The Fast ForWord Foundations II exercise Tomb Trek focuses on the following tasks, goals, and skills.
Task. Identify a target word when presented within a sequence of two words.
Goal. Develop the following cognitive and language & reading skills:
Language & reading skills | |
Word analysis | The ability to recognize words, the ability to recognize the relationship between letters and sounds, and the ability to understand letter patterns. |
Phonological accuracy | The ability to make correct distinctions based on individual phonemes (e.g., matching words that begin with the same sound) or other aspects of phonology (e.g., rhyming, number of syllables). |
Phonological memory | The capacity for holding speech sounds in memory. This skill is needed for tasks such as comparing phonemes, relating phonemes to letters, or sounding out words. It also helps both listeners and readers understand sentences because it allows them to remember a series of words in order. |
Cognitive skills | |
Memory | The ability to hold a target word in working memory while comparing it to two alternate words to find the matching one. |
Attention | The ability to focus attention. |
Processing | The ability to process spoken words at the level of phonemes. |
Tomb Trek presents words that differ by initial consonant or final consonant. For example, the words big and dig differ by initial consonant.
Tomb Trek includes Scientific Learning’s patented speech processing technology.
Note: Foundations I includes all five patented speech processing levels, whereas Foundations II only includes the highest three processing levels (Levels 3-5).
Tomb Trek takes place in a vast desert, where Granny (from Moon Ranch) has begun excavating an alien archaeological site. The object of Tomb Trek is to help Granny dig for treasure by identifying a pronounced target word when presented in a sequence of two pronounced and/or written words.
To work on Tomb Trek, the student clicks the Go button to hear a target word. The exercise then presents two words on scrolls above Granny’s chair. One word is the target word, while the other is a phonologically contrasting word. The student must click the scroll that presented the target word.
To help the student move from listening to reading, Tomb Trek changes the task as the student progresses through the speech processing levels in the exercise.
Help. If the student needs assistance identifying words in the highest level, the student can use the Help button. See Help. |
Replay button. During each trial, the student can click the Replay button to repeat the stimuli again. The Replay button is only available during a trial. |
Time. The timer at the top of the screen shows the amount of time the student needs to work on the exercise that day, which is based on the student's protocol. It fills in from left to right as time elapses. When the time requirement is met, the exercise automatically closes and returns to the remaining exercises scheduled for that day. If this is the last exercise for the day, Today’s report opens. |
Menu. The student can use this menu to exit the exercise early, to check the network connection status, and to see exactly how much time is left to meet the day’s protocol for that exercise. To learn more see Exiting an exercise. |
Keyboard shortcuts. Students who are not able to use a mouse can use the following keyboard shortcuts (not available on touchscreen devices):
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Autoplay
To help speed up progress, the student can use Autoplay to take a set of multiple trials with a single click of the Go button. Autoplay becomes available early in the exercise, after the student demonstrates a basic understanding of the concepts (usually after passing a small group of trials). Once introduced, Autoplay turns on by default. The student can turn it off or back on at any time.
When Autoplay is on, the student clicks the Go button one time to start a set of trials. Autoplay always starts with a set of 3 trials. The Autoplay counter shows the number of trials in the current set. If the student gets all of the trials in the set correct, the exercise adds one more trial to the next set. If the student gets any of them incorrect, the component removes one trial from the next set. An Autoplay set will never be less than 3 trials.
The student can earn bonus points by responding correctly to all trials in an Autoplay set. For example, in a set of 3 trials, if each trial earns 2 points, the student would earn 6 bonus points after responding correctly to all 3 trials in the set.
Note: Autoplay is not available in the Speed Round.
Speed Round
As the student progresses through the exercise, Tomb Trek presents the Speed Round (or Fluency Round). In the Speed Round, the student identifies target words displayed on a wall of gold bricks.
To work on the Speed Round, the student clicks the Go button to hear a target word pronounced. The top row of gold bricks in the wall highlights and each brick displays a word. The student must click all of the bricks that display the target word. For each correct answer, a gemstone appears in place of the word, and the exercise awards one point. The gemstone is also earned as a token, held by the tool at the bottom of the screen. The student should respond as quickly as possible, without making mistakes, to earn the most points. When the entire row is cleared of target words, the remaining words on the bricks disappear. The next row of bricks in the wall highlights and each brick displays a word. The student must continue identifying bricks with the same target word.
