# Parents' Notes

*Aon, Dhà, Trì* (One, Two, Three) is a collection of number games for children in the early stages of primary school. Rabbit, Fox and Bird will guide you through three sets of activities designed to encourage strategic mathematical thinking and problem solving.

** Aon, Dhà, Trì** begins with the story of the trio leaving their home under the mountain and going looking for adventure. To skip this introduction and go directly to the crossroads, click the arrow in the bottom right hand corner. At the crossroads, you can choose which activities you want to play by clicking on the path behind Rabbit, Fox or Bird.

There are two kinds of activities associated with each animal:

• the **Games** (cup pathway) have a defined aim to be achieved using the least possible number of turns. A gold, silver or bronze prize is awarded depending on how many turns they take

• the **Explore Activities** (balloon pathway) are open-ended tasks where children are encouraged to explore.

There are 60 games in each section, divided into six groups of ten games of increasing difficulty. Games can be played in any order. The tenth game in each level is locked and you have to win a gold cup in the other nine games in order to unlock it.

**Bird**

These games resemble classroom activities where children use interlocking cubes to help them with their number work. The aim of these games is to guide creatures called *Sgogain* to the treasure room. *Sgogain* have to be arranged so that the rectangles they form are the correct size and shape to move through the chosen doorway and on to the next part of the activity.

**Fox**

These games resemble counting activities in which children use objects like counters, beads or blocks to do number work. The aim of these games is to fill space ships with the correct number of creatures called *Smeabalan*.

**Rabbit**

These are number line activities where you make Rabbit jump up and down a number line, making sure that he lands on the tasty vegetables and avoids the monsters. Rabbit reads out the addition and subtraction calculations he carries out as he jumps backwards and forwards. Each move the rabbit makes and each different number suit selected counts as one turn.

**There are three options available after completing a game:**

**Watch a Video**

Click on the television icon to watch videos of catchy songs that encourage children to use the following strategies to solve problems:

• planning ahead

• trial and improvement

• lateral thinking

• spotting patterns

• finding an approach that works

• putting problems in a real-life context

• drawing a picture of the problem

• talking about problems out loud

• asking 'what if?'

• breaking problems down

• coping when stuck.

**Watch a Replay**

Click on the replay icon to watch a recording of the game just played. This can help children work out how they could have used a different strategy to achieve a better score.

**Play the Game Again**

Click on the arrow icon to play again and improve the score if a gold cup wasn't won the first time or to try another game in the sequence.

**Sound**

Click the *Roghainnean* button and select the *Taic cànain* option to hear the help and feedback offered by Rabbit, Fox and Bird.

The music within the game can be turned on and off by pressing the 'm' key.

## Parents' Notes - Bird Games

**These games resemble classroom activities where children arrange interlocking cubes in different numbers of rows and columns. The computer equivalents of these cubes are creatures called Sgogain. The task is to guide them through a series of puzzles in order to reach the treasure room. The Sgogain have to be arranged so that the groups they form are the correct size and shape to move through the chosen doorway and on to the next part of the activity.**

**Bird Games**

Click on the cup sign to play the numbered games. Help Bird get the *Sgogain* to the treasure in the lowest number of turns. Make the rectangle or square of *Sgogain* the right size so that it can to move through the chosen doorway from one room to the next. Use the objects placed in the rooms to help.

There are 60 games. Game 1 is the easiest and game 60 is the hardest. The games are arranged in six groups of ten games of a similar level of difficulty:

• Lava (1 to 10)

• Crystal (11 to 20)

• Desert (21 to 30)

• Jungle (31 to 40)

• Creepy crawly (41 to 50)

• Cog (51 to 60).

Games can be played in any order. The tenth game in each level is locked and you have to win a gold cup in the other nine games in order to unlock it.

**Game Objectives**

Your aim is to guide the *Sgogain* to the treasure room in the least number of turns. A gold, silver or bronze prize is awarded at the completion of each game depending on the number of turns taken. During the game the number of turns taken is displayed in the top left corner of the screen.

A turn consists of any of the following:

• rotating the *Sgogain*

• rearranging the *Sgogain*

• using the adding, subtracting, multiplying, dividing, doubling or halving machines

• moving from one room to another.

