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User manual FRANKLIN SSA-2045
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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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User guide FRANKLIN SSA-2045
Detailed instructions for use are in the User's Guide. ®
BOOKMAN
ELECTRONIC BOOK CARD
®
Speaking
Spelling Ace
USER'S GUIDE
SSA-2045
®
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. BOOKMAN ELECTRONIC BOOK means the software product, hardware, and documentation found in this package and FRANKLIN means Franklin Electronic Publishers, Inc. LIMITED USE LICENSE All rights in the BOOKMAN ELECTRONIC BOOK remain the property of FRANKLIN. Through your purchase, FRANKLIN grants you a personal and nonexclusive license to use the BOOKMAN ELECTRONIC BOOK on a single FRANKLIN BOOKMAN at a time. You may not make any copies of the BOOKMAN ELECTRONIC BOOK or of the preprogrammed 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 ELECTRONIC BOOK. You may not export or reexport, directly or indirectly, the BOOKMAN ELECTRONIC BOOK without compliance with appropriate governmental regulations. The BOOKMAN ELECTRONIC BOOK 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. 24
Contents
Welcome to the world of BOOKMAN! With this Speaking Spelling Ace® book card, you can check spellings, learn how to write letters, and play 11 fun word games. In addition, if you have a BOOKMAN with a speaker or a headphone jack, you can hear pronunciations of letters and words. It's fun and easy to use. To learn how, read this User's Guide.
Installing a Book Card and Selecting a Book ..................... 3 Using the Color Keys and Changing the Settings .............. 4 Viewing a Demonstration .................................................. 5 Hearing Letters and Words ................................................ 5 Checking Spellings ............................................................ 6 Finding a Letter in a Word ................................................. 7 Finding a Series of Letters ................................................ 7 Learning to Write Letters and Words ................................. 8 Saving Words for Study ..................................................... 9 It's Time to Rhyme ........................................................... 10 Learning Confusable Words ............................................. 10 Changing Game Settings ................................................. 11 Playing the Games ........................................................... 11 Sending a Word Between Books ...................................... 14 Resetting Your BOOKMAN .............................................. 15 Book Card Care ............................................................... 15 Specifications .................................................................. 16 Limited Warranty (U.S. only)............................................ 17
1
Key Guide
Color Keys
SPELL
Other Keys
BACK CAP
(red) Pronounces a letter,
SAY
GAMES RHYME
number, or punctuation mark. (green) Pronounces a word. (yellow) Shows the games list. (blue) Shows a list of rhyming words. Direction Keys Moves through text or menus, or moves the cursor or highlight. Pages down or up.
CARD CLEAR ENTER
HELP MENU ON/OFF
DN
UP
?V
® 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 labeled on their keyboards or book cards. To learn more, read "Using the Color Keys." 2
SPACE
Erases a letter or backs up. Shifts the keys to type capitals or punctuation. Exits the book you are reading. Clears your entry. Enters a word, selects a menu item, or starts a highlight. Displays help messages. Displays the main menu. Turns BOOKMAN on or off. Shows Confusables®, types a ? to stand for an unknown letter in a word; with CAP , types an V to stand for a series of letters in a word. Types a space or pages down. Key Combinations*
Q
DN
6 6
+ +
UP
-
P
or
CAP
+
or
Types numbers. Goes to the next or previous handwritten letter or number. Goes to the top or bottom of a word list or menu.
* Hold the first key while pressing the other key.
Installing a Book Card
Warning: Never install or remove a book card while your BOOKMAN is turned on. If you do, information that you entered in its built-in book, as well as in any other installed book cards, will be erased. 1. Turn your BOOKMAN off. 2. Turn your BOOKMAN over. 3. Align the tabs on the book card with the notches in the slot.
Selecting a Book
Once you have installed a book card in your BOOKMAN, you can select which book you want to use. Here's an example. 1. Turn your BOOKMAN on. 2. Press CARD .
3. Press or to highlight the book you want to use.
4. Press
ENTER
to select it.
4. Press the book card down until it snaps into place. ® Resuming Where You Left Off You can turn off BOOKMAN at any screen. When you turn BOOKMAN on again, the screen that you last viewed appears. 3 ® Removing Book Cards Warning: When you remove a book card to install another, information that you entered into the removed book card will be erased.
