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Skill Builder o
for
Todd Knowlton
Computer Education Consultant C
fD
South-Western Educational Publishing \A
Vice-President/Editor-in-Chief: Robert E. First
Developmental Editor: Marilyn Hornsby
Marketing Manager: Al S. Roane
Consulting Editor: Kathleen Schaefer
Production Coordinator: Jane Congdon
Internal Design: Kristina Almquist Design
Cover Design: Nicola Hardy
Photo Researcher: Alix Roughen
Internal Photographer: Mimi Ostendorf-Smith
Copyright © 1996
by
South-Western Educational Publishing
Cincinnati, Ohio
ALL RIGHTS RESERVED
The text of this publication, or any part thereof, may not be reproduced or transmitted in any form or by any means, electronic
or mechanical, including photocopying, recording, storage in an information retrieval System, scanning, or otherwise, with-
out the prior written consent of the publisher.
Pasewark, William Robert.
Ten-key skill builder for computersAVilliam R. Pasewark, Todd Knowlton.
P. cm.
Summary: Provides instructions and activities for learning the touch method
on the ten-key päd of the Computer keyboard.
ISBN: 0-538-62919-3
1. Electronic data processing—keyboarding—Juvenile literature.
[1. Data processing—keyboarding.] I. Knowlton, Todd. II. Title.
QA76.9.K48P37 1996
005.7'2-dc20 95-39688
CIP
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CONTENTS
CONTENTS lii
ACKNOWLEDGMENTS
The foUowing schools are gratefuUy acknowledged for their participation The authors thank Paula Beal for her dedicated and effective work on Ten
in the study, Measuring Productivity on the Ten-Key Numeric Keypad -Key Skill Builderfor Computers. The authors also thank John Baldwin,
Using Strokes a Minute and Errors a Minute. Many of the fmdings from I r e Church, and Mark Durrett for their work on the Software that accom-
this study were used to prepare Ten-Key Skill Builderfor Computers. panies this book.
City School Teacher
El Paso, TX Burges Ms. 0. Zanker
El Paso, TX Technical Center Ms. D. Juarez
Euless, TX Trinity Ms. D. Innis
Graham, TX Graham Ms. J. Buchanan
Greensboro, NC Ben L. Smith Ms. G. Nelson
Jacksonville, AR Jacksonville Ms. C. Gray
Jacksonville, AR North Pulaski Ms. S. Johnson
Little Rock, AR Mills Ms. W. Hutchins and
Ms. S. Johnson
Little Rock, AR Oak Grove Ms. S. Cummings
Little Rock, AR Robinson Ms. A. Tenpenny
Lubbock, TX Coronado Ms. D. Park
Lubbock, TX Monterey Ms. B. Clarkson
Orlando, FL Oak Ridge Ms. S. Martin
Pagosa Springs, CO Pagosa Springs Mr. D. Bowen
San Antonio, TX Madison Ms. B. Kitchens
San Antonio, TX Roosevelt Ms. J. Schrader
Seguin, TX Seguin Ms. M. Woerndel
Winter Garden, FL West Orange Ms. G. Annis
ACKNOWLEDGMENTS IV
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PREFACE
TO THE TEACHER 3. A scoring System based on Strokes a Minute (SAM) and Errors
a Minute (EAM).
Ten-Key Skill Builderfor Computers is a textbook and Software
4. Automatic updating of Drill and Test Records while using the
instructional package. It concentrates on building speed and accu-
Ten-Key Skill Builder Software so students and teachers have
racy on the Computer ten-key päd.
a "running account" of their progress.
The goal of this book is to help students develop a touch
5. Motivators that encourage students to achieve goals, such as
method mastery-level competence on the Computer ten-key
SAM and EAM Graphs and a Ten-Key Proficiency Certificate
numeric keypad in as short a time as possible. The instructional
upon completion of the course.
package includes the Student text, two ten-key numeric tests, a
Teacher's Manual, and the Software. The Teacher's Manual The Instructional Package
includes sections on instructional strategy, motivating students,
The Ten-Key Skill Builderfor Computers instructional package
developing affective work habits, grading plans, a sample grading
includes the following:
scale, und criteria usad to datarmine strokes and errors.
1. Textbook (Stock No. KH07AB; ISBN 0-538-62919-3)
Instructional Strategies 2. Teacher's Manual (Stock No. KH07AX; ISBN 0-538-62923-1)
available at no Charge to adopters of Ten-Key Skill Builderfor
Instructional strategies in this book include the following: Computers.
1. Technique development using a Technique Checklist; step-by- 3. IBM®1 Program Diskette 3.5" (Stock No. KH07AH88; ISBN
step introduction to the keypad; illustrations of correct pos- 0-538-62920-7)
ture; and placement of materials at the Workstation.
4. IBM Program Diskette 5.25" (Stock No. KH07AH81; ISBN 0-
2. A varicly of nnique drills to develop mastery: Warm-Up Drills, 538-62921-5)
Speed Drills, Accuracy Drills, Technique Drills, and Ten-Key
5. IBM Network Diskette 3.5" and 5.25" (Stock No.
Numeric Drills.
KH07AH81/8N; ISBN 0-538-64274-2)
1
IBM® is a registered trademark of International Business Machines
Corporation.
PREFACE ':
TO THE S T U D E NT Learning F e a t u r e s
Ten-Key Skill Builderfor Computers, in 10 to 15 hours, will give This book was written so your learning will be as effective, rapid,
you a mastery of the Computer ten-key numeric keypad. The ten- and enjoyable as possible. Some of the learning features that will
key numeric keypad is used to input numbers in a wide variety of appeal to you include the following:
electronic machines, such as Computers, calculators, cash regis- 1. Short, clear instructions with illustrations showing how to mas-
ters, and bank proofing machines. ter the touch method.
Ten-Key N u m e r i c Touch M a s t e r y 2. A new method of measuring your speed and accuracy using
Strokes a Minute (SAM) and Errors a Minute (EAM) similar to
When you complete this coursc, you will have learned the keyboarding/typewriting scores.
ten-key numeric touch method that is used to operate machines 3. A variety of Warm-Up Drills, Speed Drills, Accuracy Drills, and
in business now and machines that will be used in the future. Technique Drills that will give you a chance to improve each
Computer ten-key numeric keypads are fast, aecurate, and time you work a drill.
easy to use when operated properly. Therefore, it is important to 4. SAM and EAM Graphs on which the Computer will chart your
learn and use only the ten-key touch method from the beginning, progress throughout the course.
rather than looking at the keypad and striking all keys with the 5. A Computer Ten-Key Numeric Keypad Proficiency Certificate
same finger. With proper practice, the touch method is faster, signed by your teacher that you can present to a prospective
more aecurate, and uses less head and hand movement in com- employer.
parison with "hunting and pecking."