**Game Instructions**

• Click on Bird for audio help.

• Click on the rectangle of *Sgogain* to display the number it contains.

• Use the buttons on the left hand panel to move, rotate and rearrange the rectangle of *Sgogain*. The map of the puzzle appears on the right hand side.

**Rotate Button **

Click on this (or press the Space Bar on the keyboard) to rotate the *Sgogain* through a quarter turn.

**Rearrange Button **

Click on this to rearrange the *Sgogain* in to a rectangle of a different length and width.

**Re-start Room Button **

This enables you to start the puzzle in the current room from the beginning.

**Move Buttons**

Click on the move buttons (or use the arrow keys on the keyboard) to move the *Sgogain* towards objects in the room and to other rooms.

**Map**

The map in the right hand panel shows the rooms in the present game. Click on a room to view it.

**Game Objects**

The games contain the following objects.

**Door**

Doors allow the *Sgogain* to pass into the next room. The rectangle of *Sgogain* can only pass through a door if it is the same width as that door e.g. a door that is four blocks wide will only allow a rectangle of *Sgogain* that is also four blocks wide to pass through it.

**Whirlpool**

Whirlpools allow a certain number of *Sgogain* to pass into the next room. The rectangle of *Sgogain* must contain the exact number displayed on the whirlpool in order to pass through it e.g. a whirlpool that displays the number twelve will only allow a rectangle containing twelve *Sgogain* to pass through it.

**Tunnel**

Tunnels allow the *Sgogain* to pass into the next room. The rectangle of *Sgogain* must be the same size and shape as the tunnel in order to pass through it.

**Adding Machine**

This object adds more *Sgogain*. The rectangle of *Sgogain* must be the same width as the machine in order for it to work e.g. an adding machine that adds two *Sgogain* will only work with a rectangle of *Sgogain* that is two blocks wide.

**Subtracting Machine**

This object subtracts *Sgogain*. The rectangle of *Sgogain* must be the same width as the machine in order for it to work e.g. a subtracting machine that adds two *Sgogain* will only work with a rectangle of *Sgogain* that is two blocks wide.

**Halving Machine**

This halves the number of *Sgogain*. The rectangle can be any shape and size.

**Doubling Machine**

This doubles the number of *Sgogain*. The rectangle can be any shape and size.

**Multiplying Machine**

This multiplies the number of *Sgogain* by the number of squares in its width e.g. a multiplying machine that is two blocks wide multiplies the number of *Sgogain* by two. The machine will only work if the rectangle of *Sgogain* is the same width as the machine's arms.

**Dividing Machine**

This divides the number of *Sgogain* by the number of squares in its width e.g. a dividing machine that is two blocks wide divides the number of *Sgogain* by two. The machine will only work if the rectangle of *Sgogain* is the same width as the machine's arms.

**Bird Explore Activities**

Click on the balloon sign on Bird's path to choose the Explore activities.
These are open ended games where there are no preset goals and children are encouraged to explore. They are designed to be played by children on their own, with another child or with a parent or mentor.

Explore 1 (left hand balloon) includes feedback on:

• counting on in 2s, 3s, 4s, 5s and 10s

• simple inverse operations.

Explore 2 (right hand balloon) includes feedback on:

• counting on in 6s, 7s, 8s and 9s

• multiples of 2, 5 and 10

• inverse operations.

**Explore Instructions**

• You can change the existing puzzles by changing the size of the objects placed in the rooms. If you want to change an object, click on it and then use the plus and minus buttons that appear to make it larger or smaller.

• You can also add new objects. There are icons for doors, adding machines and subtracting machines in the right hand panel of the screen. To place one of these objects in a room, click on an icon and drag it to the room. Use the plus and minus buttons to adapt the object. Remove objects from rooms by clicking on them and dragging them from there. You can add a new room by placing a doorway in a wall and moving the *Sgogain* through it.

• When a red ballon appears, move the *Sgogain* towards it to start a new explore activity.