Using the Color Keys
The red, green, yellow, and blue keys on the top row of your BOOKMAN change their functions according to which book you have selected. If you have selected the built-in book, the color keys function as labeled on the BOOKMAN keyboard. If you have selected a book card, the color keys function as labeled on that card.
®
Changing the Settings
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. 1. Press MENU . to highlight Setup. 2. Use 3. Press ENTER . to highlight a setting. 4. Use
Remember, when you've selected a book card, the color keys function as labeled on that card, not as on the keyboard. 4
5. Press ENTER to select it. If you select Set Contrast, press or repeatedly to make the screen darker or lighter. To leave the settings unchanged, press BACK . 6. Press CLEAR when finished.
Viewing a Demonstration
Before you start using your new book card, you may want to see a brief demonstration of what it can do. Here's how. 1. Press MENU . 2. Use the arrow keys to highlight Setup and press ENTER . 3. Use the arrow keys to highlight View Demo, and press ENTER to start the demonstration. 4. To stop the demonstration at any time, press CLEAR .
Hearing Letters and Words
If you have a BOOKMAN with a speaker or a headphone jack, you can hear letters, numbers, and punctuation marks pronounced as you type them and words after you enter them. 1. Press CLEAR . 2. Type a word. For example, type wren.
® Help is Always at Hand You can view a help message at virtually any time by pressing HELP . Press or DN to read the help. Press BACK to exit the message. To read about how to use the keys, select Tutorial from the Setup menu. 5
If the keyboard echo has not been turned off, you will hear each letter, number, or punctuation mark as you type. To learn how to turn the keyboard echo on or off, read "Changing the Settings." 3. Press SAY (the green key) to hear the word pronounced. 4. Press SPELL (red) repeatedly to hear the word spelled aloud. 5. To adjust the volume, turn the dial on the side of your BOOKMAN. 6. Press CLEAR when finished.
Checking Spellings
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 2. Type a word. For example, type jiraph.
CLEAR
Checking Spellings 5. Press
ENTER
.
To erase a letter, press BACK . To type capitals and punctuation, hold CAP and press a letter or punctuation key. To type numbers, hold 6 and press a numbered key. 3. Press ENTER . 4. Use to highlight a correction, if needed.
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. ® About Screen Illustrations 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. ® Follow the Arrows The flashing arrows on the right of the screen show which arrow keys you can press to move around the screen. 6
Finding a Letter in a Word Finding a Series of Letters
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. 1. Press CLEAR . 2. Type a word with ?'s. For example, type p?rt. You can also find the endings, beginnings, and other parts of words by typing an asterisk (V). An asterisk stands for a series of letters. 1. Press CLEAR . 2. Type a word with an V. For example, type deVcks. To type an asterisk, hold CAP and press ? T .
3. Press ENTER . 4. Use to highlight a word. 3. Press ENTER . to highlight a word. 4. Use 5. Press SAY (green) to hear the highlighted word pronounced. 6. Use SPELL (red) to hear the highlighted word spelled aloud. ® Crossword Helper You can also use question marks to help solve crossword puzzles. For example, if the second letter of a fiveletter word is h and its last letter is w, enter ?h??w to see possible answers. 7
5. Press SAY (green) to hear the highlighted word pronounced. 6. Press SPELL (red) repeatedly to hear the highlighted word spelled. 7. Press CLEAR when finished.
Learning to Write Letters and Words
Your Speaking Spelling Ace can help you learn how to write manuscript (block printing) and cursive letters, and cursive words. 1. Press MENU . 2. Press ENTER to select Handwriting. to highlight a category 3. Use and then press ENTER . For example, select Cursive Letters.
Learning to Write Letters and Words 6. Press or ENTER again to see the letter or number written on the screen.
4. Type a letter or number and press ENTER . For example, enter g.
7. To see the letter or number written again, press or ENTER again. 8. Press SAY or SPELL to hear the letter or number pronounced. 9. Hold 6 and press DN or UP to see the next or previous letter or number. ® Learning to Write Cursive Words You can learn how to write cursive words. Simply select Cursive Words from the Handwriting menu and then use the arrow keys to select a word from the word list. For example, select ball.
Note: You can enter only one handwritten letter or number at a time. To type numbers, hold 6 and press the numbered keys. or ENTER to see a 5. Press guide about how to write the letter or number.
8
Press SAY (green) to hear the word pronounced. Press SPELL (red) to hear the word spelled aloud. To see the word written again, press or ENTER .
