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for 


William R. Pasewark, Sr. f Ph.D. 

Professor Emeritus, Texas Tech University 
Office Management Consultant 

Todd Knowlton 

Computer Education Consultant 


South-Western Educational Publishing 


Computers 







Vice-President/Editor-in-Chief: 
Developmental Editor: 
Marketing Manager: 
Consulting Editor: 
Production Coordinator: 
Internal Design: 
Cover Design: 
Photo Researcher: 
Internal Photographer: 


Robert E. First 
Marilyn Hornsby 
A1 S. Roane 
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Mimi Ostendorf-Smith 


Copyright © 1996 
by 

South-Western Educational Publishing 

Cincinnati, Ohio 


ALL RIGHTS RESERVED 

The text of this publication, or any part thereof, may not be reproduced or transmitted in any form or by any means, electronic 
or mechanical, including photocopying, recording, storage in an information retrieval system, scanning, or otherwise, with¬ 
out the prior written consent of the publisher. 

Pasewark, William Robert. 

Ten-key skill builder for computers/William R. Pasewark, Todd Knowlton. 

P. cm. 

Summary: Provides instructions and activities for learning the touch method 
on the ten-key pad of the computer keyboard. 

ISBN: 0-538-62919-3 

1. Electronic data processing—keyboarding—Juvenile literature. 

[1. Data processing—keyboarding.] I. Knowlton, Todd. II. Title. 

QA76.9.K48P37 1996 

005.7'2—dc20 95-39688 

CIP 

AC 

6 7 8 9 H 04 03 02 01 


Printed in the United States of America 

i(t)p 

International Thomson Publishing 

South-Western Educational Publishing is an ITP Company. 
The ITP Trademark is used under license. 




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CONTENTS 


ACKNOWLEDGMENTS . iv 

PREFACE . v 

INTRODUCTION . vii 

JOB I Touch Method: 4, 5, and 6 Keys. 1 

JOB 2 Touch Method: 1, 2, 3, 7, 8, 9, 

and 0 Keys . 5 

JOB 3 Ten-Key Numeric Drill #1. 10 

JOB 4 Technique, Speed, and 

Accuracy Drills . 14 

JOBS Review; Ten-Key Numeric Test #1. 22 

JOB 6 Stroking Sequence Patterns; 

Ten-Key Numeric Drill #2. 26 

JOB 7 Developing Concentration and 

Stamina; Decimal Key. 29 


JOB 8 Data Entry Simulation . 32 

JOB 9 Data Entry Simulation . 35 

JOB 10 Review; Ten-Key Numeric Test #2. 38 

APPENDICES . 42 

A Technique Checklist, Ten-Key 

Touch Method. 43 

B Warm-Up Drill Patterns. 44 

C Speed Drill Record. 45 

D Criteria for Determining Strokes and Errors 

on the Ten-Key Numeric Test. 46 

E Computer Ten-Key Numeric Keypad 

Proficiency Certificate. 47 


CONTENTS 


iii 

























The following schools are gratefully acknowledged for their participation 
in the study, Measuring Productivity on the Ten-Key Numeric Keypad 
Using Strokes a Minute and Errors a Minute. Many of the findings from 
this study were used to prepare Ten-Key Skill Builder for Computers. 


City 

School 

Teacher 

El Paso, TX 

Burges 

Ms. 0. Zanker 

El Paso, TX 

Technical Center 

Ms. D. Juarez 

Euless, TX 

Trinity 

Ms. D. Innis 

Graham, TX 

Graham 

Ms. J. Buchanan 

Greensboro, NC 

Ben L. Smith 

Ms. G. Nelson 

Jacksonville, AR 

Jacksonville 

Ms. C. Gray 

Jacksonville, AR 

North Pulaski 

Ms. S. Johnson 

Little Rock, AR 

Mills 

Ms. W. Hutchins and 
Ms. S. Johnson 

Little Rock, AR 

Oak Grove 

Ms. S. Cummings 

Little Rock, AR 

Robinson 

Ms. A. Tenpenny 

Lubbock, TX 

Coronado 

Ms. D. Park 

Lubbock, TX 

Monterey 

Ms. B. Clarkson 

Orlando, FL 

Oak Ridge 

Ms. S. Martin 

Pagosa Springs, CO 

Pagosa Springs 

Mr. D. Bowen 

San Antonio, TX 

Madison 

Ms. B. Kitchens 

San Antonio, TX 

Roosevelt 

Ms. J. Schrader 

Seguin, TX 

Seguin 

Ms. M. Woemdel 

Winter Garden, FL 

West Orange 

Ms. G. Annis 


The authors thank Paula Beal for her dedicated and effective work on Ten 
-Key Skill Builder for Computers. The authors also thank John Baldwin, 
Tre Church, and Mark Durrett for their work on the software that accom¬ 
panies this book. 


ACKNOWLEDGMENTS 


iv 


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PREFACE 


TO THE TEACHER 

Ten-Key Skill Builder for Computers is a textbook and software 
instructional package. It concentrates on building speed and accu¬ 
racy on the computer ten-key pad. 

The goal of this book is to help students develop a touch 
method mastery-level competence on the computer ten-key 
numeric keypad in as short a time as possible. The instructional 
package includes the student text, two ten-key numeric tests, a 
Teacher’s Manual, and the software. The Teacher’s Manual 
includes sections on instructional strategy, motivating students, 
developing effective work habits, grading plans, a sample grading 
scale, and criteria used to determine strokes and errors. 

Instructional Strategies 

Instructional strategies in this book include the following: 

1. Technique development using a Technique Checklist; step-by- 
step introduction to the keypad; illustrations of correct pos¬ 
ture; and placement of materials at the workstation. 

2. A variety of unique drills to develop mastery: Warm-Up Drills, 
Speed Drills, Accuracy Drills, Technique Drills, and Ten-Key 
Numeric Drills. 


3. A scoring system based on Strokes a Minute (SAM) and Errors 
a Minute (EAM). 

4. Automatic updating of Drill and Test Records while using the 
Ten-Key Skill Builder software so students and teachers have 
a “running account” of their progress. 

5. Motivators that encourage students to achieve goals, such as 
SAM and EAM Graphs and a Ten-Key Proficiency Certificate 
upon completion of the course. 

The Instructional Package 

The Ten-Key Skill Builder for Computers instructional package 

includes the following: 

1. Textbook (Stock No. KH07AB; ISBN 0-538-62919-3) 

2. Teacher’s Manual (Stock No. KH07AX; ISBN 0-538-62923-1) 
available at no charge to adopters of Ten-Key Skill Builder for 
Computers. 

3. IBM® 1 Program Diskette 3.5" (Stock No. KH07AH88; ISBN 
0-538-62920-7) 

4. IBM Program Diskette 5.25" (Stock No. KH07AH81; ISBN 0- 
538-62921-5) 

5. IBM Network Diskette 3.5" and 5.25" (Stock No. 
KH07AH81/8N; ISBN 0-538-64274-2) 

1 IBM® is a registered trademark of International Business Machines 
Corporation. 


PREFACE 


v 





TO THE STUDENT 

Ten-Key Skill Builder for Computers, in 10 to 15 hours, will give 
you a mastery of the computer ten-key numeric keypad. The ten- 
key numeric keypad is used to input numbers in a wide variety of 
electronic machines, such as computers, calculators, cash regis¬ 
ters, and bank proofing machines. 

Ten-Key Numeric Touch Mastery 

When you complete this course, you will have learned the 
ten-key numeric touch method that is used to operate machines 
in business now and machines that will be used in the future. 

Computer ten-key numeric keypads are fast, accurate, and 
easy to use when operated properly. Therefore, it is important to 
learn and use only the ten-key touch method from the beginning, 
rather than looking at the keypad and striking all keys with the 
same finger. With proper practice, the touch method is faster, 
more accurate, and uses less head and hand movement in com¬ 
parison with “hunting and pecking.” 


Learning Features 

This book was written so your learning will be as effective, rapid, 

and enjoyable as possible. Some of the learning features that will 

appeal to you include the following: 

1. Short, clear instructions with illustrations showing how to mas¬ 
ter the touch method. 

2. A new method of measuring your speed and accuracy using 
Strokes a Minute (SAM) and Errors a Minute (EAM) similar to 
keyboarding/typewriting scores. 

3. A variety of Warm-Up Drills, Speed Drills, Accuracy Drills, and 
Technique Drills that will give you a chance to improve each 
time you work a drill. 

4. SAM and EAM Graphs on which the computer will chart your 
progress throughout the course. 

5. A Computer Ten-Key Numeric Keypad Proficiency Certificate 
signed by your teacher that you can present to a prospective 
employer. 


PREFACE 

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vi 


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SYSTEM REQUIREMENTS 


INTRODUCTION 


Ten-Key Skill Builder for Computers includes book and software 
instructions for learning the touch method on the ten-key pad of 
the computer keyboard. The following information explains type- 
style codes used throughout the book and introduces you to the 
software. 

TYPESTYLE CODES 

To guide your learning at the computer, this book codes instruc¬ 
tions with different typestyles. Follow these typestyle codes for 
using this book and the Ten-Key Skill Builder software: 

1. Keys that you strike are in bold type: 

Strike the Enter Key. 

2. Words you see on the screen that appear in the text are ital¬ 
icized: 

On screen: Reports menu 
In text: Reports menu 

3. Key terms are in bold and italics: 

A digit is any figure from 0 to 9. 

4. Words the author wants to emphasize are in italics: 

Practice reaching up to the 7 key three times without actu¬ 
ally entering the number. 


Ten-Key Skill Builder for Computers requires an IBM or compat¬ 
ible computer with an 8088/8086 or higher processor, 640K RAM, 
DOS 3.3, and an 80-column monitor. A hard disk is recommended 
but not required. 


Follow these procedures to begin working with the Ten-Key Skill 
Builder software. Also, use the following instructions as a refer¬ 
ence when completing the jobs. 


If the ten-key program is to be run from floppy disk, no installa¬ 
tion is necessary. Simply insert the program disk in the floppy disk 
drive and follow the instructions under “Starting the Program.” 
To install the ten-key program on a hard disk, create a directory on 
the hard drive named TKSB. Copy the contents of the program 
disk into the TKSB directory. 


1. Change to the directory that contains the ten-key program. If 
you are running the program from floppy disk, key a: (or the 
drive in which the program is inserted) and strike the Enter 
Key. 


Installing the Program 


SOFTWARE INSTRUCTIONS 


Starting the Program 


INTRODUCTION 


vii 





2. Key tenkey and strike the Enter 
Key. The program will load. 

3. After the program loads, you will 
see an introduction screen. At the 
bottom of the screen is an OK but¬ 
ton. Strike the Enter Key or click 
the OK button with the mouse. 
The introduction screen closes. 

Using the Help Submenu 




Ten-Key Skill Builder for Computers 

William R. Pasewark, Sr., Ph.D. 
Todd Know1ton 

KH07AH 

Copyright CC) 1996 

South-Western Educational Publishing 
Cincinnati, Ohio 

ALL RIGHTS RESERUED 
ISBN: 

Uer. 1.0 
Produced in the 
United States of America 

mm 


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1. The Help menu is high¬ 
lighted in the menu bar at 
the top left of the screen. 

Strike the Enter Key to 
pull down the Help menu. 

There are three ways you 
can choose a submenu or 
option from a menu: 

a. Strike the Arrow Keys to highlight the menu name or 
opt ion name then strike the Enter Key. 

b. Point at the menu name or option name with the mouse 
pointer and click the left mouse button. 

c. Strike the Alt Key and the highlight,ed letter in the menu 
name or button name to pull down a menu or select a but¬ 
ton in a dialog box. Strike the highlighted letter in the 
option name to select an option in the active menu. (If the 
menu name or option name is already highlighted, you 
need only strike the Enter Key.) 



INTRODUCTION 


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Throughout this book, we assume you are using the Arrow Keys 
and the Enter Key to access menus and options. 

