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User manual FRANKLIN ATH-2011

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This product, although classified under the brand FRANKLIN, may have been manufactured by NEXT CENTURY, ROLODEX ELECTRONICS after mergers, acquisitions, or a change in name.



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Manual abstract: user guide FRANKLIN ATH-2011

Detailed instructions for use are in the User's Guide.

® TM Electronic Publishers Cartridge ADVANCED THESAURUS User's Guide ATH-2011 License Agreement READ THIS LICENSE AGREEMENT BEFORE USING ANY BOOKMAN CARTRIDGE. YOUR USE OF THE BOOKMAN CARTRIDGE 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 CARTRIDGE AND YOUR PURCHASE PRICE WILL BE REFUNDED. BOOKMAN CARTRIDGE means the software product and documentation found in this package and FRANKLIN means Franklin Electronic Publishers, Inc. LIMITED USE LICENSE All rights in the BOOKMAN CARTRIDGE remain the property of FRANKLIN. Through your purchase, FRANKLIN grants you a personal and nonexclusive license to use the BOOKMAN CARTRIDGE on a single FRANKLIN BOOKMAN at a time. You may not make any copies of the BOOKMAN CARTRIDGE or of the data stored therein, whether in electronic or print format. Such copying would be in violation of applicable copyright laws. Further, you may not modify, adapt, disassemble, decompile, translate, create derivative works of, or in any way reverse engineer the BOOKMAN CARTRIDGE. You may not export or reexport, directly or indirectly, the BOOKMAN CARTRIDGE without compliance with appropriate governmental regulations. The BOOKMAN CARTRIDGE contains Franklin's confidential and propriety information which you agree to take adequate steps to protect from unauthorized disclosure or use. This license is effective until terminated. This license terminates immediately without notice from FRANKLIN if you fail to comply with any provision of this license. 1 Contents With your new Franklin Advanced Thesaurus (ATH-2011), you can find a total of more than 500,000 synonyms, antonyms, ClassmatesTM, and ConfusablesTM. You can also correct misspellings and play three exciting and educational word games at different skill levels. Simply install this cartridge into your BOOKMAN to get started. Key Guide ...................................................................... 3 Installing Cartridges ...................................................... 4 Selecting Books ............................................................. 4 Using the Color Keys ..................................................... 5 Changing Settings ......................................................... 5 Viewing a Demonstration .............................................. 6 Finding Synonyms ......................................................... 6 Correcting Misspellings ................................................. 7 Finding Confusables ...................................................... 8 Highlighting Words ........................................................ 8 Sending Words .............................................................. 9 Playing the Games ......................................................... 9 Cartridge Care ............................................................... 11 Resetting BOOKMAN .................................................... 11 Index .............................................................................. 14 2 Key Guide Function Keys CLEAR MENU SKILL CONF Other Keys BACK Clears the word you entered. Shows the menu. (red) Erases a letter, shows a previous screen, or unhighlights a word. Shifts keys to type capitals. Looks up a word, selects a menu item, or highlights a word. Shows a help message. Types a ? to stand for a letter in a word (shifted, types an T to stand for a series of letters). Direction Keys Scroll text, or move the cursor or the highlight. Shows the game skill levels. CAP ENTER Confusables (words that you may confuse with others). (yellow) Shows games you can play. (blue) (green) Shows HELP GAMES ?* HINT CARD Provides hints during games. Exits the selected book. Turns BOOKMAN on or off. UP ON/OFF ® Understanding the Color Keys The color keys (red, green, yellow, and blue) perform the functions listed above only for the book described in this User's Guide. Other BOOKMAN books have their own color key functions, which are labelled on their keyboards or cartridges. To learn more, see "Using the Color Keys." 3 DN Page down or up. Types a space, or pages down in thesaurus entries and help. Star Key Combinations* Sends a word between books. Shows the next or previous thesaurus entry. SPACE 6 6 + + UP CARD DN or * Hold 6 while pressing the other key. Installing Cartridges Warning: Never install or remove a BOOKMAN cartridge when your BOOKMAN is on. If you do, information you have entered in the built-in book as well as in the cartridge will be erased. 1. Turn BOOKMAN off. 2. Turn BOOKMAN over. 3. Align the tabs of the cartridge with the notches in the slot. Selecting Books Once you have installed a cartridge in your BOOKMAN, you can select which book you want to use. 1. Turn BOOKMAN on. 2. Press CARD . These are sample books. 3. Press or to highlight the book you want to use. 4. Press 4. Press the cartridge down until it snaps into place. ® Removing Cartridges ENTER to select it. ® About Screen Illustrations Warning: When you remove a BOOKMAN cartridge to install another, information that you entered in the removed cartridge is erased. 4 Some screen illustrations in this User's Guide may differ from what you see on screen. This does not mean that your BOOKMAN is malfunctioning. Using the Color Keys The red, green, yellow, and blue keys change functions according to which book you are using. When you have selected and are using the built-in book, the color keys function as labelled on the keyboard. When you are using a BOOKMAN cartridge, the color keys function as labelled on that cartridge. ® Changing Settings You can adjust the font size and shutoff time of this book. The font size sets how large the letters appear on screen. The shutoff time sets how long your BOOKMAN stays on if you forget to turn it off. 1. Press CLEAR . 2. Press MENU . to highlight Set Font 3. Press or Set Shutoff. 4. Press 5. Press ENTER . to highlight a setting. To leave the settings as they are, press BACK . 6. Press ENTER to select it. Remember, when you have selected and are using a BOOKMAN cartridge, the color keys function as labelled on that cartridge, not as on the keyboard. 