Saving Words for Study
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. w Adding and Viewing Words 1. Press CLEAR . 2. Press MENU and select User List. 3. Highlight Add to List. w w 9
Saving Words for Study 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. Erasing Your User List
4. Press ENTER . 5. Type a word.
1. Press MENU and select User List. 2. Select Erase List. 3. Press Y to erase the entire list. Or press N to cancel. ® Other Ways to Add Words You can also add a word to your User List by entering it at the Type a word screen or by highlighting it in text. To enter a word at the Type a word screen, simply type a word and press MENU . Select User List. Press and then press ENTER to add the word. To add a word in text, press ENTER to start the highlight and use the arrow keys to highlight a word. Then press MENU and select User List. Press and then press ENTER to add the word.
6. Press ENTER to add the word to your User List. Note: If a word is not in its word list, Speaking Spelling Ace treats that word as a misspelling. 7. Highlight View List and press ENTER to see the list.
It's Time to Rhyme
It's easy to find rhyming words. Rhymes are words that end with the same sound. 1. Press CLEAR . 2. Type a word. For example, type sweet. 3. Press RHYME (blue) to see rhyming words.
Learning Confusable Words
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. 1. Press CLEAR . 2. Type a word and press For example, enter air.
ENTER
.
4. Press to see and hear more rhyming words.
The question mark shows that air has Confusables. 3. Press ? V to see a list of Confusables and their meanings.
5. To hear a rhyming word spelled, use SPELL (red). 6. To hear the rhyming word pronounced again, press SAY (green). 7. Press BACK to go back to the word you typed. 8. Press CLEAR when finished.
4. Use to move the highlight and see more Confusables. 5. Use one of the following keys: To... Press... SAY hear a word pronounced SPELL hear a word spelled RHYME see rhyming words 10
Changing Game Settings
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 GAMES (yellow). 2. Press ENTER to select Game Set-Up. 3. Highlight Skill Level, Word List, or Turn Off Game Graphics.
Playing the Games
Now that you have the game set, let's play. 1. Press GAMES (yellow), if not already at the Games list. 2. Use or to highlight a game. 3. Press ENTER to select it. 4. Press CLEAR when finished. ® Seeing Your Score Your score appears after each round of most games until you change games or until you exit the games.
4. Press ENTER to select it. or to see the differ5. Press ent settings. Or press ENTER to turn the game graphics off and then press GAMES to go to the games list. 6. Press ENTER to select the new setting. Or press BACK to return to the Game Set-Up menu without changing the setting. 7. Press GAMES to go back to the Games list. 11
® Selecting the Game Words You can choose to play the games with a random word list, your user list, your own words, or with words that have from three to 13 letters. ® Understanding Skill Levels There are four skill levels to choose from: Beginner, Intermediate, Advanced, and Expert. Beginners, for example, have more chances to guess mystery words than experts.
Playing the Games w 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 ? V , or press ? V 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 . To select a new game, press GAMES (yellow).
Playing the Games gram must be a specified minimum length, which will flash on the screen before each game. The number of possible anagrams is shown on the right side of the screen. Type an anagram and then press ENTER . Use the arrow keys to view the anagrams that you have already entered. Hold CAP and press ? V to shuffle the letters of the given word. Press ? V to end the round and reveal the remaining anagrams. Highlight a word and press SAY (green) to hear the word pronounced or RHYME (blue) to see its rhyming words, if any. Press SPACE to start a new round. To select a new game, press GAMES (yellow). w 12 Word Train All aboard the Word Train spelling game! You and the train take turns typing letters to form a word. Whoever types the last letter wins. To see the letters you can type, hold CAP and press ? V . To end a round, press ? V . Press SAY (green) to hear the word pronounced, or RHYME (blue) to see its rhyming words, if any. Press SPACE to start a new round. To select a new game, press GAMES (yellow).
w
w
Keyboard Wizard Keyboard Wizard challenges you to type the letter that floats across the screen before it gets to the other side. To end the round, press ? V . To start a new round, press SPACE . To select a new game, press GAMES (yellow). Anagrams Anagrams challenges you to find all of the words that can occur within a given word. Each letter can only be used as many times as it appears in the given word. Each ana
Playing the Games w 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 ? V . To quit and see the answer, press ? V . 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. To select a new game, press GAMES (yellow). w
Playing the Games Word Blaster Word Blaster is a speed spelling game. Letters of a mystery word appear one by one. You must enter the answer before the last letter is shown and time runs out. When you think you know what word is being spelled, press ENTER , type your guess and press ENTER again. To return to the game screen, press BACK . To end the round and reveal the word, press ? V . Press SAY (green) to hear the word pronounced, or RHYME (blue) to see its rhyming words, if any. To select a new game, press GAMES (yellow).