2. Strike the Down Arrow Key and then the Enter Key to 
choose the Help submenu. 

If you choose the wrong submenu or option, strike the Esc Key 
until you are at the menu screen and can choose the correct menu. 


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About this program... 



How to Use the Menus 

Creating and Opening Student Record 

Changing Program Settings 


3. Strike the Enter Key to choose How to Use the Menus . 

4. Read the information shown on the screen. Strike the Enter 
Key to read the remaining information. 

5. Strike the Enter Key to return to the Help submenu. 

6. Strike the Down Arrow Key and then the Enter Key to 
choose Creating and Opening Student Record. 

7. Read the information shown on the screen. Strike the Enter 
Key to read the remaining information. 

8. Strike the Enter Key to return to the Help submenu. 


viii 















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9. Strike the Down Arrow Key and then the Enter Key to 
choose Changing Program Settings. 

10. Read the information shown on the screen. Strike the Enter 
Key to read the remaining information. 

11. Strike the Enter Key to return to the Help submenu. 

12. Strike the Esc Key twice to return to the menu bar. 


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Creating a New Student Record 

1. Strike the Right Arrow Key and then the Enter Key to pull 
down the File menu. 

2. Strike the Enter Key to choose New Student Record. 



3. Key your first name and strike the Enter Key to move 4 to the 
last name entry. 

4. Key your last name and strike the Enter Key twice to choose 
OK and create a new student record on the current directory. 
If you made a mistake when entering your name, strike the Tab 
Key until Cancel is highlighted and strike the Enter Key. 

5. Choose a password with three to eight letters that you can 
remember, but one that will be difficult for someone else to 
guess. For example, you may want to use your mother’s 
maiden name, your favorite food, or your best friend’s name. 
Write down the password and store it where only you can 
see it. 



Enter a word you wish to use as your password: 


llllllllllllllllllllllllllllllllllll 


6. Key the password and strike the Enter Key. 


INTRODUCTION 


ix 

















































































7- Key your password again for verification. As you key, asterisks 
will appear on the screen. Strike the Enter Key. The status line 
on the bottom of the screen will display your name and the 
date. 



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8. Strike the Esc Key to return to the menu bar. 

Changing Program Settings 

I From the File menu, strike the Right Arrow Key to move to 
the Edit menu. Strike the Enter Key to view the Edit menu. 

2. Strike the Enter Key to choose Program Settings. 

8. Strike the Enter Key to choose Monitor Setting. Answer (he 
question by striking the y Key for Yes or the n Key for No. 


INTRODUCTION 


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Is this your keypad? (V/N) 


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4. strike the Down 
Arrow Key and 
then the Enter 
Key to choose 
Keypad Setting. 

Answer the ques¬ 
tion by striking 
the y Key for Yes 
or the n Key for 
No until the cor- 
rect keypad 
arrangement, or 

the arrangement that is closest to your keypad, is shown. 

5. Strike the Down Arrow Key and then the Enter Key to choose 
Set System Date. 



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If the date shown is correct, strike the Esc Key to exit the 
option. 

If the date shown is not correct, key the new date as shown 
(mm/dd/yy) and then strike the Enter Key. 

6. Strike the Esc Key twice to return to the menu bar. 

7. Strike the Right Arrow Key to move to the Jobs menu. Strike 
the Enter Key to view the Jobs menu. 

8. You are ready to begin Job 1. Turn to page 1 and follow the 
instructions. 

If you must quit the program before completing Job 1, use the fol¬ 
lowing instructions for Quitting the Program and Opening Your 
Student Record. 


Quitting the Program 

1. Pull down the File menu. 

2. Use the Up Arrow Key or Down Arrow Key to move to Close 
Student Record. 

3. Strike the Enter Key to choose Close Student Record. 

4. Move up or down and strike the Enter Key to choose Quit. 

5. Strike the y Key to quit. 

Opening Your Student Record 

1. After loading the program and clearing the introduction 
screen, strike the Right Arrow Key and then the Enter Key to 
pull down the File menu. 

2. Strike the Down Arrow Key and the Enter Key to choose 
Open Student Record. 

If your name is shown on the screen, go to step 3. 

If your name is not shown on the screen: 

a. Strike the Tab Key until Directory is highlighted, then the 
Enter Key to choose Directory. 

b. Key the directory letter in which you created your student 
record followed by a colon (:) and strike the Enter Key to 
choose OK. 

3. Strike the Down Arrow Key until your name is highlighted. 


INTRODUCTION 


xi 































■I. Verily that the Open button is highlighted then strike the Enter 
Key to choose Open. 

5. Key your password and strike the Enter Key. 

I). II you keyed your password correctly, you will see the message 
Password Correct. The status line will display your name and 
the date. Strike the Enter Key and continue with step 7. 

If you did not key your password correctly, you will see a 
Wrong Password message. Strike the Enter Key and start 
again with step 2. 

7. Strike the Right Arrow Key twice to view the Jobs menu. 

8. You may continue with the job you are currently working on. 


INTRODUCTION 


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Changing Your Password 


1. After opening your student record, strike the Right Arrow Key 
to move to the Edit menu. Strike the Enter Key to pull down 
the Edit menu. 

2. Strike the Up Arrow Key and the Enter Key to choose Change 
Password. 


3. Key your current password and strike the Enter Key. 

4. Key your new password and strike the Enter Key. 

5. Key your new password and strike the Enter Key again for 
verification. 


6. If you entered the same password 
twice, you should now see the 
message Password Changed. 
Strike the Enter Key then the 
Right Arrow Key and continue 
with the job you are currently 
working on. 

If you did not enter the same 
password t wice, you will see 
the message 
Passwords Different 
Password not changed. 

Strike the Enter Key twice 
to choose OK then Change 
Password. Repeat steps 3 
through 6 


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Password Changed 


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Passwords Different 
Password not changed. 

OK 


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JOB I 


Touch Method: 4,5, and 6 Keys 


SKILL GOALS 

1. Use the touch method to strike the 4, 5, and 6 Keys. 

2. Solve addition problems. 


GETTING READY 


1. Clear your desk of everything except your computer, book, and 
pencil or pen. 

2. Place your book and keyboard so you can easily read the book 
and strike numbers on the numeric keypad. The numeric key¬ 
pad is located at the right of the keyboard. 



Computer Keyboard with Numeric Keypad 


3. Sit in a comfortable position with your back straight, fingers on 
the 4, 5, and 6 Keys of the numeric keypad, and feet flat on the 
floor—relax. 


GETTING READY 



Book propped to left of 
keyboard 



Book placed between 
keyboard and computer 


Place your keyboard parallel with the edge of the desk, and posi¬ 
tion your book at a comfortable angle. 


Back straight 

Fingers on the numeric keypad 

Feet flat on the floor 
RELAX 



Practice correct posture. 


JOB I Touch Method: 4, 5, and 6 Keys 


1 



















































USING THE TOUCH METHOD 

The ten-key numeric touch method means striking keys with¬ 
out looking at the keypad. The keys are located by “touch” when 
you keep the index finger over the 4 Key, the middle finger over 
the 5 Key, and the ring finger over the 6 Key. These are the home- 
row keys. 

The 5 Key may have a raised dot or line to help you find the 
home row by touch. Keep your wrist straight and your fingers 
curved over the home-row keys. 

As you learn to use the home-row keys by touch, strive for 
accuracy rather than speed. 



Keep your wrist straight and fingers curved. 
JOB I Touch Method: 4, 5, and 6 Keys 


USING THE TOUCH METHOD 



INDEX MIDDLE RING 
FINGER FINGER FINGER 



THUMB FINGER 


[□ go [HQ 


Keep your fingers correctly positioned on the home-row 
keys — ty, 5, and 6. 


2 


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USING THE TOUCH METHOD (continued) 

Look at the SCREEN. Strike the Enter Key to view the Job 1 sub¬ 
menu. Strike the Enter Key to choose The Touch Method. EYES 
ON KEYPAD appears on the screen. If you choose the wrong job 
menu or section of a job menu, strike the Esc Key (after any intro¬ 
ductory boxes are cleared from the screen) until you are at the 
menu screen and can choose the correct job menu or section of a 
job menu. 

1. Look at the KEYPAD. 

Strike the 4 Key three times with the index finger. Strike the 
Enter Key with the little finger. If you make a mistake, ignore 
it and continue. 

Strike the 5 Key three times with the middle finger. Strike the 
Enter Key. 

Strike the 6 Key three times with the ring finger. Strike the 
Enter Key. 

Strike the Enter Key again to move to the next screen. 

2. Look at the SCREEN and complete Problem 1 now. If you 
make a mistake, the computer will beep and the correct key 
will flash. Strike the correct key as shown on the screen. 


3. Strike^ the Enter Key. Keeping your eyes on Problem, l below , 
complete it. If you make a mistake, the computer will beep. If 
you make a mistake, repeat Problem 1, starting at the begin¬ 
ning of the problem. 

Problem 1 
444 Enter 
555 Enter 
666 Enter Enter 

1665 

You have completed the first part of Job 1. Strike the Enter 
Key to return to the menus. 




Curve your fingers over the home-row keys. 


JOB I Touch Method: 4, 5, and 6 Keys 


3 




HOME-ROW PRACTICE 

Choose Home-Row Practice from the Job 1 submenu by striking 
the Down Arrow Key then the Enter Key. Problem 2 will appear 
on the screen. 

Always enter numbers in the same order that you would write 
them—from left to right. 

Concentrate on using the touch method to strike each key 
sharply, quickly, and with the proper finger. 

1. Complete Problems 2-9 now while looking at the SCREEN. 
Strike the Enter Key twice after completing each problem. 

2. Strike the Enter Key. Complete Problems 2-9 while looking 
at the BOOK. The computer will guide you through each prob¬ 
lem: 

a. If your answer is correct, the computer mil give a zippy 
sound and let you go to the next problem. 

I). If your answer is not correct, the numbers you keyed will 
appear on the screen. Compare the numbers on the screen 
with the problem in the book to check where the error was 
made. Repeat the problem until you get the correct 
answer. 

Strike the Enter Key twice after completing each problem. 

:t Strike the Enter Key. Look at the SCREEN and complete 
I ’roblems 10-13. Strike the Enter Key twice after completing 
each problem. 

■1. Strike the Enter Key. Look at the BOOK and complete prob¬ 
lems 10-13. Strike the Enter Key twice after completing each 
problem. 

5. Strike the Enter Key to return to the menus. 

6. Strike the Esc Key to return to the Jobs menu. 

JOB I Touch Method: 4, 5, and 6 Keys 


HOME-ROW PRACTICE 


456 

3. 

44 

4. 

44 

5. 

66 

456 


66 


56 


55 

654 


55 


64 


46 

654 


65 


45 


45 

564 


45 


66 


64 

564 


46 


55 


54 

46 

7. 

64 

8. 

456 

9. 

5 

45 


45 


54 


655 

65 


55 


664 


4 

54 


46 


46 


56 

46 


66 


5 


46 

56 


54 


65 


64 

4 

11. 

444 

12. 

445 

13. 

565 

556 


555 


566 


564 

54 


666 


655 


465 

6 


456 


466 


546 

654 


645 


654 


654 

64 


546 


445 


464 


COMPLETING THE JOB 

After you finish all of the problems in a job, follow your teacher’s 
instructions about whether you should: 

1. Repeat the job. 

2. Go on to the next job. 

3. Quit the program (refer to Quitting the Program, page xi) and 
turn off the computer. 


4 




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Touch Method: 1,2,3, 7, 8, 9, and 0 Keys 


SKILL GOALS 

1. Use the touch method to strike the 1, 2, 3, 7, 8, 9, and 
0 Keys. 

2. Solve addition problems. 

GETTING READY 

Follow these steps to prepare for Job 2: 

1. If you are continuing directly from Job 1, go to 7 and 1 Keys , 
step 1 below. 

2. If you are starting anew with Job 2, refer to the software 
instructions on page vi and Getting Ready on page 1, then con¬ 
tinue to step 1 below. 