## Parents' Notes - Fox Games

**These activities show how numbers can be understood as countable objects which can be grouped together. The creatures called Smeabalan are the equivalents of the counters, beads and blocks that children often use to learn about addition, subtraction, multiplication and division in the classroom. The task is to help Fox fill the spaceships with the correct number of Smeabalan in as few turns as possible.**

**Fox Games**

Click on the cup sign to play the games. Help Fox fill the spaceships with the correct number of *Smeabalan* in the lowest number of turns. The number of *Smeabalan* required is displayed on the ships. In some games you must fill the spaceship according to the rule displayed on the side of the ship e.g. only even numbers or only multiples of 10.

There are 60 games. Game 1 is the easiest and game 60 is the hardest. The games are arranged in 6 groups of 10 games of a similar level of difficulty:

• cloud (1 to 10)

• beach (11 to 20)

• canyon (21 to 30)

• castle (31 to 40)

• pyramid (41 to 50)

• forest (51 to 60).

Games can be played in any order. The tenth game in each level is locked and you have to win a gold cup in the other nine games in order to unlock it.

**Game Objectives**

Your aim is to fill the spaceship in as few turns as possible. A gold, silver or bronze prize is awarded at the completion of each game depending on the number of turns taken. During the game the number of turns taken is displayed in the top right hand corner of the screen.

A turn consists of any of the following:

• adding *Smeabalan* to the crater

• subtracting *Smeabalan* from the crater

• emptying the crater using the clear button

• flying the spaceship over the crater .

**Game Instructions**

• To place the *Smeabalan* in the crater, click on the bottles along the edge of the crater. The number of bottles available will vary from game to game.

• Click on the plus button to make the bottles add *Smeabalan* to the crater.

• Click on the minus button to make the bottles subtract *Smeabalan* from the crater.

• When the crater contains the required number of *Smeabalan*, click on the space ship to make it fly over the crater and beam up the *Smeabalan*.

• Click on the clear button (next to the plus and minus buttons) to remove all *Smeabalan* from the crater.

• When there is an empty bottle at the right hand side of the row you can choose how many *Smeabalan* that bottle adds to the crater. Click on the empty bottle to make it absorb the *Smeabalan* in the crater and store them. Click on it again to make it fill the crater with the number of *Smeabalan* that it absorbed. Click on the clear button next to it to remove the *Smeabalan*.

• When some of the ship's windows are empty, you have to identify the sequence of numbers in the windows and fill the empty windows with numbers that complete the sequence.

• Flashing bottles disappear once they have been used once so when you play games featuring these, you have to think even more carefullly about how you're going to make the numbers that you need.

• Click on the crater to display the numbers of *Smeabalan* in the bottles and the crater.

• Click on the restart button in the top right hand corner to play the game from the beginning.

• Fox will tell you what sum you have done and the sum will appear in the bottom left corner of the screen.

• Any medals that are won and displayed will only be kept for duration of that particular session.

• No more than 100 *Smeabalan* fit in the crater.

• Click on Fox for help.

**Fox Explore Activities**

Click on the balloon signpost to play three open ended explore activities. Ships and bottles are initially set up to encourage exploration of a specific concept, but there are no preset goals. They are designed to be played by children on their own, with another child or with a parent or mentor.

There are three explore activities:

**Explore 1 (Orange spaceship) **

Fill the holes in the peg ship with the number of *Smeabalan* that matches the number written on its side. Once you have filled the ship a new, empty ship appears. This activity gives feedback on:

• counting on and back in 2s, 3s, 4s, 5s and 10s

• doubling.

**Explore 2 (Green spaceship) **

Fill the empty spaceship with any number of *Smeabalan* that you want. Once you have filled the ship a new, empty ship appears. This activity gives feedback on:

• counting on and back in 2s, 5s, 6s, 7s, 8s, 9s and 10s

**Explore 3 (Red spaceship)**

Fill the rule ship with numbers of *Smeabalan* that obey the rule written on its side. Once you have filled the ship a new, empty ship appears.

The rules include:

• odd numbers

• even numbers

• multiples of 2

• multiples of 5

• multiples of 10

• numbers ending in 0.

This activity gives feedback on:

• multiples of 2, 5 and 10

• odd and even numbers

• numbers ending in 0.