PREFACE
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INTRODUCTION
Ten-Key Skill Builderfor Computers includes book and Software SYSTEM REQUIREMENTS
instructions for learning the touch method on the ten-key päd of Ten-Key Skill Builderfor Computers requires an IBM or compat-
the Computer keyboard. The following information explains type- ible Computer with an 8088/8086 or higher processor, 640K RAM,
style codes used throughout the book and introduces you to the DOS 3.3, and an 80-column monitor. A hard disk is recommended
Software. but not required.
TYPESTYLE CODES SOFTWARE INSTRUCTIONS
To guide your learning at the Computer, this book codes instruc- Follow these procedures to begin working with the Ten-Key Skill
tions with different typestyles. Follow these typestyle codes for Builder Software. Also, use the following instructions as a refer-
using this book and the Ten-Key Skill Builder Software: ence when completing the Jobs.
1. Keys that you strike are in bold type:
Installing the Program
Strike the E n t e r Key.
2. Words you see on the screen that appear in the text are ital- If the ten-key program is to be run from floppy disk, no installa-
icizcd: tion is necessary. Simply insert the program disk in the floppy disk
On screen: Reports menu drive and follow the instructions under "Starting the Program."
In text: Reports menu To install the ten-key program on a hard disk, create a directory on
the hard drive named TKSB. Copy the contents of the program
3. Key terms are in bold and italics:
disk into the TKSB directory.
A digit is any figure from 0 to 9.
4. Words the author wants to emphasize are in italics: Starting the Program
Practice rcaching up to the 7 key three times without actu- 1. Change to the directory that contains the ten-key program. If
ally entering the number. you are running the program from floppy disk, key a: (or the
drive in which the program is inserted) and strike the Enter
Key.
INTRODUCTION vii
2. Key tenkey and strike the Enter Throughout this book, we assume you are using the Arrow Keys
Key. The program will load. and the Enter Key to access menus and options.
3. After the program loads, you will 2. Strike the Down Arrow Key and then the E n t e r Key to
see an introduction screen. At the choose the Help submenu.
bottom of the screen is an OK but- If you choose the wrong submenu or option, strike the Esc Key
ton. Strike the Enter Key or click until you are at the menu screen and can choose the correct menu.
the OK button with the mouse.
The introduction screen closes.
Using t h e H e l p S u b m e n u
1. The Help menu is high- Help File Edit
lighted in the menu bar at flbout t h i s program.
the top left of the screen.
Strike the E n t e r Key to How to Use the Menus
pull down the Help menu. Creating and Opening Student FSecord
There are three ways you Changing Program Settings
can choose a submenu or
option from a menu:
a. Strike the Arrow Keys to highlight the menu name or 3. Strike the Enter Key to choose How to Use the Menus.
option name then strike the Enter Key. 4. Read the information shown on the screen. Strike the Enter
b. Point at the menu name or option name with the mouse Key to read the remaining information.
pointer and click the left mouse button. 5. Strike the Enter Key to return to the Help submenu.
c. Strike the Alt Key and the highlighted letter in the menu 6. Strike the Down Arrow Key and then the Enter Key to
name or button name to pull down a menu or select a but- choose Creating and Opening Student Record.
ton in a dialog box. Strike the highlighted letter in the
7. Read the information shown on the screen. Strike the Enter
option name to select an option in the active menu. (Ifthe
Key to read the remaining information.
menu name or option name is already highlighted, you
need only strike the Enter Key.) 8. Strike the Enter Key to return to the Help submenu.
INTRODUCTION VIII
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9. Strike tha Down Arrow Key and then the E n t e r Key to 3. Key your first name and strike the Enter Key to move to the
choose Changing Program Settings. last name entry.
10. Read the information shown on the screen. Strike the Enter Key your last name and strike the Enter Key twice to choose
Key to read the remaining information. OK and create a new Student record on the current directory.
11. Strike the Enter Key to return to the Help submenu. If you made a mistake when entering your name, strike the Tab
12. Strike the Esc Key twice to return to the menu bar. Key until Cancel is highlighted and strike the Enter Key.
5. Choose a password with three to eight letters that you can
remember, but one that will be difficult for someone eise to
guess. For example, you may want to use your mother's
iiiiiiiiiiiiiiiimifiD maiden name, your favorite food, or your best friend's name.
Creating a N e w Student Record Write down the password and störe it where only you can
see it.
1. Strike the Right Arrow Key and then the Enter Key to pull
down the File menu.
2. Strike the Enter Key to choose New Student Record.
Help File
INTRODUCTION i'ii.
7. Key your password again for verification. As you key, asterisks
will appear on the screen. Strike the Enter Key. The Status line iiiiiiiiiiiiiiiiiiiiimiiiimiiiiiiiiiim
on the bottom of the screen will display your name and the
date
INTRODUCTION
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Q u i t t i n g t h e Program
Help File it Jobs Reports
1. Pull down the File menu.
Change Password ...-•] 2. I Ise the Up Arrow Key or Down Arrow Key to move to Close
Monitor Setting Student Record.
Keypad Setting 3. Strike the Enter Key to choose Close Student Record.
Set System Date
4. Move up or down and strike the Enter Key to choose Quit.
======= ...et Patt 5. Strike the y Key to quit.
The date is currently set to Monday Jun 12 1995 O p e n i n g Your S t u d e n t R e c o r d
Enter new date: 1. After loading t h e program and Clearing tha introduction
Enter a new date or
screen, strike the Right Arrow Key and then the Enter Key to
pull down the File menu.
2. Strike the Down Arrow Key and the Enter Key to choose
If the date shown is correct, strike the E s c Key to exit the Open Student Record.
option. If your name is shown on the screen, go to step 3.
If the date shown is not correct, key the new date as shown If your name is not shown on the screen:
(mm/dd/yy) and then strike the Enter Key. a. Strike the Tab Key until Directory is highlighted, then the
6. Strike the Esc Key twice to return to the menu bar. Enter Key to choose Directory.
7. Strike the Right Arrow Key to move to the Jobs menu. Strike b. Key the directory letter in which you created your Student
the Enter Key to view the Jobs manu. record followed by a colon (:) and strike the Enter Key to
8. You are ready to begin Job 1. Turn to page 1 and follow the choose OK.
instructions. 3. Strike the Down Arrow Key until your name is highlighted.
If you must quit the program before completing Job 1, use the fol-
lowing instructions for Quitting the Program and Opening Your
Student Record.
INTRODUCTION in
illliiliiiiiiiiiliiiiiiieiiiiiiiii Changing Your P a s s w o r d
1. After opening your Student record, strike the Right Arrow Key
to move to the Edit menu. Strike the Enter Key to pull down
the Edit menu.
2. Strike the Up Arrow Key and the Enter Key to choose Change
Password.
3. Key your current password and strike the Enter Key.
4. Key your new password and strike the Enter Key.
5. Key your new password and strike the Enter Key again for
verification.