Use the steps above as guides for beginning all future jobs. 

7 AND 1 KEYS 


1. Choose Job 2 from the Jobs menu. If you choose the wrong job 
menu or section of a job menu, strike the Esc Key until you are 
at the menu screen and can choose the correct job menu or sec¬ 
tion of a job menu. 

2. Choose 7 and 1 Keys from the Job 2 submenu. 

3. Curve your fingers over the home-row keys: 4, 5, 
and 6. 

4. Look at the KEYPAD and form a picture in your mind of the 


reach up to the 7 Key. Using your index finger, practice reach¬ 
ing up to the 7 Key three times without actually entering the 
number. Be careful that you don’t accidentally strike your Num 
Lock Key. 

5. Look at the SCREEN and work Problems 1-5. Strike the Enter 
Key twice after completing each problem. 

6. Strike the Enter Key. Look at the BOOK and work Problems 1- 
5 on page 6. Strike the Enter Key twice after completing each 
problem. 

7. Look at the KEYPAD and use the same procedure as in steps 3 
and 4 above to reach down to the 1 Key. 

8. Strike the Enter Key. Look at the SCREEN and work Problems 
6-10 on page 6. Strike the Enter Key twice after completing 
each problem. 

9. Strike the Enter Key. Look at the BOOK and work Problems 6- 

10. Strike the Enter Key twice after completing each problem. 

1, 4, AND 7 KEYS 

Use sharp, quick strokes as you strike the 1, 4, and 7 keys with 

your index finger. 

1. Choose 1, 4, and 7 Keys from the Job 2 submenu. If you acci¬ 
dentally choose a different section, strike the Esc Key to return 
to the menus. 

2. Look at the SCREEN and work Problems 11-15. Throughout 
this book, strike the Enter Key twice after completing each 
problem. 

3. Strike the Enter Key. Look at the BOOK and work Problems 
11-15 on page 6. 


JOB 2 Touch Method: 1, 2, 3, 7, 8, 9, and 0 Keys 


5 





7 KEY 



1 KEY 



□0 

p] 

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E3 

FI 

1 

| 


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WJ 

[T 

Ml 

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Reach down from the 4 Key to strike the 1 Key. 
JOB 2 Touch Method: 1, 2, 3, 7, 8, 9, and 0 Keys 


477 

2. 764 

7 KEY 

3. 475 4. 

576 

5. 47 

777 

447 

677 

747 

74 

444 

754 

446 

474 

765 

456 

465 

757 

755 

675 

744 

577 

464 

467 

46 


416 

7. 415 

1 KEY 

8. 451 9. 

145 

10. 41 

614 

514 

146 

641 

15 

145 

641 

165 

541 

511 

516 

146 

514 

156 

146 

145 

615 

416 

641 

64 


1, 4, AND 7 KEYS 


11. 771 

12. 147 

13. 174 

14. 1 

15. 4 

414 

417 

716 

17 

671 

141 

547 

441 

415 

147 

717 

176 

167 

647 

751 

474 

514 

475 

74 

46 


nttttCttfCfffCtttTTTTttTTTtCCffCf 


6 














































iUHUUUUVUUUUUUUUUVUr 


8 AND 2 KEYS 

Use your middle finger to strike the 2 and 8 Keys. Problems 16-19 

will help you develop stroking patterns so that when you see the 

numbers 2, 5, and 8, you will automatically strike these keys with 

your middle finger. 

1. Choose 8 and 2 Keys from the Job 2 submenu. 

2. Place your fingers on the home-row keys: 4, 5, and 6. 

3. Look at the KEYPAD and form a picture in your mind of the 
reach up to the 8 Key. Practice reaching up to the 8 Key three 
times without actually entering the number. 

4. Look at the BOOK and work Problems 16 and 17. 

5. Look at the KEYPAD and use the same procedure as in step 3 
above to reach down to the 2 Key. 

6. Strike the Enter Key. Look at the BOOK and work Problems 
18 and 19. Repeat Problems 16-19 until you key them at your 
fastest rate of speed with 100% accuracy. 

2, 5, AND 8 KEYS 

1. Choose 2, 5, and 8 Keys from the Job 2 submenu. 

2. Look at the BOOK as you work Problems 20-24. 

3. Repeat these problems to key the numbers quickly. 


8 KEY 2 KEY 




Reach up from the 5 Key. 

Reach down from the 5 Key. 

16. 

584 

17. 

8 

18. 

562 

19. 2 


888 


85 


246 

25 


855 


548 


255 

682 


568 


868 


542 

265 


854 


85 


424 

285 


446 


658 


426 

548 


646 


5 


652 

8 


658 


48 


256 

42 




2,5, 

AND 8 KEYS 


20. 

882 

21. 

258 

22. 2 

23. 48 

24. 1,257 


522 


856 

48 

624 

85 


252 


854 

826 

518 

5,128 


258 


862 

255 

672 

426 


858 


245 

84 

454 

82 


852 


528 

285 

5,812 

452 


285 


265 

65 

257 

867 


558 


548 

528 

8,716 

761 


JOB 2 Touch Method: 1, 2, 3, 7, 8, 9, and 0 Keys 


7 

























9 AND 3 KEYS 


9 SET 


3 SET 


Use your ring finger to strike the 9 and 3 Keys. 

1. Choose 9 and 3 Keys from the Job 2 submenu. 

2. Place your fingers on the home-row keys: 4, 5, and 6. 

3. Look at the KEYPAD and form a picture in your mind of the 
reach up to the 9 Key. Practice reaching up to the 9 Key three 
times without actually entering the number. 

4. Look at the BOOK and work Problems 25 and 26 to develop 
speed with control. 

5. Look at the KEYPAD and use the same procedure as in step 3 
above to reach down to the 3 Key. 

6. Strike the Enter Key. Look at the BOOK and work Problems 
27 and 28. 

3, 6, AND 9 KEYS 

1. Choose 3, 6, and 9 Keys from the Job 2 submenu. 

2. Look at the BOOK and work Problems 29-33 at a fast, but com- 
fortable, rate of speed. 


JOB 2 


Touch Method: 1, 2, 3, 7, 8, 9, and 0 Keys 



Reach up from the 6 Key. 



Reach down from the 6 Key. 


25. 


694 

999 

966 

655 

954 

496 

654 

549 


29. 969 

936 

663 

396 

639 

993 

363 

396 


26. 


30. 


9 

96 

696 

669 

94 

559 

9 

49 


27. 


963 

394 

369 

935 

946 

635 

596 

643 


3, 6, AND 9 KEYS 
31. 3,694 32. 


3,694 

546 

63 

369 

5,949 

93 

3,654 

396 


643 

335 

465 

653 

354 

636 

663 

364 


698 

2,613 

354 

46 

679 

5,397 

328 

1.945 


28. 


3 

36 

993 

496 

435 

3 

963 

35 


33. 7,259 
948 
9,631 
1,654 
316 
2,468 
723 
3.975 


8 



























mnuuuuuumummuu'' v 


OKEY 


0 KEY 


Use your thumb to strike the 0 (Zero) Key. 

1. Choose 0 Key from the Job 2 submenu. 

2. Place your fingers on the home-row keys: 4, 5, and 6. 

3. Look at the KEYPAD and form a picture in your mind of touch¬ 
ing the 0 Key. Practice touching the 0 Key with your thumb 
three times without actually entering the number. 

4. Look at the BOOK and work Problems 34-38. 



Strike the 0 (Zero) Key with the thumb. 


ALL NUMERIC KEYS 

Before beginning Job 3, you should be using only the touch 
method to enter all numbers. 

1. Choose All Numeric Keys from the Job 2 submenu. 

2. Work Problems 39-48 to practice using the touch method to 
locate keys. Repeat the problems until you are comfortable 
striking the keys at your fastest rate of speed. 

3. Strike the Esc Key to return to the Jobs menu. 

COMPLETING THE JOB 

Follow the instructions on page 4 of Job 1 to complete this job and 
all future jobs. 


504 

35. 605 

36. 840 

37. 28 

38. 40 

400 

409 

100 

50 

12 

605 

780 

904 

214 

205 

406 

205 

30 

485 

578 

506 

506 

705 

93 

63 

540 

610 

124 

936 

719 

604 

120 

360 

107 

643 

605 

906 

609 

76 

98 


ALL NUMERIC KEYS 


146 

40. 40 

41. 57 

42. 3 

43. 76 

729 

864 

16 

764 

67,290 

358 

2 

4,270 

5,249 

819 

708 

309 

502 

308 

37 

160 

72 

349 

829 

8 

249 

67 

8 

9,018 

25,469 

630 

531 

7,369 

761 

8,514 

549 

915 

4,681 

57 

1.043 

5,632 

45. 9,584 

46. 30,342 

47. 75,240 

48. 678,091 

60,817 

617 

3,044 

26,105 

542 

480 

3,926 

586 

892,433 

7,891 

95 

20,810 

193 

708 

46,720 

3,427 

645 

796,512 

59,883 

501,348 

79,036 

2,037 

7,659 

640 

6,493 

211 

89 

802 

1,931 

18,379 

54 

147 

17.586 

6.975 

205 


JOB 2 Touch Method: 1, 2, 3, 7, 8, 9, and 0 Keys 


9 
















Ten-Key Numeric Drill #/ 


SKILL GOALS 

1. Improve touch method technique. 

2. Determine Strokes a Minute (SAM) and Errors a Minute 
(EAM). 


TECHNIQUE CHECKLIST 


As you complete Job 3, think about how you can improve your 
technique to either increase speed or decrease errors. A 
Technique Checklist for the Ten-Key Touch method is on page 43, 
Appendix A. Following the instructions at the top of the checklist, 
complete the Job 3a column of the checklist now to rate your pre¬ 
sent techniques. 


WARM-UP DRILL 

The Warm-Up Drills at the beginning of each job give you a chance 
to practice a variety of number combinations. These drills will 
help you to move your fingers with rhythm from one key to 
another using the touch method. The Warm-Up Drill in this job 
emphasizes the 4, 5, and 6 Keys. See Appendix B, Warm-Up Drill 
Patterns for the strategy being used to develop touch techniques 
in this and all future Warm-Up Drills. 


JOB 3 


Ten-Key Numeric Drill #1 


Choose Warm-Up Drill from the Job 3 submenu. Strike the 

Enter Key to begin the Warm-Up Drill. 

After you complete a problem: 

1. If your answer is correct, the computer will give a zippy sound 
and let you go to the next problem. 

2. If your answer is not correct, the problem will appear on the 
screen after you complete it. Check where the error was 
made. Repeat the problem until you get the correct answer. 
Visualize the 4, 5, and 6 Keys below your fingertips. Look at 
the BOOK and complete the Warm-Up Drill. Work each prob¬ 
lem until each answer is correct. 


WARM-UP DRILL: 4, 5, AND 6 KEYS 


Strike each key with a rhythmic, bouncy touch. 


456 

2. 564 

3. 546 

4. 465 

5. 564 

654 

456 

625 

684 

548 

545 

565 

574 

594 

693 

644 

464 

204 

601 

705 

465 

456 

598 

746 

612 

656 

654 

461 

352 

564 


10 






nuuuuuuuumuumuuuu 1 


COMPLETING TEN-KEY NUMERIC DRILL #1 

Read all instructions before starting the drill on page 13. 

Each problem in Ten-Key Numeric Drill #1 has 50 strokes. A 
stroke occurs when any numerical key (0 through 9) or function 
key (such as the Enter Key) is struck. For example, in the number 
6,091 there are 5 strokes: 4 strokes for the digits 6091 and 1 stroke 
for the Enter Key. A digit is any figure from 0 to 9. You will strike 
41 digits and the Enter Key 9 times for each problem in Ten-Key 
Numeric Drill #1. 

