License Agreement READ THIS LICENSE AGREEMENT BEFORE USING ANY BOOKMAN ELECTRONIC BOOK. YOUR USE OF THE BOOKMAN ELECTRONIC BOOK DEEMS THAT YOU ACCEPT THE TERMS OF THIS LICENSE. IF YOU DO NOT AGREE WITH THESE TERMS, YOU MAY RETURN THIS PACKAGE WITH PURCHASE RECEIPT TO THE DEALER FROM WHICH YOU PURCHASED THE BOOKMAN ELECTRONIC BOOK AND YOUR PURCHASE PRICE WILL BE REFUNDED.
Contents Welcome to the world of BOOKMAN! BOOKMAN is a powerful, portable electronic reference with a built-in book, plus a slot in the back for more book cards. With this Speaking Spelling Ace, you can check spellings, hear pronunciations of letters and words, learn how to write letters, and play 11 fun word games. It’s fun and easy to use. To learn how, read this User’s Guide. Installing Batteries and Installing a Book Card .............. 4 Selecting a Book and Using the Color Keys ..................
Key Guide Other Keys Color Keys SPELL (red) Pronounces a letter, BACK number, or punctuation mark. SAY GAMES RHYME CAP (green) Pronounces a word. (yellow) Shows the games list. (blue) Shows a list of rhyming CARD CLEAR words. ENTER Direction Keys HELP DN UP Moves through text or menus, or moves the cursor or highlight. Pages down or up.
Installing Batteries Installing a Book Card Your BOOKMAN model 840 is powered by four AAA batteries. Here is how to install or replace them. Warning: When the batteries lose power or are removed from your BOOKMAN, information that you have entered in its built-in book, as well as in any installed book card, will be erased. Warning: Never install or remove a book card while your BOOKMAN is turned on.
Selecting a Book Using the Color Keys Once you have installed a book card in your BOOKMAN, you can select which book you want to use. Here’s an example. The red, green, yellow, and blue keys on the top row of your BOOKMAN change their functions according to which book you have selected. 1. Turn your BOOKMAN on. 2. Press CARD . If you have selected the built-in book, the color keys function as labeled on the BOOKMAN keyboard.
Changing the Settings Viewing a Demonstration You can adjust the keyboard echo, shutoff time, and screen contrast of this book. You can also change all the letters to capitals. Turning the keyboard echo off stops the pronunciation after each symbol is typed and lets you type letters faster. The shutoff time is how long your BOOKMAN stays on if you forget to turn it off. Contrast refers to how light or dark the screen is.
Hearing Letters and Words Checking Spellings You can hear letters, numbers, and punctuation marks pronounced as you type them and words after you enter them. Here’s how. If you misspell a word, your Speaking Spelling Ace automatically provides a list of corrections. If you enter a correctly spelled word, Correct appears on the screen. Try this example. 1. Press CLEAR . 2. Type a word. For example, type wren. 1. Press CLEAR . 2. Type a word. For example, type jiraph.
Checking Spellings 5. Press ENTER Finding a Letter in a Word . If you are unsure how to spell a word, type a question mark in place of each unknown letter. You can type more than one question mark in a word. 6. Press SAY (green) to hear the word pronounced. 7. Press SPELL (red) repeatedly to hear the word spelled aloud. You can see rhyming words by pressing RHYME . To learn more, read “It’s Time to Rhyme.” 8. Press BACK to go back to the corrections. 9. Press CLEAR when finished. 1. Press CLEAR . 2.
Learning to Write Letters and Words Finding a Series of Letters Your Speaking Spelling Ace can help you learn how to write manuscript (block printing) and cursive letters, and cursive words. You can also find the endings, beginnings, and other parts of words by typing an asterisk (✽). An asterisk stands for a series of letters. 1. Press MENU . 2. Press ENTER to select Handwriting. to highlight a category 3. Use and then press ENTER . For example, select Cursive Letters. 1. Press CLEAR . 2.
Saving Words for Study 6. Press or ENTER again to see the letter or number written on the screen. You can create a User List of up to 20 words for study and review. Words are listed in the order they are entered. You can only add words to the User List that are in Speaking Spelling Ace’s word list. ▼ Learning to Write Letters and Words Adding and Viewing Words 1. Press CLEAR . 2. Press MENU and select User List. 3. Highlight Add to List. 7.
It’s Time to Rhyme Deleting One Word 1. Press MENU and select User List. 2. Select Delete Word. 3. Highlight a word on the list. 4. Press ENTER to delete it. Or press BACK to cancel. It’s easy to find rhyming words. Rhymes are words that end with the same sound. ▼ ▼ Saving Words for Study 1. Press CLEAR . 2. Type a word. For example, type sweet. 3. Press RHYME (blue) to see rhyming words. Erasing Your User List 1. Press MENU and select User List. 2. Select Erase List. 3.