6. If you entered the same password
twice, you should now see the iniHiiiiiiiiim
message Password Changed.
Strike the E n t e r Key then the
I. Veri fy that the Open button is highlighted then strike the Enter Right Arrow Key and continue
Key to choose Open. with the j o b you are currently
working on.
5. Key your password and strike the Enter Key.
If you did not enter the same .'::.:--
(i. [f you keyed your password correctly, you will see the message
password twice, you will see
Password Correct. The Status line will display your name and _ _ _
the message
the date. Strike the Enter Key and continue with step 7.
I f you did not key your password correctly, you will see a Passwords Different
Wrong Password message. Strike the Enter Key and start Password not changed.
again with step 2. Strike the Enter Key twice
to choose OK then Change
7. Strike the Right Arrow Key twice to view the Jobs menu.
Password. Repeat steps 3
8. You may continue with the Job you are currently working on. through 6
. -^„
INTRODUCTION
xii
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GETTING READY
JOB I Touch Method: 4,5, and 6 Keys
SKILL GOALS
1. Use the touch method to strike (he 4, 5, /s.
2. Solve ad-' . Problems.
GETTING READY 1=
EEaa
The 5 Key may have a raised dot or line to help you find the FINGER FINGER FINGER
home row by touch. Keep your wrist straight and your fingers
curved over the home-row keys.
As you learn to use the home-row keys by touch, strive for
accuracy rather than speed.
ra
i ' EntJ-
.;,.:
•••••
:
f
THUMB
TL LITTLE
FINGER
Keep your fingers correctly positioned on the home-row
keys—it, 5, and 6.
1
/•••/ L V .
Keep your wrist straight and fingers curved.
JOB I Touch Method: 4, 5, and 6 Keys
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USING THE TOUCH METHOD ( c o n t i n u e d ) 3. Strike the Enter Key. Keeping your eyes on Problem 1 below,
complete it. If you make a mistake, the Computer will beep. If
Look at the SCREEN. Strike the Enter Key to view the Job 1 sub-
you make a mistake, repeat Problem 1, starting at the begin-
menu. Strike the Enter Key to choose The Touch Method. EYES
ning of the problem.
ON KEYPAD appears on the screen. If you choose the wrong job
menu or section of a job menu, strike the Esc Key (after any intro- Problem 1
ductory boxes are cleared from the screen) until you are at the 444 Enter
menu screen and can choose the correct job menu or section of a 555 Enter
job menu. 666 Enter Enter
1665
1. Look at the KEYPAD.
Strike the 4 Key three times with the index finger. Strike the You have completed the first part of Job 1. Strike the Enter
Enter Key with the little finger. If you make a mistake, ignore Key to return to the menus.
it and continue.
Strike the 5 Key three times with the middle finger. Strike the
Enter Key.
Strike the 6 Key three times with the ring finger. Strike the
Enter Key.
Strike the Enter Key again to move to the next screen.
2. Look at the SCREEN and complete Problem 1 now. If you
make a mistake, the Computer will beep and the correct key
will flash. Strike the correct key as shown on the screen.
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reach up to (he 7 Key. Using your index finger, practice teach-
JOB 2 Touch Method: I, 2, 3, 7, 8, 9, and 0 Keys ing np to the 7 Key three times without actualty entering the
number. Be careful that you don't accidentally strike your Num
Lock Key.
SKILL GOALS 5. Look at the SCREEN and work Problems 1-5. Strike the Enter
Key twice after completing each problem.
1. I Ise the touch method to strike the 1, 2, 3, 7, 8, 9, and
0 Keys. 6. Strike the Enter Key. Look at the BOOK and work Problems 1-
5 on page 6. Strike the Enter Key twice after completing each
2. Solve addition problems. problem.
7. Look at the KEYPAD and use the same procedure as in steps 3
GETTING READY and 4 above to reach down to the 1 Key.
Follow these steps to prepare for Job 2: 8. Strike the Enter Key. Look at the SCREEN and work Problems
6-10 on page 6. Strike the Enter Key twice after completing
1. If you are continuing directly from Job 1, go to 7 and 1 Keys,
each problem.
step 1 below.
9. Strike the Enter Key. Look at the BOOK and work Problems 6-
2. If you are starting anew with Job 2, refer to the Software
10. Strike the Enter Key twice after completing each problem.
instructions on page vi and Getting Ready on page 1, then con-
tinue to step 1 below.
1, 4, A N D 7 KEYS
Use the steps above as guides for beginning all future Jobs.
Use sharp, quick strokes as you strike the 1, 4, and 7 keys with
7 A N D 1 KEYS your index finger.
1. Choose Job 2 from the Jobs menu. If you choose the wrong job 1. Choose 1, 4, and 7 Keys from the Job 2 submenu. If you acci-
menu or section of a job menu, strike the Esc Key until you are dentally choose a different section, strike the Esc Key to return
at the menu screen and can choose the correct job menu or sec- to the menus.
tion of a job menu. 2. Look at the SCREEN and work Problems 11-15. Throughout
2. Choose 7 and 1 Keys from the Job 2 submenu. this book, strike the Enter Key twice after completing each
3. Curve your fingers over the home-row keys: 4, 5, problem.
and 6. 3. Strike the Enter Key. Look at the BOOK and work Problems
4. Look at the KEYPAD and form a picture in your mind of the 11-15 onpage 6.
mmE] 1. 477
777
444
2. 764
447
754
3. 475
677
446
4. 576
747
474
5. 47
74
765
456 465 757 755 675
744 577 464 467 46
Enler
1KEY
6. 416 7. 415 8, 451 9. 145 10. 41
614 514 146 641 15
145 641 165 541 511
Reach upfrom the 4 Key to strike the 7 Key. 516 146 514 156 146
145 615 416 641 64
1KEY
Haan 1. 4, A N D 7 KEYS
11. 771 12. 147 13. 174 14. 1 15. 4
414 417 716 17 671
l 141
717
474
547
176
514
441
167
475
415
647
74
147
751
46
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8 A N D 2 KEYS 8 KEY 2 KEY
Use your middle finger to strike the 2 and 8 Keys. Problems 16-19
will help you develop stroking patterns so that when you see the mmm
numbers 2, 5, and 8, you will automatically strike these keys with
your middle finger. m
1. Choose 8 and 2 Keys from the Job 2 submenu. *ir.{.
Enfer EnUer
Entfei
i
2. Place your fingers on the home-row keys: 4, 5, and 6. i
3. Look at the KEYPAD and form a picture in your mind of the ( (
reach up to the 8 Key. Practice reaching up to the 8 Key three
times without actually entering the number.
Reach upfrom the 5 Key. Reach down from the 5 Key.