The Speed Round screen displays five rows of bricks. If the last row of bricks is successfully cleared before the Speed Round ends, the first row highlights again and the Speed Round continues as before. However, if a brick with an incorrect word is clicked, or a brick with a target word is missed, all tokens are lost and the Speed Round starts over. At the end of the round, any remaining tokens are awarded as bonus points. When the Speed Round ends, the student returns to the main exercise.
Tip: Tomb Trek tracks student responses during the Speed Round, but does not use this information to advance the student’s standing in the exercise. Instead, the Speed Round is an opportunity for the student to review the material at a faster pace and earn extra points.
Help
At the highest level, if the student needs assistance identifying the written words, the student can use the Help (?) button to see two words at the current set and stage.
Introduction
Tomb Trek starts with an interactive demonstration that introduces the exercise. The introduction will not be presented again.
Tip: You can choose to present the introductions, instructions, and any interventions in another language, if needed. See Fast ForWord exercise intro languages.
Progression
In Tomb Trek, the student progresses through three speech processing levels in the exercise.
Within each level, the student progresses through 42 word sets. These sets are organized around 6 consonant sounds: /b/, /p/, /d/, /t/, /g/, and /k/. There are 4 sets for each sound in the initial position (e.g., bid vs. did) and three sets for each sound in the final position (e.g., bid vs. bit).
Although the same number of sets is presented at each level, the actual words presented may vary, to provide experience working with different words and improve generalization. The following table “Word group and set examples” shows the total number of sets presented across levels.
Word group and set examples
Each word set includes 3 stages, depending on the student’s performance (see Advancement). In each stage, the phoneme is changed to make the target word harder to discriminate from the alternate response.
After the student completes 3 sets at the highest stage, the student works on the Speed Round.
Advancement
In Tomb Trek, the student must meet the following criteria to advance in the exercise:
Tomb Trek adapts to student performance within each set, and will administer targeted interventions if the student fails a stage. If a student keeps failing a set, they will be moved to a new set. The failed set will be revisited at a later time.
Interventions
The exercises use built-in, responsive technology to detect when a student is struggling and administer targeted, inline instruction—right when the student needs it—without any external resources or assistance required. This “smart learning” design helps reduce frustration as it quickly gets students back on track, where they can continue making progress and achieving gains.
Tomb Trek provides a variety of in-exercise interventions when needed, such as:
The student can receive 1 or 2 of these interventions at a time, depending on the task and difficulty level in which the student is struggling. Each one can take anywhere from a few seconds to 2-3 minutes to complete. When appropriate, the student’s progression in the exercise stops temporarily while working through an intervention, then resumes when the student returns to the regular exercise content.
Tip: You can choose to present the introductions, instructions, and any interventions in another language, if needed. See Fast ForWord exercise intro languages.
Mastery
To complete the exercise, the student must master all of the skills in the exercise and reach a percent complete score of 100%. If the exercise is revisited, the student will continue to repeat the content at the highest levels. To learn more see Completing a component.
Session points. The exercise awards points as follows:
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Feeder meter. The feeder meter tracks and celebrates every 1% of content completion. At 10% complete, the meter is full, and it “feeds” that percentage into the progress meter and resets. For more on percent complete scores see the student’s Progress report |
Progress meter. The progress meter tracks and celebrates every 10% of content completion. Each marker represents 10% of the exercise. When all 10 markers light up, the exercise is complete. For more on percent complete scores see the student’s Progress report. |
Completion status. The completion status sign shows the actual percent complete score for the exercise. The score updates each time the student completes 1%. For more on percent complete scores see the student’s Progress report. |
Current streak (3 in a row). At the start of each new session, the exercise tracks and shows the current “winning streak” of consecutive correct trials. After 3 consecutive correct trials in a session, a “3 in a row” sign slides onto the screen. The score increments until the streak is broken (on the first incorrect trial), at which point the sign disappears from view. The current streak sign resets to zero at the end of each streak, and at the start of the next session. |
Highest streak. At the start of each new day, the exercise tracks and shows the student’s best “winning streak” of consecutive correct trials. The score appears after the first 3 consecutive correct trials, and remains on the screen throughout the day. Any time the student surpasses his or her highest streak that day, the sign updates to show the latest number. The highest streak score resets to zero at the start of the next day. |
More rewards. In addition to the current streak sign, the exercise uses other fun animations to encourage progress.
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The Fast ForWord Foundations II exercise Polar Planet focuses on the following tasks, goals, and skills.
Task. Identify a target word when presented within a series of words.
