Vtech Fishing For Phonics User Manual - Page 4

Press the HELP BUTTON

Page 4 highlights

TO BEGIN PLAY 3. To adjust the volume, slide the VOLUME CONTROL SWITCH (located on underside of the cabinet) up for higher volume or down for lower volume. 4. Press the REPEAT BUTTON to repeat the previous response or question. 5. Press the HELP BUTTON to learn the correct answer. 6. Press the DEMO BUTTON to see and hear a sample of the activity you have selected. 7. The TIMER FUNCTION in activities 2 through 9 allows one minute for the child to answer each question. The "Tick Tock" sound effect starts after each question is asked and speeds up when 30 seconds have elapsed. At the end of one minute, a "Time's Up!" screen appears and the answer is revealed. 8. In the timed activities (Activities 2-7 and Activity 9), pressing the FISHERMAN CHARACTER will stop the timer. In Object Match, it provides the means for selecting from among the scrolling objects. 9. To turn the learning toy off, press the ON/OFF BUTTON. You will see a closing animation on the LCD screen. 3

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3. To adjust the volume, slide the VOLUME CONTROL SWITCH
VOLUME CONTROL SWITCH
VOLUME CONTROL SWITCH
VOLUME CONTROL SWITCH
VOLUME CONTROL SWITCH
(located on underside of the cabinet) up for higher
volume or down for lower volume.
4. Press the REPEAT BUTTON
REPEAT BUTTON
REPEAT BUTTON
REPEAT BUTTON
REPEAT BUTTON to repeat the previous
response or question.
5. Press the HELP BUTTON
HELP BUTTON
HELP BUTTON
HELP BUTTON
HELP BUTTON to learn the correct answer.
6. Press the DEMO BUTTON
DEMO BUTTON
DEMO BUTTON
DEMO BUTTON
DEMO BUTTON to see and hear a sample of
the activity you have selected.
7. The TIMER FUNCTION
TIMER FUNCTION
TIMER FUNCTION
TIMER FUNCTION
TIMER FUNCTION in activities 2 through 9 allows
one minute for the child to answer each question.
The
“Tick Tock” sound effect starts after each question is
asked and speeds up when 30 seconds have elapsed.
At the end of one minute, a “Time's Up!” screen
appears and the answer is revealed.
8. In the timed activities (Activities 2-7 and Activity 9),
pressing the FISHERMAN CHARACTER
FISHERMAN CHARACTER
FISHERMAN CHARACTER
FISHERMAN CHARACTER
FISHERMAN CHARACTER will stop the timer.
In Object Match, it provides the means for selecting
from among the scrolling objects.
9.
To turn the learning toy off, press the ON/OFF BUTTON
ON/OFF BUTTON
ON/OFF BUTTON
ON/OFF BUTTON
ON/OFF BUTTON.
You will see a closing animation on the LCD screen.
TO BEGIN
PLAY