4. Look at the BOOK and work Problems 16 and 17.
5. Look at the KEYPAD and use the same procedure as in step 3 584 17. 8 18. 562 19. 2
above to reach down to the 2 Key. 888 85 246 25
6. Strike the E n t e r Key. Look at the BOOK and work Problems 855 548 255 682
18 and 19. Repeat Problems 16-19 until you key them at your 568 868 542 265
fastest rate of speed with 100% accuracy. 854 85 424 285
446 658 426 548
646 5 652 8
2, 5, A N D 8 KEYS
658 48 256 42
1. Choose 2, 5, and 8 Keys from the Job 2 submenu.
2. Look at the BOOK as you work Problems 20-24. 2, 5, A N D 8 KEYS
3. Repeat these problems to key the numbers quickly. 882 21. 258 !22. 2 23. 48 24. 1,257
522 856 48 624 85
252 854 826 518 5,128
258 862 255 672 426
858 245 84 454 82
852 528 285 5,812 452
285 265 65 257 867
558 548 528 8.716 761
/
4. Look at the BOOK and work Problems 25 and 26 to develop
speed with control. \
Reach upfrom the; 6 Key. / \
5. Look at the KEYPAD and use the same procedure as in step 3 Reach down from the 6 Key.
above to reach down to the 3 Key.
6. Strike the Enter Key. Look at the BOOK and work Problems 25. 694 26. 9 2? . 643 28. 3
27 and 28. 999 96 335 36
966 696 465 993
3, 6, A N D 9 KEYS 655 669 653 496
954 94 354 435
1. Choose 3, 6, and 9 Keys from the Job 2 submenu. 496 559 636 3
654 3 663 963
2. Look at the BOOK and work Problems 29-33 at a fast, but com-
lortable, rate of speed. 549 49 364 _35
3 , 6 A N D 9 KEYS
29. 969 30. 963 31. 3,694 32. 698 33. 7,259
936 394 546 2,613 948
663 369 63 354 9,631
396 935 369 46 1,654
639 946 5,949 679 316
993 635 93 5,397 2,468
363 596 3,654 328 723
396 643 396 1,945 3,975
JOB 2 Touch Method: 1, 2, 3, 7, 8, 9, and 0 Keys
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Use your thumb to strike the 0 (Zero) Key. 34 504 35. 605 3e». 840 37. 28 38. 40
1. Choose 0 Key from the Job 2 submenu. 400 409 100 50 12
2. Place your fingers on the home-row keys: 4, 5, and 6. 605 780 904 214 205
406 205 30 485 578
3. Look at the KEYPAD and form a picture in your mind of touch-
506 506 705 93 63
ing the 0 Key. Practice touching the 0 Key with your thumb
three times without actually entering the number.
540 610 124 936 719
604 120 360 107 643
4. Look at the BOOK and work Problems 34-38. 605 906 609 76 98
LH LH LH
+ ALL N U M E R I C KEYS
RpHiijL-J 39. 146 40. 40 41. 57 42. 3 43. 76
729 864 16 764 67,290
358 2 4,270 5,249 819
Strike the 0 (Zero) Key with the thumb. 708 309 502 308 37
160 72 349 829 8
ALL NUMERIC KEYS 249 67 8 9,018 25,469
Before beginning Job 3, you should be using only the touch 630 531 7,369 761 8,514
method to enter all numbers. 549 915 4,681 57 1.043
1. Choose All Numeric Keys from the Job 2 submenu.
44. 5,632 45. 9,584 46. 30,342 47. 75,240 48. 678,091
2. Work Problems 39-48 to practice using the touch method to
locate keys. Repeat the problems until you are comfortable
60,817 617 3,044 26,105 542
striking the keys at your fastest rate of speed. 480 3,926 586 892,433 7,891
95 20,810 193 708 46,720
3. Strike the Esc Key to return to the Jobs menu. 3,427 645 796,512 59,883 501,348
COMPLETING THE JOB 79,036 2,037 7,659 640 6,493
211 89 802 1,931 18,379
Follow the instructions on page 4 of Job 1 to complete this job and 54 147 17.586 6,975 205
all future Jobs.
SKILL GOALS Choose Warm-Up DHU from the Job 3 submenu. Strike the
Enter Key to begin the Warm-Up Drill.
1. Improve touch method technique.
2. Determine Strokes a Minute (SAM) and Errors a Minute After you complete a problem:
(EAM). 1. If your answer is correct, the Computer will give a zippy sound
and let you go to the next problem.
TECHNIQUE CHECKLIST Z. If your answer is not correct, the problem will appear on the
screen after you complete it. Check where the error was
As you complete Job 3, think about how you can improve your made. Repeat the problem until you get the correct answer.
technique to either increase speed or decrease errors. A Visualize the 4, 5, and 6 Keys below your fingertips. Look at
Technique Checklist for the Ten-Key Touch method is on page 43, the BOOK and complete the Warm-Up Drill. Work each prob-
Appendix A. Following the instructions at the top of the checklist,
lem until each answer is correct.
complete the Job 3a column of the checklist now to rate your pre-
sent techniques.
The Warm-Up Drills at the beginning of each job give you a chance Strike each key with a rhythmic, bouncy touch.
lo practice a variety of number combinations. These drills will
help you to move your fingers with rhythm from one key to I. 456 2. 564 3. 546 4, 465 5. 564
another using the touch method. The Warm-Up Drill in this job 654 456 625 684 548
emphasizes the 4, 5, and 6 Keys. See Appendix B, Warm-Up Drill 545 565 574 594 693
Patterns for the strategy being used to develop touch techniques 644 464 204 601 705
in this and all future Warm-Up Drills. 465 456 598 746 612
656 654 461 352 564
JOB 3 Ten-Key Numeric Drill #1 10
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COMPLETING TEN-KEY NUMERIC DRILL # 1 the menu bar.
2. View your SAM and EAM scores by choosing TKNDrill Record.
Read all instructions before starting the drill onpage 13. from the Reports menu.
Each problem in Ten-Key Numeric Drill #1 has 50 strokes. A
3. View the addends you keyed by striking the Tab Key three
stroke occurs when any numerical key (0 through 9) or function
times then the Enter Key to choose View at the bottom of your
key (such as the Enter Key) is Struck. For example, in the number
6,091 there are 5 strokes: 4 strokes for the digits 6091 and 1 stroke screen. Use the Up and Down Arrow Keys to find the errors
for the Enter Key. A digit is any figure from 0 to 9. You will strike you made and strive to key the correct digits in your next
41 digits and the Enter Key 9 times for each problem in Ten-Key attempt.
Numeric Drill #1. 4. Strike the Tab Key and then the Enter Key to choose OK and
return to the TKNDrill Record.
Ten-Key N u m e r i c Drill # 1 , A t t e m p t # 1 5. Strike the Tab Key to highlight the OK button and then the
To complete the drill: Enter Key to return to the Reports menu.
1. Strike the Enter Key. Choose Ten-Key Numeric Drill #1 from Ten-Key N u m e r i c Drill # 1 , A t t e m p t #2
the Job 3 submenu.