Goal. Develop the following cognitive and language & reading skills:
Language & reading skills | |
Word analysis | The ability to recognize words, the ability to recognize the relationship between letters and sounds, and the ability to understand letter patterns. |
Phonological fluency | The ability to understand that words are composed of different sounds, including the ability to identify and manipulate those sounds in a quick and efficient manner. This skill facilitates both spelling words and decoding them. |
Print awareness | The ability to visually track from left to right, as required during reading. |
Cognitive skills | |
Memory | The ability to hold a sound sequence in working memory while recalling symbol-sound associations from long-term memory. |
Attention | The ability to focus and sustain attention. |
Processing | The ability to process spoken and written words. |
Polar Planet presents words that differ by initial consonant or final consonant. For example, the words big and dig differ by initial consonant.
Polar Planet includes Scientific Learning’s patented speech processing technology.
Note: Foundations I includes all five patented speech processing levels, whereas Foundations II only includes the highest three processing levels (Levels 3-5).
Polar Planet takes place on the surface of a frozen world. The object of the exercise is to help the polar penguin build ice machines by correctly identifying a target word when presented within a series of similar words.
To work on Polar Planet, the student clicks the Go button to start. Polar Planet presents a target word, then presents a series of words associated with ice blocks that move from left to right. The student must click the ice block when they hear and /or read the target word.
To help the student move from listening to reading, Polar Planet changes the task as the student progresses through the speech processing levels in the exercise.
At the highest level of the exercise, Polar Planet introduces the student to rapid word recognition by letting the student change the speed of the exercise. This feature appears when the student demonstrates proficiency at the standard pace by answering 6 of the last 8 trials correctly, and provides agency by letting the student control how fast the stimuli move across the screen.
The student must be careful and not make too many mistakes at the higher speeds, or Polar Planet will move the student back to Cool for more practice at the standard pace. To regain access to the higher speeds, the student must again demonstrate proficiency (6 of the last 8 trials correct).
Help. If the student needs assistance identifying words in the highest level, the student can use the Help button. See Help. |
Time.The timer at the top of the screen shows the amount of time the student needs to work on the exercise that day, which is based on the student's protocol. It fills in from left to right as time elapses. When the time requirement is met, the exercise automatically closes and returns to the remaining exercises scheduled for that day. If this is the last exercise for the day, Today’s report opens. |
Menu. The student can use this menu to exit the exercise early, to check the network connection status, and to see exactly how much time is left to meet the day’s protocol for that exercise. To learn more see Exiting an exercise. |
Keyboard shortcuts. Students who are not able to use a mouse can use the following keyboard shortcuts (not available on touchscreen devices):
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To help speed up progress, the student can use Autoplay to take a set of multiple trials with a single click of the Go button. Autoplay becomes available early in the exercise, after the student demonstrates a basic understanding of the concepts (usually after passing a small group of trials). Once introduced, Autoplay turns on by default. The student can turn it off or back on at any time.
When Autoplay is on, the student clicks the Go button one time to start a set of trials. Autoplay always starts with a set of 3 trials. The Autoplay counter shows the number of trials in the current set. If the student gets all of the trials in the set correct, the exercise adds one more trial to the next set. If the student gets any of them incorrect, the component removes one trial from the next set. An Autoplay set will never be less than 3 trials.
The student can earn bonus points by responding correctly to all trials in an Autoplay set. For example, in a set of 3 trials, if each trial earns 2 points, the student would earn 6 bonus points after responding correctly to all 3 trials in the set.
Note: Autoplay is not available in the Speed Round.
Speed Round
As the student progresses in the exercise, Paint Match presents the Speed Round (or Fluency Round). In the Speed Round, the student identifies target words within groups of similar words.
To work on the Speed Round, the student clicks the Go button to hear a target word pronounced. A series of words are pronounced and displayed on four ice blocks, one at a time, from left to right. The student must identify and click the ice block that presents the target word. For each target word identified, the Speed Round awards points and the student earns that ice block. If the student answers all three trials correctly, those ice blocks are transported to the structure. The student should respond as accurately as possible to earn the most points. When the Speed Round ends, the student returns to the main exercise.
Tip: Polar Planet tracks student responses during the Speed Round, but does not use this information to advance the student’s standing in the exercise. Instead, the Speed Round is an opportunity for the student to review the material and earn extra points.
Help
At the highest level, if the student needs assistance identifying the written words, the student can use the Help (?) button to see four words at the current set and stage.
Introduction
Polar Planet starts with an interactive demonstration that introduces the exercise. The introduction will not be presented again.
Tip: You can choose to present the introductions, instructions, and any interventions in another language, if needed. See Fast ForWord exercise intro languages.
