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     *                            TO KILL A MOCKINGBIRD                        *
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                          Activities and Notes for Students




                                 Programme and Notes




                                         by





                                    Steve Herbert





















                                        (p1)









                                  Table of Contents
                                  =================






     Introduction to To Kill A Mockingbird......................3

     Introduction to the Programme..............................3

     System Requirements........................................4

     Installation...............................................4

     How to get Started.........................................5

     Using the Menus............................................5

     The Main Menu..............................................6

     Quizzes and Games Menu.....................................6

     Notes Menu.................................................7

     Instructions...............................................7

     The Competition............................................8

     Customising the Programme..................................9

     About the Programme........................................10

     Registration Form..........................................11

     Entry Form.................................................12



















                                        (p2)








                       INTRODUCTION TO 'TO KILL A MOCKINGBIRD'
                       =======================================

     The novel was finally published in 1960, after being rejected when first
     submitted to publishers in a much shorter form. It was an immediate
     success, and has remained a favourite with teachers, students and the
     reading public ever since.

     Harper Lee was awarded the Pulitzer Prize in 1961, confirming the book's
     stature as a major piece of American fiction. Unfortunately, her success
     was never repeated, and 'To Kill A Mockingbird' remains the single pillar
     on which her fame is constructed.

     This great novel deals with universal themes such as prejudice, tolerance
     and courage, but does so with a warmth and a quiet wit that make it very
     readable. We cannot help but be drawn to the youthful narrator, who imposes
     her own innocent views on all the events which she relates so faithfully.
     The character of Atticus serves as a model of fatherhood and strength of
     character without ever seeming to be nauseatingly pure. The drama and
     tragedy of the court case strike a chord in anyone who has been affected
     by, or been a witness to the evils of racism.

     Like any worthwhile novel, 'To Kill A Mockingbird' rewards re-reading, and
     I have been delighted to discover new insights into characters, and to re-
     discover forgotten incidents as I prepared this programme.

     'To Kill A Mockingbird' was made into a major motion picture, starring
     Gregory Peck as Atticus.


                            INTRODUCTION TO THE PROGRAMME
                            =============================

     The programme consists of a series of activities to assist high school
     students studying Harper Lee's novel 'To Kill A Mockingbird'. The student
     can select the activity of his choice from a series of menus.

     Activities include several quizzes or games, notes on a wide variety of
     topics, maps, and even a competition with the chance to win worthwhile
     prizes.

     The games are designed to be fun and at the same time to provide a fairly
     painless way to memorise quotations, learn important passages, and in
     general, to become familiar with the plot, characters and themes of the
     novel.












                                        (p3)








                                 SYSTEM REQUIREMENTS
                                 ===================

     The programme will run on IBM and Compatible computers with 512Kb of memory
     or more. CGA card is required, although it is not necessary to have a
     colour monitor. However, colour is recommended, especially for the games.

                                    INSTALLATION
                                    ============

     Two 5.25" disks

     The programme was originally supplied on two 5.25" floppy disks and the
     default set up is for the programme disk to be in Drive A and the data disk
     in Drive B. (This Set-up may be changed from within the programme once it
     is running.) However, various Shareware suppliers may distribute the
     programme differently. Read the file FILES.TXT to check which files should
     be on each disk.

     Hard Disk or 3.5" disk

     1. Create a new directory or subdirectory for the programme (if desired)
     using the DOS MKDIR or MD command (See your DOS manual).

     2. Copy all the files to the chosen directory or sub-directory using the
     COPY *.* command. You may copy the data files to a different directory from
     the programme files if you wish. (Read the file FILES.TXT to see which are
     the data files).

     3. When you first run the programme, select SETUP from the Main Menu, and
     alter the Drive/Directory setting to the one where you copied the data
     files. You must do this before you attempt any of the activities which load
     data from the disk. (Most of them do!).

     Windows 3.0

     1. Copy the file TKAM.PIF to your Windows directory.

     2. Run Windows and from the Program Manager, select or create the Program
     group in which you want the programme to appear.