1. Complete the drill again, following the procedure for Attempt
2. Strike the Enter Key. Look at the BOOK and work as many #1.
problems on page 13 as you can before the Computer stops
2. Your SAM and EAM scores will appear on the screen. Strike
you at three minutes.
the Enter Key. Strike the Esc Key twice to return to the menu
a.Use your best touch method techniques. bar.
b.If you make an error while working a problem, disregard it 3. Compare your SAM and EAM scores with Attempt #1 by choos-
and continue entering numbers. ing TKNDrill Record from the Reports menu.
elf you finish all 15 problems before the end of three minutes, 4. Use the Tab Key to highlight the OK button if it is not already
smile and repeat the problems. highlighted. View the addends you keyed by striking the Down
S t r o k e s a M i n u t e ( S A M ) a n d E r r o rs a M i n u t e ( E A M ) Arrow Key until Attempt #2 is highlighted. Strike the Tab Key
three times and then the Enter Key to choose View. Find the
After you complete the drill, your SAM and EAM scores will
errors you made and strive to key the correct digits in your
appear on the screen and will be recorded in the Ten-Key Numeric
next attempt.
Drill (TKNDrill) Record, SAM Graph, and EAM Graph. SAM is
total strokes divided by 3 (3 minutes) and EAM is total errors 5. Strike the Tab Key to highlight the OK button and then the
divided by 3. Enter Key to choose OK and return to the TKNDrill Record.
1. Strike the Enter Key and then the Esc Key twice to return to 6. Strike the Tab Key to highlight the OK button and then the
Enter Key to return to the Reports menu.
JOB 3 Ten-Key Numeric Drill #1 11
Ten-Key N u m e r i c Drill # 1 , A t t e m p t # 3 highlighted. Strike the Tab Key three times and then the Euter
1. Emphasize the technique of striking keys with firm, quick Key to choose View. Find the errors you made and strive to
strokes as you complete the drill again. key the correct digits in your next attempt.
2. Compare your scores with Attempt #1 and Attempt #2 by 5. Strike the Tab Key and then the Enter Key to return to the
choosing TKNDrill Record from the Reports menu. TKNDrill Record.
3. Print your Ten-Key Numeric DHU Record by striking the Tab 6. Strike the Tab Key to highlight the OK button and then the
Key two times then the Enter Key to choose Print. Enter Key to return to the Reports menu.
4. Use the Tab Key to highlight the OK button. View the addends 7. View your SAM score on a graph by choosing SAM Graph from
you keyed by striking the Down Arrow Key until Attempt #3 is the Reports menu. Strike the E n t e r Key to return to the
Reports menu.
8. View your EAM score on a graph by choosing EAM Graph from
the Reports menu. Strike the E n t e r Key to return to the
Reports menu.
9. Strike the Left Arrow Key to return to the Jobs menu.
TECHNIQUE CHECKLIST
;•:: ; ::
Go to the Technique Checklist on page 43. Following the instruc-
••*>. tions at the top of the checklist, rate your technique in the Job 3b
0 column. You will use this checklist in future jobs to improve your
techniques.
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SKILL BUILDER
The technique you use to strike the keys will determine your
speed and accuracy. The Technique, Speed, and Accuracy Drills
on pages 15-20 have been carefully designed so you will continu-
ously improve your technique, which will improve your speed and
accuracy. Concentrate on overcoming the faulty techniques
marked with a 0 on the Technique Checklist as you work each
drill, beginning with the Technique Drills on pages 15-16
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TECHNIQUE DRILLS: A THROUGH F Drill D
As you work each technique drill on the following page, concen- Concentrate on moving your fingers vertically from one key to the
trate so you can develop smooth, rhythmic touch techniques. You next. Curve your fingers to minimize arm movement. Complete
will not hear a beep if you make an error; emphasis is on tech- Drill D now.
nique. Work each drill once; do not correct errors. After complet-
ing these drills, or if you need to exit at any time, strike the Esc Drill E
Key and the y Key for Yes to return to the menus. Try to maintain your rhythm throughout the problem as you move
To begin working the technique drills, choose Technique from one addend to the next. An addend is each number to be
Drills from the Job 4 submenu. added; for example, 123 is an addend. Your goal is to maintain
If you are returning to a technique drill and want to work a your stamina (and your breath) until the last addend is entered.
drill other than Drill A, choose Technique Drills from the Job 4 Complete Drill E now.
submenu. Begin work with any drill. Problems with fewer addends should now seem easier to
complete.
Drill A
Tap the Enter Key without breaking your rhythm for entering Drill F
numbers. Complete Drill A, then move directly to Drill B. The Keep your eyes on the digits in the problem. A digit is any figure
screen will not change for each drill. from 0 to 9. Try to maintain your stamina until the last addend is
entered. Complete Drill F now.
Drill B Problems with fewer addends should not seem easier to com-
Visualize the keypad and concentrate on the location of each key plete. After you complete Drill F, strike the Esc Key then the y Key
as you strike it. Keep your eyes on your BOOK. Complete Drill B to exit the technique drills and return to the Job 4 submenu.
now.
TECHNIQUE CHECKLIST
Drill C
Complete the Job 4 column of the Technique Checklist on page 43.
Tap each key with a bouncy, rhythmic stroke. Complete Drill C now. Compare your technique ratings for Job 3 with those for this job.
Pay special attention to items marked with a 0 in the previousjob.
Did you improve?
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S P E E D DRILLS: A THROUGH E Drill B
As you work each speed drill on the following page, concentrate Work the problem as many times as possible in one minute. At the
only on speed; ignore errors. You will not hear a beep if you make end of one minute, your SAM score will appear on the screen and
an error; emphasis is on speed. Your scores from the first attempt be recorded on the Speed Drill Record. When you complete Drill
will be recorded on the Speed Drill Record, which you will view B, strike the E n t e r Key.
after completing Drill E.
To begin work on the Speed Drills, choose Speed Drills from Drill C
the Job 4 menu. You will work each drill in order from Drill A to This problem has connectors, which means that the last digit in
Drill E. Strike the E n t e r Key to choose OK. an addend (1,456) is the first digit in the next addend (683,774).
If you need to quit the program during any speed drill: Work the problem as many times as possible in one minute.
1. Strike the Esc Key and the y Key to return to the Speed
DHU dialog box. Drill D
2. Strike the n Key to Cancel the dialog box. This problem does not have connectors. Work the problem as
3. Strike the Esc Key to return to the Jobs menu. many times as possible in one minute.
If you return to the speed drills and want to begin work in a Drill E
drill other than Drill A:
1. Choose Speed DHlls from the Job 4 submenu. Concentrate on maintaining speed with stamina. Work the prob-
lem as many times as possible in three minutes.