Progression
In Polar Planet, the student progresses through three speech processing levels in the exercise. Within each level, the student progresses through 54 word sets. The sets are organized around 6 target sounds (/b/, /p/, /t/, /d/, /g/, /k/) and 2 target sound positions, initial (bid vs. did) and final (bid vs. bit).
Word group and set examples
Each word set includes 3 stages, depending on the student’s performance (see Advancement).
After the student completes 3 sets at the highest stage, the student works on the Speed Round.
Advancement
In Polar Planet, the student must meet the following criteria to advance in the exercise:
Polar Planet adapts to student performance within each set, and may transition to a new set if the student is repeatedly failing stages in a set. The set will be revisited at a later time.
Interventions
The exercises use built-in, responsive technology to detect when a student is struggling and administer targeted, inline instruction—right when the student needs it—without any external resources or assistance required. This “smart learning” design helps reduce frustration as it quickly gets students back on track, where they can continue making progress and achieving gains.
Polar Planet provides a variety of in-exercise interventions when needed, such as:
The student can receive 1 or 2 of these interventions at a time, depending on the task and difficulty level in which the student is struggling. Each one can take anywhere from a few seconds to 2-3 minutes to complete. When appropriate, the student’s progression in the exercise stops temporarily while working through an intervention, then resumes when the student returns to the regular exercise content.
Tip: You can choose to present the introductions, instructions, and any interventions in another language, if needed. See Fast ForWord exercise intro languages.
Mastery
To complete the exercise, the student must master all of the skills in the exercise and reach a percent complete score of 100%. If the exercise is revisited, the student will continue to repeat the content at the highest levels. To learn more see Completing a component.
How Polar Planet rewards progress
Session points. The exercise awards points as follows:
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Feeder meter. The feeder meter tracks and celebrates every 1% of content completion. At 10% complete, the meter is full, and it “feeds” that percentage into the progress meter and resets. For more on percent complete scores see the student’s Progress report |
Progress meter. The progress meter tracks and celebrates every 10% of content completion. Each marker represents 10% of the exercise. When all 10 markers light up, the exercise is complete. For more on percent complete scores see the student’s Progress report. |
Completion status. The completion status sign shows the actual percent complete score for the exercise. The score updates each time the student completes 1%. For more on percent complete scores see the student’s Progress report. |
Current streak (3 in a row). At the start of each new session, the exercise tracks and shows the current “winning streak” of consecutive correct trials. After 3 consecutive correct trials in a session, a “3 in a row” sign slides onto the screen. The score increments until the streak is broken (on the first incorrect trial), at which point the sign disappears from view. The current streak sign resets to zero at the end of each streak, and at the start of the next session. |
Highest streak. At the start of each new day, the exercise tracks and shows the student’s best “winning streak” of consecutive correct trials. The score appears after the first 3 consecutive correct trials, and remains on the screen throughout the day. Any time the student surpasses his or her highest streak that day, the sign updates to show the latest number. The highest streak score resets to zero at the start of the next day. |
Speed control panel. At the highest level of the exercise, Polar Planet provides a control panel that lets the student control the speed of the exercise. |
More rewards. In addition to the current streak sign, the exercise uses other fun animations to encourage progress.
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The Fast ForWord Foundations II exercise Paint Match focuses on the following tasks, goals, and skills.
Task. Match all the words into pairs using the fewest attempts.
Goal. Develop the following cognitive and language & reading skills:
Language & reading skills | |
Word analysis | The ability to recognize words, the ability to recognize the relationship between letters and sounds, and the ability to understand letter patterns. |
Phonological accuracy | The ability to make correct distinctions based on individual phonemes (e.g., matching words that begin with the same sound) or other aspects of phonology (e.g., rhyming, number of syllables). |
Cognitive skills | |
Memory | The ability to use auditory and visual-spatial working memory to locate matching word pairs in a grid. |
Attention | The ability to focus and sustain attention. |
Processing | The ability to process spoken and written words. |
Paint Match presents words that differ by a single consonant, consonant cluster, or vowel. For example, the words clock and block differ by initial consonant cluster. As the student progresses through the content, the differences occur at the beginning, ending, or middle of the words. At the highest level, Paint Match also presents “alien” words—nonsense words that use basic English spelling patterns—to encourage accurate decoding for unfamiliar words. For details see the content list.
Paint Match includes Scientific Learning’s patented speech processing technology.
Note: Foundations I includes all five patented speech processing levels, whereas Foundations II only includes the highest three processing levels (Levels 3-5).
Paint Match displays paint tubes in grids of four, eight, and sixteen. Each paint tube has a word associated with it. The object of Paint Match is to match all the words into pairs in the fewest attempts.
