letters are rotated in different directions. Likewise, Background Sound Training is similar to Basic Training, but is more challenging as the letters now have to be identified while distracting background sounds are being played. The same passing criteria apply to Rotation/Background Sound Training as Basic Training. The third and final training phase is Speed Training. Speed Training requires the player to identify letters quickly in order to pass. This is used as a building block for reading fluidity. Once the player has met the passing criteria (or failed to meet the passing criteria two consecutive times), he/she will be directed back to the Test Phase. If the Test Phase passing criteria are not met again, the training phase process begins again. In Accelerated Mode, the training phases are presented in the same order as Standard training. However, the player has the ability to skip over some of the training exercises, if certain passing criteria are met. For example, if the player gets a perfect score on Basic Training, Background Sound Training and Speed Training will be skipped and the player will go directly back to the Test Phase. In addition, only the letters that have not been mastered in previous exercises will be trained for the Letter Recognition exercises. For example, if the player identifies the letters A and B perfectly during the test, but not C, D and E, then only the letters C, D and E will be trained in Basic Training. All the letters within a letter group are trained for the cognitive exercises and the player will have to meet the accelerated passing criteria in order to skip the other training exercises. In the Accelerated Mode, if a player does not meet the accelerated passing criteria, but does meet the standard passing criteria, he/she will be directed to the next training phase. Only if the player does not meet the standard passing criteria will the training phase be repeated. Like Standard Mode, the player will be directed to the next training phase after failing to meet the standard passing criteria two times in a row. Players are able to obtain points for each exercise completed. The points earned are based on the overall grade achieved on the exercise. The player gets points for the Copyright BrainTrain, Inc. - All Rights Reserved 29 of 309

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