2. Strike the 1 Key to Clear All drills currently selected. After you complete Drill E, strike the n Key to Cancel the
3. Strike the letters of all drills you will be completing, or Speed Drill dialog box. Strike the Esc Key twice to return to the
strike the s Key to complete all drills. menu bar.
4. Strike the E n t e r Key to begin work on the drills. Refer to Appendix C, Speed Drill Record to analyze your SAM
progress.
Drill A
Work the problem as many times as possible in one minute. At the
end of one minute, your SAM score will appear on the screen and
will be recorded on the Speed Drill Record. The timer will start
when you strike the first digit. When you complete Drill A, strike
the E n t e r Key to continue to Drill B.
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ACCURACY DRILLS: A THROUGH E Drill D
As you work each accuracy drill on the following page, concen- Concentrate on accuracy with stamina. Keep your eyes on the dig-
trate only on accuracy; ignore speed. You will hear a beep if you its in the problem. Work the problem until you complete it without
make an error; emphasis is on accuracy in these drills. If you make an error. Even though the Computer will beep to let you know you
an error, you must continue the problem to the end and then made an error, you will still have to complete the entire problem
repeat it. before repeating it.
Choose Accuracy Drills from the Job 4 submenu. You will
Drill E
work each drill in order from Drill A to Drill E. Strike the Enter
Key to choose OK If necessary, refer to the Speed Drill instructions Drill E consists of five problems.
for quitting a drill and beginning with a drill other than Drill A. 1. Work Problem 1.
a. If you make no errors, continue to step 2.
DriUA b. If you make an error, repeat the problem. Repeat
Your speed should be reduced because no key is adjacent to the Problem 1 until you can complete it without making an
next key in any addend. Work the problem until you complete it error.
without an error. 2. Work Problems 2 through 5 following the procedure in
step 1. For example, if you make an error in Problem 4, the
Drill B Computer will beep. Complete Problem 4 and then repeat
This problem contains digits within addends that have similar Problem 4.
configurations. For example, rounded digits (3, 6, 0, 9) and After you complete Problem 5 in Drill E, strike the n Key to
straight digits (1, 4, 7). Your speed should be reduced because you Cancel the Accuracy Drill dialog box and return to the Job 4 sub-
must distinguish between similar digits. Work the problem until menu. Strike the Esc Key to return to the Jobs menu.
you complete it without an error.
Drill C
This problem contains handwritten digits. Because they are some-
what difficult to read, you will need to reduce your speed. Work
the problem until you complete it without an error.
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GOALS FOR TEN-KEY NUMERIC DRILL # 1
1. Setting Your Goal. Choose TKNDrill Record from the Reports
menu. Your SAM and EAM goals for Job 4 are shown where ^
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the Job 4 row and the Goal column intersect.
2. Meeting Your Goal. As you complete Ten-Key Numeric Drill /•
. ;
#1, think about your goal on the TKNDrill Record. Strive only ES'- •*«;
for speed or only for accuracy. Strike the Enter Key to return
to the Reports menu.
3. Completing the Drill, Attempt #1. Choose Ten-Key Numeric
DHU #1 from the Job 4 submenu and complete TKNDrill #1 on
page 13. Use your best touch method techniques. If you make
an error while working a problem, disregard it and continue
entering numbers. If you finish all 15 problems before the end
of three minutes, repeat the problems.
4. Completing the Drill, Attempts #2 and #3. Complete the drill
two more times to get a total of three attempt scores for Job 4.
5. Viewing the TKNDrill Record. Choose TKNDrill Record from
the Reports menu to see your SAM and EAM scores for Job 4.
View the addends you keyed by striking the Up or Down
Arrow Keys until the attempt which you want to view is high-
lighted. Strike the Tab Key until View is highlighted, then Practice correct posture.
strike the Enter Key. Find the errors you made and strive to
key the correct digits in your next attempt.
6. Viewing the Graphs. Choose SAM Graph from the Reports
menu to view your SAM score on the graph. Choose EAM
Graph from the Reports menu to view your EAM score on the
graph.
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REVIEW OF ALL NUMERIC KEYS 3. To see the results of each attempt, choose Test Record from the
Reports menu.
Choose Review ofAll NumeHc Keys from the Job 5 submenu.
Work Problems 1-10 on page 24, which review the touch 4. View the addends you keyed by striking the Up or Down Arrow
method for all numeric keys. These problems will help you pre- Keys until the attempt which you want to view is highlighted.
pare for the first Ten-Key Numeric Test. Strike the Tab Key until View is highlighted, then strike the
E n t e r Key. Find the errors you made and strive to key the cor-
TEN-KEY NUMERIC DRILL # 1 rect digits in your next attempt.
Complete Ten-Key Numeric Drill #1 on page 13 by following the 5. Print your Ten-Key NumeHc Test Record by striking the Tab
instructions on page 11. Remember to complete the drill three Key until Print is highlighted, then strike the E n t e r Key.
times to get three attempt scores for Job 5. 6. Strike the Tab Key until OK is highlighted, then strike the
You may want to ask your teacher or a classmate to observe E n t e r Key to return to the Reports menu.
your techniques and rate them on your Technique Checklist.
TECHNIQUE CHECKLIST
TEN-KEY NUMERIC T E S T # 1
If your teacher or a classmate did not rate your techniques as men-
If you completed Jobs 1-5 in less than five hours, repeat them until tioned, complete the Technique Checklist now. Compare your rat-
you complete five hours of practice. Do this before you take Ten- ings for Job 4 with those for this job. Pay special attention to those
Key Numeric Test #1 (TKNTest #1). items marked with a 0 in the previous job. Did you improve?
Before you begin TKNTest #1, review Appendix D, Criteria for
Determining Strokes and Errors on the Ten-Key Numeric Test.
Appendix D is a chart that describes how your strokes and errors
will be counted after you complete the TKNTest. Your teacher will
administer Ten-Key Numeric Test #1.
1. Choose Ten-Key NumeHc Test #1 from the Job 5 submenu.
2. Complete each of the three attempts—doing your best in tech-
nique, speed, and accuracy. The attempt considered best will
be the one with the least EAM.
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ANALYZING PROGRESS A N D SETTING GOALS Errors a M i n u t e ( E A M )
Analyzing your progress and setting goals are two important steps From the Reports menu, choose EAM Graph.
to improving your skills. Answer Questions 6 and 7 after analyzing your EAM pattern on
Strokes a Minute (SAM ) the EAM Graph.
6. Was your EAM .33 or less in:
From the Reports menu, choose SAM Graph.
Job 3 Yes No
Answer Questions 1 and 2 below after analyzing your SAM
pattern on the Sam Graph. Job 4 Yes No
1. Was there a steady increase in SAM on the TKNDrill from Jobs Job 5 Yes No
3-5? Yes No 7. In Jobs 3-5, if your EAM was not .33 or less, list some reasons
If No, list some reasons why. why.