w
Letter Chase Letter Chase challenges you to type a mystery cursive letter before it is fully written on the screen. To end a round, press ? V . Press SPACE to start a new round. To select a new game, press GAMES (yellow). Flashcards Flashcards flashes words for you to define, pronounce, or study. Press SAY (green) to hear the word pronounced, or RHYME (blue) to see its rhyming words, if any. Press SPACE to start a new round. To select a new game, press GAMES (yellow).
w
13
w
Word Builder Word Builder takes letters you have typed and shuffles them to make words. Type letters at the Enter your letters screen and press ENTER . Use the arrow keys to scroll through the anagrams. Press ENTER to highlight an anagram and then press SAY (green) to hear the word pronounced, or RHYME (blue) to see its rhyming words, if any. To select a new game, press GAMES (yellow).
Playing the Games w 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 ? V . To end the round, press ? V . Press SAY (green) to hear the word pronounced, or RHYME (blue) to see its rhyming words, if any. To select a new game, press GAMES (yellow). Word Capture In Word Capture, a letter will quickly flash in its position in a word. You must press that letter key while it is still flashing in order to capture it. Continue typing the flashing letters until the word is formed. To end the round, press ? V . Press SAY (green) to hear the word pronounced, or RHYME (blue) to see its rhyming words, if any. To select a new game, press GAMES (yellow).
Sending a Word Between Books
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 have an installed book card in your BOOKMAN that is able to send or receive words, too. To learn if a book card can send or receive words, read its User's Guide. 1. Highlight a word.
To highlight a word, press ENTER and then press the arrow keys. 2. Hold 6 and press CARD . 3. Highlight the other book.
w
4. Press ENTER . The word that you highlighted appears in the other book. 5. If needed, press ENTER to look up the word. 14
Resetting Your BOOKMAN
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. In addition, resetting BOOKMAN erases settings and information entered into its built-in book, and in an installed book card. 1. Hold CLEAR and press ON/OFF . If nothing happens, try Step 2. 2. Use a paperclip to gently press BOOKMAN's reset button. The reset button is recessed in a pinsized hole on the back of BOOKMAN. ® Troubleshooting BOOKMAN · Make sure your book card, if any, is installed correctly. · Check that the book card's metal contacts are dirt- and dust-free.
This unit may change operating modes due to Electro-static Discharge. Normal operation of this unit can be re-established by pressing the reset key, ON/OFF , or by removing/replacing batteries.
Book Card Care
· Do not touch the metal contacts on the book cards. Caution: Touching these electrical contacts with statically charged objects, including your fingers, could erase information entered in a book card or built-in book.
· Do not put excessive pressure on the book cards.
LBS.
· Do not expose the book cards to heat, cold, or liquids.
15
Specifications
Model: SSA-2045 · size: 5.9 x 4.2 x 0.6 cm · weight: 0.4 oz © 1996 Franklin Electronic Publishers, Inc., Burlington, NJ 08016-4907 U.S. All rights reserved. © 1995 First Byte Inc. All rights reserved. © 1996 Zaner-Bloser. FCC Notice: Complies with the limits for a Class B computing device pursuant to Subpart B of part 15 of FCC Rules. Operation is subject to the following two conditions: (1) This device may not cause harmful interference; and (2) This device must accept any interference received, including interference that may cause undesired operation. U.S. Patents 4,490,811; 4,830,618; 4,891,775; 4,406,626; 5,113,340; 5,203,705; 5,218,536; 5,229,936; 5,396,606; European Patent 0 136 379; Deutsch Pats. M9409743.7 and M9409744.5. Pat. Pend. ISBN 1-56712-277-9