     3. Click on FILE/NEW/PROGRAM ITEM and type in your choice of programme
     title and the file name TKAM.PIF.

     4. Windows will give the programme a default DOS icon. Select the icon, and
     then click on FILES/PROPERTIES/CHANGE ICON. In the dialogue box, type in
     the path name of the Mockingbird files and the file name TKAM.ICO  Now
     click on OK and the DOS icon will be replaced by the new Mockingbird icon.









                                        (p4)








                                 HOW TO GET STARTED
                                 ==================

     A. Two 5.25" Floppy Disks

     If you have copied the Programme files onto a bootable disk, just insert
     the Programme Disk in Drive A and the Data Disk in Drive B. Now turn on, or
     reboot your computer. N.B. You can reboot by pressing the Ctrl key,the Alt
     key and the Del key all at once, or by pressing the Reset Button if there
     is one.
     Alternatively, if your computer is already running and the DOS prompt is on
     the screen, insert the disks as above. Now change to Drive A if necessary
     by typing A: <<Enter>> To run the programme, type AUTOEXEC <<Enter>> or
     TKAM <<Enter>>

     B. One 3.5" disk

     If you copied the files to a bootable disk, just insert the disk in your
     drive and turn on, or reboot your computer. Alternatively, if your computer
     is already running and the DOS prompt is on the screen, make sure you are
     using the correct drive (Usually Drive A:),and then type AUTOEXEC <<Enter>>
     or TKAM <<Enter>>

     C. Hard Disk

     Make sure you have followed the instructions in the previous section to
     make a directory and copy the files to it. Now change to that
     directory.(e.g. If your Hard Disk is Drive C and you created a new
     directory called TKAM, then type CD C:\TKAM) <<Enter>>)
     Now type AUTOEXEC <<Enter>> or TKAM <<Enter>>

     D. Windows 3.0

     Double click on the mockingbird icon in the Program Manager.


                                   USING THE MENUS
                                   ===============

     You find your way around the different parts of the programme by using a
     very simple system of menus.
     The choices offered at each level are shown on the screen, with the first
     one high-lighted. Use the arrow keys to move the high-light to the
     selection you want. Then press the <<Enter>> key to go to that selection.If
     your computer has a numeric key-pad, you may use those arrow keys as well,
     but remember to turn off the Num Lock function.

     To Find A Menu

     If a menu is not currently showing on the screen, you can almost always get
     to one by pressing the <<Esc>> key. This will halt the current activity,and
     display the active menu.





                                        (p5)








                                    THE MAIN MENU
                                    =============

     The Main Menu Options are described briefly below.

     Introduction
     This is a welcome to the programme and a brief description of its features.

     Quizzes And Games
     Choose one of the quizzes and games available from a further menu.

     Notes
     This also leads to another menu, listing the different topics for which
     notes are available.

     Competition
     This reveals details of the competition, and gives the coded message which
     makes up Level 1 of the competition.

     Maps
     This segment reveals a map of Scout's street as it is described in the
     novel, with associated notes, and a map of the USA showing the state of
     Alabama.

     Set-Up
     Use this selection to change the colour of the text and the menus, or to
     alter the speed at which the programme runs; also to set the drive and
     directory in which the data files are stored.

     Quit
     Return to DOS

                               QUIZZES AND GAMES MENU
                               ======================

     Quotation Quiz
     Tests your detailed knowledge of the book by asking you to choose the
     correct speaker of each quotation. Over 90 quotations to really test you. A
     good score here earns you a clue to the competition code.

     Missing Words
     Vital passages from the text can be learnt by heart, as you guess the words
     missing from the screen. Great revision value!

     Danger
     An addictive word-guessing game. To save Scout from the knife of Bob Ewell,
     you must guess the mystery word in time and bring Boo Radley to the rescue.

     Scout's Journey
     A simulated board game in the Snakes and Ladders tradition. Become Napoleon
     as you follow his changing fortunes through the plot of the text. Try to
     beat your own record for completing this game!

     PlotSwap
     The events of the novel have been jumbled. Try to re-arrange them by
     swapping pairs of events. Three levels of difficulty make this one a real
     challenge.
                                        (p6)








                                     NOTES MENU
                                     ==========

     Major topics are:

     Plot Summaries
     This leads to another menu allowing you to select an overall summary or
     chapter summaries.

     Character Studies
     Another menu to select notes on any of the major characters

     Exam Questions
     A selection of notes on how to handle different exam questions.