Ten-Key Numeric Drill #1, Attempt #1 

To complete the drill: 

1. Strike the Enter Key. Choose Ten-Key Numeric Drill # 1 from 
the Job 3 submenu. 

2. Strike the Enter Key. Look at the BOOK and work as many 
problems on page 13 as you can before the computer stops 
you at three minutes. 

a. I Jse your best touch method techniques. 

b. If you make an error while working a problem, disregard it 
and continue entering numbers. 

c. If you finish all 15 problems before the end of three minutes, 
smile and repeat the problems. 

Strokes a Minute (SAM) and Errors a Minute (EAM) 

After you complete the drill, your SAM and EAM scores will 
appear on the screen and will be recorded in the Ten-Key Numeric 
Drill (TKNDrill) Record, SAM Graph, and EAM Graph. SAM is 
total strokes divided by 3 (3 minutes) and EAM is total errors 
divided by 3. 

1. Strike the Enter Key and then the Esc Key twice to return to 


the menu bar. 

2. View your SAM and EAM scores by choosing TKNDrill Record, 
from the Reports menu. 

3. View the addends you keyed by striking the Tab Key three 
times then the Enter Key to choose View at the bottom of your 
screen. Use the Up and Down Arrow Keys to find the errors 
you made and strive to key the correct digits in your next 
attempt. 

4. Strike the Tab Key and then the Enter Key to choose OK and 
return to the TKNDrill Record. 

5. Strike the Tab Key to highlight the OK button and then the 
Enter Key to return to the Reports menu. 

Ten-Key Numeric Drill #1, Attempt #2 

1. Complete the drill again, following the procedure for Attempt 
# 1 . 

2. Your SAM and EAM scores will appear on the screen. Strike 
the Enter Key. Strike the Esc Key twice to return to the menu 
bar. 

3. Compare your SAM and EAM scores with Attempt #1 by choos¬ 
ing TKNDrill Record from the Reports menu. 

4. Use the Tab Key to highlight the OK button if it is not already 
highlighted. View the addends you keyed by striking the Down 
Arrow Key until Attempt #2 is highlighted. Strike the Tab Key 
three times and then the Enter Key to choose View. Find the 
errors you made and strive to key the correct digits in your 
next attempt. 

5. Strike the Tab Key to highlight the OK button and then the 
Enter Key to choose OK and return to the TKNDrill Record. 

6. Strike the Tab Key to highlight the OK button and t hen the 
Enter Key to return to the Reports menu. 


JOB 3 Ten-Key Numeric Drill #1 


11 


Ten-Key Numeric Drill #1, Attempt #3 

1. Emphasize the technique of striking keys with firm, quick 
strokes as you complete the drill again. 

2. Compare your scores with Attempt #1 and Attempt #2 by 
choosing TKNDrill Record from the Reports menu. 

3. Print your Ten-Key Numeric Drill Record by striking the Tab 
Key two times then the Enter Key to choose Print. 

4. Use the Tab Key to highlight the OK button. View the addends 
you keyed by striking the Down Arrow Key until Attempt #3 is 



Keep your eyes on your book. 


JOB 3 Ten-Key Numeric Drill #1 


highlighted. Strike the Tab Key three times and then the Enter 
Key to choose View. Find the errors you made and strive to 
key the correct digits in your next attempt. 

5. Strike the Tab Key and then the Enter Key to return to the 
TKNDrill Record. 

6. Strike the Tab Key to highlight the OK button and then the 
Enter Key to return to the Reports menu. 

7. View your SAM score on a graph by choosing SAM Graph from 
the Reports menu. Strike the Enter Key to return to the 
Reports menu. 

8. View your EAM score on a graph by choosing EAM Graph from 
the Reports menu. Strike the Enter Key to return to the 
Reports menu. 

9. Strike the Left Arrow Key to return to the Jobs menu. 

TECHNIQUE CHECKLIST 

Go to the Technique Checklist on page 43. Following the instruc¬ 
tions at the top of the checklist, rate your technique in the Job 3b 

column. You will use this checklist in future jobs to improve your 

techniques. 





muuuuuuuuumuwuuu 1 


(A) 


(F) 


(K) 


6,091 

(B) 

734,026 

412,508 


6,812 

83,781 


87,039 

371,906 


195,105 

809,457 


65,432 

653,042 


879,015 

652 


64,207 

72.934 


3.984 

236,478 

(G) 

349,513 

518,039 


86,374 

7,606 


85,602 

15,703 


56,712 

731,249 


108,069 

189,052 


7,804 

40,489 


95,120 

625 


37.249 

93,672 

(L) 

418,065 

124,609 


2,937 

3,817 


65,034 

348,705 


192,787 

9,155 


24,609 

64,088 


307,921 

204,913 


8,553 

72.506 


68.140 


TEN-KEY NUMERIC DRILL #1 

(C) 127,434 (D) 

89,651 
203,985 
5,760 
72,680 
4,098 
91,013 
674.523 

(H) 41,893 (I) 

157,650 
720,489 
2,106 
8,429 
346,200, 

87,936 

15.753 

(M) 15,469 (N) 

269,819 
4,780 
794,323 
135,070 
2,685 
40,167 
80.235 


29,707 

(E) 

411,087 

6,058 


34,725 

343,261 


2,933 

470,196 


806,701 

8,429 


56,396 

51,908 


82,596 

16,423 


7,402 

750.835 


579.810 

4,687 

(J) 

40,132 

962,485 


831,209 

31,620 


57,583 

357,428 


61,806 

90,397 


46,259 

15,029 


492,073 

184,031 


91,745 

6.750 


6.870 

609,305 

(O) 

412,592 

2,275 


67,183 

367,011 


1,750 

84,496 


206,058 

570,325 


4,602 

16,782 


710,488 

1,934 


439,963 

48.098 


7.539 


JOB 3 Ten-Key Numeric Drill #1 


13 

















JOB 4 


Technique, Speed, and Accuracy Drills 


SKILL GOALS 

1. Improve techniques to increase Strokes a Minute (SAM) or 
decrease Errors a Minute (EAM) on Ten-Key Numeric Drill 
#1 (TKNDrill #1). 

2. Analyze your progress. 

WARM-UP DRILL 

Review your ratings from Job 3 on the Technique Checklist, page 43 
While doing the Warm-Up Drill, strive to improve techniques marked 
with a 0 from Job 3. This Warm-Up Drill emphasizes the 7, 8, and 9 
Keys. Choose Warm-Up Drill from the Job 4 submenu and work the 
dnll now. Work each problem until each answer is correct. 

SKILL BUILDER 

The technique you use to strike the keys will determine your 
speed and accuracy. The Technique, Speed, and Accuracy Drills 
on pages 15-20 have been carefully designed so you will continu¬ 
ously improve your technique, which will improve your speed and 
accuracy. Concentrate on overcoming the faulty techniques 
marked with a 0 on the Technique Checklist as you work each 
drill, beginning with the Technique Drills on pages 15-16 


JOB 4 Technique, Speed, and Accuracy Drills 


WARM-UP DRILL: 7, 8, AND 9 KEYS 

Concentrate on the location of each key. 


1. 789 

879 
987 
897 
798 
978 


2. 879 

799 
878 
997 
898 
787 


3 . 738 
892 
701 
956 
875 
409 


4 . 475 
918 
437 
802 
876 
989 


5 . 786 

239 
871 
409 
582 
789 



Keep your fingers curved over the home-row keys. 


14 


W\tUH H Utlttl UntTttfttrfTti, 




TECHNIQUE DRILLS: A THROUGH F 

As you work each technique drill on the following page, concen¬ 
trate so you can develop smooth, rhythmic touch techniques. You 
will not hear a beep if you make an error; emphasis is on tech¬ 
nique. Work each drill once; do not correct errors. After complet¬ 
ing these drills, or if you need to exit at any time, strike the Esc 
Key and the y Key for Yes to return to the menus. 

To begin working the technique drills, choose Technique 
Drills from the Job 4 submenu. 

If you are returning to a technique drill and want to work a 
drill other than Drill A, choose Technique Drills from the Job 4 
submenu. Begin work with any drill. 

Drill A 

Tap the Enter Key without breaking your rhythm for entering 
numbers. Complete Drill A, then move directly to Drill B. The 
screen will not change for each drill. 

Drill B 

Visualize the keypad and concentrate on the location of each key 
as you strike it. Keep your eyes on your BOOK. Complete Drill B 
now. 

Drill C 

Tap each key with a bouncy, rhythmic stroke. Complete Drill C now. 


JOB 4 Technique, Speed, and Accuracy Drills 




Drill D 

Concentrate on moving your fingers vertically from one key to the 
next. Curve your fingers to minimize arm movement. Complete 
Drill D now. 

Drill E 

Try to maintain your rhythm throughout the problem as you move 
from one addend to the next. An addend is each number to be 
added; for example, 123 is an addend. Your goal is to maintain 
your stamina (and your breath) until the last addend is entered. 
Complete Drill E now. 

Problems with fewer addends should now seem easier to 
complete. 

Drill F 

Keep your eyes on the digits in the problem. A digit is any figure 
from 0 to 9. Try to maintain your stamina until the last addend is 
entered. Complete Drill F now. 

Problems with fewer addends should not seem easier to com¬ 
plete. After you complete Drill F, strike the Esc Key then the y Key 
to exit the technique drills and return to the Job 4 submenu. 

TECHNIQUE CHECKLIST 

Complete the Job 4 column of the Technique Checklist on page 43. 
Compare your technique ratings for Job 3 with those for this job. 
Pay special attention to items marked with a 0 in the previous job. 
Did you improve? 


15 


IS 00 05 


TECHNIQUE DRILLS 


(A) 1 

2 

3 

4 

5 


0 


111 

(C) 123 

(D) 369 

222 

456 

852 

333 

789 

104 

444 

100 

785 

555 

123 

236 

666 

456 

985 

777 

789 

207 

888 

100 

104 

999 



100 




123 

(F) 1,538 

456 

59,604 

789 

603,747 

456 

265 

123 

102,842 

789 

21,930 

456 

17,205 

789 

3,149 

123 

580,997 

456 

6,672 

123 

52,193 

789 

182,802 

123 

389 

456 

17,460 

789 

53,419 

456 

684,756 

789 

9,867 

123 

49,138 

123 

6,457 

456 

23.078 


JOB 4 Technique, Speed, and Accuracy I )rills 



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SPEED DRILLS: A THROUGH E 

As you work each speed drill on the following page, concentrate 
only on speed; ignore errors.You will not hear a beep if you make 
an error; emphasis is on speed. Your scores from the first attempt 
will be recorded on the Speed Drill Record, which you will view 
after completing Drill E. 

To begin work on the Speed Drills, choose Speed Drills from 
the Job 4 menu. You will work each drill in order from Drill A to 
Drill E. Strike the Enter Key to choose OK. 

If you need to quit the program during any speed drill: 

1. Strike the Esc Key and the y Key to return to the Speed 
Drill dialog box. 

2. Strike the n Key to Cancel the dialog box. 

3. Strike the Esc Key to return to the Jobs menu. 

If you return to the speed drills and want to begin work in a 
drill other than Drill A: 

1. Choose Speed Drills from the Job 4 submenu. 

2. Strike the I Key to Clear All drills currently selected. 

3. Strike the letters of all drills you will be completing, or 
strike the s Key to complete all drills. 

4. Strike the Enter Key to begin work on the drills. 

Drill A 

Work the problem as many times as possible in one minute. At the 
end of one minute, your SAM score will appear on the screen and 
will be recorded on the Speed Drill Record. The timer will start 
when you strike the first digit. When you complete Drill A, strike 
the Enter Key to continue to Drill B. 


Drill B 

Work the problem as many times as possible in one minute. At, the 
end of one minute, your SAM score will appear on the screen and 
be recorded on the Speed Drill Record. When you complete Drill 
B, strike the Enter Key. 

Drill C 

This problem has connectors, which means that the last digit in 
an addend (1,456) is the first digit in the next addend (683,774). 
Work the problem as many times as possible in one minute. 

Drill D 

This problem does not have connectors. Work the problem as 
many times as possible in one minute. 