To work on Paint Match, the student clicks a paint tube on the screen. The exercise pronounces a word and displays that word on the tube. The student must click the other paint tubes on the screen to find the paint tube with the matching word. If the student clicks a new paint tube that matches one already clicked, the word is pronounced but not displayed. The student must then go back and click the first paint tube of the pair to confirm the match. The two paint tubes disappear.
In Paint Match, the student starts out matching words. As the student progresses, Paint Match introduces nonsense words. The color of the paint tubes indicates which word type the student is currently working on:
Actual words = green paint tubes
Nonsense words = orange paint tubes
Click counter. The number on the fox’s space suit represents the number of attempts available to match all of the paint tubes in the grid. Each time the student clicks a paint tube, this number is reduced by one, and one of the tokens on the paint palette disappears. When the student matches all of the paint tubes on the screen within the allowed number of attempts, the exercise awards the remaining tokens as bonus points. If the counter reaches zero before the student has made all the matches, the grid closes and the student starts over with a new grid. |
Time. The timer at the top of the screen shows the amount of time the student needs to work on the exercise that day, which is based on the student's protocol. It fills in from left to right as time elapses. When the time requirement is met, the exercise automatically closes and returns to the remaining exercises scheduled for that day. If this is the last exercise for the day, Today’s report opens. |
Menu. The student can use this menu to exit the exercise early, to check the network connection status, and to see exactly how much time is left to meet the day’s protocol for that exercise. To learn more see Exiting an exercise. |
As the student progresses in the exercise, Paint Match presents the Speed Round (or Fluency Round). In the Speed Round, the student identifies target words within groups of similar words.
To work on the Speed Round, the student clicks the Go button to hear a target word pronounced. Words appear on the picture frames in the top row, one at a time, from left to right. When the target word appears on a picture frame, the student must click the target word. The student should respond as quickly as possible, without making mistakes, to earn the most points.
When the student finds all the target words on the Speed Round screen correctly, the student earns tokens, which appear as lights above the picture frames. The paintbrush token indicates the highest token ever earned. If an incorrect word is painted, or a target word is missed, all tokens are lost and the Speed Round starts over. At the end of the Speed Round, any remaining tokens are awarded as bonus points. When the Speed Round ends, the student returns to the main exercise.
Paint Match tracks student responses during the Speed Round, but does not use this information to advance the student’s standing in the exercise. Instead, the Speed Round is an opportunity for the student to review the material at a faster pace and earn extra points.
Introduction
Paint Match starts with an interactive demonstration that introduces the exercise. The introduction will not be presented again.
Tip: You can choose to present the introductions, instructions, and any interventions in another language, if needed. See Fast ForWord exercise intro languages.
Progression
In Paint Match, the student progresses through content across three speech processing levels. Each level includes sets of words grouped by different sound changes.
Word groups and sets
Within each set, the student progresses through 6 stages. Each stage includes a specific grid size:
Advancement
In Paint Match, the student must meet the following criteria to advance in the exercise:
Interventions
The exercises use built-in, responsive technology to detect when a student is struggling and administer targeted, inline instruction—right when the student needs it—without any external resources or assistance required. This “smart learning” design helps reduce frustration as it quickly gets students back on track, where they can continue making progress and achieving gains.
Paint Match provides a variety of in-exercise interventions when needed, such as:
The student can receive 1 or 2 of these interventions at a time, depending on the task and difficulty level in which the student is struggling. Each one can take anywhere from a few seconds to 2-3 minutes to complete. When appropriate, the student’s progression in the exercise stops temporarily while working through an intervention, then resumes when the student returns to the regular exercise content.
Tip: You can choose to present the introductions, instructions, and any interventions in another language, if needed. See Fast ForWord exercise intro languages.
Mastery
To complete the exercise, the student must master all of the skills in the exercise and reach a percent complete score of 100%. If the exercise is revisited, the student will continue to repeat the content at the highest levels. To learn more see Completing a component.
Session points. The exercise awards points as follows:
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Feeder meter. The feeder meter tracks and celebrates every 1% of content completion. At 10% complete, the meter is full, and it “feeds” that percentage into the progress meter and resets. For more on percent complete scores see the student’s Progress report |
Progress meter. The progress meter tracks and celebrates every 10% of content completion. Each marker represents 10% of the exercise. When all 10 markers light up, the exercise is complete. For more on percent complete scores see the student’s Progress report. |
Completion status. The completion status sign shows the actual percent complete score for the exercise. The score updates each time the student completes 1%. For more on percent complete scores see the student’s Progress report. |
Highest streak. At the start of each new day, the exercise tracks and shows the student’s best “winning streak” of consecutive grids passed. The score appears early in the exercise, and remains on the screen throughout the day. Any time the student surpasses his or her highest streak that day, the sign updates to show the latest number. The highest streak score resets to zero at the start of the next day. |
More rewards. In addition to the current streak sign, the exercise uses other fun animations to encourage progress.