     Themes
     Discusses the major ideas of the novel

     Setting/Background
     Brief notes on relevant points.

     Language
     A discussion of Harper Lee's language and the style of the novel.

     The Author
     Brief notes about Harper lee's life


                                    INSTRUCTIONS
                                    ============

     The programme has been designed to be as user-friendly as possible. Most of
     the activities have on-screen help. Where more detailed instructions are
     necessary, this option has been included in the menu for that particular
     activity.

     Activities which include their own instructions are:

     Quotation Quiz (Games Menu)

     Missing Words (Games Menu)

     Save Boxer (Games Menu)

     Revolution (Games Menu)

     PlotSwap (Games Menu)

     In addition, you can receive help on any menu by pressing <H>.








                                        (p7)








                                   THE COMPETITION
                                   ===============

     One of the unique features of this programme is the on-disk competition. To
     take part in the competition, you must first solve a code. To see the coded
     message, select COMPETITION from the Main Menu.

     Once you have cracked the code, you will know how to continue on to the
     second level of the competition, a treasure hunt on one of the maps in the
     Maps segment of the programme.

     Once the treasure is discovered, you will be able to answer a series of
     questions which make up Part Three of the competition.

     Write your solution to the coded message on the Entry Form (Included as
     page 12 of this manual), and also write the answers to the five Buried
     Treasure questions. Please note that you must be a registered user of the
     programme to be eligible to enter the competition.

     First prize is cash to the value of approximately US$50 plus computer
     products. Second prize US$15 plus computer products. Twenty consolation
     prizes of computer products. The value of the prizes may vary slightly from
     year to year, but should increase rather than decrease (assuming enough of
     you lovely people out there in Computer-land buy my programmes).

     The competition is an annual one closing at the end of November each
     year,and with the winning entries drawn at the beginning of December.

     All prize-winners will be notified by post, and all entrants in the
     competition will receive a list of results.



























                                        (p8)







                              CUSTOMIZING THE PROGRAMME
                              =========================

     With a modicum of knowledge and the ability to use a text processor, you
     should be able to customise some of the data used in the programme, if you
     so desire. The most obvious areas where this can be accomplished are as
     follows:

     QUOTATION QUIZ  - The data for this quiz is contained in the text file
     MBQUOTES.QQZ  The first item in the file is the number of quotes currently
     in the file. Don't forget to update this if you add or delete quotes. Each
     question must contain the following items: The quotation itself, the
     correct answer, 3 incorrect answers, a sentence explaining the context of
     the quotation, the Chapter number, the page number. Use ordinary Arabic
     numerals for Chapter and page numbers, not Roman numerals. A quick look at
     the file should make it clear what to do if you are still confused.

     DANGER - This is my version of the Hangman game. You can easily add new
     words by altering the file DANGER.DTA  The first item in the file is the
     number of words. Don't forget to update this if you add or delete words.
     Each word used in the game also has an accompanying definition; this must
     be included.

     NOTES - I don't recommend that you alter the notes, as my system for
     printing them to the screen is a little peculiar to say the least, but if
     you must experiment, then go ahead. Plot summaries can be identified by the
     file suffix .PLT , Character studies have .CHR , while other notes have the
     suffix .NTS  The first item in each file is the number of screens or pages
     of data, then each 'page' has the number of data items on that page.
     Beginning an item with a * indicates that the item is to be high-lighted in
     the text. To print a blank line, include an item consisting of 4 or more
     spaces enclosed in quotation marks. You may need to experiment a little to
     find out just how much will fit on each page.

     MISSING WORDS - If you have a lot of time on your hands, and are by nature
     a patient and tolerant person like me, then you can try writing different
     PASSAGES for the Missing Words game. I'll leave you to figure out how it's
     done! Unfortunately, you won't be able to change the reference to the
     PASSAGE in the GAMES Menu.

     SCOUT'S JOURNEY - Not much you can change here, except for the True/False
     questions. These are contained in the file BORDATA.DTA  Take care not to
     make the questions too long.

     PLOTSWAP
     The three data files are BEGSWAP.DTA, INTSWAP.DTA and ADVSWAP.DTA
     You may change these as you wish. Adding further plot items to the file
     will make that level more difficult. The number at the head of the file
     refers to the number of plot items in the file. The plot items must be
     found in the file in their exact oreder as in the novel.