Drill E 

Concentrate on maintaining speed with stamina. Work the prob¬ 
lem as many times as possible in three minutes. 

After you complete Drill E, strike the n Key to Cancel the 
Speed Drill dialog box. Strike the Esc Key twice to return to the 
menu bar. 

Refer to Appendix C, Speed Drill Record to analyze your SAM 
progress. 


JOB 4 Technique, Speed, and Accuracy Drills 


17 


SPEED DRILLS 


(A) 111 

222 

333 

444 

555 

666 

777 

888 

999 

OOP 


(B) 123 

456 
789 
100 
123 
456 
789 
100 
123 
45 


(C) 1,456 (D) 

683,774 
45,046 
621,547 
7,253 
331,014 
49,489 
90.265 


4,165 

(E) 1,538 

368,472 

59,604 

46,504 

823,747 

265,170 

5,065 

9,531 

152,840 

730,143 

20,948 

84,260 

17,205 

10.652 

23,149 


687,997 


6,670 


82,093 


120,852 


4,319 


17,460 


53,419 


684,736 


59,861 


39,138 


6,457 


23.072 


JOB 4 Technique, Speed, and Accuracy I h ills 







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ACCURACY DRILLS: A THROUGH E 

As you work each accuracy drill on the following page, concen¬ 
trate only on accuracy; ignore speed. You will hear a beep if you 
make an error; emphasis is on accuracy in these drills. If you make 
an error, you must continue the problem to the end and then 
repeat it. 

Choose Accuracy Drills from the Job 4 submenu. You will 
work each drill in order from Drill A to Drill E. Strike the Enter 
Key to choose OK If necessary, refer to the Speed Drill instructions 
for quitting a drill and beginning with a drill other than Drill A. 

Drill A 

Your speed should be reduced because no key is adjacent to the 
next key in any addend. Work the problem until you complete it 
without an error. 

Drill B 

This problem contains digits within addends that have similar 
configurations. For example, rounded digits (3, 6, 0, 9) and 
straight digits (1,4, 7). Your speed should be reduced because you 
must distinguish between similar digits. Work the problem until 
you complete it without an error. 

Drill C 

This problem contains handwritten digits. Because they are some¬ 
what difficult to read, you will need to reduce your speed. Work 
the problem until you complete it without an error. 


Drill D 

Concentrate on accuracy with stamina. Keep your eyes on the dig¬ 
its in the problem. Work the problem until you complete it without 
an error. Even though the computer will beep to let you know you 
made an error, you will still have to complete the entire problem 
before repeating it. 

Drill E 

Drill E consists of five problems. 

1. Work Problem 1. 

a. If you make no errors, continue to step 2. 

b. If you make an error, repeat the problem. Repeat 
Problem 1 until you can complete it without making an 
error. 

2. Work Problems 2 through 5 following the procedure in 
step 1. For example, if you make an error in Problem 4, the 
computer will beep. Complete Problem 4 and then repeat 
Problem 4. 

After you complete Problem 5 in Drill E, strike the n Key to 
Cancel the Accuracy Drill dialog box and return to the Job 4 sub¬ 
menu. Strike the Esc Key to return to the Jobs menu. 


JOB 4 Technique, Speed, and Accuracy Drills 


19 


(A) 71,629 

3,427 
138,160 
50,834 
372,617 
40,371 
2,768 
505.194 


(E)l. 6,641 

34,129 
2,780 
582 
11,946 
1,308 
13,552 
6.839 


ACCURACY DRILLS 


(B) 3,609 

33,960 
4,141 
71,441 
225 
2,552 
339 
69.669 


(C) 

se>3 ( 7£3 

+, uo 

^/ ; 722 
SteOQ! 
4 W5 


2. 17,231 3. 

834 
1,937 
6,848 
523 
45,712 
3,687 
1.005 


31,998 

4. 25,961 

3,087 

4,722 

12,356 

11,490 

9,973 

9,584 

463 

147 

10,857 

855 

1,684 

17,278 

7.359 

7.740 


(D) 1,538 

59,604 
604,737 
265 
152,842 
20,934 
17,205 
2,149 
687,998 
6,470 
52,193 
120,852 
389 
17,463 
53,409 
684,736 
9,867 
39.108 

5. 6,732 

2,985 
14,037 
562 
10,983 
8,221 
4,215 
30.042 


JOB 4 Technique, Speed, and Accuracy Drills 


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GOALS FOR TEN-KEY NUMERIC DRILL #1 

1. Setting Your Goal. Choose TKNDrill Record from the Reports 
menu. Your SAM and EAM goals for Job 4 are shown where 
the Job 4 row and the Goal column intersect. 

2. Meeting Your Goal. As you complete Ten-Key Numeric Drill 
#1, think about your goal on the TKNDrill Record. Strive only 
for speed or only for accuracy. Strike the Enter Key to return 
to the Reports menu. 

3. Completing the Drill, Attempt #1. Choose Ten-Key Numeric 
Drill #1 from the Job 4 submenu and complete TKNDrill #1 on 
page 13. Use your best touch method techniques. If you make 
an error while working a problem, disregard it and continue 
entering numbers. If you finish all 15 problems before the end 
of three minutes, repeat the problems. 

4. Completing the Drill, Attempts #2 and #3. Complete the drill 
two more times to get a total of three attempt scores for Job 4. 

5. Viewing the TKNDrill Record. Choose TKNDrill Record from 
the Reports menu to see your SAM and EAM scores for Job 4. 
View the addends you keyed by striking the Up or Down 
Arrow Keys until the attempt which you want to view is high¬ 
lighted. Strike the Tab Key until View is highlighted, then 
strike the Enter Key. Find the errors you made and strive to 
key the correct digits in your next attempt. 

6. Viewing the Graphs. Choose SAM Graph from the Reports 
menu to view your SAM score on the graph. Choose EAM 
Graph from the Reports menu to view your EAM score on the 
graph. 


Practice correct posture. 



JOB 4 Technique, Speed, and Accuracy Drills 


21 





Review;Ten-Key Numeric Test #1 


WARM-UP DRILL: 1, 2, AND 3 KEYS 

Do not pause between strokes. 


SKILL GOALS 

1. Review the touch method and all numeric keys. 

2. Increase SAM or decrease EAM to prepare for Ten-Key 
Numeric Test #1 (TKNTest #1). 

3. Analyze your progress and set goals. 


123 

2. 321 

3. 136 

4. 241 

5. 263 

231 

213 

925 

582 

932 

313 

133 

871 

396 

541 

312 

212 

407 

571 

710 

121 

323 

542 

203 

658 

232 

112 

603 

361 

123 


WARM-UP DRILL 

Review your ratings from Job 4 on the Technique Checklist, page 
43. While doing this Warm-Up Drill, strive to improve techniques 
marked with a 0 from Job 4. This Warm-Up Drill emphasizes the 1, 
2, and 3 Keys. Work these problems in the usual manner. 

See Appendix B, Warm-Up Drill Patterns, for the strategy 
being used to develop touch techniques in this and all future 
Warm-Up Drills. 

SKILL BUILDER 

To improve your technique, speed, and accuracy, complete the fol¬ 
lowing drills as you did in Job 4. Note: Choose Technique Drills , 
Speed Drills , and Accuracy Drills from the Job 5 submenu. 

1. Technique Drills: A through F, page 15. Do not complete the 
Technique Checklist at this time. 

2. Speed Drills: A through E, page 17. Your scores will be 
recorded on the Speed Drill Record, which can be viewed from 
the Reports menu. 

3. Accuracy Drills: A through E, page 19. Do not complete Ten- 
Key Numeric Drill #1 at this time. 



Keep your fingers straight and upright rather than on a slant. 


JOB 5 Review; Ten-Key Numeric Test ft 1 


22 







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REVIEW OF ALL NUMERIC KEYS 

Choose Review of All Numeric Keys from the Job 5 submenu. 

Work Problems 1-10 on page 24, which review the touch 
method for all numeric keys. These problems will help you pre¬ 
pare for the first Ten-Key Numeric Test. 

TEN-KEY NUMERIC DRILL #1 

Complete Ten-Key Numeric Drill #1 on page 13 by following the 
instructions on page 11. Remember to complete the drill three 
times to get three attempt scores for Job 5. 

You may want to ask your teacher or a classmate to observe 
your techniques and rate them on your Technique Checklist. 

TEN-KEY NUMERIC TEST #1 

If you completed Jobs 1-5 in less than five hours, repeat them until 
you complete five hours of practice. Do this before you take Ten- 
Key Numeric Test #1 (TKNTest #1). 

Before you begin TKNTest #1, review Appendix D, Criteria for 
Determining Strokes and Errors on the Ten-Key Numeric Test. 
Appendix D is a chart that describes how your strokes and errors 
will be counted after you complete the TKNTest. Your teacher will 
administer Ten-Key Numeric Test #1. 

1. Choose Ten-Key Numeric Test # 1 from the Job 5 submenu. 

2. Complete each of the three attempts—doing your best in tech¬ 
nique, speed, and accuracy. The attempt considered best will 
be the one with the least EAM. 


3. To see the results of each attempt, choose Test Record from the 
Reports menu. 

4. View the addends you keyed by striking the Up or Down Arrow 
Keys until the attempt which you want to view is highlighted. 
Strike the Tab Key until View is highlighted, then strike the 
Enter Key. Find the errors you made and strive to key the cor¬ 
rect digits in your next attempt. 

5. Print your Ten-Key Numeric Test Record by striking the Tab 
Key until Print is highlighted, then strike the Enter Key. 

6. Strike the Tab Key until OK is highlighted, then strike the 
Enter Key to return to the Reports menu. 

TECHNIQUE CHECKLIST 

If your teacher or a classmate did not rate your techniques as men¬ 
tioned, complete the Technique Checklist now. Compare your rat¬ 
ings for Job 4 with those for this job. Pay special attention to those 
items marked with a 0 in the previous job. Did you improve? 


JOB 5 Review; Ten-Key Numeric Test #1 


23 


REVIEW OF ALL NUMERIC KEYS 


315 

2. 58 

3. 15 

4. 2 

5. 4,976 

467 

791 

26 

715 

583 

379 

7 

1,780 

2,486 

2,457 

461 

319 

256 

200 

98,310 

510 

62 

308 

716 

273 

472 

40 

3 

8,549 

2,340 

825 

764 

8,914 

230 

57 

405 

903 

3,749 

91 

168 

683 

869 

589 

398 

27,091 

497 

254 

1,926 

53 

2,658 

209 

271 

42 

8,974 

63 

675 

806 

3,790 

315 

801 

809 

351 

46 

40 

149 

321 

84 

56 

66 

87,054 

986 

2 

2,087 

784 

946 


76 

7. 4,231 

8. 19,580 

9. 130 

10. 416 

16,325 

80,345 

3,194 

79,267 

20,607 

309 

176 

256 

154,873 

594,786 

53 

13 

731 

25 

36,497 

8 

2,034 

830,104 

37,942 

648 

71,680 

31,680 

7,925 

564,083 

315 

8,341 

276 

406 

8 

52,916 

2,490 

85 

73,908 

109,354 

819,764 

97,265 

412 

648 

2,608 

508,729 

293 

850 

341 

5,193 

4,012 

6,089 

2,935 

512,763 

248 

2,378 

17,945 

56,079 

24,967 

671 

350 

248 

6,498 

62 

98 

5,238 

1 

1,972 

5,208 

2,564 

3,109 

7,504 

790 

9.785 

10.067 

529.780 


JOB 5 Review; Ten-Key Numeric Test #1 


24 


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ANALYZING PROGRESS AND SETTING GOALS 

Analyzing your progress and setting goals are two important steps 
to improving your skills. 

Strokes a Minute (SAM) 

From the Reports menu, choose SAM Graph. 

Answer Questions 1 and 2 below after analyzing your SAM 
pattern on the Sam Graph. 

