mmm
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
Kathleen Schaefer
Jane Congdon
Kristina Almquist Design
Nicola Hardy
Alix Roughen
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
rttmmmtimf m.r r
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
mllmllllllll
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
mnmmcttmt
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
jamunummmmmunuu' 1
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.
iiiiiiiiiiiiiiMHiiiil
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
rrmt
Is this your keypad? (V/N)
&. B SI S
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m m m m
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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mimuuuuummumuumr
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
mnmmtmm
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
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FI
1
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fn
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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
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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
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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
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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.
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(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
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^/ ; 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
mmuuuuuummmiuumr
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
mmmm.nmttttttmtumrttY
jmmmuuuummmiuuuii
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)
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2. 331
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517
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mms
399
555
115
555
995
333
775
777
559
999
JOB 6 Stroking Sequence Patterns; Ten-Key Numeric Drill #2
mmmmmmmmmmnuu
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)
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318
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153
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20.
246
464
446
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244
624
648
668
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266
444
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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
TTtttttttttttrttfvt
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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
umwummtTTttumurfttftTu
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
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7
465911
105
3
8
100,315
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9
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18
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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
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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
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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
746237
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
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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
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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
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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.