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SKILL BUILDER STROKING SEQUENCE PATTERNS ( c o n t i n u e d )
To continue improving your technique, speed, and accuracy, com- (7,2,9) (1,8,3)
plete the following drills:
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1. Technique Drills: A through F, page 15. 727 972 m-mm 183 831
2. Speed Drills: A through E, page 17. Your scores will be
recorded on the Speed Drill Record, which can be viewed from
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the Reports menu. 992 777 838 138
3. Accuracy Drills: A through E, page 19. 227 999 811 381
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Developing Concentration and
JOB 7 Stamina; Decimal Key
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Many Digits and Many Addends :; 378,897.92 12. 100,458.29 13. 816.53
1,569.06 7,433.50 876,370.88
Problems 11-15 contain 15 addends, each with one decimal and up 783.94 148,523.08 59.22
to 8 digits. As you strike each key with a rhythmic, bouncy touch, 454.19 715.19 18,934.10
you will develop date entry stamina. After completing Problems 3,068.61 271.96 .74
11-15, problems with fewer digits and addends should seem easier 107.64 6,974.07 42,175.76
to complete. Choose Many Digits and Many Addends from the 67,218.81 747.38 255.92
Job 7 submenu. Work Problems 11-15 now.
208,034.55 3,125.40 154,073.39
534.21 192,037.62 125.40
SKILL BUILDER 6,752.00 38,041.06 916,274.00
To continue improving your technique, speed, and accuracy, com- 917.40 3.56 1.00
plete the following drills: 248,633.57 216,456.58 647,939.62
.28 729.68 8,389.28
1. Technique Drills: A through F, page 16. 3,059.94 26,596.31 6.54
2. Speed Drills: A through E, page 18. Your scores will be 279.13 854.389.79 .36
recorded on the Speed Drill Record, which can be viewed from
the Reports menu. 14. 374.83 15. 48.55
3. Accuracy Drills: A through E, page 20. 647,395.87 .02
16.92 9.01
TEN-KEY NUMERIC DRILL #2 5.12 768.62
9.13 .59
Complete TKNDrill #2 on page 28 in the usual manner. 72.80 572,106.95
9,733.54 4.11
TECHNIQUE CHECKLIST 567.08 410,648.32
Complete the Technique Checklist on page 43. Compare your .69 1,953.70
technique ratings for Job 6 with those for this job. Pay special .04 5.74
(32,122.79 96,387.32
attention to those items marked with a 0 in the previous job. Did
you improve? 5.43 63.02
796,056.81 900.11
9,124.40 732.89
685.080.13 326.484.78
'Coro-
SKILL G O A L S
1. Use the touch method to enter data in a spreadsheet.
2. Evaluate technique improvement.
Several weeks ago at dinner, you told your family that you would
like to get a part-time job so that you can purchase a ear. The next
day, your mother showed you the following employment classified
ad in the local newspaper.
A B C D E F
1 ÜLEUTKON1C APPLIANCES INVENTORY
2 Stock New
3 Stock Reorder Number Cost
Quantity
4 Number Point OnHand to Order Cost Total
4TO25? 48-02
5 \6710Z 4(J. 23
6 417629 3 / 6 4-3-01 5)3ö74 273-45
7 167102 2 2 5 455-61 2-71034 211- G2
8 216175 2 /. 3 203-87 521170 261- 4 b
9 513 074 4 3* 5 252 -25 510 LV? 386-11
10 5H276 10 2264-I54- V
4 3 5 108-30
11 271034 i 1z 2 28734 zAcnio GM-
271834
43
I6-73
12 521110 2 1, Z \54-3S
13 ZI 0671 5 6/? 0 32(„fi8 °I72?6Z 3 2 - 6 ?
14 I02S64 2 4 0 IS/-34 72<W,9 23.11
15 Z46110 3 3 5 608- / (j3 GHIZ48 Z4-67\
16 341716 1 2 0 705.2-7
17 2-71834 3 i 7- 5 14-82
18 m2$62 4 2 3 24-11
19 721468
20 Q?7I34Z
2
1
A< 10 2-1.03
0 23:17
10
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HOME APPLIANCES INVENTORY I I O M i : AHMJAINU IIS IIMV IINTOKY
Complete the Home Appliances Inventory form by following the A B C I) E F
same procedure as for the Electronic Appliances Inventory form. 1 HOME APPLIANCES INVENTORY
Save the spreadsheet as HOMEINV and print the spreadsheet. 2
3 Stock Reorder Quantity
Stock New 4 Number Point OnHand to Order Cost Total
Number Cost 5
6 42.74/2 3 5 / 5 * . 34
73?/S2 12.34 2 fl
911431 34-21 7 73«(«2 A *k 0 10-24
2AG710 11-23
8 212437 5 * 1 9, a2cö\
9 12146% 2
434735 2I-5G 10 1329I6
\ r> 6?.52
2 1 3 106 Tl
\62<Z13 11.24 11 SXI712 3 1 4 51.73
753/47 ? 34 12 24611Q 5 2 6 in.26,
64247/ 13 19,1524 3 0 2n.l5
5-46
14 134185
6 &
4462-27 65-23 4 '?. S 20-15
15 ic*29l?> 6 3 % 10.29
442 816 UO-31 16 231644 2 5, \2 ff.54
M278I 41-42 17 I5?>\c\l 9 5 4 /2 1.12
55246$ 211-23 18 3*51151 5 '/ 7 9..26
23H6S 22-36 19 64X111
4 0
s 4-3X
3/7527
713164
24.21 20
V<kW,
21 3 * 2 / 4 7
2
2. 2
1
3
4 6'OS%
40-21
110.3Z 22 412?\CD 2 1, 2 I04.°I3
23 Q121%\ 3 2 H
Close the spreadsheet file, then quit the spreadsheet program. 24 552-46%
4 40.51
Start the ten-key program before beginning Job 10.
l 2 0 261 n
25 23I4G2 4 I 5 26-17
26 öl 7521 3 2 Z3./6
TECHNIQUE CHECKLIST 27 5 7 6 4 / 2
4
S 2, CO 15-43
28 7 4 3 / 6 4 5 0 06-50
Complete the Technique Checklist on page 43. Compare your 29 ^1316V
6 4
5 6 0 342.6
technique ratings for Job 8 with those for this job. Pay special 30 5ZI311 4 2 £.27
<P
attention to those items marked with a 0 in the previous job. Did
you improve?
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REVIEW OF ALL NUMERIC KEYS 3. View the addends you keyed by striking the Up or Down Arrow
Choose Review of All Numeric Keys from the Job 10 submenu. keys until the attempt which you want to view is highlighted.
Work Problems 1-10 on page 40, which review all numeric keys. Strike the Tab Key until View is highlighted, then strike the
Enter Key.
These problems will help you prepare for Ten-Key Numeric Test
#2. 4. Print your Ten-Key Numeric Test Record by striking the Tab
Key until Print is highlighted, then strike the Enter Key.