1. Was there a steady increase in SAM on the TKNDrill from Jobs 
3-5? Yes_ No_ 

If No, list some reasons why. __ 


2. How many SAM did you increase when comparing the 
TKNDrill in Job 3 with the TKNDrill in Job 5? 

SAM INCREASE__ 

Set SAM goals for Jobs 6, 7, and 10 by answering Questions 3-5. 

3. Do you believe you can increase SAM in each of Jobs 6, 7, and 

10? Yes_ No_ 

4. How many SAM do you believe you can get by Job 10? 

SAM_ 

5. On the TKNTest after Job 10, how many SAM do you believe 
you can get? 

SAM_ 

Strike the Enter Key to choose OK and clear the SAM Graph 
from the screen. 


Errors a Minute (EAM) 


From the Reports menu, choose EAM Graph. 

Answer Questions 6 and 7 after analyzing your EAM pattern on 
the EAM Graph. 


Was your EAM 

.33 or less in: 

Job 3 

Yes 

No 

Job 4 

Yes 

No 

Job 5 

Yes 

No 

In Jobs 3-5, if your EAM was not .33 or less, list some reasons 


why. 


Set EAM goals for Jobs 6, 7, and 10 by answering Questions 8 and 9. 

8. Do you believe you can keep EAM at .33 or less in each of Jobs 

6, 7, and 10? Yes_ No_ 

9. On the TKNTest after Job 10, do you believe you can get .33 

EAM or less? Yes_ No_ 

Strike the Enter Key to choose OK and clear the EAM Graph 
from the screen. 


JOBS Review; Ten-Key Numeric Test #1 


25 

























JOB 6 


Stroking Sequence Patterns; 
Ten-Key Numeric Drill #2 


SKILL GOALS 

1. Improve stroking patterns to increase SAM or decrease 
EAM on the TKNDrill. 

2. Analyze your progress. 

WARM-UP DRILL 

Review your ratings from Job 5 on the Technique Checklist, page 
43. While doing the Warm-Up Drill, strive to improve techniques 
marked with a 0 from Job 5. This Warm-Up Drill emphasizes the 1, 
4, and 7 Keys. Choose Warm-Up Drill from the Job 6 submenu. 
Work these drill problems in the usual manner. 


WARM-UP DRILL: 1, 4, AND 7 KEYS 

Keep your eyes on the problem in the BOOK. 


147 

2. 741 

3. 478 

4 . 412 

5 . 359 

471 

417 

965 

301 

684 

717 

171 

153 

567 

206 

714 

174 

204 

984 

317 

474 

747 

701 

807 

901 

141 

414 

368 

529 

457 


STROKING SEQUENCE PATTERNS 


STROKING SEQUENCE PATTERNS 

Improving your control over the sequence in which keys are 
struck will help you increase SAM and decrease EAM. The prob¬ 
lems in this job have a variety of patterns, as shown in Stroking 
Sequence Patterns on pages 26-27. 

Choose Stroking Sequence Patterns from the Job 6 submenu. 
Complete Problems 1-20. Strive to increase your speed and 
decrease your errors as you complete each problem. 


(1,3,9) 



(3,5, 

7) 



mtniji] 

1. 931 

2. 331 

E 

E 

m 3 . 

735 

4. 357 

mm (Pi 

391 

191 

UJ 


1 6 | 

353 

735 

BEEN!] 

319 

119 

LlI 

Li. 

£lI 

377 

555 


113 

333 




375 

333 


993 

999 




557 

777 

(1.5,7) 



(3,5, 

9) 



mnnnn 

5 . 751 

6. 551 

mmm 7 - 

335 

8. 359 

[p/jOGD 

571 

171 

mrqm 

353 

935 

ErJmn] 

517 

117 

mms 

399 

555 


115 

555 




995 

333 


775 

777 




559 

999 


JOB 6 Stroking Sequence Patterns; Ten-Key Numeric Drill #2 


















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SKILL BUILDER 


STROKING SEQUENCE PATTERNS (continued) 


To continue improving your technique, speed, and accuracy, com¬ 
plete the following drills: 

1. Technique Drills: A through F, page 15. 

2. Speed Drills: A through E, page 17. Your scores will be 
recorded on the Speed Drill Record, which can be viewed from 
the Reports menu. 

3. Accuracy Drills: A through E, page 19. 

TEN-KEY NUMERIC DRILL #2 

Choose Ten-Key Numeric Drill #2 from the Job 6 submenu. 

Complete TKNDrill #2 on page 28 as you have done for 
TKNDrill #1. Throughout the rest of this book, complete the 
TKNDrills three times to get three attempt scores. 

Choose TKNDrill Record from the Reports menu to view the 
results of this drill. 

TECHNIQUE CHECKLIST 

Complete the Technique Checklist on page 43. Compare your 
technique ratings for Job 5 with those for this job. Pay special 
attention to those items marked with a 0 in the previous job. Did 
you improve? 


(7,2,9) 

[□mm 9. 

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(7,5,9) 


[MB 

000 

000 


13. 


(4,8,6) 

[TJ^IT] 17 - 

000 

000 


(1,8,3) 


972 

10. 

729 

mm 

mn. 

313 

12. 

813 

727 


972 

mm 

m 

183 


831 

799 


222 

mm 

m 

381 


318 

992 


777 




838 


138 

227 


999 




811 


381 




0,5,3) 




975 

14. 

759 

m 

0015. 

313 

16. 

513 

757 


975 

PH 

ram 

153 


531 

799 


555 

m 

[00 

351 


315 

995 


777 




535 


135 

557 


999 




511 


351 




(4,2,6) 




466 

18. 

886 

mm 

□D 19. 

622 

20. 

246 

464 


446 

mm 


244 


624 

648 


668 

m 


fm 

266 


444 

888 


644 




664 


222 

846 


884 




442 


666 


JOB 6 Stroking Sequence Patterns; Ten-Key Numeric Drill #2 


27 










TEN-KEY NUMERIC DRILL #2 


(A) 8,141 (B) 

312,509 
82,574 
360,906 
879,356 
793,502 
641 
72.824 


605,916 

(C) 

216,843 

6,302 


98,453 

87,409 


201,975 

185,284 


7,652 

75,420 


82,970 

869,514 


4,087 

53,273 


90,113 

1.973 


664.513 


(D) 38,628 (E) 

5,048 
342,160 
469,195 
7,419 
50,837 
16,320 
758.927 


(F) 320,389 (G) 

509,138 
7,054 
14,816 
730,259 
186,872 
46,497 
562 


235,604 

(H) 

52,963 

96,364 


156,750 

84,702 


720,598 

87,715 


3,107 

129,509 


8,039 

7,805 


146,249 

96,314 


78,984 

48.132 


12.643 


(I) 1,798 (J) 

971,086 
30,264 
407,328 
95,387 
25,245 
193,530 
6.461 


(K) 82,081 (L) 

134,507 
3,422 
749,605 
9,166 
74,189 
205,923 
73.586 


529,374 

(M) 

26,378 

2,036 


268,809 

65,124 


4,805 

180,786 


749,321 

64,519 


135,109 

407,832 


6,295 

8,539 


44,167 

78.105 


70.325 


(N) 718,295 (O) 

2,065 
387,921 
84,957 
751,302 
16,863 
3,044 
46.909 


JOB 6 Stroking Sequence Patterns; Ten-Key Numeric Drill #2 


502,369 

35,712 

2,830 

876,841 

57,406 

91,652 

7,430 

489.918 

33,841 

931,208 

57,690 

60,946 

57,152 

492,063 

81,742 

5.876 

903,281 

27,193 

1,654 

205,068 

4,620 

713,598 

308,476 

7.594 


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Developing Concentration and 
VUFWWm Stamina; Decimal Key 


SKILL GOAL 

Develop stamina and concentration to increase SAM or 
decrease EAM on the TKNDrill. 

WARM-UP DRILL 

Review your ratings from Job 6 on the Technique Checklist, page 
43. While doing the Warm-Up Drill, strive to improve techniques 
marked with a 0 from Job 6. This Warm-Up Drill emphasizes the 
2, 5, and 8 Keys. Choose Warm-Up Drill from the Job 7 submenu. 
Work these drill problems in the usual manner. 

DEVELOPING CONCENTRATION AND STAMINA 

Your data entry speed and accuracy will improve as you develop 
the ability to focus your attention on entering problems with many 
digits and many addends. 

Decimal Key 

1. Curve your fingers over the home-row keys: 4, 5, and 6. 

2. Look at the KEYPAD and form a picture in your mind of the 
reach down to the Decimal Key. Using your ring finger, prac¬ 
tice reaching down to the Decimal Key three times without 
actually entering the number. 

3. Look at the BOOK and continue with Many Digits below. 


WARM-UP DRILL: 2, 5, AND 8 KEYS 

Strike each key firmly and quickly. 


252 

2. 885 

3. 854 

4. 212 

5. 180 

855 

582 

327 

302 

468 

858 

285 

102 

465 

555 

852 

225 

629 

972 

230 

825 

528 

568 

608 

908 

282 

285 

372 

453 

75 



Keep your fingers curved over the home-row keys. 


JOB 7 Developing Concentration and Stamina; Decimal Key 


29 




Many Digits 

Some addends in Problems 1-5 have as many as eight digits, you 
will need to concentrate as you read and enter each digit. Choose 
Many Digits from the Job 7 submenu. Work Problems 1-5 until it 
is easy for you to strike the keys at a comfortable rate of speed. 

Many Addends 

Problems 6-10 each contain 15 addends. You will need to concen¬ 
trate to avoid omitting an addend or entering an addend twice. 
Choose Many Addends from the Job 7 submenu. Work Problems 
6-10 until it is easy for you to strike the keys at a comfortable rate 
of speed. 


MANY DIGITS 


1.110,765.34 

2.11,856.30 

3. 8,257.10 

4. 813,697.04 

5. 325,120.87 

264.06 

615,082.95 

643.85 

21,604.18 

9,705.94 

5,910.68 

947.62 

9,034.12 

4,360.72 

104.67 

375,429.84 

41,709.73 

516,903.42 

879.52 

893,156.28 

27.385.29 

234.80 

.76 

9.535.52 

3.174.66 


MANY ADDENDS 


6. 261 

7. 539,028 

8. 7,496 

9. 771 

10. 71,047 

484,607 

397 

435,046 

494,839 

495 

201 

824,798 

252 

83,584 

125,854 

5,351 

360 

2 

960 

659 

635,378 

6,641 

397 

152,472 

194,820 

851,950 

5 

386,228 

73 

637 

892,402 

2 

990,457 

4 

12 

829 

14 

681 

6 

273,433 

584 

314,651 

516,851 

53,820 

949,585 

60,273 

520 

106,758 

207,135 

2,308 

309 

56,059 

794 

926 

630,709 

366,347 

491,783 

1 

70,012 

6 

194 

41,328 

348 

365 

678 

517 

207 

30,073 

904,618 

1,862 

179.204 

68.709 

139.202 

895 

1 


JOB 7 Developing Concentration and Stamina; Decimal Key 30 

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Many Digits and Many Addends 

Problems 11-15 contain 15 addends, each with one decimal and up 
to 8 digits. As you strike each key with a rhythmic, bouncy touch, 
you will develop date entry stamina. After completing Problems 
11-15, problems with fewer digits and addends should seem easier 
to complete. Choose Many Digits and Many Addends from the 
Job 7 submenu. Work Problems 11-15 now. 

SKILL BUILDER 

To continue improving your technique, speed, and accuracy, com¬ 
plete the following drills: 

1. Technique Drills: A through F, page 16. 

2. Speed Drills: A through E, page 18. Your scores will be 
recorded on the Speed Drill Record, which can be viewed from 
the Reports menu. 

3. Accuracy Drills: A through E, page 20. 

TEN-KEY NUMERIC DRILL #2 

Complete TKNDrill #2 on page 28 in the usual manner. 

TECHNIQUE CHECKLIST 

Complete the Technique Checklist on page 43. Compare your 
technique ratings for Job 6 with those for this job. Pay special 
attention to those items marked with a 0 in the previous job. Did 
you improve? 