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The Fast ForWord Foundations I exercise Jumper Gym focuses on the following tasks, goals, and skills.
Task. Identify a sequence of sound sweeps.
Goal. Develop the following cognitive and language & reading skills:
Language & reading skills | |
Advanced listening accuracy | The ability to distinguish differences between sounds and to correctly identify sequences of up to five sounds. This skill enables learners to recognize and discriminate the rapidly changing sounds that are important for discriminating phonemes. |
Auditory sequencing | The ability to recognize and remember the order in which a series of sounds is presented, which is critical for mapping sound sequences to letter sequences when decoding or spelling. |
Cognitive skills | |
Memory | The ability to hold a sound sequence in working memory while recalling visual symbol-sound associations from long-term memory. |
Attention | The ability to focus and sustain attention. |
Processing | The ability to process tonal sweeps (auditory skill building). |
Sequencing | The ability to identify and reproduce a sequence of rapidly presented sounds. |
Jumper Gym presents sound sweeps using different frequency ranges, different sequences of sounds, and different time durations. The frequencies and durations of the sound sweeps correspond to some of the rapid transitions in the sounds of the English language.
Frequency. Jumper Gym presents sound sweeps in 3 frequency ranges, measured in Hertz (Hz).
Duration. Jumper Gym presents 2 to 5 sound sweep durations in each frequency range, measured in milliseconds (ms).
For example, an 80 ms duration represents a sound sweep that lasts for 80 milliseconds. As the student progresses in a frequency, Jumper Gym decreases the duration of the sound sweeps and the length of time between the sound sweeps (inter-stimulus-interval or ISI), challenging the student to improve his or her rate of auditory processing.
The object of Jumper Gym is to help Tumbalina the gymnast perform tumbling tricks by correctly identifying sequences of sound sweeps.
To work on Jumper Gym, the student clicks the Go button to hear a sequence of sound sweeps. A sound sweep is classified as weep (a sound sweep that goes up, from lower to higher frequency) or woop (a sound sweep that goes down, from higher to lower frequency). The student must then click the up arrow or down arrow to to reproduce the sequence of sound sweeps correctly. For example:
At first, Jumper Gym presents sequences of two sound sweeps. As the student progresses in the exercise, Jumper Gym presents sequences of three, four, and five sound sweeps. The markers to the right of the response buttons indicate the number of sound sweeps in the current sound sequence (two to five). More bonus points are awarded as the number of sound sweeps increases in the exercise.
Replay button. During each trial, the student can click the Replay button to repeat the stimuli again. The Replay button is only available during a trial. |
Help. If the student needs assistance identifying the sound sweeps, the student can use the Help button. See Help. |
Time. The timer at the top of the screen shows the amount of time the student needs to work on the exercise that day, which is based on the student's protocol. It fills in from left to right as time elapses. When the time requirement is met, the exercise automatically closes and returns to the remaining exercises scheduled for that day. If this is the last exercise for the day, Today’s report opens. |
Menu. The student can use this menu to exit the exercise early, to check the network connection status, and to see exactly how much time is left to meet the day’s protocol for that exercise. To learn more see Exiting an exercise. |
Keyboard shortcuts. Students who are not able to use a mouse can use the following keyboard shortcuts (not available on touchscreen devices):
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To help speed up progress, the student can use Autoplay to take a set of multiple trials with a single click of the Go button. Autoplay becomes available early in the exercise, after the student demonstrates a basic understanding of the concepts (usually after passing a small group of trials). Once introduced, Autoplay turns on by default. The student can turn it off or back on at any time.
When Autoplay is on, the student clicks the Go button one time to start a set of trials. Autoplay always starts with a set of 3 trials. The Autoplay counter shows the number of trials in the current set. If the student gets all of the trials in the set correct, the exercise adds one more trial to the next set. If the student gets any of them incorrect, the component removes one trial from the next set. An Autoplay set will never be less than 3 trials.
The student can earn bonus points by responding correctly to all trials in an Autoplay set. For example, in a set of 3 trials, if each trial earns 2 points, the student would earn 6 bonus points after responding correctly to all 3 trials in the set.