Learning Confusable Words Changing Game Settings Confusables® are words that sound alike but are spelled differently. When a question mark appears at the top right corner of the screen, that word has Confusables. Speaking Spelling Ace has 11 fun and educational word games you can play. You can select the skill level and choose a word list you will play with. You can also turn off the game graphics. Here’s how. 1. Press CLEAR . 2. Type a word and press For example, enter air. ENTER 1.
Playing the Games Now that you have the game set, let’s play. ▼ Playing the Games Hangman Hangman challenges you to guess a mystery word, indicated by ?’s, one letter at a time. The number of guesses you have left appears to the right of the #’s. For a hint, hold CAP and press ? ✽ , or press ? ✽ to end the round. Note: If you ask for a hint, you will lose the round. Press SAY (green) to hear the word pronounced or RHYME (blue) to see its rhyming words, if any. To start a new round, press SPACE .
Playing the Games ▼ Playing the Games Jumble Jumble scrambles the letters of a mystery word. You must unscramble all the letters to form the word(s). The number of words that can be formed appears to the right of the letters. Type your guess and then press ENTER . To shuffle the letters, hold CAP and press ? ✽ . To quit and see the answer, press ? ✽ . When there is more than one word, highlight a word, and then press SAY (green) to hear the word pronounced or RHYME (blue) to see its rhyming words, if any.
Memory Challenge In Memory Challenge, you start with one word and can go as far as your memory allows. A word will appear briefly on the screen and then you will be asked to type it. Each word must be spelled correctly and entered in the order in which it appeared. Watch for a word to appear and then enter it at the Enter word 1 screen. If you are right, you win! If you’re wrong, type another guess. Continue adding as many words to the challenge that you can. For a hint, hold CAP and press ? ✽ .
Sending a Word Between Books Resetting BOOKMAN You can look up words from this book in certain other BOOKMAN books, and vice versa. If the BOOKMAN keyboard fails to respond, or if its screen performs erratically, first press CLEAR and then press ON/OFF twice. If nothing happens, follow the steps below to reset it. Warning: Pressing the reset button with more than very light pressure may permanently disable your BOOKMAN.
Special Features AC adaptor jack Specifications Model: SSA-840 • batteries: 4 AAA, 1.5-volt • size: 14.6 x 10.2 x 2.5 cm • weight: 7 oz (without batteries) © 1996 Franklin Electronic Publishers, Inc., Burlington, NJ 08016-4907 U.S. All rights reserved. © 1996 First Byte Inc. All rights reserved. © 1995 Zaner-Bloser. FCC Notice: Complies with the limits for a Class B computing device pursuant to Subpart B of part 15 of FCC Rules.
Limited Warranty (U.S. only) FRANKLIN warrants to you that the BOOKMAN PRODUCT will be free from defects in materials and workmanship for one year from purchase. In the case of such a defect in your BOOKMAN PRODUCT, FRANKLIN will repair or replace it without charge on return, with purchase receipt, to the dealer from which you made your purchase or Franklin Electronic Publishers, Inc., One Franklin Plaza, Burlington, NJ 080164907, within one year of purchase.
Index Game Set-Up 12 Games graphics 12 keeping score 13 skill levels 12, 13 GAMES (yellow) key 3, 12, 13 Green (SAY) key 3, 7, 8, 10 Handwriting 9 Hangman 13 Hearing letters 7 words 7 HELP key 6 Help messages 6 Jumble 14 Keeping score 13 Keyboard echo 7 Keyboard Wizard 13 Letter Chase 14 Memory Challenge 15 Misspellings, correcting 7 Numbers, typing 3, 7, 9 Red (SPELL) key 3, 7, 8, 10 Resetting BOOKMAN 16 *'s, searching with 9 ?* key 12 ?'s, searching with 8 Anagrams 13 Arrow keys 8 Batteries, installing 4
Index RHYME (blue) key 3, 11 SAY (green) key 3, 7, 8, 10 Set Shutoff 6 Setup menu 6 Shutoff time, adjusting 6 Size and weight 17 SPELL (red) key 3, 7, 8, 10 STAR key, with CARD 16 User List 10, 11 Viewing, help messages 6 Word Blaster 15 Word Builder 15 Word Capture 15 Word Train 14 Yellow (GAMES) key 3, 12, 13 FSB-28007-00 P/N 7201279 Rev A 20