## Parents' Notes - Rabbit Games

**In these number line games you're asked to make Rabbit jump about a number line so that he lands on the tasty vegetables and avoids the monsters. These activities show how adding and subtracting can be understood as moving along a number line in the same way that children in school use number lines to learn about addition, subtraction, multiplication and division. Rabbit reads out the addition and subtraction calculations that he carries out as he jumps backwards and forwards.**

**Rabbit Games**

Click on the cup sign to play the games. The aim of these games is to make Rabbit eat all the vegetables on the number line in as few turns as possible. The puzzles in the games are predefined and objects cannot be changed, added or removed.

There are 60 games. Game 1 is the easiest and game 60 is the hardest. The games are arranged in 6 groups of 10 games of a similar level of difficulty:

• sunny (1 to 10)

• night (11 to 20)

• snowy (21 to 30)

• sunset (31 to 40)

• space (41 to 50)

• city (51 to 60).

Games can be played in any order. The tenth game in each level is locked and you have to win a gold cup in the other nine games in order to unlock it.

**Game Objectives**

Make Rabbit land on all the vegetables in as few turns as possible. A gold, silver or bronze prize is awarded at the completion of each game depending on the number of turns taken. During the game the number of turns taken is displayed in the bottom right hand corner of the screen.

A turn consists of any of the following:

• changing the size of the jump

• making a jump.

**Game Instructions**

• The numbers Rabbit must land on in order to complete the game are shown in the boxes in the top right hand corner of the screen.

• Click on the green arrow to make Rabbit jump along the number line.

• Click on the minus button (or press the left arrow key on the keyboard) or the plus button (or press the right arrow key) to change the direction of Rabbit's jump.

• Click on the number suits under the number line (or press the corresponding number key on the keyboard) to set the size of Rabbit's jump.

• When Rabbit lands on a vegetable it is eaten and the vegetable disappears from the number line.

• When Rabbit lands on a monster he is thrown off the number line before being placed back on the line at 0.

• When Rabbit lands on a trampoline he makes a jump that corresponds to the number displayed on it.

• To scroll left and right along the number line, place the cursor on the left and right edges of the screen.

**Rabbit Explore Activities**

Click on the balloon sign on Rabbit's path to choose the Explore Activities. These are open ended activities where there are no preset goals and children should be encouraged to explore. They are designed to be played by children on their own, with another child or with a parent or mentor. In the explore activities you can create your own puzzles. You can move and change the vegetables, monsters and trampolines already placed on number line as well as adding more of your own.

Explore 1 (left balloon) gives feedback on:

• counting on and back in 2s, 3s, 4s, 5s and 10s

• odd and even numbers

• doubling

• simple inverse operations.

Explore 2 (right balloon) gives feedback on:

• counting on and back in 6s, 7s, 8s and 9s

• multiples of 2, 5 and 10

• inverse operations.

**Explore Instructions**

• To move objects already placed on the number line, click on them and drag them to their new position. You can change their properties by clicking on the red arrows that appear to scroll through the options.

• You can remove objects by clicking on them and dragging them to the area under the number line.

• To add vegetables and monsters click on the carrot and monster icons in the bottom right corner and drag the object to the number line. You can choose which type of vegetable or monster you want by clicking on the red arrows to scroll through the options.

• To add trampolines to the number line, click on the trampoline icon in the bottom right hand corner and drag it on to the number line. Choose how far and in which direction Rabbit jumps when he lands on the trampoline by clicking on the red arrows to scroll through the options. If you choose the star trampoline, Rabbit's jump will be equal to the jump he made to land on that trampoline.

• When a red balloon appears, make Rabbit land on it to start a new explore activity.

## Audio and Visual Help

Users can click on the Roghainnean (Preferences) button to:

• resize on-screen text and change text and background colours

• hear on-screen text being read out

• make on-screen subtitles available for most of the video and audio content.

The preferences are not accessible while you are in the Information for Parents and Teachers section.

Turn on the sound to hear the help and feedback offered by Rabbit, Fox and Bird.

You can turn the music on and off by pressing the 'm' key.

Most content can also be navigated using the keyboard.