Your Notes
16
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 08016-4907, within one year of purchase. Alternatively, FRANKLIN may, at its option, refund your purchase price. Data contained in the BOOKMAN PRODUCT may be provided under license to FRANKLIN. FRANKLIN makes no warranty with respect to the accuracy of data in the BOOKMAN PRODUCT. No warranty is made that the BOOKMAN PRODUCT will run uninterrupted or error free. You assume all risk of any damage or loss from your use of the BOOKMAN PRODUCT. This warranty does not apply if, in the sole discretion of FRANKLIN, the BOOKMAN PRODUCT has been tampered with, damaged by accident, abused, misused, or misapplication, or as a result of service or modification by any party, including any dealer, other than FRANKLIN. This warranty applies only to products manufactured by or for FRANKLIN. Batteries, corrosion, or battery contacts and any damage caused by batteries are not covered by this warranty. NO FRANKLIN DEALER, AGENT, OR EMPLOYEE IS AUTHORIZED TO MAKE ANY ADDITIONAL WARRANTY IN THIS REGARD OR TO MAKE ANY MODIFICATION OR EXTENSION OF THIS EXPRESS WARRANTY. THE FOREGOING WARRANTY IS EXCLUSIVE AND IS IN LIEU OF ALL OTHER EXPRESS OR IMPLIED WARRANTIES, WRITTEN OR ORAL, INCLUDING, BUT NOT LIMITED TO, WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. YOUR SOLE AND EXCLUSIVE REMEDY SHALL BE FRANKLIN'S OBLIGATION TO REPLACE OR REFUND AS SET FORTH ABOVE IN THIS WARRANTY. Some States do not allow the exclusion of implied warranties, or limitations on how long a warranty lasts. This warranty gives you specific rights; you may also have additional rights which vary from State to State. This warranty shall not be applicable to the extent that enforcement of any provision may be prohibited by applicable law. FRANKLIN SHALL IN NO EVENT BE LIABLE TO YOU OR TO ANY OTHER PERSON FOR ANY SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, OR ANY OTHER INDIRECT LOSS OR DAMAGE, ARISING OUT OF YOUR PURCHASE, THE MANUFACTURE OR SALE OF THE BOOKMAN PRODUCT, THIS LICENSE, OR ANY OBLIGATION RESULTING THEREFROM OR THE USE OR PERFORMANCE OF THE BOOKMAN PRODUCT UNDER ANY LEGAL THEORY, WHETHER BREACH OF CONTRACT, TORT, STRICT LIABILITY OR ANY OTHER CAUSE OF ACTION OR PROCEEDING, WHICH DAMAGES SHALL INCLUDE, BUT NOT BE LIMITED TO, LOST PROFITS, DAMAGES TO PROPERTY, OR PERSONAL INJURY (BUT ONLY TO THE EXTENT PERMITTED BY LAW). FRANKLIN'S ENTIRE LIABILITY FOR ANY CLAIM OR LOSS, DAMAGE, OR EXPENSE FROM ANY SUCH CAUSE SHALL IN NO EVENT EXCEED THE PRICE PAID FOR THE BOOKMAN PRODUCT. THIS CLAUSE SHALL SURVIVE FAILURE OF AN EXCLUSIVE REMEDY. This license and warranty is governed by the laws of the United States and the State of New Jersey.
17
Index
*'s, searching with 7 ?'s, searching with 7 Anagrams 12 Arrow keys 6 Blue (RHYME) key 2, 10 Book Cards, installing 3 Books, selecting 3 Capitals 4 CARD key 3, 14 Color keys, understanding 2 Confusables 10 Contrast, adjusting 4 Copyrights and trademarks 16 Crossword helper 7 Cursive letters, writing 8 Demonstration, enabling 5 Direction keys 2 Flashcards 13 Game Set-Up 11 Games graphics 11 keeping score 11 skill levels 11
18
GAMES (yellow) key 2, 11 Green (SAY) key 2, 5, 7, 8 Handwriting 8 Hangman 12 Hearing letters 5 words 5 HELP key 5 Help messages 5 Jumble 13 Keeping score 11 Keyboard echo 5 Keyboard Wizard 12 Letter Chase 13 Memory Challenge 14 Misspellings, correcting 6 Numbers, typing 2, 6, 8 Red (SPELL) key 2, 5, 7, 8 Resetting BOOKMAN 15 RHYME (blue) key 2, 10 SAY (green) key 2, 5, 7, 8 Set Shutoff 4 Setup menu 4
Index
Shutoff time, adjusting 4 Size and weight 16 SPELL (red) key 2, 5, 7, 8 STAR key, with CARD 14 User List 9 Viewing, help messages 5 Word Blaster 13 Word Builder 13 Word Capture 14 Word Train 12 Yellow (GAMES) key 2, 11
FRB-28062-00 P/N 7201137 19
Printed in U.S. Rev A
20
®
Electronic Publishers
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