TEN-KEY NUMERIC DRILL #2 5. Strike the Tab Key until OK is highlighted, then strike the
Choose Ten-Key Numeric Drill #2 from the Job 10 submenu. To Enter Key to return to the Reports menu.
prepare for TKNTest #2, work TKNDrill #2 on page 28. You may TECHNIQUE CHECKLIST
want to ask your teacher or a classmate to observe your tech-
niques and rate them on your Technique Checklist. If your teacher or a classmate did not rate your techniques as men-
tioned, complete the Technique Checklist now. Compare your rat-
ings for Job 9 with those for this job. Pay special attention to those
TEN-KEY NUMERIC T E S T #2 items marked with a 0 in the previous job. Did you improve?
If you completed Jobs 1-10 in less than 10 hours of practice, repeat
them until you complete 10 hours of practice. Do this before you
take TKNTest #2 so that your scores can be compared with others
who have completed 10 hours of practice.
If you have time before taking TKNTest #2, repeat the Skill
Builder on page 31. Your teacher will administer Ten-Key
Numeric Test #2.
1. Choose Ten-Key Numeric Test #2 from the Job 10 submenu.
Complete three attempts—doing your best in speed, technique,
and accuracy. The attempt considered best will be the one with
the least EAM.
2. To see the results of all three attempts, choose Test Record
from the Reports menu.
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ANALYZING PROGRESS A N D SETTING GOALS ERRORS A MINUTE ( E A M )
Analyzing your progress and setting goals are two important steps From the Reports menu, choose EAM Graph.
to improving your skills. Answer Questions 4, 5, and 6 after analyzing your EAM
pattern on the EAM Graph.
STROKES A MINUTE ( S A M ) 4. Was your EAM .33 or less in:
From the Reports menu, choose SAM Graph. Job 6 Yes No
Answer Questions 1,2, and 3 after analyzing your SAM pattern Job 7 Yes No
on the SAM Graph. Job 10 Yes No
1. Was there a steady increase in SAM on the TKNDrill from Jobs 5. In Jobs 6, 7, and 10, if your EAM was not .33 or less, list some
6, 7, and 10? Yes No reasons why.
If No, list some reasons why.
6. Did you reach your EAM goal for Job 10 that you set in Job 5?
2. How many SAM did you increase when comparing the Yes No
TKNDrill in Job 6 with the TKNDrill in Job 10?
If No, list some reasons why.
SAM INCREASE
3. Did you reach your SAM goal for Job 10 that you set in Job 5?
Yes No Strike the E n t e r Key to choose OK and clear the EAM Graph
from the screen. Close your Student record.
If No, list some reasons why.
IMPROVING YOUR SKILL
Strike the E n t e r Key to choose OK and clear the SAM Graph
See Appendix B, Warm-Up Drill Patterns for the strategy used
from the screen.
throughout this book to develop your current touch techniques.
To continue improving your technique, speed, and accuracy,
work through this book again. Enter a new Student record name
so that your Computer will continue to record your drill and test
scores.
APPENDICES
42
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APPENDIXA
TECHNIQUE CHECKLIST, TEN-KEY TOUCH METHOD
Operator Evaluator
Write the date in the proper space. Place a check mark ( / ) after a technique that is performed satisfactorily. Place a zero (0) after a technique that
needs improvement.
Job 3a 3b 4 5 6 7 8 9 10
Technique Date
Getting Ready
1. Clears the desk of everything except materials needed for
operating the Computer.
2. Places the keyboard in a position that allows the wrist and hand to be
parallel to the keypad and allows the greatest freedom of finger
movement over the keypad.
3. Sits in a comfortable, erect position with feet flat on the floor for
proper balance and minimum fatigue.
4. Holds the operating arm with the wrist straight.
5. Curves the fingers of the operating hand.
Entering Numbers
1. Strikes each key with a firm, quick stroke.
2. Uses a rhythmic, bouncy touch.
3. Does not pause between strokes.
4. Keeps eyes on the book and uses the touch method. Does not
look at the keypad of the keyboard.
5. Strikes keys at a fast rate to increase SAM.
6. Strikes keys at a comfortable rate to keep EAM at .33 or less.
Proving and Verifying Answers
1. Checks the screen against the original problem.
2. Proves the answers in the prescribed manner.
Attitude
1. Enthusiastic about learning.
2. Optimistic about improving.
3. Confident about success.
4. Alerl but relaxed.
APPENDICES 43
APPENDIX ß
The instructional pattern for Warm-Up Drills is outlined and included for reference. When practicing Warm-Up Drills at the beginning
of a job, you should develop the ability to move easily from one key to another.
APPENDICES 44
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APPENDIX C
S P E E D DRILL RECORD
Choose Speed DHU Record from the Reports menu. Determine your progress by comparing your SAM scores for each speed drill. For
example, Drill A SAM is probably higher than Drill E SAM because Drill A has:
1. less strokes,
2. less digits in each addend, and
3. many similar digits adjacent to each other.
The Drill A SAM is probably your maximum speed capacity for striking keys. As you get to know the location of each digit on the
keypad and increase your finger dexterity, your SAM for Drill E will increase and become closer to your high SAM for Drill A. If your
score does not improve the next time you work Drill E, concentrate on techniques that will improve your speed, such as using a rhyth-
mic, bouncy touch.
After viewing your scores, strike the Tab Key and then the Enter Key to print your Speed Drill Record. To return to the Jobs
menu, strike the Tab Key, then the Enter Key, then the Left Arrow Key.
APPENDICES 45
APPENDIX D
CRITERIA FOR DETERMINING STROKES AND ERRORS ON THE TEN-KEY NUMERIC TEST
1. General Rules
a. The number of strokes to count for a problem cannot exceed the number of strokes (50) in the original problem.
b. Count one error per addend.
Type of Error Strokes Counted Errors Counted
2. Incorrect Entries
a. Enters incorrect addend twice. 0 1 for first incorrect addend; 1 for
repetition.
b. Enters incorrect addend then Only strokes for correct addend. 1 for incorrect addend.
enters correct addend.
c. Enters incorrect addend. Deduct strokes for omitted digits; 1
count strokes for added digits.
3. Omissions
a. Omits entire problem. 0 1 for Omission.
b. Omits an addend. Deduct all strokes in omitted addend. 1 for each addend omitted.
c. Partially completed problem:
(1) When test time is over. All strokes entered. All committed; no error for not
completing problem.
(2) When the problem is not the final All All committed; 1 for stopping.
problem for the attempt and the
Student either strikes the Enter Key
twice, stops and Starts over, or
continues to the next problem.
d. Omits the remaining addends in the final All 0
problem, then strikes the Enter Key twice.
APPENDICES 46
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APPENDIX E
instructor
School
City State
Date
APPENDICES 47
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. \
SOUTH
WESTERN 780538"629195'
^EDUCATIONAL
PUBLISHING