If the student needs assistance identifying the sound sweeps, the student can use the Help (?) button to see all possible sequences of sound sweeps at the current frequency (Hz), duration (length of each sound sweep), ISI (time between sound sweeps), and number of sound sweeps.
Introduction
Jumper Gym starts with a preparatory stage for each frequency sweep in the exercise. When the student masters the preparatory stage for all three frequencies, the exercise automatically begins. The preparatory stage will not be revisited again.
Tip: You can choose to present the introductions, instructions, and any interventions in another language, if needed. See Fast ForWord exercise intro languages.
Progression
In Jumper Gym, students progress through multiple sound-stimulus sets as follows.
Advancement
In Jumper Gym, the student must meet the following criteria to advance in the exercise:
Jumper Gym adapts to student performance within each stimulus set, and will transition to a new set if the student is continuously moving between the same few stages in a set. The set will be revisited at a later time.
Mastery
To complete the exercise, the student must master all of the skills in the exercise and reach a percent complete score of 100%. If the exercise is revisited, the student will continue to repeat the content at the highest levels. To learn more see Completing a component.
Session points. The exercise awards points as follows:
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Feeder meter. The feeder meter tracks and celebrates every 1% of content completion. At 10% complete, the meter is full, and it “feeds” that percentage into the progress meter and resets. For more on percent complete scores see the student’s Progress report |
Progress meter. The progress meter tracks and celebrates every 10% of content completion. Each marker represents 10% of the exercise. When all 10 markers light up, the exercise is complete. For more on percent complete scores see the student’s Progress report. |
Completion status. The completion status sign shows the actual percent complete score for the exercise. The score updates each time the student completes 1%. For more on percent complete scores see the student’s Progress report. |
Current streak (3 in a row). At the start of each new session, the exercise tracks and shows the current “winning streak” of consecutive correct trials. After 3 consecutive correct trials in a session, a “3 in a row” sign slides onto the screen. The score increments until the streak is broken (on the first incorrect trial), at which point the sign disappears from view. The current streak sign resets to zero at the end of each streak, and at the start of the next session. |
Highest streak. At the start of each new day, the exercise tracks and shows the student’s best “winning streak” of consecutive correct trials. The score appears after the first 3 consecutive correct trials, and remains on the screen throughout the day. Any time the student surpasses his or her highest streak that day, the sign updates to show the latest number. The highest streak score resets to zero at the start of the next day. |
More rewards. In addition to the current streak sign, the exercise uses other fun animations to encourage progress.
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The Fast ForWord Foundations II exercise Cosmic Reader focuses on the following tasks, goals, and skills.
Task. Listen to a story while looking at pictures, and then answer questions and follow instructions related to that story.
Goal. Develop the following cognitive and language & reading skills:
Language & reading skills | |
Listening comprehension | The ability to understand successive sentences and derive meaning from a story. |
Following directions | The ability to listen to spoken directions of increasing length and complexity, comprehend them, and keep them in memory long enough to plan and carry out the required action. |
English grammar | The ability to understand the elements of the English language including proper word order, syntax, vocabulary, prefixes and suffixes, plurals, and subject-verb agreement. |
Vocabulary | The understanding of words in terms of meaning, phonological structure, and grammatical role. |
Cognitive skills | |
Memory | The ability to hold a statement, question, or instruction in working memory while retrieving picture-concept associations from long-term memory and identifying the best response. |
Attention | The ability to sustain and focus attention. |
Processing | The ability to process spoken sentences and complex images (auditory, visual, and linguistic skill building). |
Sequencing | The ability to use word order to comprehend simple and complex sentences, questions, and instructions and to organize a response that follows a specified sequence of actions. |
Cosmic Reader includes three stories across three speech processing levels. It presents the first story with the speech sounds digitally altered using patented methods (including selective intensity increases) to provide enhanced learning opportunities. The consonant sounds in each word have been enhanced relative to the vowel sound. For example, the word cat is initially presented with acoustically modified versions of the /k/ and /t/ sounds. As the student progresses through the stories, Cosmic Reader decreases this processing and eventually presents the last story using natural speech.
Note: Foundations I includes all five patented speech processing levels, whereas Foundations II only includes the highest three processing levels (Levels 3-5).
The object of Cosmic Reader is to listen to a story while looking at pictures, and then answer questions and follow instructions related to that story. It comprises three stories: Chicken Licken, Big Bad Pigs, and Little Red. Each story presents 4 chapters, and each chapter includes 3 activities:
When the student completes all three activities in a chapter, Cosmic Reader presents the next chapter in the current story. This continues until all four chapters in the current story are completed. Each activity is detailed as follows.