                                        (p9)








                                 ABOUT THE PROGRAMME
                                 ===================

     This programme began its life as a set of quizzes I programmed for my own
     Literature students at a High School here in Singapore. Over the last two
     years, the programme has grown and developed and gone through a variety of
     versions, to become what it is today. It has been quite well-received by
     students here who face the Cambridge GCE O Level examinations.

     Originally, as the new owner of an Apple II clone, I programmed in
     Applesoft Basic. My first programme (Julius Caesar) fitted easily onto one
     5.25" floppy disk,and consisted mainly of three games and a segment on the
     Globe Theatre. I believed then as I believe now, that people do not really
     want to sit and read pages of notes from a computer monitor.

     However, feedback from users indicated a desire for more notes, so the
     programme quickly grew. It also changed direction to become IBM-compatible
     to run on the computer of choice of 80% of the student population here in
     Singapore. So I put my prejudices aside and picked up a smattering of
     GWBasic.

     As the programme grew and became more sophisticated, I felt the need for
     something a little more powerful and faster than interpreted Basic, so
     Microsoft QuickBasic made its appearance. I still see room for improvements
     and additions to the programme, and each new version on each different text
     is a little more sophisticated than its predecessor. Who knows what the
     future will bring?

     Currently, available titles are:
     TO KILL A MOCKINGBIRD
     ANIMAL FARM by George Orwell
     MACBETH
     ROMEO AND JULIET
     LORD OF THE FLIES by William Golding
     WALKABOUT by James Vance Marshall
     THE GHOST OF THOMAS KEMPE by Penelope Lively

     Offers of large sums of money may induce me to write similar programmes on
     novels or plays of your choice. Make me an offer!


















                                        (p10)








                                  REGISTRATION FORM
                                  =================

     To Steve Herbert
     39 Greenleaf View
     Singapore 1027

     A. PERSONAL USE
     ===============
     Please enroll me as a registered user of  'TO KILL A MOCKINGBIRD'.
     I enclose payment in the form of:
                                       *Bank Draft in Singapore currency S$20
                                       *Personal cheque in any currency to the
                                        equivalent of US$15


     B. SITE LICENCE
     ===============
     Please register my application for a Site Licence for the use of your
     programme 'TO KILL A MOCKINGBIRD'. I understand that the Licence permits
     the making of as many copies as desired of the programme for use within the
     physical boundaries of any one school or other educational institution, in
     a classroom situation only. It does not permit copying and/or distribution
     of the programme for individual use outside the classroom.
     I enclose payment in the form of:
                                       *Bank Draft in Singapore currency S$100
                                       *Personal cheque in any currency to the
                                        equivalent of US$60
     *Delete one


     NAME.............................................................

     ADDRESS....................................................................

             ...................................................................

             ...................................................................

     SCHOOL.....................................................................

     OCCUPATION ..............................AGE ............

     PROGRAMME OBTAINED FROM .........................................

     COMMENTS................................................................
          
             ................................................................

             ................................................................

             ................................................................

             ................................................................



                                        (p11)







                                     ENTRY FORM
                                     ==========

     LEVEL ONE - CODE BREAKING  Write the decoded message clearly and accurately
     on the lines below
     ...........................................................................

     ...........................................................................

     ...........................................................................

     ...........................................................................

     ...........................................................................

     ...........................................................................

     ...........................................................................

     LEVEL TWO - Buried Treasure and LEVEL THREE - Question Answers  Write your
     answers to the five buried treasure questions clearly and accurately in the
     spaces below.
     1. ........................................................................

        ....................................................................... 

     2. ........................................................................

        ....................................................................... 

     3. ........................................................................

        ........................................................................

     4..........................................................................

        ........................................................................

     5. ........................................................................

        ........................................................................


     NAME.............................................................

     ADDRESS....................................................................

             ...................................................................

             ...................................................................

     Post to:
     STEVE HERBERT
     39 GREENLEAF VIEW
     SINGAPORE 1027
     REPUBLIC OF SINGAPORE


                                        (p12)




         ----------------end-of-author's-documentation---------------

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