11. 378,897.92 

12. 

100,458.29 

13. 816.53 

1,569.06 


7,433.50 

876,370.88 

783.94 


148,523.08 

59.22 

454.19 


715.19 

18,934.10 

3,068.61 


271.96 

.74 

107.64 


6,974.07 

42,175.76 

67,218.81 


747.38 

255.92 

208,034.55 


3,125.40 

154,073.39 

534.21 


192,037.62 

125.40 

6,752.00 


38,041.06 

916,274.00 

917.40 


3.56 

1.00 

248,633.57 


216,456.58 

647,939.62 

.28 


729.68 

8,389.28 

3,059.94 


26,596.31 

6.54 

279.13 


854.389.79 

.36 

14. 

374.83 

15. 

48.55 

647,395.87 


.02 


16.92 


9.01 


5.12 


768.62 


9.13 


.59 


72.80 


572,106.95 


9,733.54 


4.11 


567.08 


410,648.32 


.69 


1,953.70 


.04 


5.74 


62,122.79 


96,387.32 


5.43 


63.02 

796,056.81 


900.11 


9,124.40 


732.89 

685.080.13 


326.484.78 


JOB 7 Developing Concentration and Stamina; Decimal Key 


31 







JOB 8 


Data Entry Simulation 


SKILL GOALS 

1. Use the touch method to enter data in a spreadsheet. 

2. Evaluate technique improvement. 


Several weeks ago at dinner, you told your family that you would 
like to get a part-time job so that you can purchase a car. The next 
day, your mother showed you the following employment classified 
ad in the local newspaper. 


Data entry ten-key operator, part-time, flexible hours. 
Must be fast and accurate. Pleasing personality. Gold 
Gem Jewelry. 806-555-7891 


Knowing how much your ten-key touch method skills have 
improved this year, you decided to apply for the job. 

On the employment test you entered data at 152 SAM with .33 
EAM. You got the job. Turn to the following page to begin your 
tasks as a data entry operator at Gold Gem Jewelry. 


JOB 8 I)ata Entry Simulation 



Practice correct posture as you complete your tasks as a data entry 

operator. 


32 












RINGS INVENTORY 

Your first task as a data entry operator at Gold Gem is to set up a 
new inventory system using information from the handwritten 
inventory form (shown at the right). Inventory is the goods or 
merchandise that a store sells. 

1. Close your student record and quit the ten-key program. 

2. Create a new spreadsheet file using any available spreadsheet 
program. 

3. Key RINGS INVENTORY in Al. 

4. Key Stock in A3. 

5. Key Number in A4. 

6. Key Cost in B4. 

7. Key Quantity in C4. 

8. Key Total in D4. 

9. Stock Number . Enter the Stock Numbers (shown on the 
right) in column A, starting in row 6. 

10. Cost . Enter the Costs (shown on the right) in column B, start¬ 
ing in row 6. 

11. Quantity. Enter the Quantities (shown on the right) in column 
C, starting in row 6. 

12. Total . Key the formula =B6*C6 in D6. Copy the formula to D7 
through D20. 

13. Save the spreadsheet as RINGSINV. 

14. Print the spreadsheet. 

15. Close the spreadsheet file. 


RINGS INVENTORY 



A 

B 

c 

D 

1 

RINGS INVENTORY 

2 





3 

Stock 




4 

Number 

Cost 

Quantity 

Total 

5 





6 

ion 32 

73 

± 


7 

465911 

105 

3 


8 

100,315 

64 

2- 


9 

5,8110(b 

02 

2 


10 

712114 

111 

(a 


11 

574427 

211 

& 


12 

754501 

211 

L0 


13 

24 A 015 

131 

4 


14 

167120 

121 

72A 


15 

417035 

41 

)2 


16 

/ 37508 

IQl 

1 


17 

QA0l72 

171 

2 


18 

3301S0 

27T 

4 


19 

502307 

51 

2 


20 

050/37 

102 




JOB 8 Data Entry Simulation 


33 


































WATCHES INVENTORY 

You now have had experience entering inventory data. You should 
be able to increase your speed with the same, or fewer, errors for 
this inventory. 

1. Complete the Watches Inventory form by following the same 
procedure as for the Rings Inventory form. 

2. Save the spreadsheet as WATCHINV. 

3. Print the spreadsheet. 

4. Close the spreadsheet file. 

TECHNIQUE CHECKLIST 

Complete the Technique Checklist on page 43. Compare your 
technique ratings for Job 7 with those for this job. Pay special 
attention to those items marked with a 0 in the previous job. Did 
you improve? 


JOB 8 Data Entry Simulation 


mumtm mm 


WATCHES INVENTORY 



A 

B 

C 

D 

1 

WATCHES INVENTORY — 

2 





3 

Stock 




4 

Number 

Cost 

Quantity 

Total 

5 





6 

Z3101Q 

43 

6, 


7 

Mj&Zl 

41 

4 


8 

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34 































































































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Data Entry Simulation 


SKILL GOALS 

1. Use the touch method to enter rough-draft data in a spread¬ 
sheet. 

2. Evaluate technique improvement. 


You work in the Appliances Department of Excel Discount House. 
At the end of the year, warehouse employees count each item and 
handwrite the data on a form such as the one shown on the fol¬ 
lowing page. You will enter this data into the computer. 

ELECTRONIC APPLIANCES INVENTORY 

1. Create a new spreadsheet file. 

2. Key the title of the spreadsheet and the column headings as 
shown on the inventory form on the following page. 

3. Stock Number . Enter the Stock Numbers in column A, 
starting in row 6. 

4. Reorder Point. Enter the Reorder Point quantities in column 
B, starting in row 6. 

5. On Hand. A mistake was made in counting some of the inven¬ 
tory items on hand. Make the changes as indicated as you 
enter the On Hand quantities in column C, starting in row 6. 

6. Quantity to Order . The Quantity to Order will be greater than 
0 if the On Hand quantity is the same as or less than the 
Reorder Point quantity. Enter the quantities to order for each 
item in column D, starting in row 6. 


7. Cost. The Purchasing Department gives you a list (shown on 
the following page) of new costs for some items. Make the 
changes as you key the costs in column E, starting in row 6. 

8. Total. Key the formula =D6*E6 in F6. Copy the formula to F7 
through F20. 

9. Save the spreadsheet as ELECINV. 

10. Print the spreadsheet. 

11. Close the spreadsheet file. 



Keep your wrist straight and fingers curved. 


JOB 9 Data Entry Simulation 


35 











ELECTRONIC APPLIANCES INVENTORY 



A 

B 

c 

D 

E 

F 

1 

ELECTRONIC APPLIANCES INVENTORY 

2 







3 

Stock 

Reorder 


Quantity 



4 

Number 

Point 

On Hand 

to Order 

Cost 

Total 

5 







6 

4VG23 

3 

i 

6 

4-3-01 


7 

IG7H02 

2 

2 

5 

4 55. Gl 


8 

2 IGllS 

2 

1, 

3 

203-27 


9 

SI 3 074- 

4 

3 ff 

~5~ 

252-25 


10 

5H276, 

4 

3, 

5 

45*. 30 


11 

271054 

L 

1 / 

2 

2*7-34 


12 

r 5 z mo 

2 

r /, 

2 

164- 35 


13 

5/0677 

5 


JT 

32&W 


14 

/ on(A 

2 

4 

0 

)5l-34 


15 

Z4&W0 

3 

5 

S~ 

&0&-1 (d 


16 

5477/6 

/ 

2 

0 

1OS-2‘1 


17 

27' m4 

3 

i i 


14-82 


18 

772262 

4 

2 

3 

“24 7/ 


19 

12146,2 

S 

rjr 

TO~ 

21-05 


20 

(fill 34 2 

1 

7# 

0 

~7mrr 



Stock 

Number 

New 

Cost 

47762? 

48.02 

/ 67 102 

4(at- 23 

5JM3± 

773.45 

2jjlQ2± 

27/. 62 

52/170 

2G1-40, 

5/0 GH 

5*6. 77 

10 28(A 

/54- 77 

zAgud 

6/7- 4.3 

271834 

\G-l3 

972^62 

32-6? 

-72746? 

23-/7 

67/542 

24 67 


JOB 9 Data Entry Simulation 


36 






























































































imummummmmmmui!' 


HOME APPLIANCES INVENTORY 

Complete the Home Appliances Inventory form by following the 
same procedure as for the Electronic Appliances Inventory form. 
Save the spreadsheet as HOMEINV and print the spreadsheet. 


Stock 

Number 

New 

Cost 

73 Si 22 

12.34 

914431 

34-24 

246770 

11-23 

434785 

2.1-5 6 

j62273 

11.24 

163141 

2 34 

64277/ 

5-4Co 

7462 27 

65-23 

4 41 SI 6 

li 0- 37 

M 2-781 

41-42 

5524(p% 

27/23 

23/46* 

2%. 36 

3/7527 

24.27 

773/64 

HO. 32 


Close the spreadsheet file, then quit the spreadsheet program. 
Start the ten-key program before beginning Job 10. 

TECHNIQUE CHECKLIST 

Complete the Technique Checklist on page 43. Compare your 
technique ratings for Job 8 with those for this job. Pay special 
attention to those items marked with a 0 in the previous job. Did 
you improve? 


HOME APPLIANCES INVENTORY 



A 

B 



1 e If 

1 

HOME APPLIANCES INVENTORY 

2 







3 

Stock 

Reorder 


Quantity 



4 

Number 

Point 

On Hand 

to Order 

Cost 

Total 

5 







6 

431412 

3 

2 2 

5 

/5Z- 34 


7 

733 1 El Z 

4 

5 ^ 

0 

IO-Z4 


8 

2134 m 

5 

.3 "2 

2 

.32-'51 


9 

72746* 

m 


D 

6 5?. 52 


10 

732216 

2 

1 

.? 

10027 


11 

52/732 

3 

l 

4 

5/. 73 


12 

246770 

5 

9 

6 

/O. 26 


13 

13152A 

3 

6 S' 

a 

97)15 


14 

434785 

4 

2 

5 

2015 


15 

[&2$12>. 

(k 

3 

2 

10.28 


16 

231647 

8 

5, 

12 

8.54 


17 

153142 

2 

5 * 

\2 

7. /2 


18 


5 


7 

2.26 


19 

643-77/ 

± 

3 

a 

4. 32 


20 

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z 

/ 

4 

60-58 


21 

382147 

2 

2 

.3 

40. 21 


22 

412m 

2 

/, 

2 

104.43 


23 

67273/ 


2 i 


4051 


24 

552463 

i 

2 

6 

267/7 


25 

23/468 


~r 

5 

“26-77 


26 

317527 


2 

4 

23-/6 


27 

5764/2 

5 

2, 

6 

16-43 


28 

743/64 

fa 

5 0 

4 

106-50 


29 

7/376V 

5 

6 

6 

34-f-G 


30 

5SW14 

4 

2 

_ 

2-27 



JOB 9 Data Entry Simulation 


37 





























































JOB 10 


Review;Ten-Key Numeric Test #2 


SKILL GOALS 

1. Review the touch method and all numeric keys. 

2. Increase SAM or decrease EAM to prepare for Ten-Key 
Numeric Test #2 (TKNTest #2). 

3. Analyze your progress and set goals. 

WARM-UP DRILL 


Review your ratings from Job 9 on the Technique Checklist, page 
43. While doing the Warm-Up Drill, strive to improve techniques 
marked with a 0 from Job 9. This Warm-Up Drill emphasizes the 3, 
5, and 9 Keys. 

Open your student record and choose Warm-Up Drill from 
the Job 10 submenu. Work Problems 1-5 now in the usual manner. 


SKILL BUILDER 

To continue improving your technique, speed, and accuracy, com¬ 
plete these drills: 

1. Technique Drills: A through F, page 15. 

2. Speed Drills: A through E, page 17. Your scores will be 
recorded on the Speed Drill Record, which can be viewed from 
the Reports menu. 

