===APPENDIX A: LEARNING GUIDE==============================================

This section is especially for parents, or for any adult who wants to help
a child learn and grow as much as possible from playing with UNDERSEA
ADVENTURE.

Playing and learning

Having fun and learning are two of the most natural things in the world to
a child. Your child is learning in some way when he does the things that
are most fun to him. When he plays a video game in which the object is to
shoot down the most aliens in the least amount of time, he enjoys himself
while improving his hand-eye coordination and dexterity. In virtually
every activity kids enjoy, there is at least the potential for learning.
Want a simple formula for getting kids to learn? Make it fun!

But what are they learning? How do we help them to learn the really
important things? How do we teach them to take initiative in learning
about themselves and their world? After all, there won't always be a game
to play that will teach them what they need to know.

The theory behind Knowledge Adventure Interactive Books is that the way to
ignite a child's intellect is to introduce him or her to the fun of
learning. If we truly achieve this, we no longer have to come up with
sneaky ways to get kids to learn; once they recognize the inherent joy of
learning, nothing will stop them from finding out everything they want to
know!

UNDERSEA ADVENTURE is designed to provide your child with many possible
directions to explore according to her own interests. As a parent, you are
the best possible assistant in this process because you know your child,
her level, and her interests. Most importantly, she craves one-on-one time
with you.

Enhancing your child's play

When you sit down with your child to play with UNDERSEA ADVENTURE, or any
other program, you may want to keep the following suggestions in mind.

Let your child take the lead.

If your child is old enough to read and follow the instructions in this
document, let him try to install and start UNDERSEA ADVENTURE himself. If
you set up the software for him, let him take over as soon as it is ready
to play with. Simply observing and making interested comments about what
your child is doing is a good way to encourage his learning without
imposing your own agenda. For example, say, You're clicking on different
parts of the screen to see what happens.

Be a learner yourself.

Aim to be a student of your child more than of the software. What can you
find out about your child's learning style, interests, attention span, and
thought processes? If there is something neither of you can figure out
about the software, find out the answer together by looking it up in the
documentation. Set an example by talking through this process: Why don't
we look up `sound' in the document?

Ask appropriate questions.

An excellent way to assist your child's learning while following the first
two guidelines is to ask questions that are appropriate for her age and
interests and that challenge her to go a step further in her play: I
wonder what would happen if you clicked on those little symbols? Go slowly
and sparingly with these questions, challenging your child only as she
seems ready. Rather than interrupting her play, you might wait a few
minutes for her to discover something on her own. That way you'll both
learn something!

Have fun together!

The fact that you have purchased a Knowledge Adventure product for your
child and you are taking the time to read this guide says something about
you as a parent. You recognize the importance of both fun and learning.
Your own enjoyment of the learning process and the fun you have spending
time with your child will enhance your play together more than anything
specific you do or say.

