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ARITHMETIC(6)            DOMAIN/IX SYS5             ARITHMETIC(6)



NAME
     arithmetic - provide drill in number facts

USAGE
     /usr/games/arithmetic [ +-x/ ] [ range ]

DESCRIPTION
     Arithmetic presents simple arithmetic problems, and waits
     for you to type an answer.  If the answer is correct, it
     replies ``Right!'', and supplies a new problem.  If the
     answer is wrong, it replies ``What?'', until you respond
     correctly.

     The first optional argument determines the kind of problem
     to be generated. A plus sign (+), minus sign (-), lowercase
     x, and a slash (/) produce addition, subtraction, multipli-
     cation, and division problems respectively.  Specifying more
     than one of these characters on a command line generates a
     variety of problem types, all mixed in random order. Speci-
     fying any characters other than the four mentioned here also
     produces a random mix of problem types. If you specify no
     argument to arithmetic, subtraction problems appear by
     default.

     The second optional argument is range, a decimal number. If
     used, all addends, subtrahends, differences, multiplicands,
     divisors, and quotients will be less than or equal to this
     number. The default range is 10.

     At the start, all numbers less than or equal to range are
     equally likely to appear.  If the respondent makes a mis-
     take, the numbers in the problem which was missed become
     more likely to reappear.

     Every twenty problems, it publishes statistics on correct-
     ness and the time required to answer.  Specifically, the
     program tells you the number of correct and incorrect
     answers that you have given, as well as the total percentage
     of those correct. It also tells you how much time (in
     seconds) has elapsed, and the average number of seconds it
     took you to answer each problem. For example, the program
     may output something like this:

         Rights 20; Wrongs 1; Score 95%
         Total time 50 seconds; 2.5 seconds per problem








Printed 12/4/86                                      ARITHMETIC-1







ARITHMETIC(6)            DOMAIN/IX SYS5             ARITHMETIC(6)



     To quit the program, type an interrupt (↑Q).

NOTES
     As a matter of educational philosophy, arithmetic does not
     supply correct answers, since the learner should be able to
     calculate them. Thus, it does not try to teach number facts,
     but instead serves as a drill program for those just past
     the first learning stage of arithmetic. Usually, the most
     relevant statistic it provides is time per problem, not per-
     cent correct.











































ARITHMETIC-2                                      Printed 12/4/86





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