3. Accuracy Drills: A through E, page 19. 


JOB 10 Review; Ten-Key Numeric Test #2 



WARM-UP DRILL: 3, 5, AND 9 KEYS 

Strike each key with a rhythmic, bouncy touch. 


953 

2. 999 

3. 964 

4. 916 

5. 321 

359 

555 

257 

302 

456 

539 

333 

103 

683 

987 

593 

335 

813 

127 

852 

935 

359 

609 

150 

360 

395 

995 

457 

809 

941 


Practice correct posture. 


38 







REVIEW OF ALL NUMERIC KEYS 

Choose Review of All Numeric Keys from the Job 10 submenu. 
Work Problems 1-10 on page 40, which review all numeric keys. 
These problems will help you prepare for Ten-Key Numeric Test 
#2. 

TEN-KEY NUMERIC DRILL #2 

Choose Ten-Key Numeric Drill #2 from the Job 10 submenu. To 
prepare for TKNTest #2, work TKNDrill #2 on page 28. You may 
want to ask your teacher or a classmate to observe your tech¬ 
niques and rate them on your Technique Checklist. 

TEN-KEY NUMERIC TEST #2 

If you completed Jobs 1-10 in less than 10 hours of practice, repeat 
them until you complete 10 hours of practice. Do this before you 
take TKNTest #2 so that your scores can be compared with others 
who have completed 10 hours of practice. 

If you have time before taking TKNTest #2, repeat the Skill 
Builder on page 31. Your teacher will administer Ten-Key 
Numeric Test #2. 

1. Choose Ten-Key Numeric Test #2 from the Job 10 submenu. 
Complete three attempts—doing your best in speed, technique, 
and accuracy. The attempt considered best will be the one with 
the least EAM. 

2. To see the results of all three attempts, choose Test Record 
from the Reports menu. 




3. View the addends you keyed by striking the Up or Down Arrow 
keys until the attempt which you want to view is highlighted. 
Strike the Tab Key until View is highlighted, then strike the 
Enter Key. 

4. Print your Ten-Key Numeric Test Record by striking the Tab 
Key until Print is highlighted, then strike the Enter Key. 

5. Strike the Tab Key until OK is highlighted, then strike the 
Enter Key to return to the Reports menu. 

TECHNIQUE CHECKLIST 

If your teacher or a classmate did not rate your techniques as men¬ 
tioned, complete the Technique Checklist now. Compare your rat¬ 
ings for Job 9 with those for this job. Pay special attention to those 
items marked with a 0 in the previous job. Did you improve? 


JOB 10 Review; Ten-Key Numeric Test #2 


39 




REVIEW OF ALL NUMERIC KEYS 


426 

2. 46 

3. 26 

4. 2 

5. 1,093 

178 

690 

87 

605 

694 

490 

6 

2,815 

1,385 

3,578 

572 

218 

367 

172 

89,421 

621 

570 

459 

905 

495 

587 

39 

4 

9,438 

3,450 

936 

751 

9,025 

124 

68 

513 

832 

4,651 

80 

278 

784 

659 

680 

396 

76,013 

508 

143 

2,097 

54 

3,269 

310 

790 

36 

7,963 

45 

796 

815 

4,903 

204 

602 

950 

240 

17 

71 

710 

432 

83 

87 

57 

98,075 

860 

7 

3,518 

683 

812 


JOB 10 Review; Ten-Key Numeric Test #2 


70 

7. 3,561 

8. 27,681 

9. 217 

10. 527 

25,264 

89,344 

4,209 

68,302 

31,618 

239 

265 

367 

243,765 

605,894 

42 

22 

942 

14 

47,508 

7 

1,923 

801,215 

57,830 

359 

90,570 

62,701 

8,039 

453,986 

327 

7,235 

387 

395 

9 

61,924 

1,089 

48 

60,848 

209,453 

920,675 

86,654 

578 

537 

1,579 

617,813 

189 

961 

239 

4,082 

5,120 

5,378 

3,086 

401,652 

138 

3,487 

16,934 

67,540 

13,756 

560 

463 

138 

7,109 

51 

76 

8,149 

2 

5,047 

4,097 

1,407 

4,230 

6,410 

905 

8.674 

29.916 

609.870 










jmummummmmmmuu 4 


ANALYZING PROGRESS AND SETTING GOALS 

Analyzing your progress and setting goals are two important steps 
to improving your skills. 

STROKES A MINUTE (SAM) 

From the Reports menu, choose SAM Graph. 

Answer Questions 1, 2, and 3 after analyzing your SAM pattern 
on the SAM Graph. 

1. Was there a steady increase in SAM on the TKNDrill from Jobs 

6, 7, and 10? Yes_ No_ 

If No, list some reasons why._ 


2. How many SAM did you increase when comparing the 
TKNDrill in Job 6 with the TKNDrill in Job 10? 

SAM INCREASE_ 

3. Did you reach your SAM goal for Job 10 that you set in Job 5? 

Yes_ No_ 

If No, list some reasons why._ 


Strike the Enter Key to choose OK and clear the SAM Graph 
from the screen. 


ERRORS A MINUTE (EAM) 

From the Reports menu, choose EAM Graph. 

Answer Questions 4, 5, and 6 after analyzing your EAM 
pattern on the EAM Graph. 

4. Was your EAM .33 or less in: 

Job 6 Yes_ No_ 

Job 7 Yes_ No_ 

Job 10 Yes_ No_ 

5. In Jobs 6, 7, and 10, if your EAM was not .33 or less, list some 

reasons why._ 


6. Did you reach your EAM goal for Job 10 that you set in Job 5? 
Yes_ No_ 

If No, list some reasons why._ 


Strike the Enter Key to choose OK and clear the EAM Graph 
from the screen. Close your student record. 

IMPROVING YOUR SKILL 

See Appendix B, Warm-Up Drill Patterns for the strategy used 
throughout this book to develop your current touch techniques. 

To continue improving your technique, speed, and accuracy, 
work through this book again. Enter a new student record name 
so that your computer will continue to record your drill and test 
scores. 


JOB 10 Review; Ten-Key Numeric Test #2 


41 
























A Technique Checklist,Ten-Key Touch Method 
B Warm-Up Drill Patterns 
C Speed Drill Record 

D Criteria for Determining Strokes and Errors 
on the Ten-Key Numeric Test 

E Computer Ten-Key Numeric Keypad 
Proficiency Certificate 


APPENDICES 


42 








inmmmuu 

APPENDIXA 

TECHNIQUE CHEC 

Operator _ Evaluator 


Write the date in the proper space. Place a check mark (/ ) after a technique that is performed satisfactorily. Place a zero (0) after a technique that 
needs improvement. 


Technique 

Job 

3a 

3b 

4 

5 

6 

7 

8 

9 

10 

Date 










Getting Ready 

1. Clears the desk of everything except materials needed for 
operating the computer. 










2. Places the keyboard in a position that allows the wrist and hand to be 
parallel to the keypad and allows the greatest freedom of finger 
movement over the keypad. 










3. Sits in a comfortable, erect position with feet flat on the floor for 
proper balance and minimum fatigue. 










4. Holds the operating arm with the wrist straight. 










5. Curves the fingers of the operating hand. 










Entering Numbers 

1. Strikes each key with a firm, quick stroke. 










2. Uses a rhythmic, bouncy touch. 










3. Does not pause between strokes. 










4. Keeps eyes on the book and uses the touch method. Does not 
look at the keypad of the keyboard. 










5. Strikes keys at a fast rate to increase SAM. 










6. Strikes keys at a comfortable rate to keep EAM at .33 or less. 










Proving and Verifying Answers 

1. Checks the screen against the original problem. 










2. Proves the answers in the prescribed manner. 










Attitude 

1. Enthusiastic about learning. 










2. Optimistic about improving. 










3. Confident about success. 










4. Alert but relaxed. 













KLIST, TEN-KEY TOUCH METHOD 


APPENDICES 


43 

































APPENDIX B 


WARM-UP DRILL PATTERNS 


The instructional pattern for Warm-Up Drills is outlined and included for reference. When practicing Warm-Up Drills at the beginning 
of a job, you should develop the ability to move easily from one key to another. 


job 3 
(4,5,6) 

mmm 

La .vl.vt L l-^r Jj.i c J 

mmm 


job 4 
(7,8,9) 

I 'TTi oTryi 

000 

mmm 


Job 5 
(1,2,3) 

mmm 

mmm 

I'M II ° I 


job 6 
0,4,7) 

mmm 

mmm 

mmm 


job 7 job 10 
(2,5,8) (3,5,9) 

mmm mmji] 
mmm mm^m 
mmm mmm 


APPENDICES 


44 


uuuuumuuuumumumu 






APPENDIX C 


SPEED DRILL RECORD 


Choose Speed Drill Record from the Reports menu. Determine your progress by comparing your SAM scores for each speed drill. For 
example, Drill A SAM is probably higher than Drill E SAM because Drill A has: 

1. less strokes, 

2. less digits in each addend, and 

3. many similar digits adjacent to each other. 

The Drill A SAM is probably your maximum speed capacity for striking keys. As you get to know the location of each digit on the 
keypad and increase your finger dexterity, your SAM for Drill E will increase and become closer to your high SAM for Drill A. If your 
score does not improve the next time you work Drill E, concentrate on techniques that will improve your speed, such as using a rhyth¬ 
mic, bouncy touch. 

After viewing your scores, strike the Tab Key and then the Enter Key to print your Speed Drill Record. To return to the Jobs 
menu, strike the Tab Key, then the Enter Key, then the Left Arrow Key. 


APPENDICES 


45 


APPENDIX D 


CRITERIA FOR DETERMINING STROKES AND ERRORS ON THE TEN-KEY NUMERIC TEST 


1. General Rules 

a. The number of strokes to count for a problem cannot exceed the number of strokes (50) in the original problem. 

b. Count one error per addend. 

Type of Error 

Strokes Counted 

Errors Counted 

2. Incorrect Entries 

a. Enters incorrect addend twice. 

b. Enters incorrect addend then 
enters correct addend. 

c. Enters incorrect addend. 

0 

Only strokes for correct addend. 

Deduct strokes for omitted digits; 
count strokes for added digits. 

1 for first incorrect addend; 1 for 
repetition. 

1 for incorrect addend. 

1 

3. Omissions 

a. Omits entire problem. 

b. Omits an addend. 

c. Partially completed problem: 

(1) When test time is over. 

(2) When the problem is not the final 
problem for the attempt and the 
student either strikes the Enter Key 
twice, stops and starts over, or 
continues to the next problem. 

d. Omits the remaining addends in the final 
problem, then strikes the Enter Key twice. 

0 

Deduct all strokes in omitted addend. 

All strokes entered. 

All 

All 

1 for omission. 

1 for each addend omitted. 

All committed; no error for not 
completing problem. 

All committed; 1 for stopping. 

0 

4. Additions and/or Repeats 

a. Enters correct addend twice. 

b. Repeats entire problem. 

0 strokes for extra addend. 

All strokes for both problems. 

1 for repetition. 

1 for repetition; all errors in both problems. 


APPENDICES 


46 


uumuuuummmmmmm 
















APPENDIX E 



APPENDICES 


47 






















KH07AB i@p 

ISBN □-S3fl-bE c in-3 

90000 > 


WESTERN 


9 780538 629195 


mi 


liwm 


-Key Skill Builder for Computers is a concise, easy-to-use 
i-workbook and program software that is designed 
uild speed and accuracy on the ten-key pad of the 
iputer using the touch method. It includes a scoring 
em based on Strokes a Minute (SAM) and Errors a 
ute (EAM) similar to that used in alphabetic 
aoarding. The program software is available as 
jvidual 5.25 or 3.5 IBM Program Diskettes or a 
/vork version. 


This realistic instructional package 

• Prepares students for entry-level jobs using the 
ten-key pad. 

• Is written in an easy-to-read, self-instructional style. 

• Provides realistic simulations. 

• Includes tests and teacher's manual.