5 ® Changing the Contrast When you're using the ATH-2011, you can change the BOOKMAN's screen contrast by pressing CLEAR and then or . repeatedly pressing Viewing a Demonstration When no book cartridge is installed in your BOOKMAN, a demonstration automatically appears after you select this book. To stop the demo, press CLEAR . To disable it, press MENU and then select Disable Demo. To reenable it, select Enable Demo. When a book cartridge is installed, select View Demo from the menu to view the demo. ® Help is Always at Hand Finding Synonyms To look up synonyms, simply type a word and then press ENTER . Try this example. 1. Press CLEAR . 2. Type a word (e.g., happy). To type capitals, hold CAP . To erase a letter, press BACK . To move the cursor, press or . 3. Press ENTER to view its first thesaurus entry. You can view a help message at virtually any screen by pressing HELP . Press or to read it. To exit help, press BACK . DN To read about what the keys do when you're using this book, press MENU and then select Tutorial. ® Just Follow the Arrows 4. Press or to read. 5. Hold 6 and press repeatedly to view its next entries, if any. DN DN The flashing arrows on the right of the screen show which arrow keys you can press to view more text. 6 To view a previous thesaurus entry, hold 6 and press . 6. Press CLEAR when done. UP Finding Synonyms Correcting Misspellings Don't worry if you misspell a word. Corrections automatically appear. 1. Press CLEAR . 2. Type a misspelled word (e.g., ecskwizzit). 3. Press ENTER . ® Understanding Thesaurus Entries When you see THES flash in the upper right of the screen, the entered or highlighted word has a thesaurus entry. Each thesaurus entry begins with the word's part of speech (noun, verb, adjective, etc.) and a brief definition. Then synonyms, Classmates, and antonyms, if any, are listed. Classmates are words related by subject or class. Special uses, such as slang, Briticisms, and technical words, are noted in brackets. ® Selecting Multiple Forms 4. Highlight a correction. 5. Press ENTER to view its thesaurus entry, if any. 6. Press CLEAR when done. ® Finding Spellings and Words When you enter a word that has more than one form, a word list appears. Highlight the form you want and then press ENTER to select it. ® Viewing Next Entries When a word has more than one thesaurus entry, you can view a next entry by scrolling or paging down at the end of an entry. 7 If you're not sure how to spell a word, or want to find a list of similarly spelled words, type a question mark in place of each unknown or variable letter (e.g., conc??ve). Then press ENTER . You can also type an asterisk in place of a series of letters (e.g., concTve.) To type an asterisk, hold CAP and press ?* . Finding ConfusablesTM Confusables are words that sound alike or are spelled similarly. When you see CONF flash in the upper right of the screen, the entered or highlighted word has Confusables. Try this example. 1. Type rein. 2. Press ENTER . Highlighting Words Another way to find synonyms and Confusables is by highlighting words in thesaurus entries. Try this example. 1. Type demeanor. 2. Press ENTER . 3. Press ENTER again. Notice that CONF flashes. 3. Press CONF Notice the highlight. You can turn it off by pressing BACK . 4. Press the arrow keys to highlight a word (e.g., air). . Each Confusable is followed by a word identifying its meaning. 4. Press ENTER to start the highlight. 5. Press the arrow keys to highlight a word. 5. Press one of these keys: To View... Press... its thesaurus entry confusables, if any ENTER CONF 6. Press ENTER to view its thesaurus entry. 7. Press CLEAR when done. 8 6. Press BACK to go back to the highlighted word. 7. Press CLEAR when done. Sending Words You can look up words from this book in certain other BOOKMAN books, and vice versa. To send or receive a word to or from another book, you must first install a book cartridge in your BOOKMAN, and that cartridge must be able to send or receive words, too. To learn if a cartridge can send or receive words, read its User's Guide. 1. Highlight a word in this book. Playing the Games Picking Levels and Games You can pick a skill level before you play or during a game. If you pick a level during a game, the new level does not take effect until the next round begins. · To pick a skill level, first press SKILL . Then highlight a level and press ENTER to select it. · To pick a game, first press GAMES . Then highlight a game and press ENTER to start playing. To highlight a word in a list, press the arrow keys. To highlight a word in text, press ENTER and then press the arrow keys. 2. Hold 6 and press CARD . 3. Highlight the other book. 4. Press ENTER . Playing Hangman Hangman challenges you to guess a mystery word, indicated by ?'s, before the little man is hanged. Simply type your letter guesses. The number of wrong guesses you can make appears to right of the #'s. To end a round, press ?* . To view the thesaurus entry of the word, press ENTER . Then press BACK to go back to the game. 9 The word that you highlighted appears in the other book. 5. Press word. ENTER to look up the Playing the Games Playing the Games Playing Anagrams Anagrams challenges you to find anagrams of a word. (An anagram is a word formed from all or some of the letters of another word.) To play, type an anagram and then press ENTER . Use the arrows to view anagrams you've already entered. To end a round and reveal the remaining anagrams, press ?* . After a round , you can press ENTER and to highlight a word. Then press ENTER to view its thesaurus entry. Press BACK to go back to the game. NOTE: Each letter can only be used in an anagram as many times as it appears in the selected word. Each anagram must be a specified minimum length, which flashes on the screen before each round. The number of possible anagrams is shown on the right side of the screen. Playing Word TrainTM All aboard! You and the Word Train take turns typing letters to form a word. Whoever types the last letter wins. Press ?* to end a round and reveal the word. Press ENTER to view the thesaurus entry of the word. ® Keeping Score After each round of Hangman and Word Train, the number of rounds that you have won and lost appears. ® Getting Hints You can get hints during the games by pressing HINT . In Hangman, letters in the mystery word are revealed. In Anagrams, the letters are shuffled. In Word Train, possible next letters are displayed. NOTE: If you ask for a hint, the game continues but you cannot win the round. To win rounds, you must play without hints. 10 Cartridge Care · Do not touch the meta ...

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