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Choose and Tell: Nursery Rhymes
Choose a character from a popular nursery rhyme and tell your own story! Decide where your character will go, how they will travel and what they will do when they get there. Take Baa Baa Black Sheep off to the beach on a space rocket. Or will Humpty Dumpty visit the castle on his green boat?
This is a great way to get children using their imagination and taking control of the story by making their own decisions. The results are beautifully illustrated, always entertaining and delightfully comical!
Switch accessible and configurable to suit the needs of different learners. Also features auditory scanning
Choose a character from a popular nursery rhyme and create your own story. You decide what happens next! Choose from Humpty Dumpty, the Grand Old Duke of York, Old Mother Hubbard, Old King Cole or Baa Baa Black Sheep. Decide where you want them to go, how they will travel and what they will do when they get there!
The Choose and Tell series is designed to engage and motivate the student. They are encouraged to respond to the unfolding story onscreen and to make decisions, using a combination of cause and effect and choice-making activities. It also helps the student to gain an understanding of sequences of events.
Take Baa Baa Black Sheep off to the beach on a space rocket. Or will Humpty Dumpty visit the castle on his green boat? This is a great way to get children using their imagination and taking control of the story by making their own decisions. The results are beautifully illustrated, always entertaining and delightfully comical!
Activities can be adjusted to suit students of different ages and abilities and to include those with special needs.
Choose and Tell characters can be used in activities away from the computer, too. The images can be printed out and black and white versions are available for students to colour in.
You can tailor the activities in Choose and Tell to suit your students` needs:
You can decide whether the student will be offered a choice of two or three items on each decision-making page. (They will always be offered all five characters to choose from, regardless of the selection made here)
This option allows the Back Button, which lets the student go back and choose a different item, to be disabled.
Choose whether to use the mouse, touch screen, keyboard, IntelliKeys or one or two switches
This controls the single switch scanning function, which automatically selects each interactive object on the screen in turn. It regulates the length of time that each object is highlighted before moving on to the next.
The Scan Colour option controls the colour of the scan outline that appears when interactive objects on the screen are selected.
You can decide to have the name of each choice shown on the screen read out as they are scanned. They will also be read out if you roll over the object with the mouse pointer.
Choose and Tell includes a "pre-acceptance delay" function. This is useful for students who make brief involuntary switch presses which you don`t want the program to recognise. If you set the delay to 0.4 seconds, the program will only accept switch presses that last longer than 0.4 seconds.
An easy way to access ready-to-print pictures from the game that can be used in activities away from the computer. Black and white versions are also available for your students to colour in.
Get the best from your IntelliKeys
All software in the Choose and Tell series have support for the IntelliKeys. They feature a built-in scanning overlay, allowing students to use the IntelliKeys to write their own story.