Replay button. During each trial, the student can click the Replay button to repeat the stimuli again. The Replay button is only available during a trial. |
Keyboard shortcuts. Students who are not able to use a mouse can use keyboard shortcuts in the first two activities, Listening Comprehension and English Grammar (not available on touchscreen devices).
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Time. The timer at the top of the screen shows the amount of time the student needs to work on the exercise that day, which is based on the student's protocol. It fills in from left to right as time elapses. When the time requirement is met, the exercise automatically closes and returns to the remaining exercises scheduled for that day. If this is the last exercise for the day, Today’s report opens. |
Menu. The student can use this menu to exit the exercise early, to check the network connection status, and to see exactly how much time is left to meet the day’s protocol for that exercise. To learn more see Exiting an exercise. |
To help speed up progress, the student can use Autoplay to take a set of multiple trials with a single click of the Go button. Autoplay becomes available early in the exercise, after the student demonstrates a basic understanding of the concepts (usually after passing a small group of trials). Once introduced, Autoplay turns on by default. The student can turn it off or back on at any time.
When Autoplay is on, the student clicks the Go button one time to start a set of trials. Autoplay always starts with a set of 3 trials. The Autoplay counter shows the number of trials in the current set. If the student gets all of the trials in the set correct, the exercise adds one more trial to the next set. If the student gets any of them incorrect, the component removes one trial from the next set. An Autoplay set will never be less than 3 trials.
The student can earn bonus points by responding correctly to all trials in an Autoplay set. For example, in a set of 3 trials, if each trial earns 2 points, the student would earn 6 bonus points after responding correctly to all 3 trials in the set.
Progression
In Cosmic Reader, the student works on 3 different stories, each at a different speech processing level. Each story is divided into 4 chapters. After listening to a chapter narration, the student progresses through 3 activities in that chapter, as follows:
Advancement
After the student has responded to all trials in a story, Cosmic Reader evaluates the student’s performance across all chapters and activities in the story. The student must meet the following criteria to advance to the next story.
Mastery
To complete the exercise, the student must master all of the skills in the exercise and reach a percent complete score of 100%. If the exercise is revisited, the student will continue to repeat the content at the highest levels. To learn more see Completing a component.
Session points. The exercise awards points as follows:
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Feeder meter. The feeder meter tracks and celebrates every 1% of content completion. At 10% complete, the meter is full, and it “feeds” that percentage into the progress meter and resets. For more on percent complete scores see the student’s Progress report |
Progress meter. The progress meter tracks and celebrates every 10% of content completion. Each marker represents 10% of the exercise. When all 10 markers light up, the exercise is complete. For more on percent complete scores see the student’s Progress report. |
Completion status. The completion status sign shows the actual percent complete score for the exercise. The score updates each time the student completes 1%. For more on percent complete scores see the student’s Progress report. |
Current streak (3 in a row). At the start of each new session, the exercise tracks and shows the current “winning streak” of consecutive correct trials. After 3 consecutive correct trials in a session, a “3 in a row” sign slides onto the screen. The score increments until the streak is broken (on the first incorrect trial), at which point the sign disappears from view. The current streak sign resets to zero at the end of each streak, and at the start of the next session. |
Highest streak. At the start of each new day, the exercise tracks and shows the student’s best “winning streak” of consecutive correct trials. The score appears after the first 3 consecutive correct trials, and remains on the screen throughout the day. Any time the student surpasses his or her highest streak that day, the sign updates to show the latest number. The highest streak score resets to zero at the start of the next day. |
More rewards. In addition to the current streak sign, the exercise uses other fun animations to encourage progress.
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대표전화 1544-3377 | 이메일 ceo@nslearning.co.kr
㈜뉴로사이언스러닝
서울특별시 중구 남대문로 117, 11층(다동, 동아빌딩) ㅣ 이용약관 ㅣ 개인정보처리방침
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개인정보관리 책임자 최인태 ㅣ 제안 및 고객(사업)최고책임자 ceo@nslearning.co.kr
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대표전화 1544-3377 | 이메일 ceo@nslearning.co.kr
㈜뉴로사이언스러닝
서울특별시 중구 남대문로 117, 11층(다동, 동아빌딩) I 대표 최인태ㅣ사업자등록번호 120-86-76429ㅣ통신판매업신고 제2016-서울중구-0735호 개인정보관리 책임자 최인태ㅣ제안 및 고객(사업)최고책임자 ceo@nslearning.co.kr | 호스팅제공자 (주)아임웹
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